Site Index > Rules > Gameplay > Spell Rules > Aegis Spells > Synchronize |
Synchronize | |
![]() ![]() | |
Spell Name: | Synchronize
|
---|---|
School: | Aegis
|
Spell Level: | 4
|
Duration: | Special
|
Range: | Touch
|
Target: | Character
|
Flag: | Person
|
Dispel: | Yes
|
Spell Description: | Grants the target Toughness, Spirit Shield, Anti-Magic Shield and Improved Magic Armor.
|
Prerequisite: | A level 3 Aegis spell
|
![]() Potion | |
Name: | Synchronize
|
Item Level: | 2
|
Scarce: | Yes
|
![]() Scroll Information | |
Scarce: | No |
The premiere self-defense spell, this gives you access to many different Aegis effects at once.
Description
Synchronize is the gold standard for personal defense in Aegis. It gives many different buffs in one convenient package.
Effect
The target immediately receives the effects of Toughness, Spirit Shield, Anti-Magic Shield and Improved Magic Armor. Each spell has its normal duration.
Detailed Interactions
- Just FYI: All effects from Syncronize last game day with the exception of Toughness, which only lasts 10 minutes.
- Break it down quick to someone: Because there's always that one time you have to explain all the effects.
- Add 2 to your body (cap of 4) or become immune to killing blows if you already have 4 body (10 minutes)
- No effect the next spell effect (Game Day or until used)
- No effect the next poison or harmful alchemical call (Game Day or until used)
- Give yourself 4 magic armor (Game Day or until used)
Sample Incants
Septly
To protect others as I am, I cast Synchronize!
Neutral
To replicate magic is very wise, so I shall cast Synchronize!
Evil
In the realm beyond death, I fill our black hearts with Synchronize!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
|
---|---|---|---|---|
Cast Synchronize | Epic Only | Epic Only | 16 | Item casts Synchronize. May be taken multiple times. Can be cast 1/event for each time taken. |
References
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.
Toughness
Grants the target 2 additional body points. This does not break cap. If the target already has 4 body points before the effect, then they are immune to killing blows for the duration instead.
Spirit Shield
Prevents the next instance of one of the following effects, including any damage:
- The next poison or acid call that hits the target.
- The next harmful ingested alchemical consumed by the target.
- The next alchemical trap that affects the target.
Anti-Magic Sheild
Prevent the next offensive spell call or spell-type trap that hits the target. This does not prevent the 'Dispel!' call.
Improved Magic Armor
Grants the target 4 points of magic armor.
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 4 Spells | Magic Armor | Spell Defenses | Acid Defenses | Poison Defenses | Alchemy Defenses | Prevention Shields
Site Index | About Us | Event Calendar | Novitas Linktree | Contact Us |
![]() |