Del Minturn wrote: > I never did like memorizing spells! Maybe to learn them the first time > but after that, it's like my brain fried and I have to relearn how to > pick up a sword. ACK! Do you have to relearn how to drive a car, or make > macaroni and chease, or any other chore once you learn it? nope! > > Maybe for some stronger spells, have it so that items are needed when > casting the spell. Then remove the items after the spell went off. If > they run out of the item. They will have to find more. > More realistic! I believe material components for spells is already part of the circlemud code base for those of you that like material components. None of the base spells use it, but it _is_ there. As a point of interest: For those of you that don't particularly like mana, it does exist in AD&D. I played in a quest a while back (Forgotten Realms) in which we were moved back in time to ancient Netheril. In this ancient time period, magic users "tapped into the weave" which I believe was just the magic that existed all around everyone something like the force in Star Wars. A magic user had a certain number of mana points that had to last him for the whole day. For instance, my level 15 cleric had 100 mana points. If she were to cast a level 7 spell, then she would end up with 100-7=93 mana points. A spell could be cast as many times as the mana points allowed, as it is done in circle. Every day, you would receive full mana points again. Allan Gortemaker wgortema@escape.ca +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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