Enchant Shield

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Enchant Shield

Spell Information

Enchantment School

Spell Name: Enchant Shield

School: Enchantment

Spell Level: 2

Duration: Long (Game Day)

Range: Touch

Target: Shield

Flag: Shield

Dispel: Yes

Spell Description: The target shield prevents the next Acid or Spell effect that hits it.

Prerequisite: A level 1 Enchantment spell

Oil

Oil Name: Enchant Shield

Scarce: No

Scroll Information

Scarce: No

One downside of carrying a shield is that they are excellent targets for tag bags, as well as a vulnerability to being destroyed with Acid damage. This spell will help with those inconveniences.

Description

The caster imbues the target shield with enchantment magic, making it resistant to damage.

Effect

The target shield negates the next 'Acid!' or Spell effect that hits it.

Detailed Interactions

  • This is really straightforward: It's a spell that is the equivalent of giving your shield a tiny shot of espresso. Now go forth and conquer! Or at least, don't get immediately stabbed.

Sample Incants

Septly

The resilience of the Craftsman grants me Enchant Shield!

Neutral

In case we encounter something in the field, I cast Enchant Shield!

Evil

Nox coats this shield with the slime of undeath as I cast Enchant Shield!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Enchant Shield

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

References

The 'Acid!' Call

The 'Acid!' call sometimes inflicts damage. You'll know if it is dealing damage if a number is used. Always use the number '1!' if for some reason you are dealing '1 Acid!' damage, otherwise it will only inflict the Acid Residue condition and no damage.

Tag bags or arrows that call for 'Acid!' count as weapons and may always be blocked with a shield. However, when 'Acid!' damage hits a shield for a cumulative total of 4 damage it will break it, causing the Broken Equipment condition.

The 'Acid!' call can also be used to modify offensive effect calls. When this happens, the call is no longer counted as a spell (if it was) and it can now be blocked by shields. The attack now applies the Acid Residue condition in addition to whatever other conditions the other call applies. Any conditions applied by that call are now all removed when the Acid Residue condition is removed. Any defense which prevents 'Acid!' prevents the entire call.

Spell Effects

Any attack delivered by a melee weapon can be blocked by a shield, regardless of the call type.

Call TypeCall Examples
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!'

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 | Enchantment Spells | Level 2 Spells | Acid Defenses | Spell Defenses | Prevention Shields


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