Re: [Audyssey] Apparating to anywhere in sarah

2007-04-11 Thread Ryan Strunk
Hi Tom,

In Dark Forces II, Jedi Knight, blinding was seen as a light power because
it did no physical damage. It made them unable to see for a time, but
afterward, they would be completely unharmed. Just a thought.

Ryan

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Monday, April 09, 2007 3:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Apparating to anywhere in sarah

Hi Phil,
I totally understand the need for having maximum energy and spells. I've had
to put in something similar in my Star Wars FPS game to keep the main
character from being way to powerful with having too many Force skills and
to much Force energy.
In reality the Force is always present so a gamer should be able to call
upon the Force at any time to use special abilities such as far sight, Force
pull, Force throw, Force Jump, Force speed, etc... Having that stuff
unlimited gives the gamer a easy time out running, disarming, and defeating
all enemies.
The way I off set this and still stick to the Star Wars cannon is I am using
a little known Padawan Learner who survived the purge in Revenge of the
Sith. She has limited Force ability in the start of the game, but as you
complete levels, use your  Force skills, you slowly gain extra Force energy,
and can get better and more successful at using your Force powers.
Interesting enough since I am allowing you the choice to play light sider or
dark sider how quick you gain Force skills is in part dependant on which
side you choose to play.
If you pick the light side you will advance more slowly as a true Jedi won't
rush in to experimenting and abuse his or her powers, and mainly uses them
for defense.
A dark sider will advance more rapidly as he or she will experiment with
more distructive Force gifts like casting lightning, distruction, blinding
your enemies, choking, or any other forbidden power that uses the Force
negatively.
An example might be a player is about to enter the Hut palace and two guards
are there. What strategy will you take. A light sider would use Force to
confuse or distract them and let him or her pass in safety. A dark sider
would choke or simply kill them with chain lightning with no attempt to
preserve life. Both might be effective ways to get in to the palace, but the
former at least is a posative use of powerful skills.
Perhaps you could think of some way to add something similar to Sarah. I
noticed many hexes or jinxes Sarah could do that are a bit taboo for her,
and thus you can't do them. I'd love to freeze filch in place or levetate
him for a while and get away.


Phil Vlasak wrote:
 Hi Tom,
 Although I could add a menu of all the places you visited I do not 
 think Sarah could apparate to a part of the castle that she did not visit.
 This is a good idea but would require lots of computer coding and thought.

 Each location would require a Boolean number that would be added to 
 her list and would change what the locations menu read.

 To make the game follow the rules of magic in the Harry Potter books 
 would allow her to do unlimited spells which would make you too 
 powerful and make the game too easy to get through.
 This is why I put an energy penalty on doing spells and put a counter 
 as to how many times you could do certain powerful spells.
 Phil

 - Original Message -
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 09, 2007 11:38 AM
 Subject: Re: [Audyssey] fires in the castle fireplaces


   
 Hi Nicol,
 Honestly I think it would be easier if Phil just put in a feature 
 such as a menu to appirate to where you wanted to go.
 After all appiration is supposed to be based on the triple d rules of 
 pick a destination, deliberate on it, and use determination to will 
 your self to that point. Destination, Deliberation, Determination, pop.
 


 ___
 Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail 
 to [EMAIL PROTECTED] You can visit 
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any 
 subscription changes via the web.

   


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Re: [Audyssey] Apparating to anywhere in sarah

2007-04-10 Thread Thomas Ward
Hi Phil,
Sure. Sarah of course wouldn't know some of the spells Harry used. 
Especially, not any of the ones out of his Advanced Potions book since 
Snape created those spells when he was a student.
In any case if Sarah had heard about them by some chanse she would not 
be legally allowed to use them since they are created by a known Death 
Eater, and now has come out of his secrecy to show himself for what he was.
I can hardly wait for book 7 to find how Snape gets his just desserts 
for killing Dumbledor.
I also would like to know how Harry Potter manages to locate and destroy 
all the remaining Horcroxes that were not found yet.

Phil Vlasak wrote:
 Hi Tom,
 I think only in the last book did Harry use a spell on Filch.
 a jinx that glued the tongue to the roof of the mouth (which he had twice 
 used, to general applause, on an unsuspecting Argus Filch);
 Harry could have snuck up behind him and used that non-verbal hang upside 
 down spell on him too.
 Of course Sarah would not know of these spells as they were created by the 
 HBP.

 I was originally going to have Sarah start the game with only three spells 
 and then give her the rest when she read about them in the library, but 
 realized the being a graduate from Salem school of Witchcraft, she should 
 know more spells than three.
 So now she knows thirteen, and she does need to  practice the Patronis spell 
 to get longer lasting ones and reading the books gives her more of the 
 spells with counters.
 Note, her thirteen spells include the 11 in her spell menu plus the apparate 
 and Four-Point Spell.

 Phil
   


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Re: [Audyssey] Apparating to anywhere in sarah

2007-04-09 Thread Davy Kager
If I was the developer I would turn the fireplaces into teleporters to 
certain places. That'd add a whole new challenge to the game.
- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 09, 2007 6:26 PM
Subject: [Audyssey] Apparating to anywhere in sarah


Hi Tom,
Although I could add a menu of all the places you visited I do not think
Sarah could apparate to a part of the castle that she did not visit.
This is a good idea but would require lots of computer coding and thought.
Each location would require a Boolean number that would be added to her list
and would change what the locations menu read.

To make the game follow the rules of magic in the Harry Potter books would
allow her to do unlimited spells which would make you too powerful and make
the game too easy to get through.
This is why I put an energy penalty on doing spells and put a counter as to
how many times you could do certain powerful spells.
Phil

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 09, 2007 11:38 AM
Subject: Re: [Audyssey] fires in the castle fireplaces


 Hi Nicol,
 Honestly I think it would be easier if Phil just put in a feature such
 as a menu to appirate to where you wanted to go.
 After all appiration is supposed to be based on the triple d rules of
 pick a destination, deliberate on it, and use determination to will your
 self to that point. Destination, Deliberation, Determination, pop.


___
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To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
any subscription changes via the web.


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Re: [Audyssey] Apparating to anywhere in sarah

2007-04-09 Thread Phil Vlasak
Hi Davy,
In the Harry Potter books, there was a cost to using the fireplaces to go 
places.
It was the cost of Floo powder.
At the time the game takes place, Floo powder was not safe. The Network was 
being watched.
Well, at least some fireplaces were being watched.

phil

- Original Message - 
From: Davy Kager [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 09, 2007 1:17 PM
Subject: Re: [Audyssey] Apparating to anywhere in sarah


 If I was the developer I would turn the fireplaces into teleporters to
 certain places. That'd add a whole new challenge to the game.
 - Original Message - 
 From: Phil Vlasak [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 09, 2007 6:26 PM
 Subject: [Audyssey] Apparating to anywhere in sarah


 Hi Tom,
 Although I could add a menu of all the places you visited I do not think
 Sarah could apparate to a part of the castle that she did not visit.
 This is a good idea but would require lots of computer coding and thought.
 Each location would require a Boolean number that would be added to her 
 list
 and would change what the locations menu read.

 To make the game follow the rules of magic in the Harry Potter books would
 allow her to do unlimited spells which would make you too powerful and 
 make
 the game too easy to get through.
 This is why I put an energy penalty on doing spells and put a counter as 
 to
 how many times you could do certain powerful spells.
 Phil

 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 09, 2007 11:38 AM
 Subject: Re: [Audyssey] fires in the castle fireplaces


 Hi Nicol,
 Honestly I think it would be easier if Phil just put in a feature such
 as a menu to appirate to where you wanted to go.
 After all appiration is supposed to be based on the triple d rules of
 pick a destination, deliberate on it, and use determination to will your
 self to that point. Destination, Deliberation, Determination, pop.


 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.


 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
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Re: [Audyssey] Apparating to anywhere in sarah

2007-04-09 Thread Thomas Ward
Hi Phil,
I totally understand the need for having maximum energy and spells. I've 
had to put in something similar in my Star Wars FPS game to keep the 
main character from being way to powerful with having too many Force 
skills and to much Force energy.
In reality the Force is always present so a gamer should be able to call 
upon the Force at any time to use special abilities such as far sight, 
Force pull, Force throw, Force Jump, Force speed, etc... Having that 
stuff unlimited gives the gamer a easy time out running, disarming, and 
defeating all enemies.
The way I off set this and still stick to the Star Wars cannon is I am 
using a little known Padawan Learner who survived the purge in Revenge 
of the Sith. She has limited Force ability in the start of the game,
but as you complete levels, use your  Force skills, you slowly gain 
extra Force energy, and can get better and more successful at using your 
Force powers.
Interesting enough since I am allowing you the choice to play light 
sider or dark sider how quick you gain Force skills is in part dependant 
on which side you choose to play.
If you pick the light side you will advance more slowly as a true Jedi 
won't rush in to experimenting and abuse his or her powers, and mainly 
uses them for defense.
A dark sider will advance more rapidly as he or she will experiment with 
more distructive Force gifts like casting lightning, distruction, 
blinding your enemies, choking, or any other forbidden power that uses 
the Force negatively.
An example might be a player is about to enter the Hut palace and two 
guards are there. What strategy will you take. A light sider would use  
Force to confuse or distract them and let him or her pass in safety. A 
dark sider would choke or simply kill them with chain lightning with no 
attempt to preserve life. Both might be effective ways to get in to the 
palace, but the former at least is a posative use of powerful skills.
Perhaps you could think of some way to add something similar to Sarah. I 
noticed many hexes or jinxes Sarah could do that are a bit taboo for 
her, and thus you can't do them. I'd love to freeze filch in place or 
levetate him for a while and get away.


Phil Vlasak wrote:
 Hi Tom,
 Although I could add a menu of all the places you visited I do not think 
 Sarah could apparate to a part of the castle that she did not visit.
 This is a good idea but would require lots of computer coding and thought. 
 Each location would require a Boolean number that would be added to her list 
 and would change what the locations menu read.

 To make the game follow the rules of magic in the Harry Potter books would 
 allow her to do unlimited spells which would make you too powerful and make 
 the game too easy to get through.
 This is why I put an energy penalty on doing spells and put a counter as to 
 how many times you could do certain powerful spells.
 Phil

 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 09, 2007 11:38 AM
 Subject: Re: [Audyssey] fires in the castle fireplaces


   
 Hi Nicol,
 Honestly I think it would be easier if Phil just put in a feature such
 as a menu to appirate to where you wanted to go.
 After all appiration is supposed to be based on the triple d rules of
 pick a destination, deliberate on it, and use determination to will your
 self to that point. Destination, Deliberation, Determination, pop.
 


 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.

   


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Re: [Audyssey] Apparating to anywhere in sarah

2007-04-09 Thread Phil Vlasak
Hi Tom,
I think only in the last book did Harry use a spell on Filch.
a jinx that glued the tongue to the roof of the mouth (which he had twice 
used, to general applause, on an unsuspecting Argus Filch);
Harry could have snuck up behind him and used that non-verbal hang upside 
down spell on him too.
Of course Sarah would not know of these spells as they were created by the 
HBP.

I was originally going to have Sarah start the game with only three spells 
and then give her the rest when she read about them in the library, but 
realized the being a graduate from Salem school of Witchcraft, she should 
know more spells than three.
So now she knows thirteen, and she does need to  practice the Patronis spell 
to get longer lasting ones and reading the books gives her more of the 
spells with counters.
Note, her thirteen spells include the 11 in her spell menu plus the apparate 
and Four-Point Spell.

Phil

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 09, 2007 4:55 PM
Subject: Re: [Audyssey] Apparating to anywhere in sarah


 Hi Phil,
 I totally understand the need for having maximum energy and spells. I've
 had to put in something similar in my Star Wars FPS game to keep the
 main character from being way to powerful with having too many Force
 skills and to much Force energy.
 In reality the Force is always present so a gamer should be able to call
 upon the Force at any time to use special abilities such as far sight,
 Force pull, Force throw, Force Jump, Force speed, etc... Having that
 stuff unlimited gives the gamer a easy time out running, disarming, and
 defeating all enemies.
 The way I off set this and still stick to the Star Wars cannon is I am
 using a little known Padawan Learner who survived the purge in Revenge
 of the Sith. She has limited Force ability in the start of the game,
 but as you complete levels, use your  Force skills, you slowly gain
 extra Force energy, and can get better and more successful at using your
 Force powers.
 Interesting enough since I am allowing you the choice to play light
 sider or dark sider how quick you gain Force skills is in part dependant
 on which side you choose to play.
 If you pick the light side you will advance more slowly as a true Jedi
 won't rush in to experimenting and abuse his or her powers, and mainly
 uses them for defense.
 A dark sider will advance more rapidly as he or she will experiment with
 more distructive Force gifts like casting lightning, distruction,
 blinding your enemies, choking, or any other forbidden power that uses
 the Force negatively.
 An example might be a player is about to enter the Hut palace and two
 guards are there. What strategy will you take. A light sider would use
 Force to confuse or distract them and let him or her pass in safety. A
 dark sider would choke or simply kill them with chain lightning with no
 attempt to preserve life. Both might be effective ways to get in to the
 palace, but the former at least is a posative use of powerful skills.
 Perhaps you could think of some way to add something similar to Sarah. I
 noticed many hexes or jinxes Sarah could do that are a bit taboo for
 her, and thus you can't do them. I'd love to freeze filch in place or
 levetate him for a while and get away.


___
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To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
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Re: [Audyssey] Apparating to anywhere in sarah

2007-04-09 Thread Bryan Peterson
The four-point spell? I never found that one.
It ain't pretty when the pretty leaves you with no place to go.
J.D. Fortune, Pretty Vegas
- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 09, 2007 4:56 PM
Subject: Re: [Audyssey] Apparating to anywhere in sarah


 Hi Tom,
 I think only in the last book did Harry use a spell on Filch.
 a jinx that glued the tongue to the roof of the mouth (which he had twice
 used, to general applause, on an unsuspecting Argus Filch);
 Harry could have snuck up behind him and used that non-verbal hang upside
 down spell on him too.
 Of course Sarah would not know of these spells as they were created by the
 HBP.

 I was originally going to have Sarah start the game with only three spells
 and then give her the rest when she read about them in the library, but
 realized the being a graduate from Salem school of Witchcraft, she should
 know more spells than three.
 So now she knows thirteen, and she does need to  practice the Patronis 
 spell
 to get longer lasting ones and reading the books gives her more of the
 spells with counters.
 Note, her thirteen spells include the 11 in her spell menu plus the 
 apparate
 and Four-Point Spell.

 Phil

 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 09, 2007 4:55 PM
 Subject: Re: [Audyssey] Apparating to anywhere in sarah


 Hi Phil,
 I totally understand the need for having maximum energy and spells. I've
 had to put in something similar in my Star Wars FPS game to keep the
 main character from being way to powerful with having too many Force
 skills and to much Force energy.
 In reality the Force is always present so a gamer should be able to call
 upon the Force at any time to use special abilities such as far sight,
 Force pull, Force throw, Force Jump, Force speed, etc... Having that
 stuff unlimited gives the gamer a easy time out running, disarming, and
 defeating all enemies.
 The way I off set this and still stick to the Star Wars cannon is I am
 using a little known Padawan Learner who survived the purge in Revenge
 of the Sith. She has limited Force ability in the start of the game,
 but as you complete levels, use your  Force skills, you slowly gain
 extra Force energy, and can get better and more successful at using your
 Force powers.
 Interesting enough since I am allowing you the choice to play light
 sider or dark sider how quick you gain Force skills is in part dependant
 on which side you choose to play.
 If you pick the light side you will advance more slowly as a true Jedi
 won't rush in to experimenting and abuse his or her powers, and mainly
 uses them for defense.
 A dark sider will advance more rapidly as he or she will experiment with
 more distructive Force gifts like casting lightning, distruction,
 blinding your enemies, choking, or any other forbidden power that uses
 the Force negatively.
 An example might be a player is about to enter the Hut palace and two
 guards are there. What strategy will you take. A light sider would use
 Force to confuse or distract them and let him or her pass in safety. A
 dark sider would choke or simply kill them with chain lightning with no
 attempt to preserve life. Both might be effective ways to get in to the
 palace, but the former at least is a posative use of powerful skills.
 Perhaps you could think of some way to add something similar to Sarah. I
 noticed many hexes or jinxes Sarah could do that are a bit taboo for
 her, and thus you can't do them. I'd love to freeze filch in place or
 levetate him for a while and get away.


 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.
 


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Re: [Audyssey] Apparating to anywhere in sarah

2007-04-09 Thread Phil Vlasak
Hi Bryan,
From Goblet of Fire:
the Four-Point Spell, a useful discovery of Hermione's that would make his 
wand point due north, therefore enabling him to check whether he was going 
in the right direction within the maze.

Luckily in the American spell book, it tells you the direction you are 
facing.
Which is also a built-in feature of the GMA game engine.
Phil


- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 09, 2007 7:34 PM
Subject: Re: [Audyssey] Apparating to anywhere in sarah


 The four-point spell? I never found that one.
 It ain't pretty when the pretty leaves you with no place to go.
 J.D. Fortune, Pretty Vegas
 - Original Message - 
 From: Phil Vlasak [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 09, 2007 4:56 PM
 Subject: Re: [Audyssey] Apparating to anywhere in sarah


 Hi Tom,
 I think only in the last book did Harry use a spell on Filch.
 a jinx that glued the tongue to the roof of the mouth (which he had twice
 used, to general applause, on an unsuspecting Argus Filch);
 Harry could have snuck up behind him and used that non-verbal hang upside
 down spell on him too.
 Of course Sarah would not know of these spells as they were created by 
 the
 HBP.

 I was originally going to have Sarah start the game with only three 
 spells
 and then give her the rest when she read about them in the library, but
 realized the being a graduate from Salem school of Witchcraft, she should
 know more spells than three.
 So now she knows thirteen, and she does need to  practice the Patronis
 spell
 to get longer lasting ones and reading the books gives her more of the
 spells with counters.
 Note, her thirteen spells include the 11 in her spell menu plus the
 apparate
 and Four-Point Spell.

 Phil

 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 09, 2007 4:55 PM
 Subject: Re: [Audyssey] Apparating to anywhere in sarah


 Hi Phil,
 I totally understand the need for having maximum energy and spells. I've
 had to put in something similar in my Star Wars FPS game to keep the
 main character from being way to powerful with having too many Force
 skills and to much Force energy.
 In reality the Force is always present so a gamer should be able to call
 upon the Force at any time to use special abilities such as far sight,
 Force pull, Force throw, Force Jump, Force speed, etc... Having that
 stuff unlimited gives the gamer a easy time out running, disarming, and
 defeating all enemies.
 The way I off set this and still stick to the Star Wars cannon is I am
 using a little known Padawan Learner who survived the purge in Revenge
 of the Sith. She has limited Force ability in the start of the game,
 but as you complete levels, use your  Force skills, you slowly gain
 extra Force energy, and can get better and more successful at using your
 Force powers.
 Interesting enough since I am allowing you the choice to play light
 sider or dark sider how quick you gain Force skills is in part dependant
 on which side you choose to play.
 If you pick the light side you will advance more slowly as a true Jedi
 won't rush in to experimenting and abuse his or her powers, and mainly
 uses them for defense.
 A dark sider will advance more rapidly as he or she will experiment with
 more distructive Force gifts like casting lightning, distruction,
 blinding your enemies, choking, or any other forbidden power that uses
 the Force negatively.
 An example might be a player is about to enter the Hut palace and two
 guards are there. What strategy will you take. A light sider would use
 Force to confuse or distract them and let him or her pass in safety. A
 dark sider would choke or simply kill them with chain lightning with no
 attempt to preserve life. Both might be effective ways to get in to the
 palace, but the former at least is a posative use of powerful skills.
 Perhaps you could think of some way to add something similar to Sarah. I
 noticed many hexes or jinxes Sarah could do that are a bit taboo for
 her, and thus you can't do them. I'd love to freeze filch in place or
 levetate him for a while and get away.


 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.



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