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Sirac is not online. Last active: 11/3/2022 6:40:55 AM Sirac
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Spell/Feat Changes in Vives (Discussion #2)
Posted: 09 May 2005 08:21 AM
Discussion of these changes can be found here as this thead will only list the current changes.

((with thanks to pdw who did all the hard work making these changes))

Hi All,

We don't often post about the changes we make to the mod as it is usually a FOIG thing.

However, a recent set of changes requires your attention. I have gone and added some fixes to spells that have had "implementation issues". Spellcasters take note: If one of your favourite spells is in here, please pay attention and let me know if everything works as described.

It'll take me a while to test everything, but you can help me speed up the process..

PDW.

===

Spell Changes

unverified

- bless - duration when cast on bolts was not calculated correctly.

- bombardment is capped at 20d8, not 10d8 because it is an 8th level spell

- chain lightning a little more useful. The number of secondary bolts is not limited by caster level.

- circle of death is colossal area, not large

- circle of doom changed to a large area of effect, from medium

- creeping doom not affected by SR (ouch!)

- earthquake affects all creatures in the area, not just visible ones

- horrid wilting does double damage against water elementals

- mass charm correctly charms all monster types, not just humanoids

- mass charm is considered a hostile action

- searing light does d8 /level to vampires

- silence lasts one turn per level, not one round per level, makes friendlies immune to sonic damage while under its effects, not just hostiles.

- warcry does sonic, not slashing damage


verified

(ok) acid fog - no SR

(ok) aura against alignment is now a turn/level instead of a round/level. The holy aura (good version oft he spell) does positive energy, not divine damage against evil attackers

(ok) ball lightning operates the same as firebrand, and includes a reflex save.

(ok) banishment only targets enemies summons, not friendlies

(ok) bigby's forceful hand does d8 damage as well as including the casters ability modifier in the check

(ok) black blade of disaster no longer requires concentration to keep it maintained

(ok) casting bane is now considered a harmful action

(ok) charm monster - casting it is considered a hostile act

(ok) charm person is now considered a hostile action

(ok) clarity also removes fear, does not do damage when removing bad effects. Duration 1 turn/level

(ok) cone of cold does d8 instead of d6

(ok) cone of cold now has a range of 60'

(ok) confusion only affects enemies, not allies

(ok) darkfire and flame blade changed from adding an onhit cast spell fire effect, to actually adding a bonus to fire damage. it now properly stacks with fire weapons, kill trolls, and some other neat things. They are also only 2 turns / level, not 1 hour / level

(ok) darkfire/flame blade and divine fury (was called whitefire) no longer stack

(ok) death armour is now a turn/level instead of a round/level

(ok) dismissal only targets enemies summons, not friendlies

(ok) divine favour does divine, not magical damage.

(ok) divine favour is extendable, but the spell code wasn’t handling it properly. fixed.

(ok) divine power: strength increase is 6, increases discipline skill by caster level

(ok) Dominate Monster, Dominate Person, Dominate Animals = 1 turn per level, not one round

(ok) drown, does 1d6 damage/level, rather than 90% of hp. maximizable and empowerable, does magical damage instead of Bludgeoning (which is affected by weapon DR)

(ok) elemental shield is 2 rounds / level, not 1

(ok) energy drain does not get a fortitude saving throw

(ok) enervation has no fort save

(ok) epic mage armour gives armour bonus only.

(ok) evards tentacles are 1 round/level, not every 1 round every 2 rounds. Damage is 1d6+4 per tentacle. Damage from tentacles is not combined. Creatures in the effect move at half speed

(ok) feeblemind also now affects charisma to get them cocky sorcerers.

(ok) firestorm properly handles divine damage for reflex saves; it is a reflex save for the fire, and a will save for the divine damage. The damage is now 1d3 divine, 1d3 fire per level rather than 1d6/level/2 as this was causing some round off errors.

(ok) gedlee's electric loop has a slightly larger range, does not affect the caster, 1d6 per level, not every 2 levels, still capped at 5d

(ok) grease gets no SR as it is a physical effect.

(ok) hammer of the gods does more damage vs. outsiders

(ok) harm damages 10 hp/level, max 15 levels, is empowerable and can target allies or self

(ok) heal cures 10 hp/level, max 15 levels, is empowerable

(ok) ice storm does 1d4 cold, 1d4 bludgeoning damage per 2 levels.

(ok) improved invisibility works as the 3e spell. After combat, you become invisible again

(ok) incendiary cloud has no SR check

(ok) inflict minor wounds does 4 damage, not 1

(ok) inflict wounds spells can be targetted to allies or self.

(ok) mage armour gives armour bonus only (that’s +4)

(ok) meteor storm does 1d4 fire and 1d4 bludgeoning damage per caster level, requires a reflex save DC vs. each. DC increased by 4.

(ok) mind blank also removes fear, affects allies in a colossal area, not huge

(ok) missile spells show the visual effect of multiple missiles, even when SR is made - just because the missiles look so dang cool!

(ok) mystils acid sheath is 2 rounds a level, not 1

(ok) made Prismatic Spray a lot less weak; one of the effects could transport the targets of the spell to a random location within vives

(ok) protection from evil/good can now be extended properly

(ok) shield gives a shield bonus, not deflection bonus

(ok) sunburst does d8 damage vs. undead instead of d6

(ok) tasha's hideous laughter lasts one round per level as PHB

(ok) true sight is 1 turn / 4 levels, not 1 turn a level (this has been in vives for ages, I only just noticed it :)

(ok) wail of the banshee only counts hostiles it tries to kill against its limits. Range is set properly to 40. Creatures who save still take magical damage 3d6 + caster level

(ok) wall of fire is 1 round / level, not every 2 levels. does 2d6+1/level of caster, not 4d6. does double damage vs. undead, no reflex save as per phb

(ok) web - no SR as it is a physical effect. Lasts 1 round a level

New Spells
- Greater Bulls Strength (lv6)
- Greater Cats Grace (lv6)
- Greater Endurance (lv6)
- Greater Fox's Cunning (lv6)
- Greater Owls Wisdom (lv6)
- Greater Eagles Splendor (lv6)

All the above spells are 6th level

- Divine Fury (Cleric 3, Druid 3): as darkfire, but can only be cast on a weapon held by the Cleric and the weapon cannot be given away. The damage done depends on the preference of the God in question. (For those who have not updated the 2da's with the latest patch, it will show up on your screen as whitefire)

- Evil Blight (Cleric 5, Wiz/Sor 6)

Feat Changes

Cleric Death Domain - inflict wounds/harm spells are automatically empowered by the caster.

'The bond that links your true family is not one of blood, but of respect and joy in each other's life. Rarely do members of one family grow up under the same roof.' - Richard Bach, Illusions.
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Feat changes in Vives
Posted: 17 May 2005 02:48 PM
Cleric's are capable of Rebuking (commanding) undead. Rebuking Undead will allow you to turn those undead into loyal followers for a short time with all the benefits and penalties that implies.

Rebuking undead is not a good act and characters that walk around openly with undead followers can expect a generally negative reaction from the world at large.

Priests with a focus in Necromancy will find some additional benefits.

There is an item that can be found IG that can be used to "teach" priests how to Rebuke undead, either that, or seek a teacher who knows how to make it happen.

(the system was pulled, and slightly modified from the system used here

Purpose in life: finding better ways of allowing players to kill themselves. Repeatedly.
--
"...Cause he mixes it with love
And makes the world taste good."
--
<@James42> Lawful good isn't in your vocabulary, it's on your menu.
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Re: Feat changes in Vives
Posted: 25 Jul 2005 01:48 AM
*bump*

Purpose in life: finding better ways of allowing players to kill themselves. Repeatedly.
--
"...Cause he mixes it with love
And makes the world taste good."
--
<@James42> Lawful good isn't in your vocabulary, it's on your menu.
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Re: Feat changes in Vives
Posted: 02 Aug 2005 09:52 AM
Ok:
Charm Person
Black Blade of Desaster
Feeblemind

Portraits: zip.rar
PRAISE HECK, FOR HIS NAME IS HECK, AND JUST HECK!
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Re: Spell/Feat Changes in Vives
Posted: 31 Oct 2005 01:07 AM
*bump*

(ok) true sight is 1 turn / 4 levels, not 1 turn a level (this has been in vives for ages, I only just noticed itSmiley

Purpose in life: finding better ways of allowing players to kill themselves. Repeatedly.
--
"...Cause he mixes it with love
And makes the world taste good."
--
<@James42> Lawful good isn't in your vocabulary, it's on your menu.
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new spell - divine fury
Posted: 07 Nov 2005 04:40 AM
Divine Fury (Cleric 3, Druid 3): as darkfire, but can only be cast on a weapon held by the Cleric and the weapon cannot be given away. The damage done depends on the preference of the God in question. (For those who have not updated the 2da's with the latest patch, it will show up on your screen as whitefire)

(oh, and sorted the list at the top)

Purpose in life: finding better ways of allowing players to kill themselves. Repeatedly.
--
"...Cause he mixes it with love
And makes the world taste good."
--
<@James42> Lawful good isn't in your vocabulary, it's on your menu.
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Re: Spell/Feat Changes in Vives
Posted: 04 Dec 2005 08:15 AM
*bump*

(ok) mystils acid sheath is 2 rounds / level, not 1

(ok) elemental shield is 2 rounds / level, not 1

(ok) made Prismatic Spray a lot less weak; one of the effects could transport the targets of the spell to a random location within vives

Purpose in life: finding better ways of allowing players to kill themselves. Repeatedly.
--
"...Cause he mixes it with love
And makes the world taste good."
--
<@James42> Lawful good isn't in your vocabulary, it's on your menu.
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Re: Spell/Feat Changes in Vives
Posted: 04 Dec 2005 08:19 AM
Umm… even a dragons den? Of even worse, transport them on to one of those areas that you can’t actually get off of?
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Re: Spell/Feat Changes in Vives
Posted: 04 Dec 2005 08:43 AM
Specifically? Well, that's a FOIG.

I will say that it is not truely random, but instead a randomly selected preset location, of which several are defined. So, if you use the spell, and your target disappears, don't be surprised if you meet them again somewhere else

Purpose in life: finding better ways of allowing players to kill themselves. Repeatedly.
--
"...Cause he mixes it with love
And makes the world taste good."
--
<@James42> Lawful good isn't in your vocabulary, it's on your menu.
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Re: Spell/Feat Changes in Vives
Posted: 04 Dec 2005 08:49 AM
Now if a dragon appears in front of you, it can be blaimed upon careless players casting prysmatic spray!
Veran is not online. Last active: 11/23/2017 9:36:59 PM Veran
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Re: new spell - divine fury
Posted: 04 Dec 2005 02:12 PM
Divine Fury (Cleric 3, Druid 3): as darkfire, but can only be cast on a weapon held by the Cleric (ok) and the weapon cannot be given away. (ok) The damage done depends on the preference of the God in question.

So I've got like a couple myself, and I've checked with a few others, but it seems that the deity decides the animation, AND the visual effect, but the actual physical bonus damage is Divine.

The Legacy Saga
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Re: new spell - divine fury
Posted: 04 Dec 2005 02:15 PM
Divine Fury (Cleric 3, Druid 3): as darkfire, but can only be cast on a weapon held by the Cleric (ok) and the weapon cannot be given away. (ok) The damage done depends on the preference of the God in question.

So I've got like a couple myself, and I've checked with a few others, but it seems that the deity decides the animation, AND the visual effect, but the actual physical bonus damage is Divine.


Who's to say which Gods have which preference? I guess that would be a FOIG thing.

Purpose in life: finding better ways of allowing players to kill themselves. Repeatedly.
--
"...Cause he mixes it with love
And makes the world taste good."
--
<@James42> Lawful good isn't in your vocabulary, it's on your menu.
Veran is not online. Last active: 11/23/2017 9:36:59 PM Veran
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Re: new spell - divine fury
Posted: 04 Dec 2005 02:19 PM
Divine Fury (Cleric 3, Druid 3): as darkfire, but can only be cast on a weapon held by the Cleric (ok) and the weapon cannot be given away. (ok) The damage done depends on the preference of the God in question.

So I've got like a couple myself, and I've checked with a few others, but it seems that the deity decides the animation, AND the visual effect, but the actual physical bonus damage is Divine.


Who's to say which Gods have which preference? I guess that would be a FOIG thing.


Well, I would think the Visual casting animation and the Visual effect on the blade might .... hint at what kind of preference the Gods have.

So far I've seen electrical, Negative, sonic... even something sort of leafy, and they all still give divine damage.

The Legacy Saga
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Re: new spell - divine fury
Posted: 04 Dec 2005 02:37 PM
Which part of FOIG are you missing?

Mechanics marked as FOIG are exactly that.

I will not list them out, but after having tested it and checked it in case I undid the changes accidently, I know it all works as designed.

Thank you.

- Paul

Purpose in life: finding better ways of allowing players to kill themselves. Repeatedly.
--
"...Cause he mixes it with love
And makes the world taste good."
--
<@James42> Lawful good isn't in your vocabulary, it's on your menu.
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Re: new spell - divine fury
Posted: 05 Dec 2005 12:43 AM
The damage done depends on the preference of the God in question.

I'm sorry, I thought the spell was not yet functioning to your full intent, and believed I was not describing the discrepancy clearly enough.

The Legacy Saga
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Re: new spell - divine fury
Posted: 05 Dec 2005 02:02 AM
No worries Veran.

I would have guessed that it would be you who'd pick up on these changes.

In the spell description, I've left the description deliberately vague because I believe it would make for more RP fun.

If you want to see the spell in action, perhaps meet up with one of Wicked Artist's characters. It was his comments to me that prompted me to create the spell as it is in the first place.

- Paul

Purpose in life: finding better ways of allowing players to kill themselves. Repeatedly.
--
"...Cause he mixes it with love
And makes the world taste good."
--
<@James42> Lawful good isn't in your vocabulary, it's on your menu.
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Heal/Harm updates
Posted: 01 Jan 2006 09:23 AM
updates

- heal cures 10 hp/level, max 15 levels
- heal is empowerable

- harm damages 10 hp/level, max 15 levels
- harm is empowerable

- cause minor wounds does 4 hp damage, not 1
- cause minor wounds is empowerable

- cure minor wounds is empowerable.

- mass heal cures 10 hp/level, max 25 levels

- death domain - automatically empowers inflict wounds/harm spells

- inflict wounds / harm can be cast on self or allies

- evil blight is available.

Purpose in life: finding better ways of allowing players to kill themselves. Repeatedly.
--
"...Cause he mixes it with love
And makes the world taste good."
--
<@James42> Lawful good isn't in your vocabulary, it's on your menu.
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Re: Feat changes in Vives
Posted: 02 Jan 2006 12:25 AM
Cleric's are capable of Rebuking (commanding) undead. Rebuking Undead will allow you to turn those undead into loyal followers for a short time with all the benefits and penalties that implies.

Rebuking undead is not a good act and characters that walk around openly with undead followers can expect a generally negative reaction from the world at large.

Priests with a focus in Necromancy will find some additional benefits.

There is an item that can be found IG that can be used to "teach" priests how to Rebuke undead, either that, or seek a teacher who knows how to make it happen.

(the system was pulled, and slightly modified from the system used here


So when do evil (gnomish) necromancers get to rebuke undead un masse ;).
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Re: Feat changes in Vives
Posted: 02 Jan 2006 03:00 AM
You should... look around a bit more. FOIG.
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Re: Feat changes in Vives
Posted: 02 Jan 2006 03:54 AM
Actually, rebuke only works for clerics and paladins (can blackguards turn undead? if so, them too).

Necromancers should have a spell like "control undead" (do they - if not, I will add it)

- Paul

Purpose in life: finding better ways of allowing players to kill themselves. Repeatedly.
--
"...Cause he mixes it with love
And makes the world taste good."
--
<@James42> Lawful good isn't in your vocabulary, it's on your menu.
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Re: Feat changes in Vives
Posted: 02 Jan 2006 04:04 AM
Actually, rebuke only works for clerics and paladins (can blackguards turn undead? if so, them too).

Necromancers should have a spell like "control undead" (do they - if not, I will add it)

- Paul



Yeah we do. But a Turn undead affect would mean that they have large groups of undead under their control. Whereas "Control undead" affects only one monster. Anyone seeing a little bit of unbalance behind that? (If I'm misunderstanding how the spell works, correct me)
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Re: Feat changes in Vives
Posted: 02 Jan 2006 04:15 AM
Ahh, but mage necromancers don't have divine backup.
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Re: Feat changes in Vives
Posted: 02 Jan 2006 04:21 AM
Ahh, but mage necromancers don't have divine backup.

Shouldn't the powers be equal. Arcane = Divine.

Not Divine > Arcane.
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Re: Feat changes in Vives
Posted: 02 Jan 2006 04:22 AM
Ahh, but mage necromancers don't have divine backup.

I mean, if your not going to give mages in general the ability to control as many undead as a Cleric who does NOT worship an Evil god. Atleast give those with a focus in necromancy the ability to increase the amount of undead they can control - to me atleast, it makes sense. :)
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Re: Feat changes in Vives
Posted: 02 Jan 2006 04:31 AM
I mean, if your not going to give mages in general the ability to control as many undead as a Cleric who does NOT worship an Evil god.

Who says a cleric who does not worship an evil god can do it?SmileyUm, although, I can neither confirm nor deny that remark. I can only make vague taunts which may cause you to question whether or not what you believe is true.

FOIG. *Nods*
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