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Updated - Consolidated List of Magic Issues

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uriel1996
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Post by daveyeisley Wed Mar 30, 2011 9:33 pm

updated later in thread


Last edited by daveyeisley on Fri Apr 01, 2011 2:45 pm; edited 1 time in total
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Post by MannyJabrielle Fri Apr 01, 2011 2:41 am

Cone spells, such as burning hands, is damaging the caster on use.
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Post by RustyDios Fri Apr 01, 2011 5:39 am

#23.. Another problem with Mirror Image , when cast by a female it mirrors a male appearance... this is a problem with getting certain Armour visuals to display... Other then that and what's mentioned already, the new version rocks... !
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Post by The Amethyst Dragon Fri Apr 01, 2011 1:26 pm

RustyDios wrote:#23.. Another problem with Mirror Image , when cast by a female it mirrors a male appearance... this is a problem with getting certain Armour visuals to display... Other then that and what's mentioned already, the new version rocks... !
I caught that one last night, too (new mage character). I need to make a female version of the basic mirror creature, since it'll copy the appearance type, but not gender.
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Post by daveyeisley Fri Apr 01, 2011 3:06 pm

updated later in thread


Last edited by daveyeisley on Sun Apr 03, 2011 5:31 am; edited 1 time in total
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Post by MannyJabrielle Sun Apr 03, 2011 5:24 am

Some AoE spells are causing familiars to go hostile on their masters.

Burning hands and cloud of bewilderment consistently cause the familiar to attack it's master.

The familiar still responds to commands, such as stand your ground, but it can often be a real hassle to keep having to micromanage the familiar after every single cast to make sure it doesn't attack you. For low level wiz/sorcs... this can be a huge hassle... as in several deaths caused by familiar.
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Post by daveyeisley Mon Apr 04, 2011 11:37 pm

Wasn't sure the first few time I got blinded by Beholder Mages who used Sunburst scrolls, but each time... I check, and have been successful at both saves... and I still get blinded. Not. Cool.

As a victim, or as a PC trying to blind things.... you have less chance of blinding the higher your DC is. Can we get the backward save fixed please?


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Post by MannyJabrielle Tue Apr 05, 2011 1:25 am

Shapechange: When cast from a scroll, the "option poly9 XXXX" shape selection does not work, no matter the shape chosen, you get iron golem.


Polymorph self: option poly4 penguin actually turns one into a pixie, not a penguin.

(and on that note... could pixie be added back into the polymorph self shapes please? Smile )
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Post by daveyeisley Tue Apr 05, 2011 2:06 am

updated later in thread


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Post by MannyJabrielle Thu Apr 07, 2011 3:04 pm

Overpowering shout (at least when cast by bards) isn't doing anything. no save, no damage, ect.

The circle of healing spells... their descriptions need updating. They are all saying "heals up to x hitpoints".
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Post by daveyeisley Thu Apr 07, 2011 8:36 pm

updated later in thread


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Post by blackdragon12121 Fri Apr 08, 2011 3:53 am

Entangle & web are now doing damage. As nice as that is I thought I should flag this one up Smile
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Post by daveyeisley Fri Apr 08, 2011 5:05 am

updated later in thread


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Post by blackdragon12121 Fri Apr 08, 2011 4:28 pm

Is it intended that when you cast flame weapon on a weapon, if you sheath the blade the spell effect is cancelled?

Also, the summon spells dont seem to be working. Tried to cast it and got the message "You dont have this spell available" or something even though I had castings prepared.

Cheers Smile
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Post by MannyJabrielle Fri Apr 08, 2011 4:33 pm

If you cast it on a weapon that has "activated" properties such as acidic longswords or shocking maces... I don't know if it's *intended*, but sheathing them will remove any and all temporary properties, even those not gained from activating the weapon itself.

Any other weapon though you can cast the spells on and then sheath them without losing the temporary boosts.
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Post by The Amethyst Dragon Fri Apr 08, 2011 7:38 pm

summon creature spells - should function for you again if you download the updated hak file I just posted on the Vault and WorldGate a few minutes ago. I changed the targeting to be caster-only, which must have messed up the spells functionality with the 2da difference between your machine and the server.
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Post by daveyeisley Sat Apr 09, 2011 1:53 am

New Info on Sunburst:

12. Sunburst no longer affecting party, but still not blinding enemies on failed save. Instead it seems to be blinding on a successful save, even worse, the blindness is being dispelled by antimagic, meaning it is not permanent as it should be.


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Post by MannyJabrielle Sat Apr 09, 2011 7:46 am

Burn The Souls: This one's really acting funky strange weird.

According to the spell description, affected creatures are supposed to take a -5 to attack rolls, ect, as well as 1 point wisdom and charisma damage per round. Saving throw negates the effects for that round.

However, what the spell is actually doing is.... no saving throw, and it's outright damaging creatures for 100-140 physical damage.

Even ignoring the fact it's not supposed to do that too.... the phyiscal damage it's doing is completely bypassing immunities and damage reductions (didn't have any physical resistances on me to test with)


Darkness: The "sunlight protection" aspect of this spell is broken now. If you have immunity to the spell, you get no sunlight protection. If you resist the spell, no sunlight protection. This is a problem for non-epic vampire casters (who can't use the epic cloud cover seed because they arent' epic) and noncaster vampires who may use darkness off scrolls or items (with scrolls/items having only 3 caster levels, pretty much any spell resistance is going to cause problems)
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Post by daveyeisley Sat Apr 09, 2011 7:54 am

updated later in thread


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Post by The Amethyst Dragon Mon Apr 11, 2011 6:30 pm

Adding code for familiars for next module update that should automatically make them friendly to their masters again if affected by AoE spells.
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Post by MannyJabrielle Mon Apr 11, 2011 8:44 pm

The resurrection scrolls are busted again it seems.

I just tried raising two lowbies who had died. The corpses disappeared, and the two players got their XP refund, but they stayed in the great hall.

Rusty told me as well that he was using the scrolls just fine.... the only difference in situation was at the time, Rusty's character was in party with those two characters, while when I used the scrolls, I wans't in party with them.
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Post by The Amethyst Dragon Mon Apr 11, 2011 10:54 pm

Making a minor change to raise dead / resurrection script, which should fix this issue. The script calls a ForceRest, which restores spell and feat uses, but sometimes interrupts current actions...so I moved the delayed command to jump areas to the end of the script.

The darkness spell should now protect from sunlight properly...after the next module update.
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Post by The Amethyst Dragon Mon Apr 11, 2011 11:36 pm

The copies from mirror image should start correctly copying the caster's skin and hair colors with the next module update. Not going to alter the images' ability to overlap, as this means the caster will never be hemmed in by his/her copies.

Newer scrolls not currently scribable...these will be fixed once I'm done rescripting all the spells and I redo the scroll scribing coding.
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Post by MannyJabrielle Tue Apr 12, 2011 12:07 am

The one problem with them overlapping is, one AoE will zap all of them. It renders the higher caster levels almost moot with them bunched into one easy to kill spot (and especially at 1 HP each)

It almost renders the higher caster levels moot, save for the duration. It's not really much use having 10 duplicates if they're bunched together to be pretty much "one" duplicate. At least if they're not bunched together, yes there's a chance a caster could box himself in, but it would present a wider range of targets for baddies to zero in on rather than just 2 targets (caster and duplicatemass)
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Post by daveyeisley Tue Apr 12, 2011 3:30 am

updated later in thread


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Post by MannyJabrielle Mon Apr 18, 2011 1:04 am

Silvania's Golden Aura:

The spell description should probably be changed to describe what the spell actually does not. No need for the undead to actually strike the caster, they take damage when they come close.

As for the spell itself... the damage seems rather sporadic. It'll sometimes not fire off on undead around the caster for several rounds, other times it'll fire off three of four 'pulses' of damage all at once on nearby undead.
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Post by daveyeisley Tue Apr 19, 2011 10:41 am

updated later in thread


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Post by uriel1996 Wed Apr 20, 2011 7:58 pm

Burn the souls is no longer doing the wacky damage that Manny described above - instead mobs make their will save roll, and either fail or save but they won't die. I force barrier'd a couple of goblins (1 at a time) and cast burn the souls, and recast once the first aoe duration ran out, for a total of 30+ rounds where they typically made 1 save. Neither test mob died.
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Post by MannyJabrielle Wed Apr 20, 2011 9:19 pm

Haste: This spell used to cancel out the slow effect for the duration of the haste spell (if shorter duration than the slow effect), and apply haste once the slow effect wore off (if the slow effect was shorter in duration).

Now, drinking potion of speed, casting haste from an item, or casting from spell slot, does nothing when you are slowed, and you do not receive the haste benefits after slow wears off, even if haste is still in effect.
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Post by daveyeisley Thu Apr 21, 2011 8:59 am

updated later in thread


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Post by eeriegeek Tue Apr 26, 2011 12:46 am

Jade Moon seems to fire the cool graphic but does no damage to targets.
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Post by daveyeisley Wed May 04, 2011 8:16 pm

updated later in thread


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Post by blackdragon12121 Thu May 05, 2011 3:19 am

Question: Is Oculus' searing gaze meant to do absolutely nothing on a successful save?
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Post by A_Vagabond Thu May 05, 2011 11:49 am

Barkskin applies AC as armor bonus, not natural bonus. This is a huge change, and renders this spell worthless Sad
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Post by daveyeisley Thu May 05, 2011 12:12 pm

updated later in thread


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Post by MannyJabrielle Fri May 06, 2011 8:21 pm

When path of fog is dispelled (by mords/dispells, or self-dispelled with the VC command), the effect is taken off the caster, but NPCs/PCs around the caster still get the concealment/VFX
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Post by daveyeisley Wed May 11, 2011 5:34 pm

updated later in thread


Last edited by daveyeisley on Mon May 16, 2011 4:32 pm; edited 1 time in total
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Post by The Amethyst Dragon Sun May 15, 2011 4:17 am

45. Entangle, Web, as well as Stinking Cloud are now doing damage.
Should be fixed for next module update.

19. Grabthar's Hammer is now castable but has a very long delay after casting before doing damage.
20. Bone Throw is now castable but has a very long delay after casting before doing damage.
Is there a delay between when the projectile hits and when the damage is applied? Or is the delay between when the spell is "completed" and when the projectile hits? Each of these two spells creates a projectile that doesn't fly as fast as some other spells before impacting (the hammer spins through the air in an arc, and the boomerang circles the target about 1 1/2 times before impacting).
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Post by The Amethyst Dragon Sun May 15, 2011 4:19 am

45. Entangle, Web, as well as Stinking Cloud are now doing damage.
Should be fixed for next module update.

19. Grabthar's Hammer is now castable but has a very long delay after casting before doing damage.
20. Bone Throw is now castable but has a very long delay after casting before doing damage.
Is there a delay between when the projectile hits and when the damage is applied? Or is the delay between when the spell is "completed" and when the projectile hits? Each of these two spells creates a projectile that doesn't fly as fast as some other spells before impacting (the hammer spins through the air in an arc, and the boomerang circles the target about 1 1/2 times before impacting).

39. Cone AOE spells still sometimes affecting the caster, #16, #18, as well as Burning Hands all confirmed.
Should be fixed in next module update.
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Post by MannyJabrielle Sun May 15, 2011 3:00 pm

Wail of the banshee is now missing the wailing banshee visual Sad
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Post by The Amethyst Dragon Sun May 15, 2011 4:59 pm

MannyJabrielle wrote:Wail of the banshee is now missing the wailing banshee visual Sad
Probably because I removed it after the multiple comments about the delay between casting the spell and the spell actually taking effect, which was previously timed to go with the visual effect. It looked silly firing off well after the targets were already dead.
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Post by MannyJabrielle Sun May 15, 2011 5:21 pm

I thought it looked quite alright.

It still rocks mechancially, but it's lost a whole lot of it's scary 9th level necromancy spell sparkle.

Also makes it kinda hard to tell if the spell actually is working or not in the middle of a hectic combat... whether it's the PC casting it, or enemies.

The lack of visual is completely lackluster now.
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Post by MannyJabrielle Sun May 15, 2011 5:31 pm

Another reason I think the visual should be brought back...

It's just not "wail of the banshee" without a wailing banshee.
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Post by daveyeisley Mon May 16, 2011 4:30 pm

MannyJabrielle wrote:I thought it looked quite alright.

It still rocks mechancially, but it's lost a whole lot of it's scary 9th level necromancy spell sparkle.

Also makes it kinda hard to tell if the spell actually is working or not in the middle of a hectic combat... whether it's the PC casting it, or enemies.

The lack of visual is completely lackluster now.
I have to wholeheartedly agree. The timing was a big deal, and fixing the timing of the kills worked perfectly. The spell was just fine with the banshee VFX going off a little afterwards. Thats how Horrid Wilting looks now, too, and its perfect.

Removing the Banshee visual for Wail of the Banshee really does detract from the flash of the spell. When we were giving feedback about the mechanics of the timing, not a single person said they wanted that Banshee visual to be completely removed, we just said we didnt want that VFX to delay the spell's effects. The VFX for spells are a good thing, and we want them to look as good as possible, but they should never interfere or delay the effect of the spell. Its OK if the effect goes off a little before the VFX, thats a good thing, actually.... but the VFX should still appear.

The Amethyst Dragon wrote:
19. Grabthar's Hammer is now castable but has a very long delay after casting before doing damage.
20.
Bone Throw is now castable but has a very long delay after casting before doing damage.
Is there a delay between when the projectile hits and when the damage is applied? Or is the delay between when the spell is "completed" and when the projectile hits? Each of these two spells creates a projectile that doesn't fly as fast as some other spells before impacting (the hammer spins through the air in an arc, and the boomerang circles the target about 1 1/2 times before impacting).
Just as with the above comments regarding Wail of the Banshee, its pretty much the exact same issue. The spell effect should not be substantially delayed just because the VFX animation is long or slow. That makes a spell less attractive than its mechanics/description suggest.

You won't ever see a field in a spell description labelled "Effect Delay due to VFX: X seconds"... and that is because those delays are directly against the timing abstractions used in a D&D combat round. They break the expected sequence of events. The root cause is because NWN is real time. In an online NWN PW, its hard enough not being able to pause the game to consider the situation and choose your action carefully (and often mislicking because you tried to go too fast), but to then have your spell's effect get needlessly delayed (possibly resulting in an unfair death) is just pure rubbish.

That said, the visual shouldnt go away.... we play NWN because it has graphics. If we didn't care about graphics, we would still be playing MUDs. The main point is, the spell effect should not be delayed by a VFX, but the VFX should still happen.


Last edited by daveyeisley on Mon May 30, 2011 4:42 am; edited 1 time in total
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Post by MannyJabrielle Sat May 28, 2011 12:30 pm

The DC for Disintigrate is messed up.

For my wizards, the DC is coming up as only 1 + int modifier.

For my sorceress Aurora, it's coming up 3 points higher than it should be.
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Post by MannyJabrielle Sat May 28, 2011 8:30 pm

The DC for flesh to stone is messed up too apparently. For my pixie wizard, her DC should be 27, but it's coming up 15.

Both disintigrate and flesh to stone are transmutation spells.... they're also both used by beholder eye rays now... so maybe they got messed up somehow in the latest beholder tweak?

edit: Tested fear, finger of death and confusion as well... the DCs for those are broken as well, those are also spells used by beholder eye rays.
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Post by The Amethyst Dragon Sun May 29, 2011 1:54 am

Thanks for reporting.
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Post by daveyeisley Mon May 30, 2011 4:41 am

Crids two favorite spells, Disintegrate and Flesh to Stone (and the only two ranged attack spells in the whole school of Transmutation that gain benefit from Spell Focus feats), are both way off on DC calculation. Crid should have a 50 DC and he was getting only an 18 and 19 DC respectively for.


Last edited by daveyeisley on Tue May 31, 2011 3:39 am; edited 1 time in total
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Post by The Amethyst Dragon Mon May 30, 2011 12:23 pm

daveyeisley wrote:Crids two favorite spells, Disintegrate and Flesh to Stone (and the only two ranged attack spells in the whole school of Transmutation that gain benefit from Spell Focus feats), are both way off on DC calculation. Crid should have a 50 DC and he was getting only an 18 and 19 DC respectively for.

48. Disintegrate DC calculation is way off. More detailed info.
49. Flesh to Stone DC calculation is way off. More detailed info.
50. Fear DC calculation is way off. More detailed info.
51. Finger of Death DC calculation is way off. More detailed info.
52. Confusion DC calculation is way off. More detailed info.

Crap. I thought I put a fix for these in yesterday. I'll open them up again today as soon as I get more than two minutes of free time (getting ready to paint and get carpet installed tomorrow).
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Post by daveyeisley Tue May 31, 2011 3:39 am

Disintegrate and Flesh to Stone appear to have their DCs working properly now!! YAY cheers

Thanks The Amethyst Dragon!

I apologize I didnt have time to test out Fear, Confusion, and Finger of Death... if someone will confirm they are OK for me, I will get them off the list.


Last edited by daveyeisley on Mon Jun 06, 2011 2:29 am; edited 1 time in total
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