Spirit Shield

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Spirit Shield

Spell Information

Aegis School

Spell Name: Spirit Shield

School: Aegis

Spell Level: 2

Duration: Long (Game Day)

Range: Touch

Target: Character

Flag: Person

Dispel: Yes

Spell Description: Prevents the next poison, acid, or harmful alchemical effect against the target.

Prerequisite: A level 1 Aegis spell

Potion

Name: Spirit Shield

Scarce: No

Scroll Information

Scarce: No

This spell is the most basic defense against poisons and harmful alchemy.

Description

This magic creates a barrier that prevents harmful alchemical creations from getting through.

Effect

Prevents the next instance of one of the following effects, including any damage:

Detailed Interactions

  • If the target is already affected by something this would block: Spirit Shield does not remove effects the target is already under. It was, however, very nice of you to prevent them from getting double poisoned. Try Purify Spirit instead.

Sample Incants

Septly

The Knight’s armor protects me with Spirit Shield!

Neutral

The enemy’s poisons will yield as soon as I cast Spirit Shield!

Evil

Nox’s breath fills my lungs and imbues me with Spirit Shield!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Spirit Shield

Yes Yes 8 Item casts Spirit Shield. 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:

  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

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 2 Spells | Poison Defenses | Acid Defenses | Alchemy Defenses | Prevention Shields


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