Just tried this out on my server. My notes from my previous message were correct: The code to protect you from damage of retribution does work. If you fail by a whole bunch, retribution can certainly last longer than the protection force. My fixes are as follows: Put a cap on how long retribution (which is also used for some other failures, like alchemy) can last - it won't last longer than the protection force that is inserted. Give player maxsp/grace (if better than their current total) on death. This should reduce the likelihood of causing retribution from buffered key strokes after you die. This is a bit of a boon, but probably not a great one. And this won't completely fix the problem - I believe there are cases where a spell costs so much grace that if a character doesn't have a lot of grace points (poor pow/wis) they could still fumble it even at full grace. And if you have 5 casts queued up, you can pretty quickly go through a lot of grace points also. But the hope is that this should reduce the problem a bit, without opening up any real abuses for the players. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel