Defence Magic

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Defence Magic is for defence in combat and against combat-like forms of physical harm.

Other forms of defence include defence against magic, such as spell resistance and wards, and is found in the MetaMagic Realm, and defence against various elemental threats, such as extreme cold, fire, lightning, and even being hit by stones or falling onto earth; these are found in the respective linked-to Realms.

Defence Magic is useful alone, but can also be put to good use in combination with Combat Magic, and these two together form a Realm Pair.

Contents

The Realm of Defence Magic

General information about the Realm

Simple Spells

Put all Spells here that do not utilize Build Points at all, sorted according to sub-Realms or themes into sub-sections.

sub-Realm

sub-Realm

Build Spells

Put all Spells here that use Build Points

Build Point Usage

Define here all the things that Build Points may be spent on

Related Item Abilities

Item Abilities that are classified as belonging to this Realm for the purpose of avoiding the out-of-Realm tax on Investments.

Pertinent Enchantments

Alternate sub-Realms

Other sub-Realms that are legal choices, e.g. "horizontal" sub-Realms for Necromancy

The world

World impact

The Ärth setting

Design Notes

Inheritance

Like Combat Magic, Defence Magic is inherited from Quest FRP v2.1, where the Discipline of Battle Magic has been split up into these two Realms, some Spells changed, and many more Spells added.

Log of important changes

Quick mini-glossary

See also

Tables

Table for Spells:

SL Spell
name
Effect CTI R. Dur. Res. Notes
Normal Strong
Magic
Very Str.
Magic
1 sn effect SM VSM cti r d no xyz

Table for Greater Spells:

GSL Spell
name
Effect CTI R. Dur. Res. Notes
Normal Strong
Magic
Very Str.
Magic
3 sn effect SM VSM cti r d no xyz
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