Enhance Armor

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Enhance Armor

Spell Information

Enchantment School

Spell Name: Enhance Armor

School: Enchantment

Spell Level: 1

Duration: Long (Game Day)

Range: Touch

Target: Physical Armor

Flag: Armor

Dispel: Yes

Spell Description: Increase a piece of physical armor's protective value by 1.

Prerequisite: None

Oil

Oil Name: Enhance Armor

Scarce: No

Scroll Information

Scarce: No

Strengthens your physical armor so that it will provide you with more protection.

Description

The caster reinforces the material of a piece of armor, making it harder to damage the wearer.

Effect

Increase the value of the target's physical armor by 1.

  • This is repaired when the armor is mended.
  • This does not break cap.

Detailed Interactions

  • For real armor only: This does not affect natural or magical armor.
  • Does not stack: Enchant armor does not stack with any armor crafts that give bonus armor. You're already benefiting from the Enhance Armor spell by having the Enhance Armor craft on your armor!
  • 'Tis only temporary: The spell only temporarily strengthens the armor. When it fades the armor weakens slightly, and any existing damage on the armor adjusts accordingly.

Sample Incants

Septly

The protection of the Craftsman grants me Enhance Armor!

Neutral

The magic makes my clothing much warmer, so I cast Enhance Armor!

Evil

To better serve Darkness, I turn aside blows with Enhance Armor.

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Enhance Armor

Yes Yes 4 Item casts Enhance Armor. May be taken multiple times. Can be cast 1/event for each time taken.

References

Physical Armor Values

Armor grants a base armor value between 2 and 4 points. Your total armor value is calculated by taking your worn armor's base value and adding any active effects. Common effects include wearing helmets, spells such as Enhance Armor, and properties from magic items.

The base armor value is determined by the following hierarchy:

  • Torso Takes Priority: If torso armor is worn, use the value of the torso piece. The value of any limb armor is disregarded, but still provides protective coverage.
  • Minimum Limb Value: If no torso armor is worn, use the lowest value among the limb pieces worn.

In addition:

  • Layering: Multiple armor layers contribute to minimum thickness requirements only if they are integrated into a single, cohesive unit (such as brigandine). Individual items worn on top of one another (such as layering on multiple leather vests) will not count towards meeting thickness requirements.
  • 75% Coverage: If multiple armor types are worn on the same location, use the highest value of a material type that covers 75% or more of the area. If no material covers 75% of the area, use the value of the lowest material type present.
Armor TypeMinimum ThicknessArmor PointsSpecial Bonuses
Leather8oz / 3.2mm2None
Chain / Non-Rigid Metal19 gauge3None
Rigid Metal19 gauge4Counts as Monstrous
HelmetsSame as other Materials+1Breaks Cap

Examples:
- A character wears a rigid metal bracer (4 points) and a leather chest plate (2 points). Because torso armor is present, it takes priority and they have 2 Armor Points.

- Someone else wears leather bracers (2 points) and a rigid metal chest plate (4 points). Torso takes priority, so they have 4 Monstrous Armor Points.

- Another character wears a rigid metal bracer (4 points) on the left arm and a plain leather bracer (2 points) on the right arm, with no torso armor present. They use the lowest value of the limb pieces worn and have 2 Armor Points.

- Yet another character wears full plate armor with a helmet. Because they are wearing a helmet, they break the normal armor point cap of 4 and have a total of 5 Monstrous Armor Points.

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 1 Spells | Physical Armor | Game Day Spells


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