Soul Ward (319): Difference between revisions
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<div {{Log}}>The air about you shimmers momentarily before the evanescent shield surrounding you collapses.</div> |
<div {{Log}}>The air about you shimmers momentarily before the evanescent shield surrounding you collapses.</div> |
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==See Also== |
==See Also== |
Revision as of 15:26, 13 November 2014
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Soul Ward is a powerful defensive spell that enshrouds the cleric in an evanescent shield which can potentially absorb or buffer an opponent's (creature or PC's) initial physical, spell or maneuver attack, thereby completely negating the attack's effect.
A successful outcome will result when a flare occurs. Flare activation is determined by a hidden warding check with the attacker receiving a -25 TD penalty. Due to this TD pushdown a favorable result is very likely against same-level or lower opponents.
Note: Unlike physical and spell attacks which are outright negated, maneuver attack resolution messaging will be displayed but a successful outcome is still guaranteed.
An opponent's second attack may also be thwarted. The chance of this occurring is based on ranks in Spiritual Lore, Blessings. Additionally, the spell's effect can be reset for all opponent's present in the room by infusing spirit.
Spiritual Lore, Blessings
Training in Spiritual Lore, Blessings provides for a chance (see table) to negate an opponent's subsequent attack. This additional flare opportunity will be evident when the spell's messaging, from the current attack, includes the following line: Before fading, the evanescent shield flickers with a pale incandescence.
Lore Bonus Table
The chance to negate an opponent's subsequent attack is 1% with 1 Blessings lore rank to a maximum of 19% at 190 ranks (seed 1 of the summation chart).
Lore Ranks | Percentage | Lore Ranks | Percentage | |
---|---|---|---|---|
1 | 1% | 66 | 11% | |
3 | 2% | 78 | 12% | |
6 | 3% | 91 | 13% | |
10 | 4% | 105 | 14% | |
15 | 5% | 120 | 15% | |
21 | 6% | 136 | 16% | |
28 | 7% | 153 | 17% | |
36 | 8% | 171 | 18% | |
45 | 9% | 190 | 19% | |
55 | 10% | - | - |
Spirit Infusion
Through the use of the INFUSE SPIRIT command all creatures present in the room will be reset so that their next attacks can be absorbed. Under normal conditions this infusion costs 1 spirit point. When the infuser is under the influence of certain status effects, eg., stunned or while in RT, the cost to infuse increases to 2 spirit points.
Note that spirit death can occur when an infusion reduces spirit to less than 1 point.
Messaging
Initial Cast
First Person
Third Person
Physical Attack
The evanescent shield shrouding you flares to life and absorbs the oncoming blow.
Spell Attack
The evanescent shield shrouding you flares to life and absorbs the essence of the spell, dissipating it harmlessly.
Maneuver Attack
Creature Maneuver
Predicting the path of the crawler, you dodge nimbly out of the way of its vicious strike!
[Roll result: 0 (open d100: 53)]
Note CMAN roll result: 0
Secondary Flare
The evanescent shield shrouding you flares to life and absorbs the essence of the spell, dissipating it harmlessly.
Spirit Infusion
Wearing Off
See Also
External Links
- Cleric Spell Circle: Soul Ward, on play.net