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kismet_s_casting_101 [2021/11/17 16:44]
kismet [Preparing A Spell]
kismet_s_casting_101 [2023/11/19 23:14] (current)
kismet [Druid]
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   * //**The Egoist**// focuses on changing the physical properties of a creature, thing, or condition.   * //**The Egoist**// focuses on changing the physical properties of a creature, thing, or condition.
    
-  * //**The Kineticist**//deals in raw power, producing awe-inspiring effects and is also known as a "blaster psion".+  * //**The Kineticist**// deals in raw power, producing awe-inspiring effects and is also known as a "blaster psion".
    
   * //**The Nomad**// is a wanderer who can open portals to transport people and creatures.   * //**The Nomad**// is a wanderer who can open portals to transport people and creatures.
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   * //**The Telepath**// can enter the minds of others, either to talk to them, spy on them, or alter their memories.   * //**The Telepath**// can enter the minds of others, either to talk to them, spy on them, or alter their memories.
  
-==== Warlock Heritages ====+==== Warlock Heritages ====
  
  
-There are five (5) Warlock Heritages.+There are five (5) Warlock Pacts.
  
-Warlocks gain their powers from a mystic connection or pact with an extraplanar being. Read more about the warlock heritages in //<help warlock heritages>//. To choose a pact, a warlock must be of an alignment that corresponds with the entity's home plane.+Warlocks gain their powers from a mystic connection or pact with an extraplanar being. Read more about the warlock heritages in //<help warlock pacts>//. To choose a pact, a warlock must be of a resonance that aligns with the entity's home plane.
  
-  * //**Celestial warlocks**// have a connection with a celestial entity and are usually chaotic good. +  * //**Fey warlocks**// have a connection with an entity from The Feywild and can be of the dark or the twilight.
- +
-  * //**Fey warlocks**// have a connection with an entity from The Feywild and are usually chaotic neutral.+
    
-  * //**Abyssal warlocks**// have a connection with an entity from the abyss (demons) and are usually chaotic evil.+  * //**Abyssal warlocks**// have a connection with an entity from the abyss (demons) and are always of the dark.
    
-  * //**Gloom warlocks**// have a connection with an entity from the Plane of Shadow and are usually neutral evil.+  * //**Gloom warlocks**// have a connection with an entity from the Plane of Shadow and are always of the dark.
    
-  * //**Infernal warlocks**// have a connection with an entity from hell (devils) and are usually lawful evil.+  * //**Infernal warlocks**// have a connection with an entity from hell (devils) and are always of the dark 
 + 
 +  * //**Astral warlocks**// have a connection with an entity outside the planes and can be of the dark or the twilight.
  
 ==== Deities and Domains ==== ==== Deities and Domains ====
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 There are [[pantheon|Deities]] that provide access to divine [[pantheon|Domains]]. There are [[pantheon|Deities]] that provide access to divine [[pantheon|Domains]].
  
-To dedicate yourself to a deity as a cleric or paladin, you must be of an alignment accepted by the deity in question. See the individual help files on each deity for a list of allowed alignments.+To dedicate yourself to a deity as a cleric or paladin, you must be of a resonance accepted by the deity in question.
  
-A **cleric** may choose a total of **two (2)** domains, one at level 1 and another at level 11. Each domain gives access to three additional spells that are added to the cleric's spell list.+A **cleric** may choose a total of **two (2)** domains, one at level 1 and another at level 11. Each domain gives access to additional spells and powers.
    
 The feat **"Third Divine Domain"** can be taken after level 21 and grants access to a third domain. The feat **"Third Divine Domain"** can be taken after level 21 and grants access to a third domain.
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 See //<help domains>// for a list of domains and their respective spells. See //<help domains>// for a list of domains and their respective spells.
-  
-**Druids** gain access to one domain, chosen at level 1. See <help druid> for a list of available domains. 
- 
  
-==== Mysteries and Bloodlines ====+Note that the spell domains and their respective powers are considered OOC information. 
 +==== Circles, Mysteries and Bloodlines ====
  
-Oracles and sorcerers gain additional spells and abilities based on their mystery or bloodline respectively. The spells granted by a bloodline or mystery are added to the list of spells known for the caster. Please see //<help mysteries>// and //<help bloodlines>// in-game for more information.+Oracles, druids and sorcerers gain additional spells and abilities based on their mystery, circle or bloodline respectively. The granted spells are added to the list of spells known for the caster. Please see //<help mysteries>//, //<help circles>// and //<help bloodlines>// in-game for more information.
  
 ==== 5 Useful Categories ==== ==== 5 Useful Categories ====
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 Certain spells require additional arguments. Refer to the individual help-files for information on these spells. We recommend you set up aliases to cast your spells. See the //Tips and Tricks// section for suggestions. Certain spells require additional arguments. Refer to the individual help-files for information on these spells. We recommend you set up aliases to cast your spells. See the //Tips and Tricks// section for suggestions.
  
-//**Tip:** Any creature that attacks you is automatically given the ID "attacker" so if you wish to cast a spell on the first creature that attacks you, type <cast (CLASS) SPELL on attacker>. If there are multiple attackers in a room, you can target them by using "attacker 1", "attacker 2" etc.//+--- 
 + 
 +//**Helpful Hint:** Any creature that attacks you is automatically given the ID //"attacker"//. If you wish to cast a spell on the first creature that attacks you, type //<cast (CLASS) SPELL on attacker>//. If there are multiple attackers in a room, you can target them by using "attacker 1", "attacker 2"etc.// 
 + 
 +---
  
 === Examples: === === Examples: ===
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 --- ---
    
-//**Tip:** Certain commands use the | figure on your keyboard. If you cannot find it on your keyboard, you can access it by using your numeric keypad:+//**Helpful Hint:** Certain commands use the | figure on your keyboard. If you cannot find it on your keyboard, you can access it by using your numeric keypad:
   * Activate NUM LOCK on your keyboard.   * Activate NUM LOCK on your keyboard.
   * Hold the ALT key and type 124 on your numeric keyboard.   * Hold the ALT key and type 124 on your numeric keyboard.
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 === Example: === === Example: ===
  
-Donna is a ranger/mage who gains spells from both her ranger and mage classes. She can prepare and cast spells conventionally by using the steps above, or she can choose to use the pose mechanism. To cast the mage spells “armor” and “light”, Donna would type:+Donna is a ranger/mage who gains spells from both her ranger and mage classes. She can prepare and cast spells conventionally by using the steps above, or she can choose to use the pose mechanism. To cast the mage spells //“armor”// and //“light”//, Donna would type:
  
-  * <pose mage>+ // * <pose mage>
   * <cast armor>   * <cast armor>
   * <cast light on donna>   * <cast light on donna>
 +//
 +If Donna wishes to cast the ranger spell //“barkskin”//, she would have to change her pose:
  
-If Donna wishes to cast the ranger spell “barkskin”, she would have to change her pose: +//  * <pose ranger> 
- +  * <cast barkskin>//
-  * <pose ranger> +
-  * <cast barkskin>+
  
 If you use this method, we suggest you use a hot-key or an alias to quickly change your pose. If you use this method, we suggest you use a hot-key or an alias to quickly change your pose.
  
-**Note:** You can also use the pose command to determine the base class for your prestige class. See the section on multiclass casters below.+---
  
 +//**Helpful Hint:** You can also use the pose command to determine the base class for your prestige class. See the section on //multiclass casters// below.//
 +
 +---
 ==== Dispelling A Spell ==== ==== Dispelling A Spell ====
  
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 To get a list of spells that you have cast and that are currently in effect, you can type: To get a list of spells that you have cast and that are currently in effect, you can type:
  
-  * <dispell>+  * //<dispell>//
  
 If you have recently cast //“armor”// and //“blink”// on yourself, your list will look something like this: If you have recently cast //“armor”// and //“blink”// on yourself, your list will look something like this:
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 >-=-=-=-=-= >-=-=-=-=-=
  
-If you wish to dispel “armor”, you can type //<dispell armor>// or //<dispell 0>.// Note that this will move //“blink”// up the list, so your list would look like this:+If you wish to dispel //“armor”//, you can type //<dispell armor>// or //<dispell 0>.// Note that this will move //“blink”// up the list, so your list would look like this:
  
 >-=-=-=-=-=  >-=-=-=-=-= 
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 Spells no longer require components, though some spells consume gold. Refer to each spell's individual help file for details on this.  Spells no longer require components, though some spells consume gold. Refer to each spell's individual help file for details on this. 
  
-Some spells, such as "invisibility" and most scrying spells ("magic mirror", "silver sight"), drain you of stamina. Beware of this if you intend to travel while having these spells active. This is not necessarily noted in the spell help file, so keep an eye on your stamina.  +Some spells, such as //"invisibility"// and most scrying spells (//"magic mirror"////"silver sight"//), drain you of stamina. Beware of this if you intend to travel while having these spells active. This is not necessarily noted in the spell help file, so keep an eye on your stamina.  
  
-Certain spells require a particular environment to work. This especially effects many ranger and druid spells, such as "heart of the wild" and "meld into nature". The spell help file will notify you if this is the case. +Certain spells require a particular environment to work. This especially affects many ranger and druid spells, such as //"heart of the wild"// and //"meld into nature"//. The spell help file will notify you if this is the case. 
  
-Other spells require an object to be present in the room with you. For example, "magic mirror" requires the existence of a special mirror, which can be found in most mage towers around the world (Tabor and Shadow should both have one) and in some hidden locations. The spell help file will notify you if this is the case. +Other spells require an object to be present in the room with you. For example, //"magic mirror"// requires the existence of a special mirror, which can be found in most mage towers around the world (Tabor and Shadow should both have one) and in some hidden locations. The spell help file will notify you if this is the case.
  
  
 ==== Multi-Class Casters ==== ==== Multi-Class Casters ====
  
-A multi-class character is defined as a character who has taken more than one class. A 50-level mage is a single-class character, while a character with 25 levels of thief and 25 levels of mage is called a multi-class character. This is often abbreviated to SC (single-class) and MC (multi-class).+A multi-class character is defined as a character who has taken more than one class. A 50-level mage is a single-class character, while a character with 20 levels of thief and 30 levels of mage is called a multi-class character. This is often abbreviated to SC (single-class) and MC (multi-class).
  
 Taking multiple classes decreases your caster level, which again affects the potency of your spells (damage output, bonuses, duration, DC, and how easy they are for others to dispel) and how many you can prepare/master. Taking multiple classes decreases your caster level, which again affects the potency of your spells (damage output, bonuses, duration, DC, and how easy they are for others to dispel) and how many you can prepare/master.
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 >> Caster Class + half your non-caster class rounded down = Caster Level >> Caster Class + half your non-caster class rounded down = Caster Level
->> Example: A 25 mage/25 thief would have a caster level of 25 12 37+>> Example: A 30 mage/20 thief would have a caster level of 30 10 40
  
 Feats, spells, and equipment can increase your caster level. Feats, spells, and equipment can increase your caster level.
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 Below follows a short presentation of each base class and its unique mechanics. The list has been divided by how the caster prepares its spell slots: Below follows a short presentation of each base class and its unique mechanics. The list has been divided by how the caster prepares its spell slots:
  
-**Prepared Casters** prepare //individual spells//: Cleric, Druid, Mage, Paladin, Ranger.+//**Prepared Casters**// prepare //individual spells//: Cleric, Druid, Mage, Paladin, Ranger.
  
-**Spontaneous Casters** either prepare //spell levels// or do not prepare at all: Bard, Inquisitor, Monk, Magus, Oracle, Sorcerer.+//**Spontaneous Casters**// either prepare //spell levels// or do not prepare at all: Bard, Inquisitor, Monk, Magus, Oracle, Sorcerer.
  
-**Psionic Classes** prepare //power points//: Psion and Psywarrior+//**Psionic Classes**// prepare //power points//: Psion and Psywarrior
  
-**Prestige classes** vary and are not covered in this guide.+//**Prestige classes**// vary and are not covered in this guide.
  
  
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 |Learn more: |[[cleric|Cleric]]| |Learn more: |[[cleric|Cleric]]|
  
-Clerics are priests and divine champions of their chosen deity and must dedicate themselves to a god. To do so, your alignment must match the god's requirement. You are expected to uphold the dogma of your chosen god, which can be found in their temple.+Clerics are priests and divine champions of their chosen deity and must dedicate themselves to a god. To do so, your resonance must match the god's requirement. You are expected to uphold the dogma of your chosen god, which can be found in their temple.
  
 Clerics can hold their own in combat and could benefit from combat-oriented feats and a high strength score. Clerics can hold their own in combat and could benefit from combat-oriented feats and a high strength score.
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 |Learn more:|[[druid|Druid]]| |Learn more:|[[druid|Druid]]|
  
-Druids are champions of nature and gain access to magic either through a deity or through a mystical bond to nature itself. Though they vary greatly in motives and alignment, they are expected to uphold the natural balance of nature and generally abhor undead creatures.+Druids are champions of nature and gain access to magic either through a deity or through a mystical bond to nature itself. Though they vary in motives and resonances, they all work to uphold the natural balance of nature and abhor undead creatures.
  
 They can function as Pure Divine Casters if they choose to focus on feats that empower their magic. They have access to animal forms that grow in power and would benefit from a good combat stat (strength or dex) and feats that do not deactivate in shapeshifted form (as noted in the individual feat help file).  They can function as Pure Divine Casters if they choose to focus on feats that empower their magic. They have access to animal forms that grow in power and would benefit from a good combat stat (strength or dex) and feats that do not deactivate in shapeshifted form (as noted in the individual feat help file). 
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 == Learning spells: == == Learning spells: ==
  
-Druids gain access to spells through their connection with nature. They have access to every spell listed in //<spells druid>//, provided they are powerful enough to cast it.+Druids gain access to spells through their connection with nature. They have access to every spell listed in //<spells druid>//, provided they are powerful enough to cast it. Druid circles give additional spells and powers.
  
 == Preparing spells: == == Preparing spells: ==
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 **Note:** When you prepare a list, the game will overwrite any existing spells you may have have already prepared. **Note:** When you prepare a list, the game will overwrite any existing spells you may have have already prepared.
 +
 +**//Useful tip://** When preparing your list, the game will skip any spells in your list that you have already memorized, but overwrite anything not in the list. This cuts down on prepare time a lot. Therefore, if you make a //buff list// and a //combat list//, you would do well to fill up any empty slots on your //buff list// with those you would otherwise have prepared with your //combat list//.
 +
  
 === Maintain Lists: === === Maintain Lists: ===
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 Finally, sometimes spells are changed, disabled or removed. To check if this is the case, you can use //<prepare check LISTNAME CLASS>.// If a spell has been changed, disabled or removed, this command will remove it from that particular list. Finally, sometimes spells are changed, disabled or removed. To check if this is the case, you can use //<prepare check LISTNAME CLASS>.// If a spell has been changed, disabled or removed, this command will remove it from that particular list.
 +
  
 ==== Multiclass Casters: ==== ==== Multiclass Casters: ====
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-==== New Player Hack ==== 
- 
-If you are new to Sundering Shadows, and especially if you are new to muds or Dungeons and Dragons in general, we recommend playing a non-caster as your first character. If you really, really want to play caster, know that you are in for a steep learning curve. To soften the learning curve, you could consider following these steps: 
- 
-  - Create your caster character with your chosen name and gender. 
-  - When prompted to pick your class, pick fighter. When prompted to arrange your stats (strength, dex etc), choose “recommended”. Complete the creation process.  
-  - You will now have received a “strange and powerful object” (type <i> to see your inventory). We will use this in step 5.  
-  - Play through the tutorial with your fighter character and continue for a few levels, until you are reasonably familiar with the game and its basic commands. Stop at level 5 or before.  
-  - Once you have a grasp on things (but before you advance to level 6), you can use the “strange and powerful object” mentioned in step 3 to reset your class(<reset class>). You must be in the town square in Offestry to use the device. This will reset your class, remove all items from your inventory and set you to level 1. It will move to you to the start of creation where you can repeat the creation process for your character and choose whatever caster class you want. This will also let you change your stats and every other aspect of your character (excluding name and gender).  
-  - Complete the creation process. Do the tutorial again and play through level 1-5, this time focusing on learning how to play a caster.  
- 
-**Helpful Notes:**  
- 
-  * If playing through levels 1-4 two times seems excessive, don’t worry: The first few levels are designed to be quite easy to come by when you know how the game works. You can always go to the “oochub” and <bypass> the tutorial when you are ready to enter the real world of Sundering Shadows.  
-  * Remember that casters are squishier than fighters and be a little more careful when adventuring.  
-  * Also note that all spells you cast on yourself are dispelled when you log out, so make sure to find a safe place before you quit the game.   
-  * When you use the object to reset your class, race, subrace or parent lineage, you lose all items in your inventory, excluding vials. You do keep your gold, though, so it may be advisable to sell any items in the local shops before using the device.  
-  * If you have any questions at all, please do not hesitate to ask. The <newbie> line is usually your best choice: ''newbie YOUR MESSAGE'' 
-  * If you cannot get a response, find us on discord as [[https://discord.gg/S6MwApD]]. 
  
kismet_s_casting_101.1637167485.txt.gz · Last modified: 2021/11/17 16:44 by kismet