Warding Sphere (310): Difference between revisions
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== Proximity == |
== Proximity == |
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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 [[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. |
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 == |
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Initial cast: |
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<div {{log}}> |
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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. |
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You feel more secure basking in the glow of divine protection. |
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</div> |
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Wearing off: |
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<div {{log}}> |
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You suddenly feel less protected. |
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</div> |
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== External Links == |
== External Links == |
Revision as of 17:39, 12 January 2010
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Warding Sphere generates a bonus to the DS and TD of the caster and his or her group. If the caster is not leading the group, it is necessary for the caster to cast this spell at the group leader.
The base bonus is +10 DS/TD, +1 DS/TD per each Cleric Base ranks trained beyond 10. The spell's maximum bonus is +20 DS/TD.
Proximity
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
Initial cast:
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.
Wearing off:
You suddenly feel less protected.
External Links
- Cleric Base Spells: Warding Sphere, on Play.net