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Old 01-21-2010, 11:21 AM   #51
SilentThief
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Default Re: Spells for DC

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Originally Posted by manikus View Post
As for rarity of spells, the designer can decide in the spell database if the spell is autoscribed upon gaining a new level or if it can even be scribed at all. This could be a spell that is only known by one NPC, etc.
IMHO, this should be handled with a "house rule" of sorts. This rule is different from how FRUA acted, and is more similar to how AD&D was IIRC.

- For a mage, there should be a spellset that is made available upon levelling up that the player can pick a new spell from, and the designer can pick what spells are on this list (but does NOT have to make them all available). Then, when travelling, the mage character can find tutors and/or spell scrolls to learn other spells, thus the designer/DM has enuff control over spells available.

- for a cleric, similar enough to a mage, except the cleric gets access to a larger set of spells to choose from when gaining access to a new spell level. This does not necessarily mean ALL of the spells, and thru divine intervention/spiritual need/ect the cleric character may get access to spells normally denied memorizing at other times.

summary: designers need to have options for adding/taking spells from memorizing list, and players need to have scribe ability.

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Originally Posted by manikus View Post
Here's the list of druid spells I've already got:

Druid Spells
===Level 1===
Detect Magic
Entangle
Faerie Fire
Invisibility to Animals
===Level 2===
Barkskin
Cause Light Wounds
Charm Person
Not to pick a nit or two, but the druid spell is "charm person or mammal" which FRUA used a mammal checkbox and thus extends the use to animals

As for spells from forgotten realms, does anyone have the old forgotten realms boxset? I HAD it years ago, but that doesn't help now. Reason I ask is there might be Forgotten realms spells that aren't found elsewhere (until 2nd edition, that is)

ST
ps, wow y'all HAVE been busy
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Old 01-21-2010, 11:43 AM   #52
manikus
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Sunglass Man Re: Spells for DC

Quote:
Originally Posted by SilentThief View Post
IMHO, this should be handled with a "house rule" of sorts. This rule is different from how FRUA acted, and is more similar to how AD&D was IIRC.

- For a mage, there should be a spellset that is made available upon levelling up that the player can pick a new spell from, and the designer can pick what spells are on this list (but does NOT have to make them all available). Then, when travelling, the mage character can find tutors and/or spell scrolls to learn other spells, thus the designer/DM has enuff control over spells available.

- for a cleric, similar enough to a mage, except the cleric gets access to a larger set of spells to choose from when gaining access to a new spell level. This does not necessarily mean ALL of the spells, and thru divine intervention/spiritual need/ect the cleric character may get access to spells normally denied memorizing at other times.

summary: designers need to have options for adding/taking spells from memorizing list, and players need to have scribe ability.
This is how it works in DC. In the spell editor there are checkboxes for whether or not the player can scribe/learn a spell and whether or not it's automatically added to the list.
My concern about rarity is not for a specific design, as I'm working on the default spell list, but rather whether the spell is common enough to be found in the vast majority of designs.

Quote:
Originally Posted by SilentThief View Post
Not to pick a nit or two, but the druid spell is "charm person or mammal" which FRUA used a mammal checkbox and thus extends the use to animals

As for spells from forgotten realms, does anyone have the old forgotten realms boxset? I HAD it years ago, but that doesn't help now. Reason I ask is there might be Forgotten realms spells that aren't found elsewhere (until 2nd edition, that is)

ST
ps, wow y'all HAVE been busy
This is the current spell list for version .914. The spell in DC is indeed only charm person, as the charming of mammals does not occur in DC, or to be more exact, charm person lets the player charm anything. I haven't tested this in the new version of DC yet.
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Old 01-21-2010, 12:34 PM   #53
Uatu
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Default Re: Spells for DC

Charm Person charms everything? Uh oh...
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Old 01-21-2010, 01:42 PM   #54
manikus
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Sunglass Man Re: Spells for DC

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Charm Person charms everything? Uh oh...
At least in the current release - .914. I should modify this to say it can charm them if the box is checked in the monster editor.

I believe it was a matter of the isMammal and isUndead flags being added to GPDL but not implemented. Or maybe the spell was written wrong. Many of that first round of spells everything that came default through about version .910 or .912, had errors. There just weren't enough people playtesting.

This is something that will be checked, and fixed, before version 1.0 comes out.
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Old 01-21-2010, 08:32 PM   #55
Uatu
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Default Re: Spells for DC

Ah - I thought there was some kind of mammal or animal flag, too - I forget, though. (I haven't done spell testing for a while now.)
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Old 01-21-2010, 09:00 PM   #56
manikus
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Default Re: Spells for DC

There is one, but it didn't do anything in testing. I haven't tried it again recently (post .914)
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Old 01-28-2010, 02:39 AM   #57
Uatu
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Default Re: Spells for DC

Oh, really? Hmm...

Will we have more flags in the next versions?
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Old 01-28-2010, 02:50 AM   #58
manikus
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Default Re: Spells for DC

Like I said, I haven't tried it. There are some issues with flags - not bugs, just related to new development, that has had Paul and I thinking about them (but not doing anything yet).

There won't be more flags, per se, but Special Abilities will allow you to create as many flags as you want. You want a dragon sub-group? No problem. Brown-eyed, web-toed elves whose mother hails from Kansas? No problem.
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Old 01-28-2010, 04:18 AM   #59
Uatu
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Default Re: Spells for DC

Cool, that means I can create my Protection from Brown-eyed-web-toed-elves-with-mothers-from-Kansas spell, too! (Or maybe just a Protection from Fire spell.)
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Old 01-28-2010, 11:07 AM   #60
manikus
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Default Re: Spells for DC

Right now I'm using Special Abilities (SA) to track magical weapons plusses, missile weapons, drow weapons, silver weapons, acid damage, cold damage, electrical damage, fire damage, and poison damage.
I will be adding can be charmed, can be held, can be dispelled (both good and evil), and I think one more that I can't remember at the moment.
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