Warding Sphere (310): Difference between revisions
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== Resources == |
== Resources == |
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* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#310 Cleric Base Spells: Warding Sphere], on Play.net |
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#310 Cleric Base Spells: Warding Sphere], on Play.net |
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[[Category:Group Spells]] |
Revision as of 11:35, 2 March 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, and the mana cost raises in kind.
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