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Old 01-15-2010, 11:14 PM   #21
Uatu
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Default Re: Spells for DC

By the way, one of the disadvantages of the Monster Summoning spells were that it took 1-4 rounds for the monsters to actually appear - did you try to implement that as well (is it possible)? (Most AD&D adaptations on computer seem to have ignored this, so the monsters appear right away, which works as well, but is obviously much more beneficial to the PCs.)
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Old 01-16-2010, 12:03 AM   #22
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Default Re: Spells for DC

Here is the spell data for Iron Skin, I read Ckitform.txt then checked the relevant entry in my Ckit Decryption spreadsheet:
554,688 3,036 records Spell Records [138]
If anyone wants to use it, they can translate it into DC terms then add it to their spells script.
Iron Skin: Level 5 Mage Spell
Range: 0 (caster only).
Duration: 1 round/level
Cast: any time.
Casting Time: 5 (segments).
Effect: Caster's AC is reduced by four.
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Old 01-16-2010, 02:21 AM   #23
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Default Re: Spells for DC

I haven't tried delaying the monsters yet, as for testing purposes it helps to have them show up sooner rather than later. On the whole, DC does not have a problem with spells taking time in the rounds. The difficulty may arise if the PC could be on to casting other spells before this spell resolves... This is something I will definitely keep my eyes open for.

As for Iron Skin, that spell has been part of DC for a while now. That debate I'm having (with myself primarily) is whether or not to remove it.
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Old 01-16-2010, 11:22 AM   #24
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Default Re: Spells for DC

Where did this Iron Skin spell come from? Was it from a Forgotten Realms module, or was it just created by TSR for some reason? The effect of the spell seems rather weak for its level 5 designation, and rather similar to the 1st level Shield spell (I would memorize Cloudkill instead )
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Old 01-16-2010, 11:37 AM   #25
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Default Re: Spells for DC

It was created by SSI for one of their Krynn games.

My reasoning for getting rid of it is that it doesn't serve the mage in the Forgotten Realms very well. I will look at other 5th level protection spells and see what my options are as it is not out of the question to replace it instead of just removing it.
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Old 01-16-2010, 08:12 PM   #26
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Default Re: Spells for DC

Rule of thumb for importing FRUA games: any feature of FRUA should be found in DC, thus you won't need to arrange translations.
Iron Skin is an ability as well as a spell so monsters may have been assigned it in a design. Iron Skin may be intended more as an ability for hostile Mages.
It occurs in Dark Queen of Krynn, Treasures of the Savage Frontier and FRUA. It is not found in Secret of the Silver Blades or Pools of Darkness. (Other games I have not checked.)
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Old 01-16-2010, 08:25 PM   #27
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Default Re: Spells for DC

The way DC imports monsters, it does not import any special abilities. All of those have to be assigned by the designer, and in the case of the current release, they are mostly non-existent. In the new version of DC, there will be all of the special abilities from FRUA plus more and most importantly the ability to add your own.

Regardless of all of this, Iron Skin is not a special ability in DC, it is (currently) only a spell. CocoaSpud found that many spells from FRUA could be recreated with the spell editor only and did not need a special ability.
NOTE: in FRUA the distinction between spells and special abilities is artificial - the code handles them all the same way, but it didn't matter because the designer cannot change them, nor was she meant to. DC is not FRUA, however.
A mod in FRUA and a design in DC may play similarly, maybe even identically (if that's what is desired), but the way that is accomplished is different.
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Old 01-17-2010, 12:25 PM   #28
Uatu
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Default Re: Spells for DC

Hmm... In terms of similar spells, we have:

Level 1: Shield (AC -2 vs. hand-held missiles, -3 vs. other missiles, -4 vs. other attacks, +1 save; as long as attacks are frontal, lasts 5 rounds/level)
Level 1: Armor (AC -2, lasts until 8 + level hp damage total is accrued)
Level 4: Stoneskin (Immunity to any physical attack only once (except soft weapons (like fists), which cause 1-2 damage but do not dispel the spell))

Iron Skin definitely seems underpowered for its level...
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Old 01-17-2010, 01:04 PM   #29
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Default Re: Spells for DC

If it was a level 2 or 3 spell, or worked for the whole party, or something... Well, SSI was not TSR. It's quite possible that they didn't even think about balance or whether not the spell was properly created (in AD&D terms).
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Old 01-17-2010, 08:08 PM   #30
Uatu
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Default Re: Spells for DC

Hmm - if it boosted the AC of everyone in a 10' radius or something, then maybe...

But as a single spell, Mirror Image (2nd level) would probably have a better effect, and you could save your 5th level slot to memorize Cloudkill or Monster Summoning III instead (gelatinous cube, wererat, or ogre, anybody?)
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