Spell hindrance: Difference between revisions

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(New page: System by which the use of heavier grades of armor interrupt the wearer's ability to use magic. Elemental spells may only be cast without interference by adventurers wearing robes...)
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Revision as of 18:49, 5 October 2007

System by which the use of heavier grades of armor interrupt the wearer's ability to use magic.

Elemental spells may only be cast without interference by adventurers wearing robes, light leather, or full leather armors.

Spiritual spells may only be cast without interference by adventurers wearing robes, light leather, full leather, reinforced leather, or double leather armors.

Casters wearing heavier armors than those listed here will experience a random chance of the spell failing to have any effect, but still expending mana. The percentage of chance is variable based on the type of spell and type of armor. (The exact percentages are displayed on the Armor page and range up to 50% in some situations.)

No training or magic exists that can reduce armor hinderance.