Site Index > Rules > Gameplay > Spell Rules > Battle Spells > Battle Mastery |
Battle Mastery | |
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Spell Name: | Battle Mastery
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School: | Battle
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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: | The target is immune to Magic damage.
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Prerequisite: | A level 4 Battle spell
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Potion | |
Name: | Battle Mastery
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Item Level: | 3
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Scarce: | Yes
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Scroll Information | |
Scarce: | No |
This immunity spell also grants the ability to wield any weapon.
Description
This spell fortifies the target against any Magic damage, allowing them to cast without worry.
Effect
The target is immune to any attack with the Magic call.
- This counts against the immunity cap.
The target may also use all weapons and shields regardless of skills possessed. The character's Accuracy has a minimum of 1.
Detailed Interactions
- This spell is very popular with anyone who plans on attacking using Magic tag bags and is concerned with Aura of Reflection turning their own power against them.
- This spell is useful to those who need to carry weapons they couldn't otherwise. Unlike Combat Prowess it doesn't allow them to hit harder with those weapons, but it does last an entire game day.
- Still confused?
Sample Incants
Septly
May the Soldier channel through my body as I cast Battle Mastery!
Neutral
Infusing the power to cause great catastrophe, I call forth Battle Mastery!
Evil
To better reach glory in the eyes of Grak, I cast Battle Mastery!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Battle Mastery | Epic Only | Epic Only | 20 | Item casts Battle Mastery. May be taken multiple times. Can be cast 1/event for each time taken. |
References
Magic Calls
The 'Magic!' call always deals damage, if no number is included assume it is for 1 damage. It always comes from spells and cannot be blocked by a shield.
Anything that stops a Spell will stop a 'Magic!' attack. It always counts as coming from the Battle school for defenses that care about the school of an attack.
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 | Battle Spells | Level 5 Spells | Magic Defenses | Immunities
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