public override void ApplicationEffect()
    {
        //Make a Permanent SoulChangePower, and save a reference to it, so it can be removed later
        soulChangePower = new SoulChangePower(chrSource, chrTarget, skillSource, nPowerBuff);
        chrTarget.soulContainer.ApplySoul(soulChangePower);

        //Make a Permanent SoulChangeDefense, and save a reference to it, so it can be removed later
        soulChangeDefense = new SoulChangeDefense(chrSource, chrTarget, skillSource, nDefenseBuff);
        chrTarget.soulContainer.ApplySoul(soulChangeDefense);
    }
    public override void ApplicationEffect()
    {
        //Make a Permanent SoulChangeDefense, and save a reference to it, so it can be removed later
        soulChangeDefense = new SoulChangeDefense(chrSource, chrTarget, skillSource, nDefense);
        chrTarget.soulContainer.ApplySoul(soulChangeDefense);

        /*We were having this apply armour, but this has been changed to defense (temporarily?)
         *
         * //Add a modifier onto armour
         * nodeArmourModifier = chrTarget.pnArmour.AddModifier((nArmour) => nArmour + this.nArmour);
         *
         * chrTarget.subArmourCleared.Subscribe(cbOnArmourClear);*/
    }
 public SoulChangeDefense(SoulChangeDefense other, Chr _chrTarget = null) : base(other, _chrTarget)
 {
     nDefenseChange = other.nDefenseChange;
 }