Hinder
Skill: HINDER
School: Necromancy
Complexity: 70%
Target: Offensive (Character)
SP Cost: 95 – 225
Classes that acquire this proficiency:
None
Description:
Slow, a.k.a. hinder, and its bard song equivalent are very controversial spells. The wizard version is expensive and the bard version is difficult to land, and both are short duration, but their effects are devastating in combat. The slow effect always eliminates one attack per combat exchange, slows regeneration of HP/SP/ST by 25%., and reduces the chance of taking damage in a given tick from poison/energy orb/extinction by 50%. In addition, the slow spell has extra, very powerful effects against druids and bards, and on the maximum number of defenses a player has. These effects can be saved against separately, as follows: Druid spells and bard songs are increased in duration if a saving throw is not made. The chance of saving is (SVS - (caster level - target level)/2 ) where SVS is your saving-versus-spells and levels have units of %. If this effect lands, songs and druid spells take either 1 second (90% chance) or 2 second (10% chance) longer to cast. This includes druid heal, severely impacting a druid's survivability. The maximum number of defenses per round (2 for Valkyries, 1 for everyone else) is dropped by 1 if a save is not made. The chance is saving against this effect is (SVS + R)/2 - (caster level - target level)/4 - 50%) where SVS is your saving-versus-spells, R is 25% if you have necromantic resist and 0% otherwise, and levels have units of %.
Requirements:
1 earth reagent, 1 astral reagent
Related proficiencies:
dispel magic, energy orb, extinction, hinder, poison
Mobiles known to provide training in this proficiency:
None.
School: Necromancy
Complexity: 70%
Target: Offensive (Character)
SP Cost: 95 – 225
Classes that acquire this proficiency:
None
Description:
Slow, a.k.a. hinder, and its bard song equivalent are very controversial spells. The wizard version is expensive and the bard version is difficult to land, and both are short duration, but their effects are devastating in combat. The slow effect always eliminates one attack per combat exchange, slows regeneration of HP/SP/ST by 25%., and reduces the chance of taking damage in a given tick from poison/energy orb/extinction by 50%. In addition, the slow spell has extra, very powerful effects against druids and bards, and on the maximum number of defenses a player has. These effects can be saved against separately, as follows: Druid spells and bard songs are increased in duration if a saving throw is not made. The chance of saving is (SVS - (caster level - target level)/2 ) where SVS is your saving-versus-spells and levels have units of %. If this effect lands, songs and druid spells take either 1 second (90% chance) or 2 second (10% chance) longer to cast. This includes druid heal, severely impacting a druid's survivability. The maximum number of defenses per round (2 for Valkyries, 1 for everyone else) is dropped by 1 if a save is not made. The chance is saving against this effect is (SVS + R)/2 - (caster level - target level)/4 - 50%) where SVS is your saving-versus-spells, R is 25% if you have necromantic resist and 0% otherwise, and levels have units of %.
Requirements:
1 earth reagent, 1 astral reagent
Related proficiencies:
dispel magic, energy orb, extinction, hinder, poison
Mobiles known to provide training in this proficiency:
None.