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| − | {{version013}}
| + | #REDIRECT [[Deflect Missiles]] |
| − | {{Spell
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| − | |name=Deflect Missiles
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| − | |level=6
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| − | |school1={{Charms}}
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| − | |school2={{Air Magic}}
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| − | |school3=
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| − | |sources=<div>
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| − | *[[Book of Enchantments]]
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| − | *[[Book of the Sky]]
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| − | </div>
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| − | |castingnoise=3
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| − | |spellnoise=0
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| − | }}
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| − | {{Flavour|This spell protects the caster from all kinds of projectile attacks, by slowing them and somewhat diverting their path. Successfully deflecting an incoming projectile still requires a reflexive action (your ability to do so is measured by the Evasion stat), but unlike lesser spells like Repel Missiles, Deflect Missiles typically makes this so easy that even a drunk plate-clad orc can do it.}}
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| − | '''Deflect Missiles''' is a level 6 [[Charms]]/[[Air Magic]] spell which strongly protects the caster from ranged attacks. It reduces the [[to-hit]] of ranged attacks against the caster to a random value between:
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| − | *vs Single-Target Beams: 0% - 50% of its normal value
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| − | *vs Bolts: 0% - 66% of its normal value
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| − | This spell only helps you to [[ev]]ade ranged attacks; it has no effect on your ability to [[SH|block]] them.
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| − | ==Strategy==
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| − | This spell gives a very good amount of protection, but there are still a few ranged attacks than can ignore it, among them such nasty things as [[Hellfire]], [[Torment]], and [[Fireball]], as well as all [[Hexes]]. Even so, it can be very useful in places like the last level of [[the Shoals]] ([[merfolk javelineer]]s), the last level of the [[Elven Halls]] ([[deep elf master archer]]s), or [[Zot:5]] ([[electric golem]]s, [[ancient lich]]es).
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| − | Despite its power, this spell's usefulness is very character-dependent. In general, it doesn't do much that [[Repel Missiles]] and a good [[EV]] ''or'' [[AC]] won't do. Usually, the characters who will find this the most useful are the purest of casters: it is possible for a DEFE to conquer [[the Realm of Zot]] with 8 AC and 16 EV if they make very judicious use of this and other utility spells. Characters that are more hybridized are often better served saving that 6 MP for another Conjuration, or a spell like [[Haste]].
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