Kings and Queens of Runes - RPG
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A unique RPG, with many different and new ideas based off of more traditional roleplaying games, such as D&D. Start your own adventure in a world where each person has magical abilities and talents, and a strange written language known as Runes are found.
 
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Current King/Queens
  • The North: None
  • The West: None
  • The East: None
  • North-East: None
  • South West: None
  • South East: None


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 Defense of Light

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The First Seer
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The First Seer


Posts : 667
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Join date : 2015-01-03
Age : 27

Defense of Light Empty
PostSubject: Defense of Light   Defense of Light EmptyWed Feb 11, 2015 7:16 pm

Name: Defense of Light
Skill or Spell: Spell
 
Category: Fighter
Class: Warden only
Type: normal
 
Effect: To cast, the warden must first drop any weapon they are holding, and take a defensive or kneel upon the ground. Once done, the warden may not move while casting the spell, otherwise it is broken. while in this stance, the only change will be a faint glowing light that seems to come from their eyes, and a light breeze will seem to blow upon them from nowhere. 

This spell is a channeling one, meaning that it does not have a certain time frame which it occurs in, but instead constantly drains your action points until canceled or interrupted. 

Upon casting, no seeming affect will take place. However, the warden will be able to choose targets to affect with the spell (there is no maximum). Upon choosing these targets, any incoming attack on those targets will be blocked by the spell, seemingly by light that appears out of thin air, and grows more intense the stronger the attack it blocks.

To block an attack, the warden will lose 5 action points for every 3 points of damage blocked, though they do not have to block all the damage of an on coming attack. On top of this drain upon every attack, the warden will also loose 10 action points for every posting turn that they spend channeling this spell. This means that, even if no damage is dealt, they will still lose 10 action points every post they make. 

The warden my cancel this at any time, but then must wait at least 3 posting turns before starting it again. If the warden is moved or moves themselves at all, the spell will be interrupted and count as having been canceled. The warden may use the light to protect themselves against being moved, as attempting to move them will count as an attack. 
 
Action Cost: Described above
Memory Slots: 12
Patience Required: 200

Word Count to Learn: 4,000
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