Flesh Ward
Gift Details
Types
Gift Requires
Refresh
Effect Description
Requires
Literacy
Cleric’s Trappings (any) White Magic Apprentice
X (Battle) Trigger: Rally
After attempting to rallying one of your allies, you may invoke the Flesh Ward. You may not invoke the Flesh Ward on yourself.
First, Exhaust this Gift. The target immediately gains 1 point of Flesh Ward.
Roll the target’s Will and your Academics dice vs. 3. The target gains a d12 bonus if they have Piety for the s’Allumer religion. For each success scored, the target gains +1 points of Flesh Ward.
Each time the target is hit by an attack that causes Damage, after the target rolls Soak & Armor, subtract the Flesh Ward from the remaining Damage. Then reduce the Flesh Ward by the amount of Damage it prevented. Once the Flesh Ward is reduced to zero, it expires and no longer provides protection.
The Flesh Ward ends if any of the conditions are met:
The ward is reduced to zero or less because of Damage (as above).
Eight minutes pass since you first cast the Flesh Ward.
You refresh the Flesh Ward Gift
Source
Pg. No. 304