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herkles
 
PostPosted: Tue, Mar 31 2009, 2:16 AM 

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I found this as I was surfing the web, I thought it was neat. It is an artacle by Monte Cook, on his website. There are some really neat artcles there but I thought this one was neat, and something that we might possible be able to use on Amia.

What do others, particularly DMs, think of this sort of magic?



Monte Cook wrote:
Everyday Magic

In the Book of Eldritch Might III I included a handful of non-adventuring spells. Spells with titles like keep dry, keep fresh, and so on. Ever since then, I've wanted to create more such spells. It stands to reason that, in a world where magic works, not every spell is going to be designed to blast foes, heal wounds, or make someone harder to harm. Many would have no battle applications at all.

The following eight spells are a start, but really just a sampling of what could be done. I tried to cover a wide variety of topics. But the possibilities do not stop here. The know talent spell alone suggests a whole type of magic unto itself devoted to predicting or even shaping a child's future. You could develop spells to help a child grow taller, smarter, kinder, or anything else. Spells that grant children musical talent or an affinity with animals. And much more.

These spells may never get used in a normal game, but just knowing this sort of magic exists amid the magic missiles and fireballs adds a bit of believability to any game world.

Bless Relationship
Enchantment (Charm)
Level: Clr 1
Components: S, V
Casting Time: One minute
Range: Touch
Target: Two creatures
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You put your deity's blessing on a relationship, most likely during a ceremony such as a marriage. Henceforth, the two subjects gain a +1 inherent bonus to Diplomacy checks made in regard to each other.

Discern Preference
Divination
Level: Brd 1, Sor/Wiz 1
Components: V
Casting Time: One minute
Range: Unlimited
Target: One creature known to you
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You learn the subject's preference regarding an issue you specify at the time of casting. For example, if you specified, "What is the king's favorite color?" and then cast the spell, you would learn the king's favorite color so you could prepare a gift to present to him when you are called to court the next day. Likewise, you could specify, "Does Charnoth want to go into the Tower of Terephon?" and learn whether or not he does (although he still might go there, even if he does not want to).

Dream Learning
Divination
Level: Brd 2, Sor/Wiz 3
Components: S
Casting Time: One standard action
Range: Touch
Target: One sleeping creature
Duration: Eight hours (or until creature awakens)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A sleeping creature you touch studies a subject of your choice while it sleeps. The target learns what you know about the subject, and nothing more. The target learns as much during sleep as it would during a full day of instruction, but it cannot learn anything that it couldn't learn while awake. In other words, while you can teach arithmetic to a sleeping human, you can't teach it to a sleeping dog. Used long-term, a creature could learn new skills or lore without taking time out of the day for lessons. Use of this spell does not confer any special bonuses to skills or extra skill points, but it does potentially confer extra free time.

Instill Music
Enchantment (Compulsion)
Level: Brd 1
Components: V
Casting Time: One standard action
Range: Close (25 feet + 5 feet/level)
Target: One creature
Duration: One minute/level
Saving Throw: Will negates
Spell Resistance: Yes

You put a song of your choosing into another creature's mind. For the duration, the song runs through the creature's head, unbidden. The spell does not compel the creature to enjoy it, but it cannot have any special helpful or adverse effects either (it could not be a harpy's song, for example). It must be a song you can sing or play.

Know Talent
Divination
Level: Clr 0, Sor/Wiz 0
Components: V
Casting Time: One standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You learn which skill the target has the most ranks in, if any. Alternatively, if cast on a child, you know what the child's highest ability score will be, and which class and skills he may excel at. This spell does not predict the future, however-learning what a child is best at is not always an indicator of what he will actually do.

Preserve Ice
Transmutation
Level: Drd 0, Sor/Wiz 0
Components: S
Casting Time: One standard action
Range: Touch
Target: 1-foot cube of ice
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

Ice you touch will not melt. It remains wet and cold, but does not diminish in mass.

Remove Minor Malady
Transmutation
Level: Clr 0, Drd 0
Components: S, V
Casting Time: One standard action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

You remove a wart, blemish, mole, or other minor physical malady from the target touched. The malady must be visible and natural, not caused by magic. This spell is not powerful enough to deal with anything that actually harms the target (like a disease).

Shelter From the Storm
Abjuration
Level: Drd 1, Sor/Wiz 1
Components: S, V
Casting Time: One standard action
Range: Close (25 feet + 5 feet/level)
Effect: 3 foot convex shield
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

You create an umbrella-like shield of force over the head of a single creature that protects it from natural rain, snow, or hail. It provides no protection against a spell, such as ice storm, or an unnatural rain (such as an acid rain). Any solid blow destroys the shield (it has 1 hit point). The shield moves with the creature you assign it to, but it remains parallel with the ground at all times. You may change the assigned creature as a standard action.

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Yurell
 
PostPosted: Tue, Mar 31 2009, 2:39 AM 

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Personally I don't mind it. Generally, I go with spells not even taking up cantrip slots if they're minor household uses (the mage coming home and flicking his wrist to light the oil lamp, for example).

Most PnP spells are fine so long as all subjects agree to them as far as I'm aware.

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Delarwyn
 
PostPosted: Tue, Mar 31 2009, 2:41 AM 

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My bard would love this one:

Quote:
Instill Music
Enchantment (Compulsion)
Level: Brd 1
Components: V
Casting Time: One standard action
Range: Close (25 feet + 5 feet/level)
Target: One creature
Duration: One minute/level
Saving Throw: Will negates
Spell Resistance: Yes

You put a song of your choosing into another creature's mind. For the duration, the song runs through the creature's head, unbidden. The spell does not compel the creature to enjoy it, but it cannot have any special helpful or adverse effects either (it could not be a harpy's song, for example). It must be a song you can sing or play.

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Torzeng
 
PostPosted: Tue, Mar 31 2009, 3:03 AM 

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Er...

I'm sketchy on the idea of being able to "Oh, yeah, I learned by magic shoving it in my brain overnight. I went from a child level 2 to child level 30 no problem!" ~ Dream Learning

Which, is a bad example, but the idea of being too... absurd. In my mind.

Discenrn Preference just SCREAMS abusability short of being allowable only as PnP rules: You don't have to allow it at all.

Know Talent? Uhhhmmm... Ambiguous stats aren't they? Yes, you can tell somebody is more skilled in weapon smithing than lock picking, but that would also already be clear if the character wants it to be. [At least, to telling their -best- skills. Using this to see somebody's got an uber Hide just meta's knowing their shady if trying to be clever enough to look ordinary.]

Shelter from the storm sounds like mage-bubbles to me. At least what we've allowed...


CONCLUSION:
It's all good for PnP rules. Why not? People can use magic left and right with a blink on Amia. So it's understandable some make it part of their daily livelyhood. A bit of spellcraft and I can see healers managing Remove Minor Malady with an altered healing/remove disease/remove curse/ ect spell.
Or like preserve ice. I can see an elementalist learning how to make a sheen of ice and hold the spell very well for an ice-staking rink. [Oooh, do it!]

But, as PnP stuff. It's not so mcuh this isn't allowed as you're putting a twist to what is already there. Just some more complicated things you need the Player agreement. [Dream Learning just doesn't fly with me, even if you still have to grind the levels to fully represent it. It would defeat my RP of learning the PnP for Plane Shift for example.]

It's all there I say... All there.

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TormakSaber
 
PostPosted: Tue, Mar 31 2009, 3:08 AM 

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Dream Learning clearly specifies it gives no skill or stat or XP gain. The correct application would be, say, Dream Learning how to do your math homework, or something. I almsot say "or learning a language".

Quote:
Discenrn Preference just SCREAMS abusability short of being allowable only as PnP rules: You don't have to allow it at all.


How so?

As for Know Talent, sure, it's obvious in an adult kitted out adventurer. The spell even ssays it doesn't predict the future. Not every child grows up to do what they're best at. OK, so you know the kid has an 11 in his dexterity.. .as his best stat. That doesn't mean he'll grow up to be a level 30 rogue/SD with Epic Dodge.

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Torzeng
 
PostPosted: Tue, Mar 31 2009, 3:25 AM 

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TormakSaber wrote:
Dream Learning clearly specifies it gives no skill or stat or XP gain. The correct application would be, say, Dream Learning how to do your math homework, or something. I almsot say "or learning a language".

Quote:
Discenrn Preference just SCREAMS abusability short of being allowable only as PnP rules: You don't have to allow it at all.


How so?

As for Know Talent, sure, it's obvious in an adult kitted out adventurer. The spell even ssays it doesn't predict the future. Not every child grows up to do what they're best at. OK, so you know the kid has an 11 in his dexterity.. .as his best stat. That doesn't mean he'll grow up to be a level 30 rogue/SD with Epic Dodge.


"You know which SKILL the character has the most ranks in."

Isn't that like pickpocket, heal, craft, intimidate, persuade, ect ect?
I just see it making it harder for rogues who don't -want- their name out there.
"Oh, yeah, watch your back on so-so; they're a damned fine pickpocketer even though I've never seen or heard of them doing it. You know, zapped 'em with a discerning spell and have watched my wallet ever since!"

But, as I'm putting, it's all good by PnP allowance rules. I wouldn't really want to try and wedge this into game-mechanics.

No, no, please don't go into "Dream Learning taught me how to speak hin sign and celestial without a day of practice." We're all linguists already- hopefully requiring some RP on it. Teacher is still needed, yeah, but it's making it so easy to "I'm logging for the night. Teach them in their sleep. // Will do!"
Which...probably already happens...

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herkles
 
PostPosted: Tue, Mar 31 2009, 3:31 AM 

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mind you these spells are for minor stuff, learning languages I believe wouldn't be part of the spell, but it would say allow you to understand how to do some of say your Spanish homework. and Discern Preferences, mentions about say learning a kings favorite color, it could be purple, and thus you would know what color to have his stuff say wrapped in as a gift.

Also I have the book of Eldrtich might III, if anyone doesn't mind I could quote some of the spells from there here that could be used for everyday non adventuring use.

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The Incognitos
 
PostPosted: Tue, Mar 31 2009, 3:36 AM 

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Instill Music
Enchantment (Compulsion)
Level: Brd 1
Components: V
Casting Time: One standard action
Range: Close (25 feet + 5 feet/level)
Target: One creature
Duration: One minute/level
Saving Throw: Will negates
Spell Resistance: Yes

You put a song of your choosing into another creature's mind. For the duration, the song runs through the creature's head, unbidden. The spell does not compel the creature to enjoy it, but it cannot have any special helpful or adverse effects either (it could not be a harpy's song, for example). It must be a song you can sing or play.



RING RING RING RING RING RING RING BANANA PHONE....

Sounds more like bestow curse


 
      
HellScourge
 
PostPosted: Tue, Mar 31 2009, 7:33 AM 

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Totally agree with that Incognito :P

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Yurell
 
PostPosted: Tue, Mar 31 2009, 7:38 AM 

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That happens to me all the time, someone must be casting it IRL.

RP spells are fun to play with, and if all sides are happy and it doesn't create an imbalance I can't imagine a DM thwapping you for it.

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Lord-Hadeis
 
PostPosted: Tue, Mar 31 2009, 9:07 AM 

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I don't know about the rest of you but I've been using those everyday spells all along. As for the bard spell thingy. Isn't that part of the magic of a bard's song? To be more then just song or music but truely fill the mind and there in to shape its images and tales.


 
      
Yurell
 
PostPosted: Tue, Mar 31 2009, 9:09 AM 

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I have to. And little things like sorcerer sits there:
Candle on
Candle off
Candle on
Candle off
Candle on
Candle off
Candle on
Candle off

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tao_myst
 
PostPosted: Tue, Mar 31 2009, 9:15 AM 



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Instil music, st. anger the whole album O_O instant kill.

I like the umbrella one but wouldn't you just dive in your tent or something to get out the rain?


 
      
Yurell
 
PostPosted: Tue, Mar 31 2009, 9:18 AM 

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tao_myst wrote:
Instil music, st. anger the whole album O_O instant kill.

I like the umbrella one but wouldn't you just dive in your tent or something to get out the rain?


Have you seen the number of people in Cordor Square when it rains? :P

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TormakSaber
 
PostPosted: Tue, Mar 31 2009, 9:19 AM 

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To be fair, sometimes if you're way zoomed out, it can be hard to tell it's raining.

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Douglas Hope
 
PostPosted: Tue, Mar 31 2009, 9:26 AM 



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Your know talent thing would probably be willing only. Casting "Detect Evil" with a will save on my disguised Disciple of Asmodeus is bad enough, but I can play a thug. Revealing 40 ranks in Knowledge (Human Sacrifice) is worse. :twisted:

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Gravemaskin
 
PostPosted: Tue, Mar 31 2009, 9:37 AM 

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Minor cantrips and such can be great fun, if all sides consent.

Code:
Mage Hand
Transmutation
Level:    Brd 0, Sor/Wiz 0
Components:    V, S
Casting Time:    1 standard action
Range:    Close (25 ft. + 5 ft./2 levels)
Target:    One nonmagical, unattended object weighing up to 5 lb.
Duration:    Concentration
Saving Throw:    None
Spell Resistance:    No

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

For the lazy mage.

Code:
Ghost Sound
Illusion (Figment)
Level:    Brd 0, Sor/Wiz 0
Components:    V, S, M
Casting Time:    1 standard action
Range:    Close (25 ft. + 5 ft./2 levels)
Effect:    Illusory sounds
Duration:    1 round/level (D)
Saving Throw:    Will disbelief (if interacted with)
Spell Resistance:    No

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

Ghost sound can enhance the effectiveness of a silent image spell.

Ghost sound can be made permanent with a permanency spell.
Material Component

A bit of wool or a small lump of wax.

Bored? Use Ghost sound to talk to the rain!
Code:
Transmutation
Level:    Brd 0, Sor/Wiz 0
Components:    V, S, F
Casting Time:    1 standard action
Range:    Close (25 ft. + 5 ft./2 levels)
Target:    Object weighing up to 30 lb. or portal that can be opened or closed
Duration:    Instantaneous
Saving Throw:    Will negates (object)
Spell Resistance:    Yes (object)

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.
Focus

A brass key.

Giggle impishly from your standing point in Cordor East, while you open and close the trashcan repeatedly, then use ghost sound to have it say "Me hungry! Feed me!"

Code:
Prestidigitation
Universal
Level:    Brd 0, Sor/Wiz 0
Components:    V, S
Casting Time:    1 standard action
Range:    10 ft.
Target, Effect, or Area:    See text
Duration:    1 hour
Saving Throw:    See text
Spell Resistance:    No

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

The most useful cantrip ever.
      Arcane Mark
      Universal
      Level: Sor/Wiz 0
      Components: V, S
      Casting Time: 1 standard action
      Range: 0 ft.
      Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
      Duration: Permanent
      Saving Throw: None
      Spell Resistance: No

      This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

      See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

      If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.

      Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Your very own supersecret invisible ink pen! Write "Duchebag" on people's forehead with invisible markings for great great fun for the whole family!

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Wolfking6116
 
PostPosted: Tue, Mar 31 2009, 21:44 PM 

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Quote:
Alter Taste
Level 1 [Alteration (Reversible)]

Range: 0
Duration: 1 turn/level
Area of Effect: 1 pint/level
Components: S
Casting Time: 1
Saving Throw: None

This spell allows the wizard to give an alcoholic flavour (taste and smell) to any liquid. It does not turn the liquid to alcohol. It merely gives it the taste of beer, ale, wine, mead, or liquor. Also, it only changes the flavour and not its appearance.

Now, a wizard can buy a glass of water (cheap), cast this spell, and enjoy an alcohol flavoured drink without suffering the negative effects of swigging the real thing. A wizard could also improve the flavour of a drink. For example, cheap beer can now taste like elegant wine, but the alcohol level is that of beer. A normally bad tasting potion will taste quite nice as well.

The flavour (cider, ale, wine, etc.) is chosen by the caster. However, there is always a 100% - 10% per level chance of the spell screwing up. In this case, the DM chooses the taste. Note that, since the component is only somatic, the spell can be cast unnoticed easily.

The reverse of this spell, disguise alcohol, allows the caster to remove the alcoholic flavour of a drink, but without removing the alcohol itself. It can also be used to restore its normal taste to a previously altered drink.


Quote:
Awaken
Level 1 [Alteration]

Range: 0
Duration: 1 round
Area of Effect: Special
Components: V, S
Casting Time: 1
Saving Throw: None

This spell will wake a one or more characters to full alertness instantaneously. It can be set to trigger on a specific action, such as a word or action. The material component is a horn (which can be reused). Each being to be woken must be named when the spell is cast.


Quote:
Campfire
Level 1 [Alteration]

Range: 10 yards
Duration: Instantaneous
Area of Effect: 1 fire
Components: V, S
Casting Time: 1
Saving Throw: None

This spell lights small fires easily, and ignites anything up to kindling (cloth, kindling wood, oil, etc.). The caster points at the target materials and mutters "Fire" in an arcane tongue. If cast directly on the clothing or hair of a person, it does 1d2 points of damage each round until put out. A particularly fun use of this spell (and one the lady-like Katrine would never consider) is to light the rope someone else is climbing.


Quote:
Clean
Level 1 [Alteration]

Range: 0
Duration: Instantaneous
Area of Effect: Creature touched
Components: V, S, M
Casting Time: 4
Saving Throw: Neg.

This particular version of clean was researched by Carlene the Rose a few years earlier in her career, to maintain her appearance with care.

When cast, the recipient is immediately relieved of any dirt or filth from the body and clothes. The skin is softened as if washed by the finest soap and spiced perfumes. The hair is set back to a current fashionable style as envisioned by the wizard. These effects normally last until nature takes its toll upon the recipient.

This spell also has a 5% chance per level, applicable once, of cleaning the recipient of any non-magical skin disease or parasites.

The material components are a small piece of soap and a fairly freshly plucked rose or similar flower.


Quote:
Ecstasy
Level 1 [Enchantment/Charm]

Range: 5 yards
Duration: 1 round + 1 round/level
Area of Effect: 1 person
Components: V, S
Casting Time: 1
Saving Throw: Neg.

The gestures of the wizard, along with his erotic incantations causes the person to go into an enjoyable, screaming, orgasmic, erotic fit.

The person receives a saving throw versus spell to avoid the effect, with any adjustment to Wisdom. If the person fails the saving throw, he loses all Dexterity bonuses to Armour Class. Also, he cannot move from his current location. He cannot cast spells, attack, use items, etc. Basically, the character is caught up in a real pleasurable experience and can't function properly.


That one's for Xavi.

These were a few I could find on a site I look through, it didn't say anything about Bard, Wizard, Cleric, etc I'm afraid.

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Torzeng
 
PostPosted: Wed, Apr 01 2009, 0:55 AM 

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TormakSaber wrote:
To be fair, sometimes if you're way zoomed out, it can be hard to tell it's raining.


Ditto on too zoomed in, or at least on my settings.

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