Magic Armor

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Magic Armor

Spell Information

Aegis School

Spell Name: Magic Armor

School: Aegis

Spell Level: 1

Duration: Long (Game Day)

Range: Touch

Target: Character

Flag: Person

Dispel: Yes

Spell Description: Grants the target 2 points of magic armor.

Prerequisite: None

Potion

Name: Magic Armor

Scarce: No

Scroll Information

Scarce: No

The Magic Armor spell is the most basic method of gaining magic armor.

Description

This spell surrounds the recipient with a skintight magic field.

While not as strong of a buff compared to Improved Magic Armor this spell is extremely cost effective, adding 2 points of magic armor for every one power point spent.

Effect

The target gains 2 points of magic armor.

Sample Incants

Septly

The Knight shine upon my guard, I cast Magic Armor!

Neutral

I swing my sword like a farmer, needing help, I cast Magic Armor!

Evil

By the blood of a thousand slaves, I cast Magic Armor!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Magic Armor

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

References

Magic Armor

Magic armor almost exclusively comes from spells, such as the Magic Armor Spell. It represents a skintight forcefield protecting the character from harm and protects against any damage the character takes regardless of where a hit may land.

Magic armor doesn't stack unless an effect specifically says that it does.

Regardless of the source, characters cannot have more than 4 points of magic armor unless one (or more) of those effects explicitly say they 'break cap'.

Magic armor cannot be repaired, it must be reapplied. If you start with 4 magic armor such as from the Improved Magic Armor spell and lose 2 points of it, you can keep what you have left, or drop it and cast Improved Magic Armor again to set yourself back to 4 points.

Order of Prevention Effects

When you are hit do the following in this order:

  1. Check for on-going prevention effects (immunities such as the spell Mind Blank).
  2. Check for one-time prevention effects (effects like the spell Spirit Shield).
  3. Apply remaining damage to Magic Armor.
  4. Apply remaining damage to Physical Armor.
  5. Apply remaining damage to Natural Armor.
  6. Apply remaining damage to Body Points.
  7. If any damage remains take a Wound condition in the location hit.

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 | Aegis Spells | Magic Armor | Level 1 Spells


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