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View Full Version : IMPORTANT ALL PLAYERS -Game custom features information


DM_Kev
05-03-2005, 13:23
This thread should be the first you visit BEFORE asking staff about game content. It is also advised that all new players read this carefuly. We will not explain our work to those who couldnt be bothered to read about the game they chose to play.

Once I have all information in this thread, I will put it in a manual you can all download. (Text document for cross compatibility of operating systems)

DM_Kev
05-03-2005, 13:37
In order to achieve a low magic world without removing magic itself, we have produced ways to make it more discreet and powered down so it is not the be all and end all of this game in question.

In order to prevent 'spamming' of the more powerful spells and to encourage more intelligent and varied casting, the following spells use a timelock after they are casted. This timelock will last for 20 seconds. After this time, you may cast the spell once more. The spells affected by this are:


Acid Fog
Ball Lightning
Blade Barrier
Bombardment
All Bigbys spells
Call Lightning
Cloud Kill
Cone of Cold
Creeping Doom
Delayed Blast Fireball
Destruction
Dirge
Drown
Earthquake
Entangle
Finger of Death
Fireball
Firebrand
Firestorm
Flame Lash
Flamestrike
Flesh to Stone
Grease
Greater Sanctuary *
Hammer of the Gods
Horrid Wilting
Ice Storm
Issacs Greater Missile Storm
Issacs Lesser Missile Storm
Implosion
Incendiary Cloud
Inferno
Mind Fog
Mestills Acid Breath
Meteor Swarm
Phantasmal Killer
Scintilating Sphere
Slay Living
Spike Growth
Stonehold
Storm of Vengence
Sunbeam
Sunburst
Undeath to Death
Vinemine
Wail of the Banshee
Wall of Fire
Web
Weird


* = Greater Sanctuary has a longer timelock of 240 seconds.

Timestop has been disabled due to its single player/single party favourability and the lack of adequate fixes for the spell.

The Harm spell has no timelock, but instead has been powered down to do 50% damage to the target based on its health. So a target with 300 HP would go to 150, then 75. The spell rounds up when dealing with odd numbers of hitpoints. E.G. 11 hitpoints would become 6.

All dispells have been worked on and the barriers for their min/max DCs have been increased for characters and NPCs of vastly experienced status. The DCs on any form of dispelling scroll are based on its innate level. This means that those who follow the magical arts fully are unmatched by 'pretending' rogues.

The DC of your dispell spell will also reflect how many effects/protections you remove from your target. The type of dispell also relects this. A lesser dispell will remove hardly anything, and probably the lest effective spells. A Mordenkaniens Disjunction will remove the powerful effects first and if your DC is particularly high, it could potentially strip them of everything.