Soul Ward (319): Difference between revisions
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'''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 [[Player character|PC]]'s) initial physical, [[spell]] or [[maneuver]] attack, thereby completely negating the attack's effect |
'''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 [[Player character|PC]]'s) initial physical, [[spell]] or [[maneuver]] attack, thereby completely negating the attack's effect. |
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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. |
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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]]. |
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]]. |
Revision as of 13:19, 7 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 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 Bonus
Training in Spiritual Lore, Blessings provides for a chance to absorb a second attack from the same opponent. This second flare 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
Predicting the path of the crawler, you dodge nimbly out of the way of its vicious strike!
Secondary Flare
The evanescent shield shrouding you flares to life and absorbs the essence of the spell, dissipating it harmlessly.
Spirit Infusion
Wearing Off
See Also
External Links
- Cleric Spell Circle: Soul Ward, on play.net