Anti-Magic Aura

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Anti-Magic Aura

Spell Information

Aegis School

Spell Name: Anti-Magic Aura

School: Aegis

Spell Level: 4

Duration: Short (1 Minute)

Range: Touch

Target: Character

Flag: Person

Dispel: Yes

Spell Description: Prevents all spells from effecting the target.

Prerequisite: A level 3 Aegis spell

Potion

Name: Anti-Magic Aura

Item Level: 2

Scarce: Yes

Scroll Information

Scarce: No

This spell is the most powerful defense against spells available. It's so potent, it even stops beneficial effects.

Description

When you expect a barrage of spells, there is no better defense than this one. The risk is that it also stops you from benefiting from helpful spells your friends may cast on you.

Effect

This spell prevents all spells and spell-type traps from affecting the target. This does not remove spells already affecting them.

Detailed Interactions

  • Already existing spells: This spell does not prevent any magic already cast on the target from working.
    • For example, if you have Second Breath active and gain a Torso wound while benefiting from Anti-Magic Aura, your Second Breath will still activate.
  • 'Dispel Magic!': Would be prevented by Anti-Magic Aura.
  • Sanctuary fields: A character with Anti-Magic Aura can freely enter and exit Sanctuary fields.
  • 'No Effect!': Remember to call this each time you are hit by something that would have affected you, including walking into a Sanctuary.
  • If the target's friends try to cast spells on them: The target should probably warn them about this effect before their friend finishes incanting and wastes power points.

Sample Incants

Septly

By the unbreakable shield of the Knight, I cast Anti-magic Aura!

Neutral

Of magical scrolls, I have a plethora, therefore I cast Anti-magic Aura!

Evil

The shadows coil around me to resist your magic, I cast Anti-magic Aura!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Anti-Magic Aura

Epic Only Epic Only 16 Item casts Anti-Magic Aura. May be taken multiple times. Can be cast 1/event for each time taken.

References

Effect Types

Some attacks have a category of effect associated with them. This is especially true of many tag bag attacks. Much like damage types you only need to know what categories an attack belongs in if you have a relevant defense against that type of thing.

Any spell call can be converted into an 'Acid!', 'Poison!', 'Magic!', or 'Nature!' call by some items. This removes the school normally associated with the spell.

Effect Examples

This is a list of most effects in the game and what category they fall into for defense/ prevention purposes.

Any attack delivered by a melee weapon can be blocked by a shield, regardless of the call type.

Call TypeCall Examples
Blockable (Non-Spell) Attacks
Not spells, always shield blockable.
'3!', Untyped Calls, '4 Acid!', '4 Disease!', '2 Elven Steel!', '1 Pierce!', '1 Poison!', '4 Silver!', '4 Slay!'
Circumstancial Attacks
Not spells if from melee attacks. Spells, not blockable if from ranged attacks.
'4 Magic!', '4 Magic Slay!', '4 Nature!', '4 Primal!'
Acid Calls
Not spells, always shield blockable.
'Acid Charm!', 'Acid Curse!', 'Acid Disengage!', 'Acid Dominate!', 'Acid Enfeeble!', 'Acid Grounding!', 'Acid Memory Loss!', 'Acid Pin!', 'Acid Silence!', 'Acid Terror!', 'Acid Weaken!'
Poison Calls
Not spells, always shield blockable.
'Poison Charm!', 'Poison Curse!', 'Poison Disengage!', 'Poison Dominate!', 'Poison Enfeeble!', 'Poison Grounding!', 'Poison Memory Loss!', 'Poison Pin!', 'Poison Silence!', 'Poison Terror!', 'Poison Weaken!'
Magic Calls
Spells. These cannot be blocked if the source is a ranged attack.
'Magic Charm!', 'Magic Curse!', 'Magic Disengage!', 'Magic Dominate!', 'Magic Enfeeble!', 'Magic Grounding!', 'Magic Memory Loss!', 'Magic Pin!', 'Magic Silence!', 'Magic Terror!', 'Magic Weaken!'
Nature Calls
Spells. These cannot be blocked if the source is a ranged attack.
'Nature Charm!', 'Nature Curse!', 'Nature Disengage!', 'Nature Dominate!', 'Nature Enfeeble!', 'Nature Grounding!', 'Nature Memory Loss!', 'Nature Pin!', 'Nature Silence!', 'Nature Terror!', 'Nature Weaken!'
Spell Calls
Spells. These cannot be blocked if the source is a ranged attack.
'Banish!', 'Charm Humanoid!', 'Charm Wild!', 'Curse!', 'Dispel Magic!', 'Dominate Wild!', 'Enfeeble!', 'Pin Undead!', 'Pin Wild!', 'Silence Humanoid!'
Compulsion Spell Calls
Spells. These cannot be blocked if the source is a ranged attack.
'Charm!', 'Disengage!', 'Dominate!', 'Memory Loss!', 'Pin!', 'Silence!', 'Terror!', 'Weaken!'
Special Attacks
These are not spells. These cannot be blocked if the source is a ranged attack.
'Dispel Alchemy!', 'Smite!', 'Torso Wound!'

Order of Prevention Effects

When you are hit do the following in this order:

  1. Check for on-going prevention effects (immunities such as the spell Mind Blank).
  2. Check for one-time prevention effects (effects like the spell Spirit Shield).
  3. Apply remaining damage to Magic Armor.
  4. Apply remaining damage to Physical Armor.
  5. Apply remaining damage to Natural Armor.
  6. Apply remaining damage to Body Points.
  7. 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 | Aegis Spells | Level 4 Spells | Spell Defenses | Immunities


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