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Post by Mother Starlight on May 22, 2015 17:19:40 GMT
Near in some way, such as being within the range of effect, or touching (or being) a target or the caster. I don't think I listed any spells that act directly on abstractions, like Unplottability from Harry Potter, but in a case like that you can dispel from anywhere unless you're somehow so far away that the magic doesn't affect you. Reaching through a gate to get close enough does work.
eta: And you target by intent, so you have to be in some way aware of the thing you're trying to dispel.
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Post by Daniel H on May 22, 2015 18:24:24 GMT
So the caster can dispel their own magic even from afar? That sounds useful. Also, I looked up both d&d:mage’s disjunction and nethack:cancellation. I had been assuming that dispel magic worked on a spell; does it instead work on an area or an object?
Are you saying that something like Unplottability could be dispelled from anywhere, because it affects you anywhere? What about Harry Potter-style Anti-Aparition wards, then? What if the magic is something that prevents you from getting close to it, like some form of physical repulsion on an object? Would you then have to be close enough to feel the repulsion effect or otherwise be blocked from it?
Finally, am I correct in reading that it has no material cost, no increasing mana cost, etc.? That sounds far too powerful. I would not expect somebody who could not even cast polymorph to be able to dispel arbitrarily powerful effects. Or does it still have the “will negates” clause from D&D, where more powerful magic has a greater will save?
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Post by Mother Starlight on May 23, 2015 3:43:20 GMT
On second thought, dispelling from/by the caster only counts as "near" if the death of the caster would cause the spell to break.
It works on a spell.
Anti-apparition can't be dispelled from just anywhere; I interpret that you try to apparate, the magic reaches out to the (bespelled) target location, and finds that destination blocked. If the magic tries to repel you, you can dispel as long as you're close enough to feel the repulsion. If the magic instead makes the object try to evade you, like a Snitch, then you have to actually catch it to dispel.
You can't dispel a spell unless you have enough max MP to cast it. If you try anyway, you still spend the mana casting dispel magic, and you know why the spell failed.
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Hadassah
Regular
Posts: 107
World: Pantheon
Pronoun: She/Her
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Post by Hadassah on Jun 8, 2015 23:25:53 GMT
Is QDS's Gate spell un-befuddle-able?
I am trying to work it so that Hadassah's world gets a little more control of their world's open-borders issues with interuniversal travel. Rather than trying to create a complete barrier, they are working on a set of global enchantments that would "pull" most generic gates and open portals into opening at few select areas. These areas will be have some guards and offices to issue visas, so that Pantheon will have some control and processing of visitors.
I wouldn't want to make this system absolute right now. Pantheon is a fairly quickly adapting world, but I don't want to make it seem like I am enforcing unalienable powers. Anyone who has been to Pantheon could probably create a focus to "Gate" to somewhere specific they have been to before. Likewise, very powerful or magic resistant methods would also get through these portal magnets.
I also wouldn't plan for these ley-stations to be a surprise. Almost anyone who can actually make their portal themselves will immediately realize the Gate spell (or whatever) didn't open up quite where they wanted, but it didn't open up somewhere dangerous either (giving them the choice to not use it if they wish). Someone blindly using portals may not realize they are being "pulled" though.
Anyway, can Gate be affected by something like that, if it were being planned for by Pantheon?
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Post by Daniel H on Jun 9, 2015 3:03:29 GMT
The Organization has technology, or has allies who have technology, to make all travel to a world need to go through a specific spot. I don’t remember the details, so I think that the person who actually writes those characters should explain.
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Post by Mother Starlight on Jun 9, 2015 15:17:51 GMT
I don't think gate wants to be redirectable. A god could redirect it anyway; alternatively, you could prevent gates from opening except in approved locations and/or under approved circumstances; or you could cause anyone coming through a gate to teleport to the landing zone immediately after arriving; or you could warp space so that the gate technically doesn't move but functionally ends up where you want it; or there might be other ways to cheat or overpower it that I haven't thought of.
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Post by Grigori on Jun 10, 2015 20:09:37 GMT
Speaking of gate, specifically, Orz can 'redirect' gates (or other effects that are targeted at it) by determining which instance of itself is the target, a trick which works against basically anything that targets 'Orz' as opposed to, say, "The fish in that suit I'm pointing at", because 'Orz' is an extremely large and vague target.
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Post by Mother Starlight on Sept 2, 2015 16:49:44 GMT
Dungeon is rolling out an update to how it interacts with other worlds: Henceforth, XP will not be awarded retroactively for trauma incurred before first acquiring Dungeon stats.This does not affect... - ...anyone whose retroactive XP was awarded before this change. Existing characters will not have their stats docked.
- ...starting max MP from prior experience/proficiency with non-Dungeon magic.
- ...XP for trauma experienced after first acquiring Dungeon stats. Shortcutting still works normally for further progression.
The theory is that the benefits of past trauma are already reflected in your existing stats, and do not need to be counted again. If your existing stats include proficiency with magic, then your starting max MP will reflect that. Many worlds already worked like this, such as Eclipse. Characters native to those systems are therefore not affected by this change at all.
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