Target defense
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Often abbreviated as "TD" it is a value used to determine the outcome of warding magic. Many different types of magic can invoke this type of defense, therefore each circle of magic will have its own TD value, depending upon the particular training of the target.
A character's base TD to all spells is 3 points per level, plus the relevant statistic bonus -- Wisdom for spiritual spells, Aura for elemental spells, and the average of the two for sorcerer spells.
Spells that add to a particular type of TD always add 50% to the other type and 75% to hybrid types. Example, if a spell adds +15 Spirit TD, then it'll add +7 Elemental TD and +11 Sorcerer TD (and Empath TD, once Empaths convert to hybrid mental/spirit). (Stated by GM Oscuro)
Spells that increase Target Defense
- Spirit Warding I (101) - +10 to spiritual TD
- Spirit Warding II (107) - +15 to spiritual TD
- Lesser Shroud (120) - +20 to spiritual TD
- Spell Shield (219) - +30 to spiritual TD
- Warding Sphere (310) - +10 to spiritual TD
- Prayer (313) - +10 to spiritual TD
- Elemental Defense I (401) - +5 to elemental TD
- Elemental Defense II (406) - +10 to elemental TD
- Elemental Defense III (414) - +15 to elemental TD
- Elemental Barrier (430) - +15 to elemental TD
- Elemental Bias (508) - +20 to elemental TD
- Self Control (613) - +20 to spiritual TD
- Nature's Touch (625) - +1 to spiritual TD
- Cloak of Shadows (712) - +20 to sorcerer TD
- Melgorehn's Aura (913) - +20 to elemental TD
- Empathic Focus (1109) - +15 to spiritual TD
- Strength of Will (1119) - +12 to spiritual TD
- Mantle of Faith (1601) - +5-10 to spiritual TD
- Faith Shield (1619) - +50-74 to spiritual TD
Spells that decrease Target Defense
- Elemental Saturation (413) -25 to all TD
- Hex Curse (715) -24 or -25 to all TD (no warding check)
- Song of Depression (1015) -20 TD to all; additional TD pushdown with Mental Lore, Telepathy ranks. Maximum with lore bonus -40 TD.