Spell hindrance: Difference between revisions
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:''See [[Armor Use]] for the number of ranks required to minimize hindrance for each type of armor and spell circle.'' |
:''See [[Armor Use]] for the number of ranks required to minimize hindrance for each type of armor and spell circle.'' |
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[[Arcane|Arcane Circle]] spells such as [[Arcane Blast (1700)]] have the same hindrance as [[Sorcerer Base]]. |
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{{Armor attributes}} |
{{Armor attributes}} |
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=== Arcane Spells and Hindrance === |
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The hindrance of [[Arcane]] spells is a little more subtle. Some Aracne spells have a 'native' circle, and use that circle's armor hindrance. For example, [[Minor Cold (1709)]] is native to the [[Wizard Base]], while [[Spirit Guard (1712)]] is native to the [[Minor Spiritual]] circle. Arcane spells that do not have a 'native' circle (such as [[Arcane Blast (1700)]]) have the same hindrance as [[Sorcerer Base]]. |
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A caster wearing double leathers would thus experience no hindrance casting Spirit Guard, 2% hindrance casting Arcane Blast, and 4% hindrance casting Minor Cold (provided they 15 ranks of Armor Use to minimize hindrance in double leathers). |
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== Resources == |
== Resources == |
Revision as of 18:23, 24 January 2017
Armor Navigation - edit | ||
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Spell hindrance | ||
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Spell hindrance is a system that imparts a chance for armor to prevent spells from being successfully cast. Elemental spells are harder to cast in heavy armor than Spiritual or Mental spells, and Mental spells are far harder to cast in armor that covers the caster's head.
Armor and Hindrance
Robes, light leather, and full leather armors allow spells from all circles to be cast without failure. Reinforced leather and double leather cause hindrance for some elemental and mental spell circles. Characters wearing a leather breastplate will experience hindrance for spells cast from every spell circle. A base mana cost will be taken, stance will be forced down from defensive, and the standard 3 second cast roundtime takes place, but there is no further effect:
You trace a sign while beseeching the spirits to empower you with the Bind spell...
Your spell is ready.
You gesture at a skeletal lord.
[Spell Hindrance for some marbled pink mithril armor is 9% with current Armor Use skill, d100= 7]
Your armor prevents the spell from working correctly.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
The failure rate varies based on the circle of the spell, the armor worn, and the caster's training in Armor Use.
Reducing Hindrance
Hindrance is entirely negated in natural sanctuaries, Major Sanctuaries, and areas where Minor Sanctuary (213) is in effect.
Base hindrance is the minimum hindrance that can be attained with enough Armor Use (i.e., ((20 bonus * Base Hindrance) - 10).
Undertraining penalty formula (total will not exceed the armor's max hindrance in the table's rightmost column):
Total Hindrance = Base Hindrance * (1 + (Required Bonus - Current Bonus) / 20)
Base hindrance can be further reduced both by the spell Faith's Clarity (1603) and by the paladin's armor specialization Armored Fluidity.
Paladins can also learn armor specializations that mitigate the negative aspects of armor hindrance. Armored Casting decreases the mana and roundtime expended when failing to cast a spell, and Armor Blessing increases the potency of a successfully cast attack spell if a previous cast has failed due to armor hindrance.
Chart of Armor Penalties and Hindrance
- See Armor Use for the number of ranks required to minimize hindrance for each type of armor and spell circle.
AG | ASG | Name | Base Weight |
RT | AP | CvA | Spell Hindrance (%) | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Norm | Magic | MnS | MjS | Cleric | MnE | MjE | Ranger | Sorcerer | Wizard | Bard | Empath | MnM | MjM | Paladin | Max | ||||||
1. Cloth | 1 | Normal Clothing | - | 0 | 0 | 25 | 20 | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
2 | Robes | 8 | 0 | 0 | 25 | 15 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | |
2. Leather | 5 | Light Leather | 10 | 0 | 0 | 20 | 15 | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
6 | Full Leather | 13 | 1 | -1 | 19 | 14 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | |
7 | Reinforced Leather | 15 | 2 | -5 | 18 | 13 | - | - | - | - | 2 | - | 1 | 2 | - | - | - | 2 | - | 4 | |
8 | Double Leather | 16 | 2 | -6 | 17 | 12 | - | - | - | - | 4 | - | 2 | 4 | 2 | - | 2 | 4 | - | 6 | |
3. Scale | 9 | Leather Breastplate | 16 | 3 | -7 | 11 | 5 | 3 | 4 | 4 | 4 | 6 | 3 | 5 | 6 | 3 | 4 | 4 | 6 | 2 | 16 |
10 | Cuirbouilli Leather | 17 | 4 | -8 | 10 | 4 | 4 | 5 | 5 | 5 | 7 | 4 | 6 | 7 | 3 | 5 | 5 | 7 | 3 | 20 | |
11 | Studded Leather | 20 | 5 | -10 | 9 | 3 | 5 | 6 | 6 | 6 | 9 | 5 | 8 | 9 | 3 | 6 | 6 | 9 | 4 | 24 | |
12 | Brigandine Armor | 25 | 6 | -12 | 8 | 2 | 6 | 7 | 7 | 7 | 12 | 6 | 11 | 12 | 7 | 7 | 7 | 12 | 5 | 28 | |
4. Chain | 13 | Chain Mail | 25 | 7 | -13 | 1 | -6 | 7 | 8 | 8 | 8 | 16 | 7 | 16 | 16 | 8 | 8 | 8 | 16 | 6 | 40 |
14 | Double Chain | 25 | 8 | -14 | 0 | -7 | 8 | 9 | 9 | 9 | 20 | 8 | 18 | 20 | 8 | 9 | 9 | 20 | 7 | 45 | |
15 | Augmented Chain | 26 | 8 | -16 | -1 | -8 | 9 | 11 | 11 | 10 | 25 | 9 | 22 | 25 | 8 | 11 | 10 | 25 | 8 | 55 | |
16 | Chain Hauberk | 27 | 9 | -18 | -2 | -9 | 11 | 14 | 14 | 12 | 30 | 11 | 26 | 30 | 15 | 14 | 15 | 30 | 9 | 60 | |
5. Plate | 17 | Metal Breastplate | 23 | 9 | -20 | -10 | -18 | 16 | 25 | 25 | 16 | 35 | 21 | 29 | 35 | 21 | 25 | 21 | 35 | 10 | 90 |
18 | Augmented Breastplate | 25 | 10 | -25 | -11 | -19 | 17 | 28 | 28 | 18 | 40 | 24 | 33 | 40 | 21 | 28 | 21 | 40 | 11 | 92 | |
19 | Half Plate | 50 | 11 | -30 | -12 | -20 | 18 | 32 | 32 | 20 | 45 | 27 | 39 | 45 | 21 | 32 | 21 | 45 | 12 | 94 | |
20 | Full Plate | 75 | 12 | -35 | -13 | -21 | 20 | 45 | 45 | 22 | 50 | 30 | 48 | 50 | 50 | 45 | 50 | 50 | 13 | 96 |
Arcane Spells and Hindrance
The hindrance of Arcane spells is a little more subtle. Some Aracne spells have a 'native' circle, and use that circle's armor hindrance. For example, Minor Cold (1709) is native to the Wizard Base, while Spirit Guard (1712) is native to the Minor Spiritual circle. Arcane spells that do not have a 'native' circle (such as Arcane Blast (1700)) have the same hindrance as Sorcerer Base.
A caster wearing double leathers would thus experience no hindrance casting Spirit Guard, 2% hindrance casting Arcane Blast, and 4% hindrance casting Minor Cold (provided they 15 ranks of Armor Use to minimize hindrance in double leathers).