Why Is Jamster's Eyes Dry Like Desert in Roller Caster Tycoon 2?

hey there dear, I think you need to put this in the pet section =] good luck!

1. Where can I find good Caster Semenya Pictures?

You people make me sick. Her family has said she is female and they should know because after all they raised her as such. She may look manly but there are plenty of people like this. some women look like males and some males look very feminine. They want to do testing now, because she won. I feel sorry for her

2. How can I make the "Strength” attribute more attractive to Wizard/Caster classes in a RPG game? [closed]

Big text:Stat systems, like the one D&D has, are designed to be a specialisation system: pick a couple of stats out of those available, and excel at them. Strength was created for physical characters to specialise in, and to appeal to only them. Intelligence, on the other hand, was created pretty specifically for intelligent characters and casters to specialise in. It is problematic to use a system designed for specialisation, offer a caster stat that all casters would rightly want to specialise in, and then also try to make it a generalised system where all other stats benefit them. It's problematic because it's going against what this sort of specialisation system was made for: specialising.There is no reason to make Strength beneficial to Wizards as well. They do not need to find it useful. You do not need to make it useful to them.Instead of putting useful effects on Strength to make it appealing where it would otherwise not be, place those useful effects on a stat that is already helpful to a caster, and let them specialise.Editions of D&D from the start up to and including 3. 5e included a Monk class which suffered from a huge problem: every single stat, for them, was highly desirable in one way or another. Every stat influenced a significant part of things they would be doing regularly.This is called M.A.D.: Multiple Attribute Dependency. M.A.D. is very bad news for every class that suffers from it, because of one reason: it was impossible to be good at all of those attributes. The Monk had to spread its resources thin and be mediocre or bad at all of them, just to not be absolutely terrible at any of them - or else let a huge part of their class suffer. In a game where virtually every other class could happily specialise, put everything into 2-3 stats, and become extremely good at particular things, the Monk suffered.In 4e, they finally fixed the Monk: by making him rely on only 2-3 stats, like every other class. Do not make your Wizards spread their resources thin. If Strength is a crap attribute, nobody will invest in it. If it's half-decent, everyone will wish you would put its positive features on something they actually wanted, like Constitution or an equivalent.

3. bait caster fishing reel gear ratio?

Stick with a reel that has a 6-point-whatever gear ratio. The 6-point gear ratio's are best for all-around bass fishing, as they are not too slow to fish a buzzbait but still not too fast to fish a crankbait. Whether it be 6.3:1, 6.4:1, or 6.1:1 I would go with it. A 7-point gear ratio is too fast to fish a crankbait, and a 5-point gear ratio is too slow for a buzzbait. But a 6-point gear ratio will fish both of those fine

4. What's the dispel DC for a spell made permanent by another caster?

and I would have no complaint about a GM using it in a game in which I played. However, I think that, RAW, the spell functions a little differently...The permanency spell reads as follows. I've highlighted the sections that are particularly important to my understanding of how it works:School universal; Level sorcerer/wizard 5; Domain [subdomain] Magic [rites] 5CASTINGCasting Time 2 rounds Components V, S, M (see tables below)EFFECTRange see textTarget see textDuration permanent; see textSaving Throw none; Spell Resistance noDESCRIPTIONThis spell makes the duration of certain other spells permanent. You first cast the desired spell and then follow it with the permanency spell.Depending on the spell, you must be of a minimum caster level and must expend a specific gp value of diamond dust as a material component.You can make the following spells permanent in regard to yourself. You cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell....In addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate):...Additionally, the following spells can be cast upon objects or areas only and rendered permanent:...Spells cast on other targets are vulnerable to dispel magic as normal. The GM may allow other spells to be made permanent.From the text, it seems clear that permanency is intended to work differently depending on whether it's cast on one of the personal-only spells or on one of the other spells. We need to consider both cases.The phrasing of "This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell" seems to indicate that it's the permanency spell being dispelled here. That's consistent with the spell's duration being "permanent" instead of "instantaneous":Instantaneous: The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting.Permanent: The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.Permanency has a duration of "permanent", which indicates that the spell's magic continues working indefinitely. This is similar to spells like baleful polymorph, which does not wear off on its own but can be dispelled. If the subject of baleful polymorph walks into an anti-magic field, they revert to their normal shape while they are inside.On the other hand, a spell like feeblemind has a duration of "instantaneous" - it does its damage and then the spell dissipates. The effects of feeblemind can only be removed by specific spells like heal and limited wish. Dispel magic has no effect because nothing stays around to dispel, and a feebleminded person who walks into an anti-magic field is still feebleminded while inside.This all suggests that if you scan a person with permanent see invisibility, you see two magical auras - one for see invisibility and one for permanency. This, in turn, suggests that since dispel magic removes a single spell, it can potentially remove either see invisibility or permanency.The spell does not explain what dispelling permanency means, but two reasonable interpretations are:What if the spell targeted with permanency is dispelled? Again, the text does not specify, but I can think of two possible interpretations:

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