Spell Test Server

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BrunoKnotslinger
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Spell Test Server

Post by BrunoKnotslinger » Wed May 28, 2008 2:52 pm

As some of you may already know, Thor and I are working on the spells, one-by-one. Every spell, whether it be a standard or custom spell, will be looked at. In most cases, the changes will be very minor, usually fixing the way the Empower Spell and Maximize Spell metamagic feats work together if both are activated (which usually requires the use of a metamagic rod) to conform to the way PnP dictates (see the note on the wiki for details: http://server.arkaz.com:8080/wiki/index ... c#Maximize). But most tweaking that takes place is in deference to 3.0 PnP rules with a wide eye towards the NWN environment.

The wiki will contain complete descriptions of the spells, but it will lag well behind as I'm generally more motivated to do the coding than to update the wiki, but I will copy over the notes on each spell that were posted to the team forums. Differences described are with respect to Avlis's spellhooks.

You can connect to the test server by looking for it in the PW Story section of the Gamespy. It's named "CoPaP Islands - Spellhook". The password is the same as Arkaz's. Local characters are allowed, and there is a merchant right there that has every scroll on the palette for sale. If there are missing spells, let me know and I'll try to add them ASAP. There are no spellcasting limits, so no need to visit the mage shrine or worry about the deity field.

If you encounter any problems with a spell, have any suggestions, whatever, please post them here. Your feedback will be vital!

Thanks.

Now for the list. This will be continually updated as we go through the spellhooks.

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Added sneak attack damage to Acid Splash. Fixed Empower+Maximize. Sneak attack damage can NOT be maximized and/or empowered.

Modified structure of militant bonuses for Aid (computed it more compactly). Fixed Empower+Maximize.

Fixed Empower+Maximize for Aura of Glory.

Awaken hooked. Fixed Empower+Maximize.

Fixed Empower+Maximize for Ball Lightning.

Small tweak in Banishment. Avlis adds a +6 to the save DC. This has PnP justification as the caster gets a +2 bonus for each focus he has that the target "hates". But why assume that the caster ALWAYS has 3 focii available? I added +2 to the save DC to assume that the caster has one item at his disposal, on the average.

Hooked Battletide. No changes from Avlis's version.

Benign Transposition no longer drops invisibility if the target is a member of the PC's party.

Bestow Curse now requires a melee touch attack.

Bigby's Imposing Hand modified to not work if a more powerful Bigby's spell is currently affecting the target.

Bigby's Forceful Hand modified to not work if a more powerful Bigby's spell is currently affecting the target and to cancel the effects of a lesser Bigby's spell. If the bullrush attempt succeeds (and the caster gets bonuses to this attempt if he has any Evocation spell focus feats), then the target is dazed and knocked down for the duration of the spell. The duration is Caster Level / 5 rounds.

Bigby's Grasping Hand modified to not work if a more powerful Bigby's spell is currently affecting the target and to cancel the effects of a lesser Bigby's spell. Every round, a grapple check is made. If the grapple succeeds, then the target is paralyzed for the duration of that round (to simulate being grappled). The duration is Caster Level rounds.

Bigby's Clenched Fist modified to not work if a more powerful Bigby's spell is currently affecting the target and to cancel the effects of a lesser Bigby's spell. Every round, an attack roll is made. If the attack succeeds, the target takes 1d8+11 points of bludgeoning damage. Further, a fortitude save is required, and if that save fails the target is Stunned for that round. The duration is Caster Level rounds.

Bigby's Crushing Hand modified to not work if a more powerful Bigby's spell is currently affecting the target and to cancel the effects of a lesser Bigby's spell. Every round, a grapple check is made. If the grapple succeeds, the target takes 2d6+12 points of bludgeoning damage. Further, a fortitude save is required, and if that save fails the target is Stunned for that round.

Blade Thirst updated to match Avlis's (which includes militant bonuses).

Bombardment updated to fix Maximize+Empower and lower the radius to 20 feet.

Bull's Strength updated to fix Maximize+Empower.

Burning Hands updated to fix Maximize+Empower.

Call Lightning updated to fix Maximize+Empower.

Cat's Grace updated to fix Maximize+Empower.

Chain Lightning updated to fix Maximize+Empower.

Charm Person updated to NOT work on half-ogres, as they are type Giant per Savage Species.

Circle of Death updated to fix Maximize+Empower.

Circle of Doom hooked. Fixed Maximize+Empower. Check for PCs in ghost form. Limited extra damage to a max of 20 as per PnP.

Hooked Cloudkill. Differences from Avlis:
* Corrected maximize+empower.
* Only creatures with 6 or fewer HP have a chance of dying as per PnP. (Avlis had it at 9 or fewer.)
* Damage is reduced to 1d10 per round as per PnP. (Avlis had it at 10d6.)
* Removed reflex save to avoid damage as per PnP.
* It's a poison, not a death effect, so it checks for immunity to poisons.

Color Spray updated to fix Maximize+Empower.

Combust updated to fix Maximize+Empower.

Cone of Cold (and it's Shades counterpart) updated to fix Maximize+Empower. It's range also updated to match PnP - 25 ft. + 5 ft. per 2 caster levels.

Control Undead hooked and not modified from Avlis's version.

Create Undead hooked. Some of the creatures probably don't work.

Create Greater Undead hooked. Some of the creatures probably don't work.

Modified Acid Fog and Wall of Fire. Hooked Incendiary Cloud and Shades Wall of Fire. All match Avlis.

Damage progression for Creeping Doom modified to progress more rapidly. It currently does Nd6 points of damage where N = # of rounds spent in the swarm squared. So it progresses as 1, 4, 16, 36, 49, ...

Hooked Crumble. Matches Avlis.

Cure * Wounds modified to fix Maximize+Empower. If the caster is good, it will heal an additional 50% (which stacks with Empower).

Delayed Blast Fireball has duration limited to 5 rounds (10 Extended). Damage changed from d8's to d6's.

Destruction modified to fix Empower+Maximize.

Dirge hooked. Matches Avlis.

Dismissal's save DC calculated per PnP: DC = Spell DC - Creature's HD + Caster Level.

Divine Power's Base Attack Bonus calculation slightly adjusted to use Hit Dice instead of Caster Level. Items and scrolls use caster level of the item/scroll.

All Dominate * spells modified to have a duration of one round per level.

Drown updated to do at least 1 HP damage.

Eagle's Splendor modified to fix Maximize+Empower.

Electric Jolt modified to fix Maximize+Empower and add sneak attack damage.

Endurance modified to fix Maximize+Empower.

Energy Drain hooked. Added healing power for undead.

Enervation modified to fix Maximize+Empower (which included removing empowering from the healing effect on Undead as the numeric effect is not random).

Evard's Black Tentacles updated to use d4+Caster Level tentacles (max 5), each of which does a separate grapple check on the target. If a grapple check succeeds, the tentacle does 1d6+4 bludgeoning damage and the target must make a fortitude save or be paralyzed for the round.

Expeditious Retreat's duration changed to 1 turn per Caster Level, capped at 5 turns (10 extended).

Feeblemind modified to reduce the target's Intelligence and Charisma to 3 on a failed Will saving throw (Arcane casters get a -4 to this save). The duration is 1 turn per Caster Level.

Finger of Death modified to fix Maximize+Empower.

Fireball modified to fix Maximize+Empower.

Fire Storm hooked. Modified to fix Maximize+Empower. Damage capped at 20d6. Damage changed to ALL fire as per PnP.

Flame Arrow modified to fix Maximize+Empower. Damage changed to 4d6 per arrow (was doing 4d6+1).

Flame Lash modified to fix Maximize+Empower.

Flame Strike hooked. Fixed Maximize+Empower and enabled metamagic element substitution. Removed two separate reflex saves (only make one). Divine damage doesn't apply to targets that are members of your party (as per Avlis).

Flesh to Stone hooked.

Fox's Cunning modified to fix Maximize+Empower.

Gedlee's Electric Loop modified to fix Maximize+Empower.

Ghoul Touch modified to fix Maximize+Empower (which applies to the duration only).

Hammer of the Gods: Max/Empower calculation updated

Healing Circle: Max/Empower calculation updated

Healing Sting: Max/empower calculation updated

Hold Person/Monster: Duration set to 1 round/level

Aura vs. Alignment : Added to spellhooking. Duration updated to 1 round/level

Holy Sword: Added magic circle vs evil aura. The dispel effect may be updated later. For now, the aura is the only addiction to the spell.

Horizikaul's Boom: Max/Empower calculation updated. Duration is now also affected by max/empower.

Horrid Wilting: Max/Empower calculation updated

Ice Dagger: Max/Empower calculation updated

Ice Storm: Max/Empower calculation updated

Implosion: No longer affects incorporeal creatures

Inferno: Added to spellhooks. Max/Empower calculation updated.

Invisibility Sphere: This has been changed to Mass Invisibility, at a duration of 1 turn/3 levels. It may be updated again later to sphere effect.

Ironguts : Fortitude bonus now +5. Duration: 1 hour/level.

Lesser Spell Mantle: Max/Empower calculation Updated

Lightning Bolt: Max/Empower calculation updated

Magic Circle Against Alignment : Added into spellhooks.

Magic Missile: Max/Empower calculation updated

Mass Deaf/Blindness: Added into spellhooks

Mass Charm: Works like mass charm monster (so on anything).

Mass Haste: Added into spellhooks

Melf's Acid Arrow: Added a touch attack. Max/Empower calculation updated. Damage set to 2d4. Added sneak attack damage for first round if applicable.

Mestil's Acid Breath: Max/Empower calculation updated.

Thor
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Post by Thor » Sat May 31, 2008 10:16 pm

Bump!

This is an important chance for everyone to test the modified and updated version of these spells before they go live on Arkaz. Be sure to check it out and provide some feedback, changes you enjoy, don't enjoy, or spells which aren't functioning like you'd expect. :D

Thor
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Post by Thor » Mon Jun 02, 2008 10:07 pm

Another bump. Nearly every spell from A through to M should be in the spellhooking.

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Marcomartin
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Post by Marcomartin » Wed Jun 11, 2008 11:58 am

So i see, that you're gouing to reduce some spells damage. Well im playing pure wizard specialist, and spells are good as they were in original NWN, monsters have like 10x more HP than in original NWN and now you guys want to reduce damage. I dont like it, this make no sence to me??!!

Thor
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Post by Thor » Wed Jun 11, 2008 12:15 pm

Thanks for expressing your concerns. We're considering how to further balance the magic system and there will be an on going review to see how the updated code performs once it goes live. The majority of changes will not likely cause noticeable differences to the amount of damage which can be achieved by spells unless you regularly maximize + empower spells. :)

Weedler
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Post by Weedler » Wed Jun 11, 2008 12:24 pm

I'm curious as to the reasoning behind adding sneak attack damage to the cantrips, bearing in mind rods of frost are easily attainable and by doing this you're allowing high level rogues a ranged touch attack with a sneak which IMHO is too much.
Feeblemind modified to reduce the target's Intelligence and Charisma to 3 on a failed Will saving throw (Arcane casters get a -4 to this save). The duration is 1 turn per Caster Level.
The consequences and, excuse the tone, absurdity of this were raised by numerous people in IRC, especially when you're already weakening the target's save before they've even suffered the effects of the spell.

Any arcane caster would lose ALL spells with no chance to regain them before another rest, making it more severe than anything that can affect martial classes and more importantly, meaning any party with a wizard has then got to sit and wait for them to reslot every single spell (and no it's not a 2 minute process, especially trying to remember what you had slotted)

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Post by Thor » Wed Jun 11, 2008 12:37 pm

Weedler wrote:I'm curious as to the reasoning behind adding sneak attack damage to the cantrips, bearing in mind rods of frost are easily attainable and by doing this you're allowing high level rogues a ranged touch attack with a sneak which IMHO is too much.
I will test this out later, but as far as I know spells cast by items will not grant any sneak attack damage. It only applies if the spell is cast by a creature with caster levels and sneak attack.
Weedler wrote:
Feeblemind modified to reduce the target's Intelligence and Charisma to 3 on a failed Will saving throw (Arcane casters get a -4 to this save). The duration is 1 turn per Caster Level.
The consequences and, excuse the tone, absurdity of this were raised by numerous people in IRC, especially when you're already weakening the target's save before they've even suffered the effects of the spell.

Any arcane caster would lose ALL spells with no chance to regain them before another rest, making it more severe than anything that can affect martial classes and more importantly, meaning any party with a wizard has then got to sit and wait for them to reslot every single spell (and no it's not a 2 minute process, especially trying to remember what you had slotted)
Thanks for bringing this one up. The loss of spell slots is a valid concern and something which may need to be thought over. Regarding the effects, while it may seem like a particularly damaging spell in terms of what it can achieve, immunity to mind affecting spells will give protection against its affects.

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Daemona
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Post by Daemona » Wed Jun 11, 2008 1:12 pm

Feeblemind does look a bit excessive in my estimation, especially for such a low level spell. Considering that any character can go out and get a wand to do this is a bit our of balance. Every caster would loose access to each and every spell or cantrip till rest. Now if it was just disabled and after the effect of the spell wore off then it would be a different story. But if someone had intelligence of 3 they would first of all not even be able to speak and have the brainpower of a dire rat for all intents and purposes. A person so drastically reduced to this level should basically just stand around flatfooted until it wore off.

I saw the part of mind protection. Rogue (a) uses Wand of Dispelling followed immediately with HiPS and then the feeblemind spell or wand.

Thor
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Post by Thor » Wed Jun 11, 2008 1:20 pm

As Feeblemind is a level five spell, it shouldn't be too readily available as a wand. Scrolls of it, however, are a possibility. A level 20 mage is going to be more or less immune to any chance of being dispelled from a normal dispelling, however, and level 25 more or less immune to greater dispelling.

Is the biggest concern from the duration and loss of spell slots, or its general effectiveness?

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Post by Weedler » Wed Jun 11, 2008 1:38 pm

The loss of spells/spell slots are it's general effectiveness in the most part. I also can't see a reason behind the -4 to the will save.

I don't know if the wands craftable on avlis cover all levels, but if they do, then you'll soon see plenty of them.

Now, as Dae said, if this could be deisgned to simply cause 100% casting failure for the duration, rather than stripping all the spells, then it would still be dangerous to the mage without basically turning them into dead-weight or a waste of everyone elses time while they re-slot spells.

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