|Site Index | > Magic Rules | > Spells | > Aegis School | > Spirit Shield|
|Prerequisite:||Level 1 Aegis Spell|
|Duration:||game day or until discharged.|
|Brief Description:||Prevents next poison or acid effect against target.|
Spirit shield bolsters the life force of the recipient increasing their resistance to poison and acid. This is a one time prevention effect that will stop the very next attack with the poison or acid call that hits the character, negating all damage or effects.
Alternately spirit shield can prevent the next ingested poison consumed by the character. However the spell has no effect on ingested poisons or a poisoned condition already affecting a character when the spirit shield is first gained.
When a player is successfully hit by an attack with the "poison" call they are now considered poisoned until the condition is cured. Typically the poisoned condition is removed by the spell Purify Spirit or an item such as a Theriac or a Catholicon. A character who has the poisoned condition cannot have wounds or their body points healed until the poisoned condition is removed.
When the poison call is added to any attack even a spell effect such as pin or stun that attack no longer counts as a spell. This means that immunities to spell or compulsion effects no longer apply. The attack is now a poison effect.
Should a shield block four points of acid damage during an event then that shield is temporarily destroyed. While it is destroyed the bearer automatically takes any damage that is inflicted on the shield, so it immediately should be dropped. In order to repair a destroyed shield, it must be set down, and someone must role-play repairing it while someone casts mend armor on it.
This is one of the few defensive calls in the system. It is used to indicate when an opponents offensive combat call doesn't have any impact on another character. This could be because of an immunity or because of a one use spell or effect such as from Spirit Shield.
A "No Effect" call must be made whenever an attack successfully hits you but does not inflict damage (or does not take effect in the case of spells) so that the attacker knows-that-you-know the attack successfully hit and so that they know they may need to attack with something different.
An ingested poison is a type of poison. Ingested poisons are consumables generally given to other characters through subterfuge and trickery (or just when they are helpless). It should be noted that ingested poisons only give the poisoned condition if they cause a poison call or otherwise specifically say they do. Even if they do not give the poisoned condition a character with an immunity to poison is still immune to ingested poisons.
To use an ingested poison it must be role-played being poured into a drink or onto food (assuming you can't somehow trick someone into drinking the poison straight out of the vial), then a green dot is applied to the container, typically on the bottom. This green dot gives characters with the herbalist skill a chance to identify that the food or drink is not safe before anyone ingests it. In the event that someone ingests the poison they should then be notified of exactly which poison they consumed.
Blade poisons, ingested poisons, and thrown poisons all require the herbalist skill to use. If a character attempts to use any of these types of alchemy compounds they fail to use the item successfully and suffer the effects as if the item were used on them.