Enhance Armor

Site Index > Rules > Gameplay > Spell Rules > Enchantment Spells > Enhance Armor

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.
  • '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

One point armors include:

  • A full costume approved by props staff ().
    • This does not count as 'wearing armor'. It can't be improved (such as with Enhance Armor), may not be combined with a helmet, or in any way count towards mechanics that require you to wear armor.
  • Studded Leather (Leather too thin to count as light leather must have studs to count as anything)
  • Light Leather
  • Fur (Real animal hides with the fur on, unless the leather itself counts for a higher value)
  • Brigandine (Light leather backing with light plates)

Two point armors include:

  • Studded Light Leather
  • Heavy Leather
  • Scale Armor/ Lamellar (Overlapping light leather pieces)
  • Brigandine (Leather or light leather with heavy leather plates)
  • Riveted Aluminum Chain Mail

Three point armors include:

  • Studded Heavy Leather
  • Scale Armor/ Lamellar (Overlapping heavy leather pieces)
  • Chain Armor (Interlocking butted or riveted metal wire, note that aluminum is only 2 points)
  • Metal Scale or Lamellar Armor
  • Brigandine (Heavy leather backing with heavy leather plates)
  • Brigandine (Any backing with metal plates)
  • Half-Plate (Metal armor, no articulated joints, up to 25% chain/leather)

Four point armors include:

  • Articulated Plate Armor
    • Plate armor with flexible joints that can bend and move with the movements of the player while still providing complete coverage. Must be a complete harness. For example articulated arms would contain a full vambrace, articulated elbow, rerebrace, and pauldrons.
    • Wearing incomplete articulated plate (such as wearing a back-and-breast without fauld, tassets, and a gorget) make it half-plate armor.
    • Plate armor counts as monstrous armor.

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


Site Index About Us Event Calendar Novitas Linktree Contact Us
Page last modified on January 29, 2025, at 12:34 AM
Powered by PmWiki