Help System
SLOW
Necromancy School Target: Offensive (Character) Complexity Rating: 70% Very Difficult Classes Allowed: None Spell Point Requirements: Casting this spell will take at least 95 sp and at most 225 sp.
NAME
slow - hinders an enemy's movement
hinder - synonym for slow, but with a reduced maximum duration
SYNOPSIS
cast slow [<victim>]
DESCRIPTION
This powerful spell enchants the air around an opponent, thickening it so
much that physical exertion becomes difficult.
Affects on attacks: Slow reduces your maximum attacks by 1.
Affects on defenses: Has a 50% chance outright to reduce your maximum
defenses by 1. If the 50% chance fails, you then have a saving throw
check with a necromantic damage type modifier that you have to fail in
order to have the maximum defenses reduced by 1. The saving throw would
work exactly as listed above, except if you have resistance to
necromancy you'd gain 25% to your base saving vs. spell (so instead of
60% in the example listed above, you'd have 85% saving vs. spell going
into the check).
Affects on regeneration: Slow reduces hit point, spell point, and
stamina regeneration by 10%. Affects on continuous poison, extinction,
and energy orb damage: reduces chance (per tick) by 50% to take damage
that tick if you are affected by one of those spells.
While the spell's duration is very brief, the effect can also be
removed by use of a 'dispel magic' spell cast on the victim.
SEE ALSO
Dispel Magic, Energy Orb, Extinction, Poison, Hinder, Slow Magic
slow - hinders an enemy's movement
hinder - synonym for slow, but with a reduced maximum duration
SYNOPSIS
cast slow [<victim>]
DESCRIPTION
This powerful spell enchants the air around an opponent, thickening it so
much that physical exertion becomes difficult.
Affects on attacks: Slow reduces your maximum attacks by 1.
Affects on defenses: Has a 50% chance outright to reduce your maximum
defenses by 1. If the 50% chance fails, you then have a saving throw
check with a necromantic damage type modifier that you have to fail in
order to have the maximum defenses reduced by 1. The saving throw would
work exactly as listed above, except if you have resistance to
necromancy you'd gain 25% to your base saving vs. spell (so instead of
60% in the example listed above, you'd have 85% saving vs. spell going
into the check).
Affects on regeneration: Slow reduces hit point, spell point, and
stamina regeneration by 10%. Affects on continuous poison, extinction,
and energy orb damage: reduces chance (per tick) by 50% to take damage
that tick if you are affected by one of those spells.
While the spell's duration is very brief, the effect can also be
removed by use of a 'dispel magic' spell cast on the victim.
SEE ALSO
Dispel Magic, Energy Orb, Extinction, Poison, Hinder, Slow Magic
Comments
(1)
You must be logged in to post a comment. Please register if you do not have an account yet.


Help Entry




