These are components that add special protective effects to your spell.
|Component||Description||Restrictions||SA Cost Change||Cost for Component|
|Magical Armor||This allows the spell to add to your targets temporary PR or MR, choose one. The amount that can be added is determined by the healing power component applied. The duration for the effect is determined by the duration component applied.||The duration component applied must be a round based duration component.||+2 SA||10 skill points|
|Damage Reduction||This allows the spell to reduce incoming damage , physical or magical (choose one) to your target. The amount of the reduction can either be defined by applying Healing Power components.||The duration component applied must be a round based duration component.||+2 SA||10 skill points|
|Enviromental Immunity||This component allows you to apply immunity to certain environmental conditions and any status effects that would come with them. The default duration for this component is 1 round, that can be changed by applying a duration component.
You can apply immunity to one of the conditions listed below per application of this component:
|Any duration component can be applied.||+4 SA||10 skill points|
|Obscure Target||This component allows you to add an effect to your spell that basically hides the spell's target, giving others a perception penalty based on the distance they are from the protected target and the environment. You can apply ally immunity area of effect component with this component to allow allies to see the protected. The default duration of this component is 1 round, which can be changed by applying a duration component.
This component can be applied with Modify Percentage Stats to give the other targets the negative percentage and with a range component to determine the range that the negatives occur. Basically, if you select a flat rate 5 decrease to Perception % with a 1 hex range, every 1 hex distance away from the protected target they are, everyone not immune will receive an additional -5 to their Perception % finding that target.
You can also apply the following options:
|The duration component applied must be a round based duration component.||+2 SA||20 skill points|
|Attack Immunity||With this component you can set a spell to give its target a temporary immunity to a certain damage type. You will need to apply this component per damage type.
With this component, you can make a spell that gives immunity to certain types of attacks. You can apply a status effect to give immunity to that status effect. You could also apply a damage component to give immunity to any selected type of damage done that is equal to the applied damage component or less. Below are damage types:
|The duration component applied must be a round based duration component.||+10 SA (+ description)||50 skill points|
|Magical Cage/Fortress||This allows a spell to create an area that cannot be affected from the outside. Anyone inside the area cannot affect anything on the outside, and vice versa. It depends on how this component is used, as to how it effects your target. The caster, and anyone he or she chooses may pass into or out of the spell effect at will.
You may choose to assign HP to the spell area, potentially allowing your opponents to break through, or break out.
Spell effect has…
|Cannot apply the permanent duration component.||+20 SA||25 skill points|
|Magical Protection||Causes the spell's effect to be a protection that applies the protective effect to the target for the applied duration. Basically you could protect from damage by applying a damaging component, so that this spell would protect the target from that amount of damage. Or you could apply a status effect component so that the spell protects the target from the applied status effect.||Cannot apply the permanent duration component.||+5 SA||15 skill points|
|Magical Redirection||This allows a spell to redirect a type of attack away from you and the next closest target. The spell creator needs to determine the type of attack that is redirected and only 1 type of affect can be applied per application of this component.||The duration component applied must be a round based duration component.||+5 SA||10 skill points|