Soul Ward (319): Difference between revisions
VANKRASN39 (talk | contribs) (add framework. no official info released due to GM emergency) |
SPYRIDONM1 (talk | contribs) (Initial write-up, more to follow) |
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{{Spell |
{{Spell |
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| mnemonic = |
| mnemonic = |
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| base_dur = |
| base_dur = 1200 seconds |
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| add_dur = |
| add_dur = +60 sec per<br>[[Cleric Base]] rank |
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| span = |
| span = [[Stackable]] |
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| type = Defensive |
| type = Defensive |
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| subtype = |
| subtype = |
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| ds = |
| ds = None |
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| td = |
| td = None |
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| enhancement = |
| enhancement = None |
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| availability = |
| availability = [[Self-cast]] |
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| navigation = {{cleric base navigation}} |
| navigation = {{cleric base navigation}} |
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}} |
}} |
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'''Soul Ward''' is a powerful defensive spell that enshrouds the [[cleric]] in an evanescent shield which can potentially absorb an opponent's ([[creature]] or [[Player character|PC]]'s) initial physical, [[spell]] or [[maneuver]] attack, thereby completely negating the attack's effect. However, there is no guarantee of success. Flare activation is determined by a hidden warding check with the attacker receiving a -25 [[TD]] penalty. Therefore, a favorable result is very likely against same-[[level]] or lower opponents. |
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{{stub}} |
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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]]. |
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==Spiritual Lore, Blessings Bonus== |
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Training in [[Spiritual Lore, Blessings]] provides for a chance to absorb a second attack from the same opponent. This second negation opportunity will be evident when the spell's messaging, from the initial attack, includes the sentence, ''Before fading, the evanescent shield flickers with a pale incandescence.'' |
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==[[Spirit]] Infusion== |
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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. If the infuser is under the influence of most status effects, eg., [[Stunned|stunned]] or while in [[roundtime|RT]], the cost increases to 2 spirit points. Note that spirit death is possible from overextended use. |
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== Messaging == |
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===Initial Cast=== |
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<div {{Log}}>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.</div> |
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===Physical Attack=== |
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<div {{Log}}>A spectral miner positions himself to attack you.<br> |
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The evanescent shield shrouding you flares to life and absorbs the oncoming blow.</div> |
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===Spell Attack=== |
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<div {{Log}}>A spectral miner gestures sharply at you!<br> |
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The evanescent shield shrouding you flares to life and absorbs the essence of the spell, dissipating it harmlessly.</div> |
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===Maneuver Attack=== |
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===Secondary Flare=== |
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<div {{Log}}>A shadow steed stomps his hoof in front of you!<br> |
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The evanescent shield shrouding you flares to life and absorbs the essence of the spell, dissipating it harmlessly.<br> |
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'''Before fading, the evanescent shield flickers with with a pale incandescence.'''</div> |
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===Wearing Off=== |
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<div {{Log}}>The air about you shimmers momentarily before the evanescent shield surrounding you collapses.</div> |
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==See Also== |
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==External Links== |
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*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#319 Cleric Spell Circle: Soul Ward], on play.net |
Revision as of 15:19, 6 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 an opponent's (creature or PC's) initial physical, spell or maneuver attack, thereby completely negating the attack's effect. However, there is no guarantee of success. Flare activation is determined by a hidden warding check with the attacker receiving a -25 TD penalty. Therefore, a favorable result is very likely against same-level or lower opponents.
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 Bonus
Training in Spiritual Lore, Blessings provides for a chance to absorb a second attack from the same opponent. This second negation opportunity will be evident when the spell's messaging, from the initial attack, includes the sentence, Before fading, the evanescent shield flickers with a pale incandescence.
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. If the infuser is under the influence of most status effects, eg., stunned or while in RT, the cost increases to 2 spirit points. Note that spirit death is possible from overextended use.
Messaging
Initial Cast
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
Secondary Flare
The evanescent shield shrouding you flares to life and absorbs the essence of the spell, dissipating it harmlessly.
Wearing Off
See Also
External Links
- Cleric Spell Circle: Soul Ward, on play.net