Difference between revisions of "Hardened Body"

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(Created page with "{{sexy}} {{spell |school=earth |school2=ice |school3=metal |xp=2 |target=Self |time=2 rounds per spell rank |description=The mage calls upon elemental power to magically harden h...")
 
m (Hurt → Harm)
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|xp=2
 
|xp=2
 
|target=Self
 
|target=Self
 +
|distance=Self
 
|time=2 rounds per spell rank
 
|time=2 rounds per spell rank
|description=The mage calls upon elemental power to magically harden his or her skin.  While in this state, the mage gains immunity to magic attacks of the same element, plus an armor bonus to his or her [[Guard Roll]] dependent on the Intensity.  The mage also deals an additional point of Hurt per level of Intensity to any hand-to-hand attacks.  The mage's skin is unaffected by any spell that manipulates the element in question. In this hardened state, magic attacks of the opposing element deal double damage. Earth is opposed by air, ice is opposed by fire, metal is opposed by slime.
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|description=The mage calls upon elemental power to magically harden his or her skin.  While in this state, the mage gains immunity to magic attacks of the same element, plus an armor bonus to his or her [[Guard Roll]] dependent on the Intensity.  The mage also deals an additional point of Harm per level of Intensity to any hand-to-hand attacks.  The mage's skin is unaffected by any spell that manipulates the element in question. In this hardened state, magic attacks of the opposing element deal double damage. Earth is opposed by air, ice is opposed by fire, metal is opposed by slime.
  
 
When learning this spell, the mage must choose the specific element that is used when cast. A mage can learn this spell in different elemental schools, but must buy Spell skill ranks in each. In the ice school, this spell is called {{spell badge|ice|inline=1|size=16}} ''Cold Hearted''. To earth mages, it's {{spell badge|earth|inline=1|size=16}} ''Diamondback''. Metal mages refer to it as {{spell badge|metal|inline=1|size=16}} ''Juggernaut''.
 
When learning this spell, the mage must choose the specific element that is used when cast. A mage can learn this spell in different elemental schools, but must buy Spell skill ranks in each. In the ice school, this spell is called {{spell badge|ice|inline=1|size=16}} ''Cold Hearted''. To earth mages, it's {{spell badge|earth|inline=1|size=16}} ''Diamondback''. Metal mages refer to it as {{spell badge|metal|inline=1|size=16}} ''Juggernaut''.
  
|level1=+2 armor, +1 Hurt
+
|level1=+2 armor, +1 Harm
|level2=+4 armor, +2 Hurt
+
|level2=+4 armor, +2 Harm
|level3=+6 armor, +3 Hurt
+
|level3=+6 armor, +3 Harm
|level4=+8 armor, +4 Hurt
+
|level4=+8 armor, +4 Harm
|level5=+10 armor, +5 Hurt
+
|level5=+10 armor, +5 Harm
 
}}
 
}}

Revision as of 16:57, 22 January 2012

PinUp.svg This rule is pretty sexy and doesn't need any attention. Consider it good to go.
This spell has a unknown essence
This is a earth spell
This is a ice spell
This is a metal spell
Rarity 2
AP 4
Target Self
Distance Self
Lasts 2 rounds per spell rank

The mage calls upon elemental power to magically harden his or her skin. While in this state, the mage gains immunity to magic attacks of the same element, plus an armor bonus to his or her Guard Roll dependent on the Intensity. The mage also deals an additional point of Harm per level of Intensity to any hand-to-hand attacks. The mage's skin is unaffected by any spell that manipulates the element in question. In this hardened state, magic attacks of the opposing element deal double damage. Earth is opposed by air, ice is opposed by fire, metal is opposed by slime.

When learning this spell, the mage must choose the specific element that is used when cast. A mage can learn this spell in different elemental schools, but must buy Spell skill ranks in each. In the ice school, this spell is called This is a ice spell Cold Hearted. To earth mages, it's This is a earth spell Diamondback. Metal mages refer to it as This is a metal spell Juggernaut.

Intensity Effects

  1. +2 armor, +1 Harm
  2. +4 armor, +2 Harm
  3. +6 armor, +3 Harm
  4. +8 armor, +4 Harm
  5. +10 armor, +5 Harm