Grounding Wire

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Grounding Wire

Tinkering Item

Tinkering Gear

Item Name: Grounding Wire

Tinkering Level: 2

Crafting Point Cost: 8

Encampment Item: No

Lootable Item: Yes

Description: A wire worn about the ankle that prevents one 'Magic!' attack each event.

Description

A grounding wire is a copper wire wound around the user's boot or footwear, invisibly marked with powerful sigils and runes. It occupies a one of the character's accessory slots.

Effect

A grounding wire prevents the first tag bag accompanied by the 'Magic!' call that hits the wearer each event.

Prop Information

The prop for this item should be an actual piece of copper wire, which must be worn on the ankle of the person using the grounding wire.

References

'Magic!' Calls

The 'Magic!' call always comes from spells and when it comes from a ranged attack, cannot be blocked by a shield. If coming from a melee attack, a 'Magic!' call can 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.

The 'Magic!' 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 Magic!' damage, otherwise it will only inflict the Jinxed condition and no damage.

The 'Magic!' call can also be used to modify offensive effect calls. When this happens the call still counts as a spell. When the call comes from a ranged attack, it cannot be blocked by a shield. The attack now applies the Jinxed condition in addition to whatever other conditions the other call applies. Any conditions applied by that call are now all removed when the Jinxed is removed. Any defense which prevents 'Magic!' prevents the entire call.

Offensive Effect Table

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!'

Categories: Items | Tinkering Items | Tinkering Gear | Level 2 Tinkering Items | Magic Defenses | Prevention Shields


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Page last modified on May 08, 2025, at 08:43 PM
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