Innocence (2.0): Difference between revisions
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{{OSpell |
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|name=Innocence |
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| ⚫ | |||
|prereqs=[[Sphere of Protection]] |
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|minprep=5 |
|minprep=5 |
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|castcap= |
|castcap=57 |
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| ⚫ | |||
|validtarget=Self |
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|validtarget=Other, Critter, Self (effects creatures engaged to you), None (area effect) |
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| ⚫ | |||
|notes= |
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| ⚫ | |||
|guild=Empath |
|guild=Empath |
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|prereqs=[[Sphere of Protection]] |
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| ⚫ | |||
|magictype=Life |
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|messaging=You gesture.<br /> |
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| ⚫ | |||
Your Innocence spell lingers, providing you with brief short term protection.<br /> |
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A morah creeper loses all track of harmful intention toward you and disengages.<br /> |
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A morah creeper suddenly stops everything and wanders south.<br /> |
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Roundtime: 2 seconds.<br /> |
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|spelltype=Defensive |
|spelltype=Defensive |
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|spelltype2=Versus Will |
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|spelltype3=Area of Effect |
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|tier=second |
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|scroll=No |
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|target=No |
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|held=No |
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|planned=No |
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}} |
}} |
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==Notes== |
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Merely CASTing the spell without a target will cause an area-of-effect Innocence to take place. Creatures will stop advancing, move to an adjacent room, or despawn depending on how effectively the spell has been cast. When cast on a PC, the target will disengage, or if fully effective, leave the room. |
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Can be cast when [[Empathic_Shock|shocked]]. |
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{{RefAl}} |
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Latest revision as of 20:51, 7 February 2013
| Abbreviation: | INN | |
|---|---|---|
| Prerequisites: | Sphere of Protection | |
| Minimum Prep: | 5 | |
| Casting Cap: | 57 | |
| Valid Spell Target: | Other, Critter, Self (effects creatures engaged to you), None (area effect) | |
| Description: | The Innocence spell demonstrates that you are not a threat, causing opponents to turn away from advancing upon you and face another. Undead creatures, on the other hand, may be enraged by the spell and attack with redoubled ferocity. | |
| Example Messaging: | You gesture. Tapering ribbons of soft yellow extend across the area, pausing to dance in swirls before fading. | |
Notes
Merely CASTing the spell without a target will cause an area-of-effect Innocence to take place. Creatures will stop advancing, move to an adjacent room, or despawn depending on how effectively the spell has been cast. When cast on a PC, the target will disengage, or if fully effective, leave the room.
Can be cast when shocked.
