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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. 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.
'''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.


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 will be displayed but a successful outcome is guaranteed.''

''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]].
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 14:19, 7 November 2014

Soul Ward (319)
Mnemonic []
Base Duration 1200 seconds
Added Duration +60 sec per
Cleric Base rank
Span Stackable
Defensive Magic  
Subtype  
Availability Self-cast 
Cleric Base Spells
Prayer of Holding (301) Attack
Smite/Bane (302) Attack
Prayer of Protection (303) Defensive
Bless (304) Offensive
Preservation (305) Utility
Holy Bolt (306) Attack
Benediction (307) Defensive
Well of Life (308) Utility
Condemn (309) Attack
Warding Sphere (310) Defensive
Blind (311) Attack
Fervent Reproach (312) Attack
Prayer (313) Defensive
Relieve Burden (314) Utility
Remove Curse (315) Utility
Censure (316) Attack
Divine Fury (317) Attack
Raise Dead (318) Utility
Soul Ward (319) Defensive
Ethereal Censer (320) Attack
Holy Receptacle (325) Utility
Sanctify (330) Utility
Divine Wrath (335) Attack
Symbol of the Proselyte (340) Offensive
Miracle (350) Utility


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

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.

Physical Attack

A spectral miner positions himself to attack you.
The evanescent shield shrouding you flares to life and absorbs the oncoming blow.

Spell Attack

A spectral miner gestures sharply at you!
The evanescent shield shrouding you flares to life and absorbs the essence of the spell, dissipating it harmlessly.

Maneuver Attack

The evanescent shield shrouding you flares to life and thickens to create a substantial buffer around you.
Predicting the path of the crawler, you dodge nimbly out of the way of its vicious strike!

Secondary Flare

A shadow steed stomps his hoof in front of you!

The evanescent shield shrouding you flares to life and absorbs the essence of the spell, dissipating it harmlessly.

Before fading, the evanescent shield flickers with with a pale incandescence.

Spirit Infusion

Turning inward, you focus on suffusing a fragment of your essence into the ground at your feet. A shimmering wave ripples outward from where you stand, expanding the evanescent shield about you.

Wearing Off

The air about you shimmers momentarily before the evanescent shield surrounding you collapses.

See Also

External Links