Bloodthorns: Difference between revisions

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(Created page with "{{Spell |guild=Ranger |magic=Life Magic |buffs=No buffs |debuffs=No debuffs |dtype=No damage |htype=No heal |sig=No |status=planned |source=standard |type=warding }}")
 
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{{Spell
{{Spell
|abbrev=-
|minprep=300
|castcap=800
|minskill=250
|maxskill=1000
|minduration=30
|maxduration=90
|validtarget=Self
|guild=Ranger
|guild=Ranger
|wardslot=1-slot
|magic=Life Magic
|magic=Life Magic
|spellbook=Nature Manipulation
|prereqs=[[Devitalize]] or [[Awaken Forest]]
|slot=3
|illegal=illegal
|corrupt=none
|desc=While there is an absolute difference between "dark" applications of Life magic and the unnatural powers of necromancy, perhaps society can be forgiven for the mistake when it comes to this spell. Bloodthorns causes a minute amount of blood and flesh to transform into long, thin thorns that can pierce anyone who attacks the magician in melee combat. If one of the thorns draws blood, the magician's body is nourished and regenerated by this unintended sacrifice of vital energies.

Bear in mind that society frowns on such grisly displays of power, and while the provinces are aware this is not a necromancy, the guards on the ground may very well take exception to your botanical nightmare anyway.
|buffs=No buffs
|buffs=No buffs
|debuffs=No debuffs
|debuffs=No debuffs
|dtype=No damage
|dtype=No damage
|htype=No heal
|htype=Wound heal
|sig=No
|poststring=No
|effect=Incoming melee attacks can trigger damage to aggressor plus a true heal on caster.
|status=planned
|messaging=One of the vines protecting you takes advantage of a gap in ATTACKER'S defenses and pricks it.

A nearly painful prickling sensation surges through you as your protective healing matrix focuses on the worst hurts to your body.

RELEASE:
The thorns in your flesh turn brittle and fall out, crumbling to reddish ash.
|sig=Yes
|diff=advanced
|source=standard
|source=standard
|type=warding
|type=warding
|ctype=ritual
|0wardslot=No
}}
}}
Ritual spell that has a chance to proc a tiny amount of damage to the aggressor and a "true healing" (ala the spell [[Heal]]) effect on the caster on melee hit. Chance of proc is based on the size of the weapon; coming at a Ranger with a dagger is much more likely to get you poked than with a halberd. Number of pulses of healing per proc is determined by Potency.

Causes disturbing the peace charges if cast in a justice zone.
{{RefAl}}

Latest revision as of 18:57, 6 August 2024


Ranger thumb.jpgRanger Guild


Bloodthorns Justice triggering spell
Abbreviation: -
Prerequisites: Devitalize or Awaken Forest
Signature: Yes
Spell Slots: 3
Ward Slots: This spell uses 1 ward slot when cast by Rangers.
Mana Type: Life Magic
Spell Type: ritual / warding
Difficulty: advanced
Prep (min/max): 300 / 800
Skill Range (min/max): 250 / 1000
Valid Spell Target: Self
Duration (min/max): 30 minutes / 90 minutes
Justice: illegal
Corruption: none
Description: While there is an absolute difference between "dark" applications of Life magic and the unnatural powers of necromancy, perhaps society can be forgiven for the mistake when it comes to this spell. Bloodthorns causes a minute amount of blood and flesh to transform into long, thin thorns that can pierce anyone who attacks the magician in melee combat. If one of the thorns draws blood, the magician's body is nourished and regenerated by this unintended sacrifice of vital energies.

Bear in mind that society frowns on such grisly displays of power, and while the provinces are aware this is not a necromancy, the guards on the ground may very well take exception to your botanical nightmare anyway.

Effect: Wound heal, Incoming melee attacks can trigger damage to aggressor plus a true heal on caster.
Example Messaging: One of the vines protecting you takes advantage of a gap in ATTACKER'S defenses and pricks it.

A nearly painful prickling sensation surges through you as your protective healing matrix focuses on the worst hurts to your body.

RELEASE: The thorns in your flesh turn brittle and fall out, crumbling to reddish ash.

Devices/Tattoos: No devices or tattoos documented.

Ritual spell that has a chance to proc a tiny amount of damage to the aggressor and a "true healing" (ala the spell Heal) effect on the caster on melee hit. Chance of proc is based on the size of the weapon; coming at a Ranger with a dagger is much more likely to get you poked than with a halberd. Number of pulses of healing per proc is determined by Potency.

Causes disturbing the peace charges if cast in a justice zone.

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