Anti-Magic Shield

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Anti-Magic Shield

Spell Information

Aegis School

Spell Name: Anti-Magic Shield

School: Aegis

Spell Level: 2

Duration: Long
(Game Day)

Range: Touch

Target: Character

Flag: Person

Dispel: Yes

Spell Description: Prevents the next offensive spell call that hits the target.

Prerequisite: A level 1 Aegis spell

Potion

Name: Anti-Magic Shield

Scarce: No

Scroll Information

Scarce: No

The most basic defense available against spells.

Description

Mages use this spell to ward off hostile magics.

Effect

Prevent the next offensive spell call or spell-type trap that hits the target. This does not prevent the "Dispel!" call.

Detailed Interactions

  • If you die without the shield triggering, it persists through death. For example, if you are dead and have Reap Spirit cast on you, this spell would prevent it.
  • The source of a spell call doesn't matter. Pin is a spell, regardless of if it comes from someone casting a spell or a creature that throws Pin tag bags.
  • If an immunity effect prevents an attack, the shield does not get used. For example, if you are under the effect of the Mind Blank spell and are hit with the Charm spell, Mind Blank blocks this and the shield is not consumed.
  • If a call could trigger the spell but doesn't affect you, the shield is not consumed. For example, if you are a living creature and get hit by "Pin Undead!" the call would have no effect and so the shield will remain.
  • The Medium 5 "Speak with Dead" ability is a spell, and would be prevented by this shield.

Sample Incants

Septly

By the stalwart resistance of the Knight, I cast Anti-magic Shield!

Neutral

The fate of us all has been sealed, so I cast from this scroll Anti-magic Shield!

Evil

With this Anti-Magic Shield, nothing will stop my pillaging for Grak!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Anti-Magic Shield

Yes Yes 8 Item casts Anti-Magic Shield. May be taken multiple times. Can be cast 1/event for each time taken.

References

Spell Calls Blocked by Anti-Magic Shield

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 2 Spells | Spell Defenses | Prevention Shields


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Page last modified on November 17, 2024, at 05:28 PM
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