Cloak of Air

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Cloak of Air
Purchase
Class(es)

Divine Champion

Prerequisites

None

CP Cost 30
Use
MP Cost 2 to activate + 1/Action + 2/Minute
AP Cost 1 to activate
Effect(s)
  • Alternate physical form; additional movement capabilities
  • Immunity to non-magical weapons
  • Spellcasting costs halved


You are capable of transforming into a glowing mist of pure justice. This allows you to enter closed places easily. You cannot be harmed by most weapons while in this form.

When activating Cloak of Air, you will be immune to non-magical weapons (including the Pariah's Blood Claws and the Infernal Behemoth's Tailwhip), but not any enhanced attack that is magical in nature, such as Hellfire. Further, you are unable to attack using non-magical weapons yourself, search, or otherwise interact with the material world. You can, however, cast spells (and be affected by them), use gates and portals, and attack using magical weapons. This is a toggle power, but consumes Magic Points for every action you perform while it is active.

This power grants a lesser form of Flight. When active, the character will spend 1 Magic Point per minute and 1 Action Point per space of movement. The character may freely pass over water, lava, and void squares. The character may pass over Barricades as well, but not Wards that may affect him or her. If the character runs out of Magic Points, he or she automatically lands.

This power grants the character the ability to "seep" through the cracks in any building, bypassing any doors or locks placed there. Magical wards that affect the character will prevent entry, however.

When the Character is in Air form, all spells cast cost only 1/2 the normal amount of Magic Points to cast. This applies to casting from scrolls as well. (The 1/2 is a truncation (java divisor / 2).)

Divine Champion Skills
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