Stoneskin

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Stoneskin

Spell Information

Nature School

Spell Name: Stoneskin

School: Nature

Spell Level: 3

Duration: Long (Game Day)

Range: Touch

Target: Character

Flag: Person

Dispel: Yes

Spell Description: Gives 2 natural armor to provide extra protection.

Prerequisite: A level 2 Nature spell

Potion

Name: Stoneskin

Scarce: No

Scroll Information

Scarce: No

An extra layer of defense that can be repaired.

Description

The caster toughens the target's skin, making it harder for them to be injured.

Effect

The target gains 2 points of mendable natural armor that stack with other sources of natural armor.

Detailed Interactions

Sample Incants

Septly

Through thick and thin, protect me now with Stoneskin!

Neutral

My body feels a little thin, I add some armor with Stoneskin!

Evil

For Grak I will win, but first I'll cast Stoneskin!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Stoneskin

Yes Yes 12 Item casts Stoneskin. May be taken multiple times. Can be cast 1/event for each time taken.

References

Natural Armor

Natural armor represents a creature with a shell, a thick hide, or extra tough skin. Similar to magic armor, natural armor functions everywhere.

Natural armor does not stack unless a source explicitly says that it does.

There is no maximum amount of natural armor a character can have.

Natural armor, much like body points will heal on it's own given time. Between events any non-temporary natural armor a character has will automatically restore itself to full value.

Generally this is not soon enough for most characters. The Mend Armor spell can be used to restore one piece of natural armor to full value. Not all natural armor can be repaired in this way, each source of natural armor will specify if it can be repaired. A separate cast is required for any physical armor a character needs repaired.

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 | Nature Spells | Level 3 Spells | Natural Armor


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