Magic Armour: Difference between revisions
m (→Magic Armour) |
m (→Magic Armour) |
||
Line 23: | Line 23: | ||
*'''Bolt:''' The call ''Elemental Bolt'' inflicts one standard hit (not bypassing armour) to every location. The armour’s wearer is not knocked off their feet. |
*'''Bolt:''' The call ''Elemental Bolt'' inflicts one standard hit (not bypassing armour) to every location. The armour’s wearer is not knocked off their feet. |
||
Attacks with the damage types ''Corporeal'', ''Spirit'' or ''Artefact'', or the damage indicators ''Crush'', ''Blast'' and ''Fatal'', function as normal. |
Attacks with the damage types ''Corporeal'', ''Spirit'' or ''Artefact'', or the damage indicators ''Crush'', ''Blast'' and ''Fatal'', function as normal. |
Revision as of 08:14, 9 July 2024
Magic Armour
Vocals | By my power and the power of the elements, I infuse this armour with Air, Earth, Fire and Water to harden it to harmful magics – Magic Armour |
---|---|
Call | Magic Armour |
Range | Touch |
Duration | 30 seconds |
Cost | 2 magic points |
Key Words | Greater Elemental |
Description | For the duration of this spell, the target suit of armour protects against attacks that would normally bypass it. Attacks with mundane or Elemental damage calls affect the armour’s wearer as follows.
In addition, for the duration of the effect, the subject is immune to offensive lesser elemental spells, such as Strike Down or Repel (but not to magical or mundane abilities that mimic those spells). The armour itself counts as an enchanted item and is immune to any lesser or greater spells that directly alter it, including the spell Mend. The armour can be repaired as normal (or with a blacksmith’s staple), but if at any moment the armour is reduced to zero hits on all locations, the spell immediately ends regardless of the duration. If the armour is of at least superior quality, the duration of this spell is increased to 1 minute. |
Return to Spell List