I just thought this would be something useful to implement into the game. Far too often have I seen someon walking around the city with a large shield of flame surround them..or ice..any of the various shields..
With this spell, dispel shield, you could dispel your shield before entering the city..or a foes in combat..
Just a thought, thanks for your time..
Dispel Shield
Dispel Shield
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I'm not positive, but I believe this can already be accomplished with a successful dispell magic. But, that may also cancel any other spells you have currently effecting you. Also there is the issue that wizards do not receive dispel magic, but that is an entirely seperate discussion.
Something similiar to this has been discussed, but not just shields exclusively:
http://www.forgottenkingdoms.com/board/ ... php?t=4050
Something similiar to this has been discussed, but not just shields exclusively:
http://www.forgottenkingdoms.com/board/ ... php?t=4050
Do not meddle in the affairs of dragons, for you are crunchy and go well with ketchup.
There is a new skill in coding for casters, cancel spell, that will allow a caster to cancel any spell affect that he himself cast. It is in the final testing, and will have to be copied over to the real game and assigned to the proper guild files.
As far as Wizards with dispell magic, that is still being hashed out amongst the coders. I am in support of Wizards having the spell, especially abjurers. Bear in mind that the spell system is currently undergoing a huge overhaul on the test port right now, as discussed in the IRC town meeting last month. More, higher level, and more consistent with the D&D books spells are in the works.
As far as Wizards with dispell magic, that is still being hashed out amongst the coders. I am in support of Wizards having the spell, especially abjurers. Bear in mind that the spell system is currently undergoing a huge overhaul on the test port right now, as discussed in the IRC town meeting last month. More, higher level, and more consistent with the D&D books spells are in the works.
"There is no safety for honest men except by believing all possible evil of evil men."
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
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Skill ?
As in, something trainable and that may fail ?
Spellcasters should be able to dispel at will most of the spells they have cast per D&D rules. Obviously, that opens a road to a possible cheap training : cast spell, dispel, cast spell, dispel, and so on.
It's actually a good thing someone started this thread, so we know what might come in.
As in, something trainable and that may fail ?
Spellcasters should be able to dispel at will most of the spells they have cast per D&D rules. Obviously, that opens a road to a possible cheap training : cast spell, dispel, cast spell, dispel, and so on.
It's actually a good thing someone started this thread, so we know what might come in.
Dispel Shield
Sorry, I meant command
As far as the cast, cancel, cast, cancel, there was a thread dealing with this, as I recall, but under the mana system, I believe it was decided to make it cost the same mana to cancel the spell as to cast it, as well as a lag before you could cast the spell again, so as to discourage that.
Under the new system, you are limited in the number of a particular spell you can fill your slots with, so that becomes self-limiting in it's own way, either way, you have to end up meditating before you can meditate it X number of times again.
Regarding the new spell system, the are a couple of threads regarding this as well again, but to encapsulate it quickly: You will get spell slots just like tabletop, except the number of spell slots will be extrapolated up from lvl 20+, since we have 50 levels, which equates to a nice load of spells at lvl 50. Both priests and wizards have to prepare their spells in advance, like tabletop. While the slots are "per day", what it equates to is an 8-hour regeneration of your spell list. That's the time regained during your normal course of actions; meditation skill cuts your regen time down drastically. (In my opinion, this gives the advantage to primary spellcasters, and makes the secondary casters -- like rangers, paladins, bards -- who do not get concentration, more dependent upon primary casters, a good thing.)
Spell lists will be more comprehensive, w/max skill for spells determined by caster school vs. spell school and level (ie, only a specialist can GM a spell in their school, mages will be jacks of all trades, GM of none).
Priests will get a complete base priest spell list, with domains granted by their faith (Those not familiar w/domains per 3E D&D, think non-base priest spells -- often wizard and/or bard spells -- along with a domain benefit -- a non-base priest skill or feat)
As far as the cast, cancel, cast, cancel, there was a thread dealing with this, as I recall, but under the mana system, I believe it was decided to make it cost the same mana to cancel the spell as to cast it, as well as a lag before you could cast the spell again, so as to discourage that.
Under the new system, you are limited in the number of a particular spell you can fill your slots with, so that becomes self-limiting in it's own way, either way, you have to end up meditating before you can meditate it X number of times again.
Regarding the new spell system, the are a couple of threads regarding this as well again, but to encapsulate it quickly: You will get spell slots just like tabletop, except the number of spell slots will be extrapolated up from lvl 20+, since we have 50 levels, which equates to a nice load of spells at lvl 50. Both priests and wizards have to prepare their spells in advance, like tabletop. While the slots are "per day", what it equates to is an 8-hour regeneration of your spell list. That's the time regained during your normal course of actions; meditation skill cuts your regen time down drastically. (In my opinion, this gives the advantage to primary spellcasters, and makes the secondary casters -- like rangers, paladins, bards -- who do not get concentration, more dependent upon primary casters, a good thing.)
Spell lists will be more comprehensive, w/max skill for spells determined by caster school vs. spell school and level (ie, only a specialist can GM a spell in their school, mages will be jacks of all trades, GM of none).
Priests will get a complete base priest spell list, with domains granted by their faith (Those not familiar w/domains per 3E D&D, think non-base priest spells -- often wizard and/or bard spells -- along with a domain benefit -- a non-base priest skill or feat)
"There is no safety for honest men except by believing all possible evil of evil men."
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki