| Both sides previous revisionPrevious revisionNext revision | Previous revision |
| priority:magic:spells:tier9:accelerate [2025/10/31 05:28] – elfinlocks | priority:magic:spells:tier9:accelerate [2026/03/13 19:30] (current) – Replacing AC with Defense, hyperlinking elfinlocks |
|---|
| ===== Casting ===== | ===== Casting ===== |
| |
| **Casting Time:** 1 Standard Action | **Casting Time:** 1 [[chargen:common_terms#action_types|Half Action]] |
| |
| **Range:** Personal | **Range:** Personal |
| ===== Description ===== | ===== Description ===== |
| |
| You create a nearly invisible field around yourself. The field moves with you, and is considered part of you, akin to [[priority:magic:spells:tier1:mage_armor|]]. For the duration of this spell, you may spend 5 MP to "parry" any incoming weapon attack rolls (manufactured weapons, splash weapons, and anything else which requires an attack roll that deals damage is generally a "weapon attack roll") made against you, or you may spend MP equal to [Spell Tier divided by 2, rounding up] to parry incoming spells which require an attack roll, of a number up to your Caster Level, each round. When doing so, the spell creates a shrill sound, indicating that it activated. Once the spell deflects an attack or damage any active Stealth is broken, invisibility or illusionary effects are also automatically ended on the caster. When such an attack is made, it is automatically deflected away harmlessly. | You create a nearly invisible field around yourself. The field moves with you, and is considered part of you, akin to [[priority:magic:spells:tier1:mage_armor|]]. For the duration of this spell, you may spend 5 MP to "parry" any incoming weapon attack rolls (manufactured weapons, splash weapons, and anything else which requires an attack roll that deals damage is generally a "weapon attack roll") made against you, or you may spend MP equal to [Spell Tier divided by 2, rounding up] to parry incoming spells which require an attack roll, of a number up to your Caster Level, each round. When doing so, the spell creates a shrill sound, indicating that it activated. Once the spell deflects an attack or damage any active [[priority:skills:stealth|Stealth]] is broken, invisibility or illusionary effects are also automatically ended on the caster. When such an attack is made, it is automatically deflected away harmlessly. |
| |
| Additionally, you may spend 3 additional MP to redirect the attack against any creature you can see within Long range (400 ft. + 40 ft./CL). Doing so requires that you make an attack roll, using your Caster Level as your Base Attack Bonus, and your Primary Casting Attribute as a modifier on the attack. The redirected attack targets the creature's Touch AC, regardless of whether the original attack did or not. If you successfully hit, the damage inflicted is equal to the attack's original damage + your Caster Level. | Additionally, you may spend 3 additional MP to redirect the attack against any creature you can see within Long range (400 ft. + 40 ft./CL). Doing so requires that you make an attack roll, using your [[priority:magic#caster_level|Caster Level]] as your [[priority:prowess|Prowess]], and your Primary Casting Attribute as a modifier on the attack. The redirected attack targets the creature's Touch [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]], regardless of whether the original attack did or not. If you successfully hit, the damage inflicted is equal to the attack's original damage + your Caster Level. |
| |
| Whilst under the effect of this spell, you are completely immune to damage-dealing effects which require a Reflex save for half damage, such as a [[priority:magic:spells:tier7:delayed_blast_fireball|]]. However, you are not immune to environmental hazards - although you would avoid the damage from a cave-in, you would still be pinned beneath the rubble. | Whilst under the effect of this spell, you are completely immune to damage-dealing effects which require a Reflex save for half damage, such as a [[priority:magic:spells:tier7:delayed_blast_fireball|]]. However, you are not immune to environmental hazards - although you would avoid the damage from a cave-in, you would still be pinned beneath the rubble. |
| ---- | ---- |
| |
| <WRAP center 50%> | <WRAP center 70%> |
| {{:priority:magic:spells:tier9:pasted:20251031-052726.png}} | {{:priority:magic:spells:tier9:pasted:20251031-052726.png}} |
| </WRAP> | </WRAP> |