Magic Armour: Difference between revisions
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:*'''[[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. |
:*'''[[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. |
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Attacks with the damage types ''Corporeal'', ''Spirit'' or ''Artefact'', or the damage indicators ''Crush'', '' |
Attacks with the damage types ''Corporeal'', ''Spirit'' or ''Artefact'', or the damage indicators ''Crush'', ''Bolt'' and ''Fatal'', function as normal. |
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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). |
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). |
Latest revision as of 20:33, 30 October 2024
Name | Magic Armour |
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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:
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 |
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