Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 (Denver Mods 7/26/84) 6/24/83; site drutx.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxr!mhuxt!houxm!mtuxo!drutx!slb From: slb@drutx.UUCP (Sue Brezden) Newsgroups: net.games.frp Subject: Re: command spell Message-ID: <3340@drutx.UUCP> Date: Tue, 23-Jul-85 16:40:59 EDT Article-I.D.: drutx.3340 Posted: Tue Jul 23 16:40:59 1985 Date-Received: Thu, 25-Jul-85 06:36:12 EDT Organization: AT&T Information Systems Laboratories, Denver Lines: 32 >>Seems like a waste of a first level spell to me (better used in a heal.) >>It will only keep the fighter from swinging for one round. And there is >>a chance of the spell being interupted anyway (although less than most >>clerical spells. Gods, I hate waiting for 5 segments, 6 segments, even >>a round for spells to go off!) >> --Me > >The Command spell does have its uses... After all, it only takes >1 segment to cast! > --Chris Sylvain Uh, that was my point--that it is nice to have one spell at least that is that fast. Sorry if I didn't make my meaning clear. This brings up an idea. If you are really concerned about the power of the command spell (I'm not, but then I'm often a cleric :-)) in your game, you could decree it longer to cast. That would put a dent in it, as it would be harder to cast without interruption--especially against MUs. -- Sue Brezden Real World: Room 1B17 Net World: ihnp4!drutx!slb AT&T Information Systems 11900 North Pecos Westminster, Co. 80234 (303)538-3829 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Your god may be dead, but mine aren't. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~