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Aura of Reflection | |
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Spell Name: | Aura of Reflection
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School: | Aegis
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Spell Level: | 5
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Duration: | Long (Game Day)
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Range: | Touch
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Target: | Character
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Flag: | Person
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Dispel: | Yes
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Spell Description: | Prevents offensive spells from affecting the target and lets them be cast back.
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Prerequisite: | A level 4 Aegis spell
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![]() Potion | |
Name: | Aura of Reflection
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Item Level: | 3
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Scarce: | Yes
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![]() 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
- 'Dispel Magic!': Consumes 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.
- Transcendence, Spellburst, ect: Because you aren't casting a new spell when you throw the tag bags back they do not benefit from these effects.
- Incantations: Not needed when casting reflected spells; simply throw a tag bag back with the same call.
- 'No Effect!': Must be called each time the target is hit by a spell that is prevented with Aura of Reflection. This must be done before they can throw a tag bag back.
- Anti-Magic Shield: The 4 charges of Aura of Reflection will be consumed first. A fifth spell hitting the target would then consume the Anti-Magic 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
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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!', '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 Type | Call Examples |
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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:
- Check for on-going prevention effects (immunities such as the spell Mind Blank).
- Check for one-time prevention effects (effects like the spell Spirit Shield).
- Apply remaining damage to Magic Armor.
- Apply remaining damage to Physical Armor.
- Apply remaining damage to Natural Armor.
- Apply remaining damage to Body Points.
- 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 5 Spells | Spell Defenses | Prevention Shields
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