Major Physical Protection

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Revision as of 00:39, 23 January 2013 by CARAAMON (talk | contribs) (moved Major Physical Protection to Major Physical Protection 3.0 over redirect: moved to allow recovery)
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Incomplete Article
  • This article is incomplete, which means that while it is not a stub, it still lacks certain data or information.
  • Infobox entry on justice, Infobox entry on corrupt
Cleric thumb.jpgCleric Guild


Major Physical Protection
Abbreviation: MAPP
Prerequisites: Minor Physical Protection
Signature: No
Spell Slots: 2
Mana Type: Unknown
Spell Type: standard / augmentation
Difficulty: advanced
Prep (min/max): 5 / 100
Skill Range (min/max): Unknown / Unknown
Valid Spell Target: self
Duration (min/max): Unknown minutes /
Justice: Unknown
Corruption: Unknown
Description: The Major Physical Protection spell will impart the caster with a temporarily enhanced ability to avoid attacks. Scholars of the Holy arts have surmised that the spell also instills a calm that may be a boon in any defensive battle.
Effect: Unknown
Example Messaging: Start/Refresh: A bright silver nimbus roars up around you as streaks of steel-blue light descend in a convex field.
A sense of calm focus takes hold as the luminous pattern washes over you. You feel slightly more able to avoid attacks with your energized joints.

End:

Devices/Tattoos: Silver inkpot

Buff to Evasion and Defending.