Aura of Reflection

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Aura of Reflection

Spell Information

Aegis School

Spell Name: Aura of Reflection

School: Aegis

Spell Level: 5

Duration: Long (Game Day)

Range: Touch

Target: Character

Flag: Person

Dispel: Yes

Spell Description: Prevents offensive spells from affecting the target and lets them be cast back.

Prerequisite: A level 4 Aegis spell

Potion

Name: Aura of Reflection

Item Level: 3

Scarce: Yes

Scroll Information

Scarce: No

This spell is useful as both an offensive and a defensive tool.

Description

A great spell for shielding yourself from spell attacks that lasts a long time and gives you the opportunity to hurl your foes magic back at them.

Effect

Prevent the next four offensive spells that hit you. For up to one minute after each of these spells is prevented you may throw a single tag bag at a target of your choice, using the same call that was prevented.

Detailed Interactions

  • This can prevent the 'Dispel Magic!' call, consuming one use. This is the one call a tag bag cannot be thrown afterwards; dispel in this case is consuming one use of the shield instead of removing effects from the target.
  • Because you aren't casting a new spell when you throw the tag bags back they do not benefit from Transcendence, Spellburst, or other similar effects.
  • If a target is benefiting from both Anti-Magic Shield and Aura of Reflection, the 4 charges of Aura of Reflection will be consumed first. A fifth spell hitting the target would then consume the Anti-Magic Shield.
  • You do not need to use an incantation when casting reflected spells; simply throw a tag bag back with the same call.
  • Remember to call "No Effect!" each time you are hit by a spell that is prevented with Aura of Reflection. This must be done before you can throw a tag bag back.
  • The Medium 5 "Speak with Dead" ability counts as a spell and would be prevented by this shield.

Sample Incants

Septly

For the glory of the Knight, I cast Aura of Reflection!

Neutral

Knowing my enemies dislike rejection, I will cast Aura of Reflection!

Evil

May Darkness cause your magic to recoil upon you; I cast Aura of Reflection!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Aura of Reflection

Epic Only Epic Only 20 Item casts Aura of Reflection. 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 5 Spells | Spell Defenses | Prevention Shields


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