Mage Armor (520)/saved posts
Posts pertaining to Mage Armor (520)
The major elemental spell 520 - Mage Armor has been released. This spell replaces the previous spell Stone Skin.
Mage Armor manipulates the elemental forces within a wizard's body, forming a layer of elemental energy that shifts with their movements. This self-cast spell provides additional protection from physical attacks in the form of critical padding.
The base amount of padding for native casters is somewhat at 20 Major Elemental ranks, increasing every 15 Major Elemental ranks to a max of heavy padding at 95 ranks.
Note: Non-native casters can only achieve light critical padding with this spell, and elemental aspects are not available to non-native casters.
Note: The critical padding provided by this spell and it's aspects stack with other forms of padding. The armor can be further enhanced by focusing on specific elements to further shore up defenses via CAST <Element>. Focusing on an element will produce additional defenses based on lore training in the respective elemental lore.
Focusing on the Fire Aspect of this spell allows a mage to channel his defenses into stronger offensive attacks.
Focusing on the Water Aspect of this spell boosts the mage's defenses against dispel attacks.
Focusing on the Earth Aspect of this spell will shield the mage in a layer of rock when he becomes stunned.
Focusing on the Air Aspect of this spell will allow the mage to carry more.
Focusing on the Lightning Aspect of this spell will stun all enemies in the room for a short time when the mage becomes stunned.
More specific details can be found on the wiki (external link removed)
Credit to goes GameMaster Konacon for working on the code for this release.
SUCCESS == The raw elemental energy surrounding you takes on a watery look as it absorbs the magic.
FAILURE == The raw elemental energy surrounding you takes on a watery look as it attempts to absorb the magic.
I didn't mean to imply there was a guaranteed result on the water and lightning aspects of 520 on the wiki. They are subject to a hidden roll. You have a really high chance of being successful, but you will occasionally fail to have those effects trigger as they are part of combat and do factor a set of criteria into success. So, you probably won't prevent that level 200 beast from dispelling you, and you probably won't be able to stun it with a retaliation strike.
The following was an oversight on my part in breaking down the initial details of the spell. The mana costs for Mage Armor work a bit differently than traditional spells so I created this post to break down those costs.
Previously when we associated a lore effect to a spell you had to have a minimum number of ranks in any given lore to trigger the effects, usually around 20 ranks. You guys have explained in great detail how much you loved that setup and splitting your lores 4 ways, so with mage armor we took a different approach. You can access all lore benefits of the spell regardless of lore training, but if you're under trained in a lore (see under 20 ranks) and aren't using an armor of your attunement, then you will be penalized and have to pay additional mana. Every rank below 20 that you are will cost an additional 4 mana when casting the spell, though this mana penalty is capped at 99 mana.
Some of you have been seeing a cost of 99 mana for this spell, this penalty is why. Do consider before lighting up those torches that the alternative would be a hard lockout of aspects for which you are under trained, so hopefully this system is more palatable.
On spell messaging, you will only see the aspect message "You shift the focus of the surrounding energies into xxxx" when first casting the spell and no previous 520 was on you, or when switching from one aspect to another.
Non-native casting is 2 points. All extras are restricted to wizards.
Current and Messaging Aug 2017
Both of these spells have had minor tweaks.
Mage Armor has had it's messaging updated to help the caster determine which aspect is currently active and to be more interesting.
Charge item can now be cast at magic items to allow the caster to determine if an item is mage rechargeable, and to allow the mage to determine chances of success in successfully charging the item. Special note: charge status is only relevant to magic items, not gems.