Warding Sphere (310): Difference between revisions
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'''Warding Sphere''' generates a bonus to the [[ |
'''Warding Sphere''' generates a bonus to the [[defensive strength]] (DS) and [[target defense]] (TD) of the caster and their [[group]]. If the caster is not leading the group, it is necessary for the caster to cast this spell at the group leader. |
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The |
The bonus is{{mono| +10 base DS/TD + 1 DS/TD per [[Cleric Base]] ranks }}trained beyond 10. The bonus caps at +20 DS/TD. |
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== |
== Group Mechanics == |
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While the spell initially benefits all members of the cleric's group, proximity to the cleric is necessary to maintain the benefit, as it is the strength of the [[ |
While the spell initially benefits all members of the cleric's group, proximity to the cleric is necessary to maintain the benefit, as it is the strength of the [[cleric]]'s conviction that bolsters their inherent abilities. Mechanically, the game intermittently checks to ensure that a character is in the room with the cleric that initially cast Warding Sphere - if not, the spell expires. |
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== Messaging == |
== Messaging == |
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;Start |
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Initial cast: |
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< |
<pre{{log2|margin-right=35%}}> |
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A sphere of pure white light appears above you. |
A sphere of pure white light appears above you. |
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A wispy tendril of pure magic reaches out to encircle you and those nearby. |
A wispy tendril of pure magic reaches out to encircle you and those nearby. |
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You feel more secure basking in the glow of divine protection. |
You feel more secure basking in the glow of divine protection. |
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</ |
</pre> |
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;End |
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Wearing off: |
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< |
<pre{{log2|margin-right=35%}}> |
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You suddenly feel less protected. |
You suddenly feel less protected. |
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</ |
</pre> |
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== Resources == |
== Resources == |
Revision as of 16:33, 22 February 2016
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Warding Sphere generates a bonus to the defensive strength (DS) and target defense (TD) of the caster and their group. If the caster is not leading the group, it is necessary for the caster to cast this spell at the group leader.
The bonus is +10 base DS/TD + 1 DS/TD per Cleric Base ranks trained beyond 10. The bonus caps at +20 DS/TD.
Group Mechanics
While the spell initially benefits all members of the cleric's group, proximity to the cleric is necessary to maintain the benefit, as it is the strength of the cleric's conviction that bolsters their inherent abilities. Mechanically, the game intermittently checks to ensure that a character is in the room with the cleric that initially cast Warding Sphere - if not, the spell expires.
Messaging
- Start
A sphere of pure white light appears above you. A wispy tendril of pure magic reaches out to encircle you and those nearby. You feel more secure basking in the glow of divine protection.
- End
You suddenly feel less protected.
Resources
- Cleric Base Spells: Warding Sphere, on Play.net