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Post by Admin on Sept 2, 2014 16:30:11 GMT -5
Effective for Sept. event. These are some clarifications and rule changes.
Spell Casting: You must have both feet planted on the ground. You then recite the incant and then throw the packet. You cannot walk or run while casting but you may take one “pitching step”. You also need at least one hand free to cast a spell. You cannot use any other skill while casting. Incants must be recited.
If a spell hits your shield you do take the effect (unless you have an IG way to avoid the effect).
Dilute Potion: The dilute potion spell, or any item that has a similar effect can only be used once one a potion. You cannot then use that spell or an item on the diluted potion to dilute it again. You cannot use a combination of spells and items to further dilute potions. Also, the potion will only remain diluted for 30 minutes. After 30 minutes all doses of the potion are destroyed.
Bleed out time: The bleed out time is now being reduced to one minute. You still need to hit negative BP to start your bleed out process.
Shatter/Splinter: Splinter is no longer an effect. Shatter works on both weapons and shields.
Body Stabilization: The skill Body Stabilization can now only be purchased a maximum of two times. Also, you can only two usable Body Stabilizations on you at one time. For example, you have purchased the skill twice and haven't used one yet and someone tries to cast the spell Body Stabilization on you. The spell would not work. If you had already used up one of you skills the spell could then be cast on you.
Smithing: The ration of rusted/rotted weapons to ore/wood has changed. It is now 4:1 (4 rusted weapons can be used as 1 ore).
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Sept 2, 2014 21:07:34 GMT -5
A Clarification to help answer some questions about the Bleed out time change that have come up:
Conventional attacks CANNOT bring you to negative, they can only bring you to 0. You can only be brought to negative Body if the strike that downs you is "Called" damage (or a numerical attack).
For example you have 5 Body, you are struck 2 times with normal attacks, and then the enemy hits you with a "Critical" (which does 5 damage) this has brought you to -2 Body and you are now bleeding out (and will do so in 1 minute if not healed or have Healing arts performed on you).
Another example you have 10 Body and are struck 2 times with normal attacks and then hit with a "Critical", the enemy then strikes you 3 more times bringing you to 0: you are NOT bleeding out, just unconscious and will awake in 5 minutes (or until healed).
One more example: you have 5 Body and you are hit with an enemy spell for "20 Fire", you are brought to -15 and are now bleeding out.
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Post by Admin on Sept 2, 2014 22:19:52 GMT -5
Also a reminder, In Game items must remain in In Game areas.
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Post by bilgerat on Sept 2, 2014 22:36:00 GMT -5
question- how does the bleed out time change effect the spell- icy touch which adds an additional 5 minutes to the bleed out time- is that now reduced to an additional one minute?
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Post by Admin on Sept 3, 2014 11:38:47 GMT -5
Good question! It will extend it to five minutes now.
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bartok
Hatchling Dragon
Bartok, Chieftan of the Blackwing Tribe.
Posts: 27
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Post by bartok on Sept 3, 2014 19:09:47 GMT -5
I do not see that this was included above, and wanted to make sure it was still in effect and/or people knew that this rule existed.
"No armor can be worn when casting a spell, unless from the Spiritual path"
Does this also include "earth" spells for druids?
Does this also include spells granted by items such as battle-scrolls?
Thanks,
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Post by Admin on Sept 3, 2014 20:19:40 GMT -5
That is correct. Spirit spells are the only ones you can cast while wearing armor, regardless of class. You can cast battle scrolls while wearing armor however; you just need the scroll in your hand.
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Ayrina
Hatchling Dragon
Posts: 22
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Post by Ayrina on Sept 3, 2014 21:09:07 GMT -5
That is correct. Spirit spells are the only ones you can cast while wearing armor, regardless of class. You can cast battle scrolls while wearing armor however; you just need the scroll in your hand. Spirit OR Chaos magic, right?
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Post by Admin on Sept 4, 2014 12:57:17 GMT -5
The chaos spells that mimic spirit spells can be cast while wearing armor. All the others in that school follow the no armor rule.
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Post by Thoradus Copperware on Sept 4, 2014 20:12:27 GMT -5
Interesting. I thought the rusted rotted weapons were always a 4:1 ratio though?
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Post by Shallowmoore on Sept 4, 2014 23:19:25 GMT -5
The rules above cite imposed restrictions on movement when casting spells. When casting a song do the same rules apply? Since bard incantations are so long I have been taking some liberties with it and moving at a walking pace while singing songs and then planting both feet for the casting throw. Would you mind giving me a clarification on Bardic Songs and the rules for casting them?
Thanks!
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Post by Admin on Sept 5, 2014 17:53:55 GMT -5
Bards cannot run while casting but can walk slowly or dance. During the last sentence of the incant they would stay in one spot.
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Post by Shallowmoore on Sept 5, 2014 18:47:00 GMT -5
I like it! Thanks for the clarification. =D
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Post by tarathielle on Sept 8, 2014 9:06:09 GMT -5
The notes for spells state that you cannot use any other skill while casting a spell. Does this include weapon skills? Can I protect myself with my staff, keeping one hand free, and still cast?
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bartok
Hatchling Dragon
Bartok, Chieftan of the Blackwing Tribe.
Posts: 27
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Post by bartok on Sept 11, 2014 14:18:18 GMT -5
I would assume you can still defend yourself, as that is not a "skill". However if someone was to hit you with a "Critical", you would be unable to "parry" it under the current rule as it reads.
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