Instinct (spell): Difference between revisions
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|buffs=Evasion skill |
|buffs=Evasion skill |
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|debuffs=No debuffs |
|debuffs=No debuffs |
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|dtype=No damage |
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|htype=No heal |
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|messaging=''Start:'' Your muscles twitch with nervous energy as the spell takes hold. A small part of your mind becomes preoccupied with listing every single way harm could befall you at the moment. |
|messaging=''Start:'' Your muscles twitch with nervous energy as the spell takes hold. A small part of your mind becomes preoccupied with listing every single way harm could befall you at the moment. |
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Revision as of 01:39, 30 January 2016
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Abbreviation: | INST | |
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Prerequisites: | See the Wind | |
Signature: | No | |
Spell Slots: | 2 | |
Mana Type: | Unknown | |
Spell Type: | standard / augmentation | |
Difficulty: | intro | |
Prep (min/max): | 1 / 99 | |
Skill Range (min/max): | 20 / 800 | |
Valid Spell Target: | Self, PC | |
Duration (min/max): | 10 minutes / 40 minutes | |
Justice: | Unknown | |
Corruption: | Unknown | |
Description: | The simplest form of protection available to a Life magician, Instinct grants its subject the incredible capacity to sense and react to danger found among prey animals. While bravado inspires some Rangers to reject gifts of the prey, more dramatic displays of magic are hard pressed to match the efficacy of this simple spell for improving the subject's ability to evade attacks. | |
Effect: | +Evasion skill | |
Example Messaging: | Start: Your muscles twitch with nervous energy as the spell takes hold. A small part of your mind becomes preoccupied with listing every single way harm could befall you at the moment.
Refresh: You feel momentarily befuddled as one set of prey instincts are abruptly replaced with another. End: You feel safer and more calm as the Instinct spell fades away. | |
Devices/Tattoos: | No devices or tattoos documented. |
Notes
Trivia
Prior to Magic 3.0, Rangers shared Sphere of Protection with Empaths, instead of this spell.