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<blockquote data-quote="Dias Ex Machina" data-source="post: 4024791" data-attributes="member: 58907"><p>I'm from British Columbia, so I am going to try and ignore that comment and respond civil-like.</p><p></p><p>Point 1: Entromancer comes from Entropy, which fit at the time. We changed it to Urmage because these were the first spellcasters from the first race of elves.</p><p></p><p>Point 2: Dispel of Opportunity does not grant use of Dispel Magic if you don't know it. It says you can immediately cast it. You can't cast a spell you don't know. </p><p></p><p>Point 3: The word dispel is used because it is not exactly the same thing as counter spelling. If we used counter spell to describe the action it would imply an automatic success. It is an application of Dispel Magic used as a counter spell and, as such, requires a dispel check. We used the word dispel to avoid that implication while trying to keep the description concise. The language of these abilities is already stilted enough trying to close loopholes munchkins might try to abuse. Counter spell is a special word that has an exact meaning in D&D rules. Dispel is an English word that was being used to describe a type of action. The ability specifies how the action works. It works exactly as if they had a prepared action to counter spell. All the specifications for that action are used.</p><p></p><p>Point 4: Another point I should have mentioned is that Amethyst D20 has no spells above 6th level. There are more powerful spells, but they are handled differently. </p><p></p><p>Point 5: For the DC's of Grounding and Seize Magic, please re-read Superiority. Ur-Mages can make these checks. But it's still supposed to be a gamble. Win big, lose big. It's a balance issue. If these abilities were a gimmie, the class gets too powerful.</p><p></p><p>Point 6: Unmaking was supposed to be used only once a day...that was our mistake. </p><p></p><p>Point 7: Unmaking. Yes it's big. It's supposed to be. This ability is really has to be considered in the context of the setting it's meant to be used in. It can't be used as a general thing for any setting. In its setting there are going to be less people in the world that can use this ability than you have fingers on one hand. Also, it's what this class gives up for ever being able to cast spells above 6th level. No Meteor Swarm, no Wish, no Mordekanin's Disjunction. In this setting, there are no gods and the main villains that PC's of this level will be fighting will not be significantly affected by this spell as most of their abilities are inherent, not granted by items. There are no saves or attack rolls because it's only once a day and only for 1d4 rounds. This one isn't supposed to be a gamble. There actually aren’t many useful targets in this setting for this ability. Either it's useless because it'll have little effect or useless because the target is not using much magic anyway, and brought 1,000 buddies. If used against the PC's in a party, there are already plenty of ways to take a party member out of a fight for a few rounds at a DM's disposal anyway. Yeah, the Targeted affect should not lock spell casting and spell-like abilities. There are no artifacts in the setting except for the ones listed in the DM's section. And the artifact sections there specifically states that all the artifacts are immune to mortal magic of any kind.</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 4024791, member: 58907"] I'm from British Columbia, so I am going to try and ignore that comment and respond civil-like. Point 1: Entromancer comes from Entropy, which fit at the time. We changed it to Urmage because these were the first spellcasters from the first race of elves. Point 2: Dispel of Opportunity does not grant use of Dispel Magic if you don't know it. It says you can immediately cast it. You can't cast a spell you don't know. Point 3: The word dispel is used because it is not exactly the same thing as counter spelling. If we used counter spell to describe the action it would imply an automatic success. It is an application of Dispel Magic used as a counter spell and, as such, requires a dispel check. We used the word dispel to avoid that implication while trying to keep the description concise. The language of these abilities is already stilted enough trying to close loopholes munchkins might try to abuse. Counter spell is a special word that has an exact meaning in D&D rules. Dispel is an English word that was being used to describe a type of action. The ability specifies how the action works. It works exactly as if they had a prepared action to counter spell. All the specifications for that action are used. Point 4: Another point I should have mentioned is that Amethyst D20 has no spells above 6th level. There are more powerful spells, but they are handled differently. Point 5: For the DC's of Grounding and Seize Magic, please re-read Superiority. Ur-Mages can make these checks. But it's still supposed to be a gamble. Win big, lose big. It's a balance issue. If these abilities were a gimmie, the class gets too powerful. Point 6: Unmaking was supposed to be used only once a day...that was our mistake. Point 7: Unmaking. Yes it's big. It's supposed to be. This ability is really has to be considered in the context of the setting it's meant to be used in. It can't be used as a general thing for any setting. In its setting there are going to be less people in the world that can use this ability than you have fingers on one hand. Also, it's what this class gives up for ever being able to cast spells above 6th level. No Meteor Swarm, no Wish, no Mordekanin's Disjunction. In this setting, there are no gods and the main villains that PC's of this level will be fighting will not be significantly affected by this spell as most of their abilities are inherent, not granted by items. There are no saves or attack rolls because it's only once a day and only for 1d4 rounds. This one isn't supposed to be a gamble. There actually aren’t many useful targets in this setting for this ability. Either it's useless because it'll have little effect or useless because the target is not using much magic anyway, and brought 1,000 buddies. If used against the PC's in a party, there are already plenty of ways to take a party member out of a fight for a few rounds at a DM's disposal anyway. Yeah, the Targeted affect should not lock spell casting and spell-like abilities. There are no artifacts in the setting except for the ones listed in the DM's section. And the artifact sections there specifically states that all the artifacts are immune to mortal magic of any kind. [/QUOTE]
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