Soul Ward (319): Difference between revisions

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===Secondary Flare===
===Secondary Flare===
<div {{Log}}>A shadow steed stomps his hoof in front of you!<br>
<div {{Log}}>A huge air elemental positions itself to attack you.<br>
The evanescent shield shrouding you flares to life and absorbs the essence of the spell, dissipating it harmlessly.<br>
'''The evanescent shield shrouding you flares to life and absorbs the oncoming blow. Before fading, it flickers with a pale incandescence.'''</div>
'''Before fading, the evanescent shield flickers with with a pale incandescence.'''</div>


===Spirit Infusion===
===Spirit Infusion===
Line 147: Line 146:
<div {{Log}}>Turning inward, you focus on suffusing a fragment of your essence into the ground at your feet. A shimmering wave ripples outward from where you stand, expanding the evanescent shield about you.</div>
<div {{Log}}>Turning inward, you focus on suffusing a fragment of your essence into the ground at your feet. A shimmering wave ripples outward from where you stand, expanding the evanescent shield about you.</div>


===Failure===
<div {{Log}}>A huge air elemental concentrates deeply for a moment, before unleashing a powerful gust of wind that buffets the area!<br>
'''The evanescent shield shrouding you fades briefly, then flickers with a pale incandescence.'''<br>
The wind knocks you off your balance and you fall over!<br>
Your arms are forced down to your sides!<br>
Roundtime: 3 sec.<br>
The wind then subsides.</div>
===Wearing Off===
===Wearing Off===



Revision as of 04:23, 18 April 2015

Soul Ward (319)
Mnemonic []
Base Duration 1200 seconds
Added Duration +60 sec per
Cleric Base rank
Span Stackable
Defensive Magic  
Subtype  
Availability Self-cast 
Cleric Base Spells
Prayer of Holding (301) Attack
Smite/Bane (302) Attack
Prayer of Protection (303) Defensive
Bless (304) Offensive
Preservation (305) Utility
Holy Bolt (306) Attack
Benediction (307) Defensive
Well of Life (308) Utility
Condemn (309) Attack
Warding Sphere (310) Defensive
Blind (311) Attack
Fervent Reproach (312) Attack
Prayer (313) Defensive
Relieve Burden (314) Utility
Remove Curse (315) Utility
Censure (316) Attack
Divine Fury (317) Attack
Raise Dead (318) Utility
Soul Ward (319) Defensive
Ethereal Censer (320) Attack
Holy Receptacle (325) Utility
Sanctify (330) Utility
Divine Wrath (335) Attack
Symbol of the Proselyte (340) Offensive
Miracle (350) Utility


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% - -
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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

Drawing deep from the well of your soul, you summon forth a thread of your essence and weave it into an evanescent shield to shroud your form.

Third Person

<PLAYER> summons forth a thin thread of essence and weaves it into an evanescent shield to shroud his form.

Physical Attack

A spectral miner positions himself to attack you.
The evanescent shield shrouding you flares to life and absorbs the oncoming blow.

Spell Attack

A spectral miner gestures sharply at you!
The evanescent shield shrouding you flares to life and absorbs the essence of the spell, dissipating it harmlessly.

Maneuver Attack

Creature Maneuver

The evanescent shield shrouding you flares to life and thickens to create a substantial buffer around you.
Predicting the path of the crawler, you dodge nimbly out of the way of its vicious strike!

CMAN

The evanescent shield shrouding you flares to life and thickens to create a substantial buffer around you.

[Roll result: 0 (open d100: 53)]

<PLAYER> attempts to kick dust at you, but is unable to kick up a sufficient amount of dust.

Note CMAN roll result: 0

Secondary Flare

A huge air elemental positions itself to attack you.
The evanescent shield shrouding you flares to life and absorbs the oncoming blow. Before fading, it flickers with a pale incandescence.

Spirit Infusion

Turning inward, you focus on suffusing a fragment of your essence into the ground at your feet. A shimmering wave ripples outward from where you stand, expanding the evanescent shield about you.

Failure

A huge air elemental concentrates deeply for a moment, before unleashing a powerful gust of wind that buffets the area!

The evanescent shield shrouding you fades briefly, then flickers with a pale incandescence.
The wind knocks you off your balance and you fall over!
Your arms are forced down to your sides!
Roundtime: 3 sec.

The wind then subsides.

Wearing Off

The air about you shimmers momentarily before the evanescent shield surrounding you collapses.
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See Also