Difference between revisions of "Poison Ward"
From NsdWiki
m (overhaul) |
m (spell level→intensity) |
||
Line 6: | Line 6: | ||
|target=Creature | |target=Creature | ||
|time=1 hour per school rank | |time=1 hour per school rank | ||
− | |description=The mage casts a ward that infuses the blood of its target with potent magical defense against poisons and venoms. At higher | + | |description=The mage casts a ward that infuses the blood of its target with potent magical defense against poisons and venoms. At higher Intensities, this spell grants complete immunity. A person who is already suffering from poison or venom can receive the effects of this spell. Remember that [[Cure]] counteracts natural and magic poisons. |
− | |level1=+4 to Save Rolls against natural poison. Immune to [[Poison]] at | + | |level1=+4 to Save Rolls against natural poison. Immune to [[Poison]] at Intensity 1. |
− | |level2=+8 to Save Rolls against natural poison. Immune to Poison at | + | |level2=+8 to Save Rolls against natural poison. Immune to Poison at Intensity 2. |
− | |level3=+12 to Save Rolls against natural poison. Immune to Poison at | + | |level3=+12 to Save Rolls against natural poison. Immune to Poison at Intensity 3. |
− | |level4=+16 to Save Rolls against natural poison. Immune to Poison at | + | |level4=+16 to Save Rolls against natural poison. Immune to Poison at Intensity 4. |
− | |level5=+20 to Save Rolls against natural poison. Immune to Poison at | + | |level5=+20 to Save Rolls against natural poison. Immune to Poison at Intensity 5. |
}} | }} |
Revision as of 00:28, 15 June 2011
This rule just plain sucks. It needs a complete overhaul in order to be useful. We don't want to deprecate it, so get cracking on a revision, slacker! |
Rarity | 1 |
---|---|
AP | 4 |
Target | Creature |
Distance | Contact |
Lasts | 1 hour per school rank |
The mage casts a ward that infuses the blood of its target with potent magical defense against poisons and venoms. At higher Intensities, this spell grants complete immunity. A person who is already suffering from poison or venom can receive the effects of this spell. Remember that Cure counteracts natural and magic poisons.
Intensity Effects
- +4 to Save Rolls against natural poison. Immune to Poison at Intensity 1.
- +8 to Save Rolls against natural poison. Immune to Poison at Intensity 2.
- +12 to Save Rolls against natural poison. Immune to Poison at Intensity 3.
- +16 to Save Rolls against natural poison. Immune to Poison at Intensity 4.
- +20 to Save Rolls against natural poison. Immune to Poison at Intensity 5.