Wild Magic: Protective Lights
- Kind
- Buff
- Lasts
- 10 turns
Protected by multicoloured lights. Until the end of the barbarian's Rage, the barbarian and any allies within 3 m have a +1 bonus to Armour Class.
What it does
- +1 Armour Class
Decoded from the status's boosts and functors in the game's stats files; the description above is the game's own.
How long it lasts
- 10 turns · 1 source
The duration is set by whatever applies it; the counts are the sources below.
What applies it 1
Every spell, item, feature and effect in the game data that applies it, traced through the hidden helper statuses and passives in between.
Creature and other abilities 1
- Wild Magic: Protective Lights · 10 turns
Conditions it causes 1
Other buffs 459
Wild Magic: Protective Lights (variant 2)
Wild Magic: Telekinesis
Wild Magic: Teleport (variant 2)
Wild Magic: Teleport
Wild Magic: Weapon Infusion
Word of the Absolute: Shield of Faith
Wrath
Writhing Tide
Absorb Elements: Acid Damage
Absorb Elements: Cold Damage
Absorb Elements: Fire Damage
Absorb Elements: Lightning Damage- all 460