Major Physical Protection: Difference between revisions

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(since magic 3.2: You can't cast that on anyone else!)
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|validtarget=Self
|validtarget=Self
|guild=Cleric
|guild=Cleric
|magic=Holy magic
|spellbook=Holy Defense
|spellbook=Holy Defense
|prereqs=[[Minor Physical Protection]]
|prereqs=[[Minor Physical Protection]]

Revision as of 23:14, 22 September 2018

Incomplete Article
  • This article is incomplete, which means that while it is not a stub, it still lacks certain data or information.
  • Infobox entry for illegal, Infobox entry for corrupt
Cleric thumb.jpgCleric Guild


Major Physical Protection
Abbreviation: MAPP
Prerequisites: Minor Physical Protection
Signature: No
Spell Slots: 3
Mana Type: Holy magic
Spell Type: standard / augmentation
Difficulty: intermediate
Prep (min/max): 5 / 100
Skill Range (min/max): 10 / 600
Valid Spell Target: Self
Duration (min/max): 10 minutes / 40 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: +Defending skill, +Evasion skill
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: The field of silver-blue light dissipates from around you. The sense of calm focus leaves you, and your joints feel strangely stiffer than before.

Devices/Tattoos: Silver inkpot

Notes