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Old 03-06-2003, 01:56 PM   #3
Alson
Galvatron
 

Join Date: December 14, 2001
Location: Israel
Age: 38
Posts: 2,187
Quote:
Originally posted by Lord Demerol:
1.- Is there a "Spell Inmunity" that counteracts those "green blob" traps? I have tried a few (evocation, alteration) but I still get hit unless I make a successful save. And playing on "Insane", this trap scan make a LOT of damage. BTW, is it acid damage?
I assume you mean the trap in the Slavers Ship, right? No, you can't counter it with Spell Immunity, as it is a "melee trap" and not a "magic trap". It does not deal acid damage, neither -- just pure, mean, 14D6 piercing damage. It also causes a Hold effect.

Quote:
2.- In ShadowKeeper, there's a variable that shows the spells you have stored in a sequencer or trigger. Is there any in-game option to view this? (like you do with the "contingency" spells).
Nope. It's a well-known, annoying problem.

Howeveeeer...

Cirerrek made a mini-mod to fix it. [img]smile.gif[/img] You can find it here. Be sure to read the README file.

Quote:
3.- If you cast "Spell Inmunity - Evocation" inmediately followed by a "Spell Inmunity - Divination", are you protected from both schools or just the last one?
Both.

Quote:
4.- I put this in a Trigger:
...
...
The question is, will the spells hit the target in the same order you store them?
The order in which the spells are cast is the order in which they have been placed in the trigger, though casting appears instantly. The order in which the effects are applied depends on the types of spells put in:

  • Area spells take effect after everything else except spell protection removal. Fireball and Protection from Fire in that order still means you don't get hurt. Mordenkainen's Sword and Mass Invisibility in that order still gets you invisible Swords.
  • Spell protection removal will take effect last, only after previous spells have been negated.
Hope this helps. [img]smile.gif[/img]
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