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Ablative Armor | |
Last Updated: | 2/4/2023 |
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Spell Name: | Ablative Armor
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School: | Enchantment
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Spell Level: | 4
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Duration: | Long (Game Day)
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Range: | Touch
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Target: | Armor
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Flag: | Armor
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Dispel: | Yes
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Spell Description: | Enchance armor to prevent the next two hits without 'Pierce!' that hit it.
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Prerequisite: | A level 3 Enchantment spell
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![]() Oil | |
Oil Name: | Ablative Armor
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Item Level: | 2
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Scarce: | Yes
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![]() Scroll Information | |
Scarce: | No |
This spell provides strong protection against powerful blows.
Description
This enchantment hardens the target armor, making it almost impenetrable to blows.
Effect
Prevent the next two damaging attacks without 'Pierce!' that hit the targeted armor.
Detailed Interactions
- Nothing can beat rock: Normally when a character takes damage, if that damage isn't absorbed by body or armor the character takes a wound. Boulders inflict wounds without doing any damage, so Ablative Armor does not stop a boulder.
- You don't get to be picky: You can't control which attacks Ablative armor stops. It will always be the next two attacks (without 'Pierce!') to hit you.
Sample Incants
Septly
My armor shall be as resistant as the Craftman’s anvil, I cast Ablative Armor!
Neutral
If a maiden should yell creatures won’t harm her, for I have just cast Ablative Armor!
Evil
Grak give me strength to tear down my foes with Ablative Armor!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Ablative Armor | Epic Only | Epic Only | 16 | Item casts Ablative Armor. May be taken multiple times. Can be cast 1/event for each time taken. |
References
The 'Pierce!' Call
The 'Pierce!' call always deals damage, if no number is included assume it is for 1 damage. 'Pierce!' calls modify another call, and whether or not the attack can be blocked is determined by the call being modified.
Any damage inflicted by an attack using the 'Pierce!' call cannot be applied to armor.
If an attack contains the 'Blunt!' or 'Slay!' call it may not have the 'Pierce!' call added to it.
Order of Prevention Effects
When you are hit do the following in this order:
- Check for on-going prevention effects (immunities such as the spell Mind Blank).
- Check for one-time prevention effects (effects like the spell Spirit Shield).
- Apply remaining damage to Magic Armor.
- Apply remaining damage to Physical Armor.
- Apply remaining damage to Natural Armor.
- Apply remaining damage to Body Points.
- If any damage remains take a Wound condition in the location hit.
Casting Spells
The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.
For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.
Power Points
Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.
Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.
Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.
Incantation Requirements
To cast a spell, you must speak an incantation. Spells have no fixed incantations, each character is free to create their own unique way of showing how they cast magic. While most players use spoken words, this isn't required; incants can be sung, chanted, or even dramatically role-played. The important part is that no matter how the player casts spells, their incants must meet the requirements.
Requirements for a proper incantation:
- An incantation must be a minimum of 8 words, which must include the name of the spell being performed.
- You may not bluff one spell and then cast a different one, such as by putting multiple spell names into the incantation.
- The incantation must clearly convey EXACTLY what you are casting.
- Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast.
- You may not make the incantation gibberish or attempt to work it into a conversation. It must be both clear that you are casting a spell, and what spell you are casting.
Categories: Spells | Enchantment Spells | Level 4 Spells | Pierce Calls | Slay Calls | Monstrous Armor | Physical Armor
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