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The Aegis School | |
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The preeminent defensive school of magic, Aegis specializes in long lasting shielding spells and barriers.
Description
Most, but not all, of the spells in Aegis last for a full game day. This allows you to put up your defenses in advance to protect against hostile magic and poisons.
A common misconception with Aegis is that it should include spells related to armor. However, that is more the domain of Enchantment which covers crafted goods. Mend Armor is in Nature because it is repairing the elements. Aegis itself is all about magical barriers.
Common symbolism for Aegis includes the imagery of shields and the color teal.
Aegis magic is commonly associated with the Knight.
Aegis School Spells
Spell Name | School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite |
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Magic Armor | Aegis | 1 | Long (Game Day) | Touch | Character | Grants the target 2 points of magic armor. | None
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Toughness
| Aegis | 1 | Medium (10 Minutes) | Touch | Character | Give the target 2 extra body points, or protect tougher targets against killing blows. | None
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Spirit Shield
| Aegis | 2 | Long (Game Day) | Touch | Character | Prevents the next poison, acid, or harmful alchemical effect against the target. | A level 1 Aegis spell
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Anti-Magic Shield
| Aegis | 2 | Long (Game Day) | Touch | Character | Prevents the next offensive spell call that hits the target. | A level 1 Aegis spell
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Sanctuary
| Aegis | 3 | Medium (10 Minutes) | Touch | Focal Point | Creates a Sanctuary Field around the caster. | A level 2 Aegis spell
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Improved Magic Armor
| Aegis | 3 | Long (Game Day) | Touch | Character | Grants the target 4 points of magic armor. | A level 2 Aegis spell
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Anti-Magic Aura
| Aegis | 4 | Short (1 Minute) | Touch | Character | Prevents all spells from effecting the target. | A level 3 Aegis spell
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Synchronize
| Aegis | 4 | Special | Touch | Character | Grants the target Toughness, Spirit Shield, Anti-Magic Shield and Improved Magic Armor. | A level 3 Aegis spell
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Poison Immunity
| Aegis | 5 | Long (Game Day) | Touch | Character | Protects the target against all poison, acid, and harmful alchemical effect calls. | A level 4 Aegis spell
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Aura of Reflection
| Aegis | 5 | Long (Game Day) | Touch | Character | Prevents offensive spells from affecting the target and lets them be cast back. | A level 4 Aegis spell |
References
Casting Magic
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
If you've met the requirements, you are now ready to cast the spell. To cast a spell you must speak an incantation. Spells have no fixed incantations. Each character is free to come up with their own schema for how they want to represent the magic they can perform. Incants do not need to be spoken word. They can be sung, chanted, or role-played in other ways.
There are still some requirements for a proper incantation. Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast. An incantation also requires 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. You may not make the incantation gibberish, or attempt to work it into a conversation. It must be both clear that you are casting and what you are casting.
School Master
This title represents seven different titles at once, one for each school of magic. A character becomes a School Master (replacing "school" with the name of school you have mastery in, such as Aegis Master) when they:
- Have obtained all 20 power points.
- Learned all spells in a school.
- Upon learning all the spells in a school, learned the ritual skill for that school (or gained it via the Scholar RP Skill).
Characters can become masters of every school they qualify for.
Upon becoming a Master of a School, the character may choose one level two or higher spell to specialize in. You cannot change this spell after it is selected. Your selected spell costs you one less power point to cast (to a minimum of 1). This discount does not stack with other discounts you can obtain through the game, most notably with the Master's Staff, unless it is specifically stated otherwise.
A Master of a School is the only one who can benefit from a Master's Staff.
Categories: Spells | Aegis Spells | Schools
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