>On Fri, 8 Apr 1994, Jeremy Elson wrote: >> If you have any suggestions for moving spells around, please make >> them. Also, I need a couple of more mid-level mage spells to >> fill the list out. >> >> Identify Potion: Identify which spells are contained in a potion. > >Hmm.. dont really like this one. Then players will have an extremely easy >way of ID'ing any potion. Yea, they can use ID scrolls, but having the >mystery of a new potion is kinda cool. I think its fine. Having the mystery of a new potion is not cool, because nobody drink them until they know what they are anyway. Spells is spells. >> Decompose: Cause a corpse to decompose > >This might make a better cleric spell. 2th level cleric spell? What good is this spell? >> Calm: stop a fight > >How exactly does this work? I see potential for abuse, particularly in >combination with a backstabbing thief and spellcaster combo. That's just another way players can overcome their obstacles... I think its fine. And it has many other uses. It is implemented at Arctic and works fine. In fact, it is rarely used in the way you suggest. I think it should be a higher level cleric spell. >> Magic User Cleric >> >> (1) Magic Missile (1) Armor >> (1) Identify Potion (1) Cure Light I say move identify potion to second or third level. >> (6) Information (6) Sense Life >> (6) (6) Cure Blindness > >What does Information do? Good question. >> (24) Summon Undead (24) Negate Sanctuary >> (24) (24) > >I think Summon Undead is more of a Cleric Spell, maybe remove Negate Sanct >and give it to clerics as well? I disagree. Summon Undead is something a Necromancer would use. It is a magical charm, and not called upon the deities for. Kind of idiotic for a cleric to have 'Turn Undead' and 'Summon Undead'... do they want them around or not?
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