Spell Defenses

There are a few spells and effects that will defend the recipient from incoming spells or attacks. Each can protect against one spell or effect only. They are cast upon the recipient in advance and stay with the recipient until “activated” by the effect they are meant to prevent. The Spell Defenses are Elemental Shield, Magic Armor, Poison Shield, Reflect Magic, and Shield Magic.

When one of these spells is cast upon you, you must adjust your spell tags to show that it is in effect. In-game, you are always aware of what Spell Defenses are active on you. Once a Spell Defense is active, then it will affect the next applicable incoming effect, regardless of whether or not you would have been affected. It will then be used up.

If a Spell Defense activates while the victim is sleeping normally, the victim will wake and be aware that the Spell Defense is gone.

All Spell Defenses must be called correctly (for example “Reflect Magic” or “Magic Armor”) to be effective and must be called within two seconds.

Spell Durations

Concentration: This spell lasts as long as the caster maintains concentration. While concentrating, the caster cannot run or use any game skills.

Timed: Some spells last for a specific amount of time, either 10 minutes or an hour. Wall of Force, Ward, and Wizard’s Lock all last for 5 days.

Instant: The duration of this spell is instantaneous, but its effects may be permanent. (Thus, any damage taken from these spells is permanent until cured.)

Indefinite: The effects of this spell are permanent unless the victim receives the proper counterspell or the spell’s effect is used up (or the victim dies). The counter spell will be listed in the spell description.

Line of Sight: This spell lasts as long as the caster could see the victim from wherever the caster is located. It also lasts if the victim could see the caster.

Basically, if you can draw a straight line between the caster and the victim without the line being obscured by any obstacles, then the Line of Sight is still in effect. The caster cannot close his or her eyes or hide behind someone else to break Line of Sight.

If the caster breaks Line of Sight by imposing a very large object such as a building or large tree between the caster and the victim for longer than 10 seconds, the spell is broken. If view of the character is resumed before the 10 seconds is up, then the spell continues. These spells will cease immediately if the caster falls unconscious (for example, from combat or a Sleep spell).