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Exalted Armour: Difference between revisions

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:* Attacks with the [[Calls#Damage Indicator|damage indicators]] ''Crush'', ''Through'', ''Wounding'' or ''Smite'', whether mundane or ''Elemental'', inflict one [[Combat#Armour Hits|armour hit]] to the location struck.
:* Attacks with the [[Calls#Damage Indicator|damage indicators]] ''Crush'', ''Through'', ''Wounding'' or ''Smite'', whether mundane or ''Elemental'', inflict one [[Combat#Armour Hits|armour hit]] to the location struck.
:* The call ''[[Calls#Damage Type|Elemental]] [[Calls#Ranged Damage Indicator|Bolt]]'' inflicts just one armour hit to every location.
:* The call ''[[Calls#Damage Type|Elemental]] [[Calls#Ranged Damage Indicator|Missile]]'' inflicts just one armour hit to every location.
:* Attacks with the [[Calls#Damage Type|damage types]] ''Corporeal'', ''Spirit'' or ''Artefact'' function as normal (e.g. ''Corporeal Wounding'' still bypasses the armour).
:* Attacks with the [[Calls#Damage Type|damage types]] ''Corporeal'', ''Spirit'' or ''Artefact'' function as normal (e.g. ''Corporeal Wounding'' still bypasses the armour).
:* Attacks with the [[Calls#Damage Indicator|damage indicators]] ''Blast'' and ''Fatal'' function as normal.
:* Attacks with the [[Calls#Damage Indicator|damage indicators]] ''Blast'' and ''Fatal'' function as normal.


In addition, for the duration of the effect, the subject is immune to offensive lesser elemental calls, such as ''[[Calls#Elemental Effects|Strike Down]]'' or ''[[Calls#Elemental Effects|Repel]]'' (but not to mundane versions of those calls), and to the knock down effects of the call ''[[Calls#Damage Type|Elemental]] [[Calls#Ranged Damage Indicator|Bolt]]''.
In addition, for the duration of the effect, the subject is immune to offensive lesser elemental calls, such as ''[[Calls#Elemental Effects|Strike Down]]'' or ''[[Calls#Elemental Effects|Repel]]'' (but not to mundane versions of those calls), and to the knock down effects of the call ''[[Calls#Damage Type|Elemental]] [[Calls#Ranged Damage Indicator|Missile]]''.


The hits granted by this spell are in addition to any worn armour, and the above rules apply to both the additional armour hits and the armour’s own hits for the duration of the spell. The additional armour hits are lost before the armour’s own hits, and cannot be repaired. If the armour is of at least [[Equipment and Resources#Equipment Quality|superior]] quality, the duration of this spell is increased to '''2 minutes'''.
The hits granted by this spell are in addition to any worn armour, and the above rules apply to both the additional armour hits and the armour’s own hits for the duration of the spell. The additional armour hits are lost before the armour’s own hits, and cannot be repaired. If the armour is of at least [[Equipment and Resources#Equipment Quality|superior]] quality, the duration of this spell is increased to '''2 minutes'''.

Revision as of 20:27, 30 October 2024

Name Exalted Armour
Vocals “By my exalted might and the power of the elements, I call around me a shell of air – Exalted Armour
Range Self / Touch
Duration 1 minute
Cost 10 magic points
Key Words Exalted / Elemental
Description For the duration of this spell, the target gains 4 armour hits, which protect even against attacks that would normally bypass armour.
  • Attacks with the damage indicators Crush, Through, Wounding or Smite, whether mundane or Elemental, inflict one armour hit to the location struck.
  • The call Elemental Missile inflicts just one armour hit to every location.
  • Attacks with the damage types Corporeal, Spirit or Artefact function as normal (e.g. Corporeal Wounding still bypasses the armour).
  • Attacks with the damage indicators Blast and Fatal function as normal.

In addition, for the duration of the effect, the subject is immune to offensive lesser elemental calls, such as Strike Down or Repel (but not to mundane versions of those calls), and to the knock down effects of the call Elemental Missile.

The hits granted by this spell are in addition to any worn armour, and the above rules apply to both the additional armour hits and the armour’s own hits for the duration of the spell. The additional armour hits are lost before the armour’s own hits, and cannot be repaired. If the armour is of at least superior quality, the duration of this spell is increased to 2 minutes.

Skills Exalted Thaumaturgy


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