Difference between revisions of "Corrosive Cure"

From NsdWiki
Jump to: navigation, search
(New page: {{spell |school=slime |xp=3 |distance=Near |target=Creature |time=2 rounds per school rank |ability=N/A |save= N/A |description=The mage harnesses the power of slime from other sources and...)
 
m
Line 1: Line 1:
 +
{{tweak}}
 
{{spell
 
{{spell
 
|school=slime
 
|school=slime

Revision as of 02:15, 13 June 2011

Pylon.svg This rule simply needs tweaking. It may be almost perfect, or it may need a bit of work. It's half-way in between sexy and in need of overhaul. Leave any ideas on the Talk page, please!
This spell has a unknown essence
This is a slime spell
Rarity 3
AP 4
Target Creature
Distance Near
Lasts 2 rounds per school rank
SaveN/A

The mage harnesses the power of slime from other sources and turns it into life energy. Each level of this spell grants an increasingly higher bonus to Spell Defense against slime spells. When defending against slime spells, if the Spell Defense roll is higher than the attacking mage's Spell Attack roll, the defender can take the difference as Health Points regained. For example, if Drinnin has Corrosive Cure cast on him, an enemy mage makes a Spell Attack roll for a slime spell of 25, and Drinnin makes a Spell Defense of 29, he regains 4 HP.

Intensity Effects

  1. +2 to Spell Defense against slime
  2. +4 to Spell Defense against slime
  3. +6 to Spell Defense against slime
  4. +8 to Spell Defense against slime
  5. +10 to Spell Defense against slime