Spells and + magic rooms? Thursday, May 14th, 2009 at 9:29 pmEdits: 1 Last Edit: Fri, 15 May 2009 5:01 am
I'm guessing there isn't really a way to identify what the INT of a spell's caster is ... or maybe + magic rooms override this.
Anyway, I keep running into this weird dilemma, where I can't overwrite my own spells if they're casted in + magic rooms. And when I try to, the duration of my original spell is decreased. Is there any way to fix this? It's no biggy, but just annoying since the MP used on the attempt to cast the spell is lost too.
Re: Spells and + magic rooms? Monday, May 18th, 2009 at 5:11 amEdits: 2 Last Edit: Mon, 18 May 2009 5:12 am
Thank you for fixing this, Dom!
Here's another weird one for you:
Pretty sure I don't have a shield of magic on ... shows up every time this is casted on me.
Also, quick question about dispel-evil:
The description makes it sound like you can cast this as long as you are not Aramon or Arachnus and have the proper alignment. Is this the case? Or does "good aligned" actually mean you need to be a blue-deity cleric?
If it is the latter, are there going to be any spells just for grey-deity clerics? Red cleric get harm, blue ones get dispel-evil and heal. It would be interesting if the ability to cast these spells for grey clerics wavered with their alignments (ie. bloody red or royal blue to cast). This might make things overpowered, but grey clerics do suffer a lot from straying away from their aura so it'd be a sacrifice to be able to cast these spells anyways. Just a thought!