Site Index > Rules > Gameplay > Spell Rules > Aegis Spells > Poison Immunity |
Poison Immunity | |
![]() ![]() | |
Spell Name: | Poison Immunity
|
---|---|
School: | Aegis
|
Spell Level: | 5
|
Duration: | Long (Game Day)
|
Range: | Touch
|
Target: | Character
|
Flag: | Person
|
Dispel: | Yes
|
Spell Description: | Protects the target against all poison, acid, and harmful alchemical effect calls.
|
Prerequisite: | A level 4 Aegis spell
|
![]() Potion | |
Name: | Poison Immunity
|
Item Level: | 3
|
Scarce: | Yes
|
![]() Scroll Information | |
Scarce: | No |
A rare immunity spell, and the best protection in the game against poisons and harmful alchemy effects.
Description
Poison Immunity creates a powerful magic field around the recipient that protects them against all manner of harmful chemical attacks.
Effect
- Prevent all attacks that use the acid or poison call, including any damage, to the target.
- Prevent any harmful ingested alchemicals consumed by the target.
- Prevent any alchemical-type traps from affecting the target.
Detailed Interactions
- If the target is already poisoned: Poison Immunity does not remove anything already affecting the target. Try Purify Spirit instead.
- Immunity Cap: This effect counts against the game day immunity cap.
- Roleplay is fun: This spell is often roleplayed as being able to prevent characters from being affected by alcohol or drugs. This is strictly a roleplay choice, and not an actual effect of the spell (unless the player wants it to be).
Sample Incants
Septly
By the fortitude of the Knight, I cast Poison Immunity!
Neutral
While so many desire impunity, I will cast Poison Immunity!
Evil
My skin drips with the sweat of Nox to cast Poison Immunity!
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
|
---|---|---|---|---|
Cast Poison Immunity | Epic Only | Epic Only | 20 | Item casts Poison Immunity. May be taken multiple times. Can be cast 1/event for each time taken. |
References
The 'Poison!' Call
The 'Poison!' call sometimes inflicts damage, also it always inflicts the Poisoned condition. 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 Poison!' damage, otherwise it will only inflict the Poisoned condition and no damage.
Tag bags or arrows that call for 'Poison!' count as weapons and may always be blocked with an unbroken shield.
When the 'Poison' call is used to modify an offensive effect call the whole attack follows the rules for 'Poison!'. It is never considered a spell (if it was) and the attack may be blocked by a shield. Conditions applied by the attack are only removed when the Poisoned condition is removed. Any defense which prevents 'Poison!' prevents the entire call.
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.
Order of Prevention Effects
When you are hit do the following in this order:
- Check for on-going prevention effects (immunities such as the spell Mind Blank).
- Check for one-time prevention effects (effects like the spell Spirit Shield).
- Apply remaining damage to Magic Armor.
- Apply remaining damage to Physical Armor.
- Apply remaining damage to Natural Armor.
- Apply remaining damage to Body Points.
- 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
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 | Aegis Spells | Level 5 Spells | Acid Defenses | Poison Defenses | Alchemy Defenses | Immunities
Site Index | About Us | Event Calendar | Novitas Linktree | Contact Us |
![]() |