Cast roundtime: Difference between revisions
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Sometimes referred to as "soft RT," '''cast roundtime''' is incurred after casting a spell or using a [[magic item]] (such as a small statue). During this time, the character cannot perform any intricate combat-related actions: they cannot attack, cast a spell, or use any magic items or [[Society|societal abilities]]. Unlike normal [[roundtime]], it is possible to perform most physical action such moving, standing up, and stowing or retrieving items. While in cast roundtime, the caster can change [[stance]], but they cannot go into a fully defensive stance, only a guarded one. |
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Cast roundtime is usually three (3) seconds, as it used to always be three seconds for all spells. Combat setup spells now incur two (2) seconds of cast roundtime. A few abilities, notably [[Rapid Fire (515)]] and [[Armored Casting]], can reduce cast roundtime as low as one (1) second. Casting [[Rapid Fire]] or [[Spirit Slayer]] incurs no cast roundtime. |
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Casting time is usually only three (3) seconds. |
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[[Category:Combat Mechanics]] |
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[[Category:Magic]] |
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Latest revision as of 18:18, 25 August 2026
Sometimes referred to as "soft RT," cast roundtime is incurred after casting a spell or using a magic item (such as a small statue). During this time, the character cannot perform any intricate combat-related actions: they cannot attack, cast a spell, or use any magic items or societal abilities. Unlike normal roundtime, it is possible to perform most physical action such moving, standing up, and stowing or retrieving items. While in cast roundtime, the caster can change stance, but they cannot go into a fully defensive stance, only a guarded one.
Cast roundtime is usually three (3) seconds, as it used to always be three seconds for all spells. Combat setup spells now incur two (2) seconds of cast roundtime. A few abilities, notably Rapid Fire (515) and Armored Casting, can reduce cast roundtime as low as one (1) second. Casting Rapid Fire or Spirit Slayer incurs no cast roundtime.
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