Category:Warding abilities

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A category for spells that utilize the Warding skill.

Anti-Magic Wards

There are two types of magic wards.

Potency Barriers: These actively reduce the potency of incoming spells, lessening their power whether they are fully dispelled or not.
Integrity Barriers: These contest the integrity of the incoming spells, resulting in either complete dispellation or no reduction.

Currently Warding Abilities

Bolded spells are signature spells.

Name Effect Type Skill Target Contest Prep
Range
Rank
Range
Duration Slots Mana
Type
Badger Form Moderate non-ablative barrier vs. Magic, Mind, Fear, or Charm attacks warding, form 2
Bastion Strong ablative barrier vs. Willpower attacks. warding, meditation 2
Drought A portion of incoming damage will be dealt to the next foe struck by the Barbarian. warding, berserk 2
Flashflood Pulsing anti-stun/anti-web/auto-standup warding, berserk 2
Landslide SvS barrier vs. attacks defended against with Reflex warding, berserk 2
Serenity Very strong integrity magic barrier. Drains inner fire on block. Increases roar cost. warding, meditation 2
Swan Form Weak integrity anti-magic barrier. warding, form 2
Tenacity Physical damage resistance. warding, meditation 2
Toad Form Elemental damage resistance. warding, form 2
Turtle Form Strong anti-magic potency barrier. warding, form 2
Failure of the Forge (FOTF) Token amount of damage reduction. Debuffs weapons held by aggressors. standard warding Self, PC 5-100 10-600 10-40 2 Elemental Magic
Glythtide's Joy (GJ) TM integrity barrier for outgoing spells. cyclic warding, area of effect Area charm \ willpower 5-25 10-600 Indefinite 1 Elemental Magic
Naming of Tears (NAME) Non-ablative percentage damage barrier that pulses to groupmates. standard warding, pulse to group Self 15-100 80-800 10-40 2 Elemental Magic
Redeemer's Pride (REPR) Ablative barrier against Fear attacks and attacks vs. Will. Pulses to group at the level of the Bard's current barrier. standard warding, pulse to group Self 5-100 10-600 10-40 1 Elemental Magic
Ghost Shroud (GHS) Reduces damage from incoming ranged physical attacks, while reducing the accuracy of targeted attacks. It also hides your features, and changes your appearance in the room. cyclic warding Self 5-25 80-800 Indefinite 2 Holy Magic
Halo Impact damage, Electrical damage, Damages undead. Pole/Melee range knockback/stun. battle debilitation, warding Area magic \ reflexes 30-100 250-1,000 1-10 3 Holy Magic
Minor Physical Protection (MPP) Percentage damage reduction. standard warding Self 1-100 0-400 10-40 1 Holy Magic
Protection from Evil (PFE) Flat damage reduction and potency barrier against undead. standard warding Self, PC 5-100 10-600 10-40 1 Holy Magic
Sanyu Lyba (SL) Reactive and non-protective anti-magic defense. battle warding Self spirit \ willpower 30-100 250-1,000 2-10 2 Holy Magic
Soul Shield (SOS) Barrier vs Spirit attacks. Absorbs spirit damage. standard warding Self, PC 5-100 10-600 10-40 1 Holy Magic
Spite of Dergati (SPIT) Prevents all spell casting in the area. battle debilitation, warding, area of effect Area mind \ willpower 20-66 250-1,000 0- 4 Holy Magic
Iron Constitution (IC) -damage (from serious hits) standard warding Self 5-100 10-600 10-40 2 Life Magic
Perseverance of Peri'el (POP) ablative vitality barrier ritual warding Self 300-800 250-1,000 30-90 3 Life Magic
Tranquility +Discipline (stat), +defense against vs. fortitude attacks standard augmentation, warding Self 15-100 80-800 10-40 2 Life Magic
Cage of Light (COL) Physical damage reduction, Elemental damage reduction/absorption standard warding Special 15-100 80-800 10-40 1 Lunar Magic
Psychic Shield (PSY) Ablative ward against vs. will contested abilities. battle warding Self, PC 5-100 10-600 10-40 1 Lunar Magic
Shear stunning ward vs. all spells including caster's battle warding Self 30-100 250-1,000 10-40 3 Lunar Magic
Telekinetic Shield (TKSH) Percentage-based damage resistance; reduce target time of Telekinetic Storm standard warding Self, PC 30-100 250-1,000 10-35 2 Lunar Magic
Whole Displacement (WD) pulsing teleport out of combat battle warding Self 6-100 0-600 2-10 2 Lunar Magic
Calcified Hide (CH) Damage reduction. standard warding Self 15-100 80-800 10-40 2 Arcane Magic
Emuin's Candlelight (EMC) staggers incoming damage over time standard augmentation, warding Self 15-100 80-800 10-40 1 Arcane Magic
Ghoulflesh Splits wounds between necromancer and their CFB zombie or Risen. standard warding Self 15-100 80-800 10-40 2 Arcane Magic
Solace Flat damage reduction and potency barrier against holy. standard warding Self 5-100 10-600 10-40 1 Arcane Magic
Worm's Mist (WORM) Magic barrier. battle warding Self 30-100 250-1,000 1-10 3 Arcane Magic
Lay Ward (LW) integrity barrier against spells battle warding Self 5-100 10-600 2-10 1 Analogous Patterns
Manifest Force (MAF) ablative physical damage barrier standard warding Self, PC 1-100 0-400 10-40 1 Analogous Patterns
Aspirant's Aegis (AA) Physical damage reduction (casting on others drains caster) standard warding Self, PC 1-100 0-400 10-40 1 Holy Magic
Courage +SvS against fear and spirit attacks standard warding Group, Area 5-100 10-600 10-40 1 Holy Magic
Holy Warrior (HOW) blesses held weapon, sometimes stuns attacker cyclic warding, utility Self 5-25 250-1,000 Indefinite 2 Holy Magic
Soldier's Prayer (SP) -magic damage battle warding Self 15-100 80-800 2-10 1 Holy Magic
Tamsine's Kiss (TK) Converts incoming wounds into scars. standard warding Self 5-100 10-600 10-40 2 Holy Magic
Bloodthorns Wound heal, Incoming melee attacks can trigger damage to aggressor plus a true heal on caster. ritual warding Self 300-800 250-1,000 30-90 3 Life Magic
Embed the Cycle (ETC) Standard percentage damage barrier against all types standard warding Self 5-100 10-600 10-40 1 Life Magic
Essence of Yew (EY) ablative magic barrier standard warding Self, PC 5-100 10-800 10-40 1 Life Magic
Forestwalker's Boon (FWB) pulsing calm effect on some animals battle warding Self 15-100 80-800 2-10 1 Life Magic
River in the Sky (RITS) The first hit registered in X seconds is completely negated.

Vitality shield even while hit-negation is on cool down.

standard warding Self 15-100 80-800 10-40 2 Life Magic
Adaptation Reduces damage from multiple strikes in a short period of time. Each subsequent strike within the time frame is reduced more than the last. warding, khri 1
Dampen Decrease stealth hindrance, anti-locate barrier, blocks hunt utility, warding, khri 2
Evanescence Invisibility on receiving a sufficiently damaging strike utility, warding, khri 2
Flight +Athletics, Balance heal, chance to catch and return throw a weapon thrown at you augmentation, warding, khri 3
Sagacity Non-ablative, percentage barrier to physical damage. warding, khri 1
Serenity SvS barrier vs Will. warding, khri 2
Elision (ELI) Prevents opponent attacks at the cost of Starlight Aura. ritual warding Self 400-900 400-1,250 30- 3 Lunar Magic
Iridius Rod (IR) Elemental damage reduction. Ablative barrier. standard warding Self 5-100 10-600 0- 1 Lunar Magic
Mask of the Moons (MOM) Spells cast at you will sometimes go awry cyclic warding Self 5-25 250-1,000 Indefinite 2 Lunar Magic
Nonchalance (NON) Ward against Charm and Fear spells standard warding Self, PC 5-100 10-600 10-40 1 Lunar Magic
Trabe Chalice (TRC) Damage reduction: Slicing and Puncture protection. Ablative barrier. Impact damage can shatter it temporarily. Vitality barrier. standard warding Self 1-100 0-400 10-40 1 Lunar Magic
Aether Cloak (AC) TM barrier and reflect. cyclic warding Self 4-25 250-1,000 Indefinite 2 Elemental Magic
Ethereal Shield (ES) Non-ablative elemental damage shield. standard warding Self, PC 1-100 0-400 10-40 1 Elemental Magic
Gam Irnan (GI) Ablative physical damage resistance with cooldown per body part. standard warding Self, PC 5-100 10-600 10-40 1 Elemental Magic
Grounding Field (GF) Elemental field that converts incoming damage to elemental charge. standard warding Self 30-100 250-1,000 10-40 1 Elemental Magic
Veil of Ice (VOI) Ablative TM barrier. standard warding Self 15-100 80-800 10-40 2 Elemental Magic


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