Difference between revisions of "Missile Ward"
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|level5=Immune to all non-spell projectiles (giants' boulders, catapulted objects, ballista bolts) | |level5=Immune to all non-spell projectiles (giants' boulders, catapulted objects, ballista bolts) | ||
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Revision as of 20:22, 12 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 | 2 |
---|---|
AP | 4 |
Target | Creature |
Distance | Contact |
Lasts | 1 minute per school rank |
Save | N/A |
Missile Ward envelops a creature with a tangible, yet invisible shield that deflects projectile attacks. With increased power, the spell can deflect heavier and faster types of projectiles. Users of magically-enhanced ammunition or thrown weapons can make an attack roll against the spell roll (the spell roll should be rolled once and recorded). If successful, the opponent can begin to attack normally.
Intensity Effects
- Immune to arrows, darts, sling pellets, etc.
- Immune to crossbow bolts, javelins, axes, and spears
- Immune to bullets
- Immune to cannonballs
- Immune to all non-spell projectiles (giants' boulders, catapulted objects, ballista bolts)