Flub question

I hope someone can clear up a question for me regarding fighting magic users;
currently I'm under the impression that a magic user must not have interference in order to cast a spell, otherwise the spell flubs * please feel free to correct me on this too* so, if I and a magic user are in combat and he tries to cast a spell at me, if I'm close enough to hit while he's doing so, will the spell flub? Currently it seems that being a magic user has a MILLION advantages over being a fighter of any kind, and I'm wondering if it's balanced out in the mechanics of casting or not. Any help you can give me will be much appreciated, thanks!
 
Magic users must finish their incant in order to cast the spell. If the incant is interrupted (i.e. they stop speaking or say the wrong thing) the spell fails. Physical trauma would only cause a flub if the caster pauses the incant.

So, if a scholar begins casting, "I call forth a-" and you thwack him, and the caster's voice was unfazed "flamebolt!" the flame bolt will still be cast. I believe that the caster can call out "magic armor" after he has finished his incant if he happens to have the enchantment on him.

If another scholar begins castin, "I summon a force-" and you thwack him, and he says, "ouch" the spell is flubbed.
 
Alavatar said:
So, if a scholar begins casting, "I call forth a-" and you thwack him, and the caster's voice was unfazed "flamebolt!" the flame bolt will still be cast. I believe that the caster can call out "magic armor" after he has finished his incant if he happens to have the enchantment on him.

Seth is correct. To be precise, defenses need to be called within 2 seconds to be valid.

-Bryan
 
Since this has been answered so quickly and correctly, I'm going to talk about this:
Cerulean Jax said:
Currently it seems that being a magic user has a MILLION advantages over being a fighter of any kind

Ha ha! How contrary the reality of this is. Keep in mind these things:

Fighters get repeatable damage (they can swing all day), very few things are unaffected by weapons, much more body (more then twice as much) more armor (nearly three times as much), and they get a few 'boom' and 'utility' abilities. Fighters are right there when their opponent dies, so they usually get the loot.

Casters run out of skills very quickly, many things have resist magic, spell shields, reflects, cloaks, banes, etc versus spells, are practically all killable by a single slay, frequently wear no armor, usually carry crappy weapons (like staff or dagger) or they pay through the nose (a level of build at minimum) to get a good weapon (sword, shield, etc.), and their few boom abilities are all they really get. Casters are generally at a distance from their kills, and often don't get it's loot.

That's about point for point, but there's many more things you can add to either side. In big fights, casters vary rarely make a big difference unless they're able to get close enough to target a BBG. Healers always cause an impact, but it's because they keep the Fighters up. Celestial casters get to pick one or two things a day to just outright kill, and that's about it. For the whole rest of the day they're worthless. Fighters have their sword and armor to keep them going even if they've used up all of their skills.

Now, PC vs PC, I agree, unless you've got some serious advantage on your side, a caster is probably going to end the fight with a few binding spells. But in the long run of being and adventurer, it pays off much more to play a fighter. (I play both, and I've definatly gotten more use out of my armor and profs then out of my column.)
~Matt
 
Matt and JP both have it.

I think that is a reason that you see a good number of characters go into Templar or Adept. Effectively it makes you 'weaker' to sport both side of the casting and fighting system, but at events it allows you to play all day long and have the benefit of zapping one or two critters with combat spells. Unfortunately if you compare your stats to a singularly focused character class for a specific situation, you end up lacking by a longshot.

If you want to get casters to flub, its rather easy when striking them with a large padded weapon. Work on scaring the crap out of them. Haha.

Its also the reason fighters have prepare to die effects. They are specifically meant to be used on critters (or PCs) needing a quick take down.

I myself play an Adept and a Fighter... so take the opinion for what it is.
 
Thank you Matt *nodnod* those are all good things to know.
And granted, I'm not that experienced yet though i've been playing for about 10 months now, but in my own personal experience, I have a MUCH harder time dealing with someone casting spells then I do with someone physically attacking me. SooO, I guess I'll have to keep on running like a bitch whenever I face off a caster *heh* not the answer I was hoping for, but it'll have to do.

obcidian said:
Since this has been answered so quickly and correctly, I'm going to talk about this:


Ha ha! How contrary the reality of this is. Keep in mind these things:

Fighters get repeatable damage (they can swing all day), very few things are unaffected by weapons, much more body (more then twice as much) more armor (nearly three times as much), and they get a few 'boom' and 'utility' abilities. Fighters are right there when their opponent dies, so they usually get the loot.

Casters run out of skills very quickly, many things have resist magic, spell shields, reflects, cloaks, banes, etc versus spells, are practically all killable by a single slay, frequently wear no armor, usually carry crappy weapons (like staff or dagger) or they pay through the nose (a level of build at minimum) to get a good weapon (sword, shield, etc.), and their few boom abilities are all they really get. Casters are generally at a distance from their kills, and often don't get it's loot.

That's about point for point, but there's many more things you can add to either side. In big fights, casters vary rarely make a big difference unless they're able to get close enough to target a BBG. Healers always cause an impact, but it's because they keep the Fighters up. Celestial casters get to pick one or two things a day to just outright kill, and that's about it. For the whole rest of the day they're worthless. Fighters have their sword and armor to keep them going even if they've used up all of their skills.

Now, PC vs PC, I agree, unless you've got some serious advantage on your side, a caster is probably going to end the fight with a few binding spells. But in the long run of being and adventurer, it pays off much more to play a fighter. (I play both, and I've definatly gotten more use out of my armor and profs then out of my column.)
~Matt
 
okay..

and thank you ALL for the info. I'll try to keep it all in mind when in the heat of battle...
 
Cerulean Jax said:
Thank you Matt *nodnod* those are all good things to know.
And granted, I'm not that experienced yet though i've been playing for about 10 months now, but in my own personal experience, I have a MUCH harder time dealing with someone casting spells then I do with someone physically attacking me. SooO, I guess I'll have to keep on running like a bitch whenever I face off a caster *heh* not the answer I was hoping for, but it'll have to do.

This is the notable difference between an NPC and a PC. NPC spell casters are usually much more effective than PC spell casters because an NPC has a short life. Having a handful of powerful once per day skills tends to benefit them because they'll probably only last 20 minutes anyway. This is also why prepare to die fighters pose considerably more of a threat than damage fighters when it comes to NPCing. Someone swinging 12s will likely drop less people than someone swinging 8 with 3 slays, an evicerate, and a couple shatters and stun limbs assuming they only live 20 minutes. But over the course of a logistical period the person swinging 12s will far outdamage the what the 3 additional slays and evicerate give.
 
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