Difference between revisions of "Healing Wind"

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(New page: {{spell |school=air |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 air from other sources and tur...)
 
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Revision as of 02:47, 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 air spell
Rarity 3
AP 4
Target Creature
Distance Near
Lasts 2 rounds per school rank
SaveN/A

The mage harnesses the power of air from other sources and turns it into life energy. Each level of this spell grants an increasingly higher bonus to Spell Defense against air spells. When defending against air 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 Healing Wind cast on him, an enemy mage makes a Spell Attack roll for an air spell of 25, and Drinnin makes a Spell Defense of 29, he regains 4 HP.

Intensity Effects

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