Jono Quickness and Slowness: Difference between revisions

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(Created page with " '''Slowness (S-11)'''<br> Range: 15 feet + 15 / Rank<br> Duration: 6 pulses + 4 × Rank<br> Experience Multiple: 300<br> Base Chance: 40%<br> Resist: Active, Passive<br> Stor...")
 
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Target: Entity<br>
Target: Entity<br>
Effects: The spell affects 1 (+ 1 per 3 or fraction Ranks) targets. A target’s Initiative Value is increased by 10 (+ 5 per 5 full ranks) and  their TMR is increased by 1 (+ 1 per 3 full ranks) to a maximum of the spell rank TMR. At rank 20 caster gets an extra pass per 4 pulses.<br>
Effects: The spell affects 1 (+ 1 per 3 or fraction Ranks) targets. A target’s Initiative Value is increased by 10 (+ 5 per 5 full ranks) and  their TMR is increased by 1 (+ 1 per 3 full ranks) to a maximum of the spell rank TMR. At rank 20 caster gets an extra pass per 4 pulses.<br>
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'''Ablative reduction of physical or magical damage'''<br>
Spells or items that have a "damage reduction" or "spell damage reduction" above a value of 3, that renew each pulse to full (or near full) value will not, but will instead reset at dawn.

Revision as of 04:21, 6 April 2021

Slowness (S-11)
Range: 15 feet + 15 / Rank
Duration: 6 pulses + 4 × Rank
Experience Multiple: 300
Base Chance: 40%
Resist: Active, Passive
Storage: Potion, Investment, Ward, Magical Trap
Target: Entity
Effects: The spell affects 1 (+ 1 per 2 or fraction Ranks) targets. All entities subject to this spell have their Initiative Value lowered by 20 + 10 per 5 full rank, resist for ½.

Quickness (S-12)
Range: 15 feet + 15 / Rank
Duration: 6 pulses + 4 × Rank
Experience Multiple: 300
Base Chance: 40%
Resist: Active, Passive
Storage: Potion, Investment, Ward
Target: Entity
Effects: The spell affects 1 (+ 1 per 3 or fraction Ranks) targets. A target’s Initiative Value is increased by 10 (+ 5 per 5 full ranks) and their TMR is increased by 1 (+ 1 per 3 full ranks) to a maximum of the spell rank TMR. At rank 20 caster gets an extra pass per 4 pulses.

Ablative reduction of physical or magical damage
Spells or items that have a "damage reduction" or "spell damage reduction" above a value of 3, that renew each pulse to full (or near full) value will not, but will instead reset at dawn.