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Starry Ice is not online. Last active: 7/24/2008 6:43:12 PM Starry Ice
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Spell/Feat Changes in Vives
Posted: 02 Jan 2006 05:36 AM
Discussion of these changes can be found here and here as this thread will only list the current changes.

Note: this thread is not a discussion thread. If it becomes unlocked, DON'T POST DISCUSSIONS HERE.

((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.

- 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

- magic weapon works on gloves, bows, crossbows, bolts, bullets, arrows

- 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.

- true strike supports both silent and stilled casting (with the latest post hak 8 2da update)

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

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

(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. Works on gloves, bows, crossbows, bolts, bullets, arrows.

(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 levels. 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) greater magic weapon works on gloves, bows, crossbows, bolts, bullets, arrows

(ok) greater stone skin also provides immunity to critical hits while the spell lasts.

(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) hellball does fire, cold, sonic, lightning, magic and acid damage. 6 saves required, one for each damage type broken down into 2 fortitude, 2 will, and 2 reflex saves - something for everyone!

(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. No damage limit

(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) petrification is 2 rounds / level from monsters

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

(ok) protection from spells also provides a magic DR if 1 point for every 4 levels of the caster

(ok) shield gives a shield bonus, not deflection bonus. It also provides a Magic DR of 1 for the duration of the spell

(ok) spell resistance also provides a magic DR of 1 point for every 6 levels of the caster

(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
- Dancing Lights (Cantrip, Lv0)
- Greater Bulls Strength (Bard/Cleric/Sorcerer/Wizard 6)
- Greater Cats Grace (Bard/Cleric/Sorcerer/Wizard 6)
- Greater Endurance (Bard/Cleric/Sorcerer/Wizard 6)
- Greater Fox's Cunning (Bard/Cleric/Sorcerer/Wizard 6)
- Greater Owls Wisdom (Bard/Cleric/Sorcerer/Wizard 6)
- Greater Eagles Splendor (Bard/Cleric/Sorcerer/Wizard 6)
- Evil Blight (Cleric 5, Wizard/Sorcerer 6)

- Dancing Light (Cantrip, lv0) Summons a small source of light that floats around. Sometimes can be used as a source of distraction

- Dimension Door (Bard/Sorcerer/Wizard 4): allows the caster to teleport a short distance away to a location within visual sight of the caster (range, long).

- 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. Works on gloves. (For those who have not updated the 2da's with the latest patch, it will show up on your screen as whitefire)


Feat Changes

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

Clerics 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)

The subculture of my dreams
Is waiting for me to fall asleep.
I know you're scared—you should be.
I know you're scared.
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