4.2.4 Deflection enchantments

Enchantment nature: Deflection

Magical skill used: Air, Darkness, Fire, Illusion, Light, Projection; Illusion and Projection magic are best.

Characteristic used: WP

Description: A deflection enchantment is one that reduces the chance that a physical attack will strike the target of the enchantment.

A particular deflection enchantment may be limited as to the number of attacks that it can deflect in a single combat turn before becoming overloaded. An overloaded deflection enchantment operates at reduced effectiveness against subsequent incoming attacks in that combat turn.

Multiple deflection enchantments are not cumulative; a character with multiple deflection enchantments applies the best one only (his/her player's choice) against each attack. Deflection enchantments have no impact on mental attacks.

Power: The power of a deflection enchantment determines how great a bonus the target receives on his/her defence dice roll as a result of the enchantment. Each point of power is normally added to the target's defence dice roll, for the purposes of preventing the attack hitting.

The minimum Power of a deflection enchantment is 1.

Finesse: The finesse of a deflection enchantment determines how much of the target is protected and what kind of attacks the enchantment deflects, as follows:

Finesse Type of attack from which protected
0 One type of attack (from melee, close, missile, magical)
1 Two types of damage (e.g. missile and magical)
2 Three types of damage (e.g. all non-magical attacks)
3 All types of damage
Finesse Coverage
+0 One specific area of the character's body (e.g. arm, leg, head, etc.) only
+1 Part of the character's body (e.g. both legs, body, both arms) only or from a specific direction (e.g. front, rear) only
+2 All areas of the character's body
Finesse Number of times enchantment can be applied per combat turn
+0 Full effect (i.e. add Power to defence dice roll) against first attack, then no effect (i.e. no bonus to defence dice roll) against subsequent attacks in the same combat turn.
+1 per doubling To double the number of attacks against which full effect is obtained (i.e. for the ability to operate at full strength against up to 4 attacks in a single combat turn, add +2 to the Finesse).
+1 For the enchantment to operate partially (add half the Power to defence dice roll) once overloaded (i.e. on subsequent attacks in the same combat turn).
+5 Full effect (i.e. add Power to defence dice roll) against all attacks (i.e. no overloading).

Limitations: The magical skill used limits the effects of the deflection the caster can perform. The referee should apply discretion, but the following list may help.

Skill Deflection restrictions:
Air Wind shield. Target is surrounded by swirling patterns of air that deflect incoming attacks. Cannot protect against close combat. Usually obvious to onlookers - maximum concealment is 2.
Darkness Shadow shield. Target is surrounded by a pattern of shadows that make it hard to target the character from afar. Can only protect against missile and magical attacks. Very obvious to onlookers - maximum concealment is zero.
Fire Heat shield. Target is surrounded by a heat shield that burns up incoming missiles. Can only protect against missile attacks. Usually obvious to onlookers - maximum concealment is 2.
Illusion Illusory cloak. People attempting to strike the target are confused or misdirected to aim at the wrong place by the enchantment. No restrictions.
Light Light shield. Target is surrounded by a pattern of swirling lights that make it hard to target the character from afar. Can only protect against missile and magical attacks. Very obvious to onlookers - maximum concealment is zero.
Projection Telekinetic shield. Incoming attacks are deflected through telekinetic power. No restrictions.

Examples:

Tim has a Fire magic score of 5 with no specialism in deflection, and a WP of +2. It is a hot sunny day on arid plains and a combat is about to start, so Tim wants to protect himself against stray missile fire. He, therefore, seeks to cast a Deflection enchantment with Power 5, Finesse 4 (missiles only, all areas of the body, 4 attacks/turn), Range Self (i.e. 0), Concealment 0 (obvious to onlookers as a red glowing field surrounding him), Duration 1 Minute (i.e. 2), Area of effect self (i.e. 0), Investment 0 = Difficulty 11 in total. His basic value is 5 + 2 = 7. He uses hand gestures and words when casting to give a modifier of +2, plus the referee rules that the arid conditions give him a +1 modifier to the use of Fire magic. This gives him an overall basic value of 10. He risks 6 points to get a dice roll of 2D+ 4. In the event, he rolls a 3 and 4, giving a dice roll result of 11, i.e. the enchantment succeeds. For the next minute, Tim gets a bonus of +5 on his defence dice roll against the first four missile attacks that are aimed at him per combat turn. Hopefully, this will stop Tim becoming a pin-cushion too soon!