Site Index > Rules > Gameplay > Spell Rules > Aegis Spells > Synchronize |
Synchronize | |
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Spell Name: | Synchronize
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School: | Aegis
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Spell Level: | 4
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Duration: | Special
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Range: | Touch
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Target: | Character
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Flag: | Person
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Dispel: | Yes
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Spell Description: | Grants the target Toughness, Spirit Shield, Anti-Magic Shield and Improved Magic Armor.
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Prerequisite: | A level 3 Aegis spell
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Potion | |
Name: | Synchronize
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Item Level: | 2
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Scarce: | Yes
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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.
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
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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
Spirit Shield creates a one-time prevention shield that will prevent the next effect (including damage) from the following list to affect the character:
- The next poison or acid call that hits the target is prevented.
- The next harmful ingested alchemical consumed by the target is prevented.
- The next alchemical trap that affects the target is prevented.
Spirit Shield does not remove effects the target is already affected by.
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
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 | Level 4 Spells | Magic Armor | Spell Defenses | Acid Defenses | Poison Defenses | Alchemy Defenses | Prevention Shields
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