public void OnImpact(NWPlayer oPC, NWObject oTarget)
        {
            int   perkLevel = _perk.GetPCPerkLevel(oPC, PerkType.Evasiveness);
            int   damageBase;
            float length = 12.0f;
            int   randomDamage;

            switch (perkLevel)
            {
            case 1:
                damageBase   = 1;
                randomDamage = 6;     // 6 = DAMAGE_BONUS_1d4 constant
                break;

            case 2:
                damageBase   = 1;
                randomDamage = 8;     // 8 = DAMAGE_BONUS_1d8 constant
                break;

            case 3:
                damageBase   = 2;
                randomDamage = 10;     // 10 = DAMAGE_BONUS_2d6 constant
                break;

            case 4:
                damageBase   = 2;
                randomDamage = 11;     // 11 = DAMAGE_BONUS_2d8 constant
                break;

            case 5:
                damageBase   = 3;
                randomDamage = 15;     // 15 = DAMAGE_BONUS_2d12 constant
                break;

            default:
                return;
            }

            Effect effect = _.EffectDamageShield(damageBase, randomDamage, DAMAGE_TYPE_MAGICAL);

            _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, effect, oPC.Object, length);

            effect = _.EffectVisualEffect(VFX_DUR_AURA_ORANGE);
            _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, effect, oPC.Object, length);

            effect = _.EffectVisualEffect(VFX_IMP_AC_BONUS);
            _.ApplyEffectToObject(DURATION_TYPE_INSTANT, effect, oPC.Object);
        }