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School-Specific Blades/Wards

AuthorMessage
Survivor
Aug 19, 2014
36
Boiling Blade: 1 pip
+20% to next fire spell, deal 25% of damage dealt next round
Fuel Economy (name?): 2 pips
-50% to next three incoming fire spells

Energized Blade: 1 pip
+25% to next storm spell, add one round stun effect
Lightning Rod: 0 pips
(Ward) next incoming storm spell can ONLY hit caster

Citadel Shield: 2 pips
-80% to next incoming attack
Frozen Blade: 0 pips
+20% to next ice spell, steal one pip

Sanguine Blade: 0 pips
+40% to next steal health spell
Subterfuge: 2 pips
+70% trap to all enemies, +30% trap to self per enemy

Forest's Armor: 4 pips
Absorb 600, heal 300 after every Incoming hit
Blessing of Might: 0 pips
+50% to next spell, friends ONLY

Magician's Blade: 0 pips
+30% to next myth spell, cannot be removed or stolen
Double Trap: 0 pips
+5% and +25% to next hit (count as same trap)

Golden Blade: 0 pips
+20% to next spell, gain 1 powe pip
Sword's Dance: X pips
+5% per pip to next spell to all friends