Bloodthorns: Difference between revisions
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|validtarget=Self |
|validtarget=Self |
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|guild=Ranger |
|guild=Ranger |
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|0wardslot=No |
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|magic=Life Magic |
|magic=Life Magic |
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|spellbook=Nature Manipulation |
|spellbook=Nature Manipulation |
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|dtype=No damage |
|dtype=No damage |
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|htype=Wound heal |
|htype=Wound heal |
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|poststring=No |
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|effect=Incoming melee attacks can trigger damage to aggressor plus a true heal on caster. |
|effect=Incoming melee attacks can trigger damage to aggressor plus a true heal on caster. |
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|sig=Yes |
|sig=Yes |
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|diff=advanced |
|diff=advanced |
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|status=planned |
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|source=standard |
|source=standard |
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|type=warding |
|type=warding |
Revision as of 21:17, 15 November 2021
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Abbreviation: | - | |
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Prerequisites: | Devitalize | |
Signature: | Yes | |
Spell Slots: | 3 | |
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): | Unknown minutes / | |
Justice: | Unknown | |
Corruption: | Unknown | |
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: | Unknown | |
Devices/Tattoos: | No devices or tattoos documented. |
Signature spell.
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.