Difference between revisions of "Deflect Missiles"
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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 enchantments. | 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 enchantments. | ||
− | It can be very useful in places like the last level of [[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). | + | It can be very useful in places like the last level of [[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). |
− | 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 [[Zot]] with 8 AC and 16 EV if they make very judicious use of this and other utility spells. Characters that are somewhat more hybridized are often better served saving that 6 MP for another conjuration, or a spell like [[Haste]]. | + | 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 [[Realm of Zot|Zot]] with 8 AC and 16 EV if they make very judicious use of this and other utility spells. Characters that are somewhat more hybridized are often better served saving that 6 MP for another conjuration, or a spell like [[Haste]]. |
Revision as of 15:47, 28 April 2013
Deflect Missiles | |
---|---|
Level | 6 |
School1 | Charms |
School2 | Air |
Source(s) | |
Casting noise | 3 |
Spell noise | 0 |
This spell protects the caster from any kind of projectile attack, although particularly powerful attacks (lightning bolts, etc.) are deflected to a lesser extent than lighter missiles. |
Deflect Missiles is a level 6 Charms/Air Magic spell which strongly protects the caster from ranged attacks. It reduces the to-hit of a ranged attack against the caster to a random value between 0 and two-thirds of its normal value, if it is a bolt, or to a random value between 0 and a half, if it is a single-target beam. This spell helps you to evade/dodge missiles, not to block them.
Strategy
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 enchantments.
It can be very useful in places like the last level of Shoals (merfolk javelineers), the last level of the Elven Halls (deep elf master archers), or Zot:5 (electric golems, ancient liches).
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 Zot with 8 AC and 16 EV if they make very judicious use of this and other utility spells. Characters that are somewhat more hybridized are often better served saving that 6 MP for another conjuration, or a spell like Haste.