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

Anti-Magic Aura prevents ALL spells and spell-type traps (both harmful and beneficial) from affecting the target. This does not remove spells already affecting them.

Detailed Interactions

  • This allows you to enter areas protected by a Sanctuary Field.
  • Remember to call "No Effect!" each time you are hit by something that would have affected you, including walking into a Sanctuary.
  • The source of a call does not matter. A creature throwing a tag bag for "Pin!" is the same as a person casting the Pin spell.
  • The Medium 5 "Speak with Dead" ability counts as a spell and would be prevented by this shield.

Because Anti-Magic Aura stops ALL spell effects, it will stop 'Dispel Magic!' calls too.

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!' call or a 'Poison!' call by some items. This removes the school normally associated with the spell.

Blockable (Non-Spell) Attacks: '3!', '4 Acid!', '4 Disease!', '2 Elven Steel!', '1 Pierce!', '1 Poison!', '4 Silver!', '4 Slay!'

Acid Calls (all non-spell, 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 (all non-spell, 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!'

Spell Calls (Cannot be blocked by shields): 'Banish!', 'Charm Humanoid!', 'Charm Wild!', 'Curse!', 'Dispel Magic!', 'Dominate Wild!', 'Enfeeble!', '4 Magic!', '4 Magic Slay!', 'Pin Undead!', 'Pin Wild', 'Silence Humanoid!'

Compulsion Spells Calls: 'Charm!', 'Disengage!', 'Dominate!', 'Memory Loss!', 'Pin!', 'Silence!', 'Terror!', 'Weaken!'

Circumstantial Calls (blockable non-spells from a weapon, unblockable spells from a tag bag): '4 Nature!', '4 Primal!'

Untyped Attacks (non-spells, blockable from a weapon, unblockable from a tag bag): '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

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.

Categories: Spells | Aegis Spells | Level 4 Spells | Spell Defenses | Immunities


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