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Innocence
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| Abbreviation:
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INN
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| Prerequisites:
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Sphere of Protection
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| Signature:
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No
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| Spell Slots:
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Unknown
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| Mana Type:
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Unknown
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| Spell Type:
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Unknown / Unknown
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| Difficulty:
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Unknown
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| Prep (min/max):
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5 / Unknown
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| Skill Range (min/max):
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Unknown / Unknown
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| Valid Spell Target:
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Other, Critter, Self, None (same as self)
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| Duration (min/max):
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Unknown minutes /
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| Justice:
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Unknown
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| Corruption:
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Unknown
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| Description:
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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.
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| Effect:
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Unknown
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| Example Messaging:
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You gesture.
The mana you were holding contributes to the spell.
You are unable to keep some of the mana from leaking out of the spell pattern.
Tapering ribbons of soft yellow extend across the area, pausing to dance in swirls before fading.
Your Innocence spell lingers, providing you with brief short term protection.
A morah creeper loses all track of harmful intention toward you and disengages.
A morah creeper suddenly stops everything and wanders south.
A morah creeper loses all track of harmful intention toward you and disengages.
A morah creeper suddenly stops everything and wanders northwest.
A morah vine loses all track of harmful intention toward you and disengages.
A morah vine suddenly stops everything and wanders south.
A morah vine loses all track of harmful intention toward you and disengages.
A morah vine suddenly stops everything and wanders northwest.
A morah creeper loses all track of harmful intention toward you and disengages.
A morah creeper suddenly stops everything and wanders south.
A morah vine loses all track of harmful intention toward you and disengages.
A morah vine suddenly stops everything and wanders northwest.
Roundtime: 2 seconds.
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| Devices/Tattoos:
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No devices or tattoos documented.
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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.