While the Curious Pastimes 2nd Edition ruleset is largely finalised we will continue to make minor tweaks. To provide feedback please fill in the google form located at: https://forms.gle/gJPgL9Q132Bsx6DHA

Magic Armour: Difference between revisions

From Curious Pastimes Wiki
No edit summary
No edit summary
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
{| class="wikitable"
{| class="wikitable"
|-
|-
! Name !! 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''
|-
|-
| 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
| Range|| Touch
Line 9: Line 9:
| Duration || 30 seconds
| Duration || 30 seconds
|-
|-
| Cost || 2 magic points
| Cost || 2 [[Magic#Magic Points|magic points]]
|-
|-
| Key Words|| Greater Elemental
| 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.
| Description || For the duration of this spell, the target suit of armour protects against attacks that would normally bypass it. Attacks with mundane or ''[[Calls#Damage Type|Elemental]]'' damage calls affect the armour’s wearer as follows:


*'''Through:''' The calls ''Through'' and ''Elemental Through'' (including arrows and crossbow bolts) function as normal weapons blows, i.e. one blow inflicts a single standard hit (not bypassing armour) on the location struck.
:*'''[[Calls#Damage Indicator|Through]]:''' The calls ''Through'' and ''Elemental Through'' (including arrows and crossbow bolts) function as normal weapons blows, i.e. one blow inflicts a single standard hit (not bypassing armour) on the location struck.
:*'''[[Calls#Damage Indicator|Wounding or Smite]]:''' The calls ''Wounding'', ''Smite'', ''Elemental Wounding'' and ''Elemental Smite'' function as per ''Crush'', i.e. if the location struck has any armour hits, one blow reduces it to zero [[Combat#Armour Hits|armour hits]]; and if it is unarmoured or has no armour hits, one blow reduces it to zero [[Combat#Physical Hits|physical hits]].
:*'''[[Calls#Ranged Damage Indicator|Missile]]:''' The call ''Elemental Missile'' 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'', ''Bolt'' and ''Fatal'', function as normal.
*'''Wounding or Smite:''' The calls ''Wounding'', ''Smite'', ''Elemental Wounding'' and ''Elemental Smite'' function as per ''Crush'', i.e. if the location struck has any armour hits, one blow reduces it to zero armour hits; and if it is unarmoured or has no armour hits, one blow reduces it to zero physical hits.


In addition, for the duration of the effect, the subject is [[Combat#Immunity|immune]] to offensive '''lesser''' [[Calls#Elemental Effects|elemental effects]], such as ''Strike Down'' or ''[[Repel]]'' (but not to mundane abilities that mimic those spells).
*'''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.


The armour itself counts as an [[Equipment and Resources#Enchantment and Investment|enchanted]] item and is immune to any lesser or greater spells that directly alter it, including the spell ''[[Mend]]''.

Attacks with the damage types ''Corporeal'', ''Spirit'' or ''Artefact'', or the damage indicators ''Crush'', ''Blast'' and ''Fatal'', function as normal.

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 an [[Crafting Designs#Armour Staples|armour staple]]), but if at any moment the armour is reduced to zero hits on all locations, the spell immediately ends regardless of the duration.
The armour can be repaired as normal (or with an [[Crafting Designs#Armour Staples|armour 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'''.
If the armour is of at least '''[[Equipment and Resources#Equipment Quality|superior]]''' quality, the duration of this spell is increased to '''1 minute'''.
|-
| Skills || [[Greater Elemental Spellcasting]]
|}
|}



Latest revision as of 20:33, 30 October 2024

Name 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”
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:
  • Through: The calls Through and Elemental Through (including arrows and crossbow bolts) function as normal weapons blows, i.e. one blow inflicts a single standard hit (not bypassing armour) on the location struck.
  • Wounding or Smite: The calls Wounding, Smite, Elemental Wounding and Elemental Smite function as per Crush, i.e. if the location struck has any armour hits, one blow reduces it to zero armour hits; and if it is unarmoured or has no armour hits, one blow reduces it to zero physical hits.
  • Missile: The call Elemental Missile 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, Bolt and Fatal, function as normal.

In addition, for the duration of the effect, the subject is immune to offensive lesser elemental effects, such as Strike Down or Repel (but not to 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 an armour 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.

Skills Greater Elemental Spellcasting


Return to Spell List