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Defensive Spells

Psych Map :: Classes Classes ::
Necromancer | Paladin | Mage | Tamer | Treasure Hunter | Warrior
Classes :: The Mage Classes :: The Mage ::
Inscription | Evaluating Int. | Magery | Meditation | Wrestling
The Mage | Offensive Spells | Defensive Spells | Misc. Spells

Spells Defensive Spells [UOR]
Characters will only be able to have one defensive spell (reactive armor, protection, or magic reflection) active at a time. Attempting to cast one of these spells when another is already active will result in a failed cast.

Reactive Armor Reactive Armor
The reactive armor spell will absorb damage based on the Evaluate Intelligence, Meditation, and Inscription skill of the caster. The higher these three skills, the more total damage will be absorbed before the reactive armor spell is exhausted. A mage at grandmaster level in all three skills can absorb approximately 75 points of damage.

With each hit, only 10% of the damage will actually affect the caster, the reactive armor spell will absorb 80% of the damage. The remaining 10% will reflect back and damage the attacker. If the damage dealt from a blow exceeds the amount the reactive armor spell can absorb, then all remaining damage will affect the caster and none will be reflected back onto the attacker.

The reactive armor spell will no longer be a targetable spell. Just like magic reflection, the spell will automatically target the caster. Once the reactive armor is exhausted, the caster cannot cast another reactive armor for five minutes.

Protection Protection
The protection spell will reduce the chance that a caster is interrupted by an attack for a limited time. The duration of the spell will be affected by the caster’s skill in magery (up to a little over three minutes). The effectiveness of the spell will be determined by the caster’s Evaluate Intelligence, Meditation, and Inscription skills.

The protection spell will no longer be a targetable spell. Just like magic reflection, the spell will automatically target the caster. Once the spell is exhausted, the caster cannot cast the spell again for a time period equal to half the length of time that it was active (i.e.: if it was active for 3 minutes, then the caster cannot cast it again for 1 minute and 30 seconds).

Magic Reflection Magic Reflect
The magic reflect spell will be enhanced to provide additional tactical options in player versus player combat. At this time, any spell, regardless of its circle, can be used to counter a magic reflect spell. This results in the same spell (or few spells) being used every time to bring down the reflect. This change will add variety and additional tactical options when fighting a character who has cast magic reflect. [an error occurred while processing this directive]