Difference between revisions of "Entrapment Ward"

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m (Escape→Thievery)
m (Escape→Thievery)
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|level3=Can move normally through water
 
|level3=Can move normally through water
 
|level4=Can move normally through environmental effects, like [[Heighten/Lessen Gravity|Heightened Gravity]]
 
|level4=Can move normally through environmental effects, like [[Heighten/Lessen Gravity|Heightened Gravity]]
|level5=Automatically passes [[Escape]] checks, cannot be [[Grab|Grabbed]], and immunity to [[Paralyze]]
+
|level5=Automatically passes Thievery checks for escaping, cannot be [[Grab|Grabbed]], and immunity to [[Paralyze]]
 
}}
 
}}

Revision as of 16:43, 29 December 2010

This spell has a unknown essence
This is a ward spell
Rarity 3
AP 4
Target Creature
Distance Contact
Lasts 10 minutes per school rank
SaveN/A

The mage conducts resistant magic into a creature, rendering it less susceptible to effects and conditions that might hamper movement. Ultimately, this spell aims to let a target move freely through any substance, and remove itself from a trap.

Intensity Effects

  1. +10 bonus to Thievery check for escaping
  2. No penalties from webs, slime, Tentacles, or any other magic or mundane substance that would hamper movement.
  3. Can move normally through water
  4. Can move normally through environmental effects, like Heightened Gravity
  5. Automatically passes Thievery checks for escaping, cannot be Grabbed, and immunity to Paralyze