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Updated - Consolidated List of Magic Issues

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Post by The Amethyst Dragon Sun Jun 05, 2011 3:01 am

38. Slay Living is not currently rolling a touch attack before forcing the fort save vs. death.
Fixed for next module update.

45. Barkskin is apparently applying its bonus as a regular Armor bonus, rather than a Natural Armor bonus as intended.
Fixed for next module update.

47. Occulus' Searing Gaze is apparently doing nothing if the save is made, rather than inflicting half damage as advertised.
Fixed for next module update.

42. Overpowering shout (at least when cast by bards) isn't doing anything. no save, no damage, ect.
Testing script modification for next module update.

33. Metamagic Staves of Fullfillment and Empowerment not working as intended with spells modified by metamagic feats such as maximized fireball with empowerment staff, or empowered fireball with maximize staff. Damage inflicted does not go beyond normal maximum.
Fixed for next module update.
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Post by daveyeisley Mon Jun 06, 2011 2:28 am

updated later in thread


Last edited by daveyeisley on Mon Jun 06, 2011 4:29 pm; edited 1 time in total
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Post by Elhanan Mon Jun 06, 2011 4:50 am

I dislike being so general, but I noticed that there are a few Druidic spells with instant durations that are appearing under the Extended spell list. One of them was an Earthen Fist, and another was a Wave, but there may be others, too. FYI.
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Post by daveyeisley Mon Jun 06, 2011 4:28 pm

updated later in thread


Last edited by daveyeisley on Sun Jun 26, 2011 6:47 am; edited 1 time in total
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Post by The Amethyst Dragon Tue Jun 07, 2011 4:00 am

17. Blade of the Life Eater is not extendable.
Fixed for next hak file update.

38. Protection from Evil should have a minimum duration of 1 game hour, however when cast from an item (such as a scroll) at caster level 1 it seems to last slightly less than 1 turn.
Checked this one out and the script is showing 1 hour per caster level (whether cast as memorized or via item). I'll have to do an in-game test with one of my spellcasters.

47. Some druidic spells with instantaneous durations are allowing use of the extend spell feat.
Fixed for next hak file update.
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Post by Sophiastra Tue Jun 07, 2011 10:03 am

I have noticed an issue with the spell Combust. According to the spell description, "The initial eruption of flame causes 2d6 fire damage +1 point per caster level (maximum +10) with no saving throw. Further, the creature must make a Reflex save or catch fire taking a further 1d6 points of damage. This will continue until the Reflex save is made."

It seems that the Reflex save DC for the continuing damage is set to 1. Please see below.

Updated - Consolidated List of Magic Issues - Page 4 Combus11
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Post by daveyeisley Tue Jun 07, 2011 11:19 am

The combust thing is a known issue from the default script, and if I recall correctly, there is a technical problem with resolving it Sad
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Post by Sophiastra Tue Jun 07, 2011 11:28 am

Humbug! Mad
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Post by A_Vagabond Tue Jun 07, 2011 1:14 pm

daveyeisley wrote:The combust thing is a known issue from the default script, and if I recall correctly, there is a technical problem with resolving it Sad

It's not insurmountable, especially on a spell like this. The Amethyst Dragon needs to record the caster level/calculated DC into a local on the target creature. Then, when the loop for the next round's damage is called, the script can check the variable for the DC and make the roll correctly, rather than relying on the built-in scripts to do so (which are notoriously bad at retaining that information round-to-round).

The same issue can affect any damage-over-duration spell, including AOE and others. The universal solution is record the proper information on variables and re-read the initial values at each iteration.
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Post by daveyeisley Sun Aug 07, 2011 9:47 am

updated later in thread


Last edited by daveyeisley on Tue Aug 09, 2011 5:21 pm; edited 1 time in total
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Post by The Amethyst Dragon Sun Aug 07, 2011 11:13 am

48. Meteor Swarm is not properly maximizing damage when cast with a Staff of Fulfillment equipped.
49. Horrid Wilting is not properly maximizing damage when cast with a Staff of Fulfillment equipped.
51. Telemus Arcanum IX, and I believe all other versions, are not properly maximizing damage when cast with a Staff of Fulfillment equipped.
Not a bug. The maximizing staff will not work on spells level 7-9 (since you can't "add 3 levels" to those spells). The highest level spells pretty much only benefit from the spell school ones (that add to the save DC) and the energy substitution ones (that change the damage type).

50. Missiles Storm and Greater Missile Storm both are not properly maximizing damage when cast with a Staff of Fulfillment equipped.
These haven't been changed over to the new system yet.

39. Path of Fog is having an issue when 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.
This one should be fixed now.

36. Phoenix's Shocking Blast seems to have the "lightning bolts" back, most of the time, but not all. The
"impact" VFX shows 100% of the time, but the bolts from the centerpoint of the effect to each target sometimes don't display at all.
This one is, unfortunately, a glitch with the game engine not rendering all of the bolts. For the next module update, I've extended the duration of the bolt VFXs from 1 second to 1.7 seconds, so we'll see if that makes any difference.

37. Otiluke's Freezing Sphere (Globe Version) casts and sends out a projectile VFX, then does nothing.
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.
I've adjusted the cast times in the spells.2da file on these spells, making them cast a little quicker. However, since they are projectile type spells, they don't take effect until the projectile (the flying hammer and boomerang, respectively) hits. I made bone throw go in a straight line, but grabthar's hammer is thrown in an arc, so it won't go any faster.

23. Jade Moon seems to fire the cool graphic but does no damage to targets.
Looks like there was a missing caster position calculation in the script. Should be fixed for next module update.

21. Shelgarn's persistent Blade The "creature" summoned is a construct by racial type, but has no immunities.
Fixed for next module update.
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Post by daveyeisley Sun Aug 07, 2011 11:49 am

48. Meteor Swarm is not properly maximizing damage when cast with a Staff of Fulfillment equipped.
49. Horrid Wilting is not properly maximizing damage when cast with a Staff of Fulfillment equipped.
51. Telemus Arcanum IX, and I believe all other versions, are not properly maximizing damage when cast with a Staff of Fulfillment equipped.
Not a bug. The maximizing staff will not work on spells level 7-9 (since you can't "add 3 levels" to those spells). The highest level spells pretty much only benefit from the spell school ones (that add to the save DC) and the energy substitution ones (that change the damage type).

So you changed it, then? That sucks. Maximizing the highest spell levels was about the only way to get decent spell damage against epic level enemies. Even with 20 some-odd 9th level spells, crideas can go through all of them in a couple encounters in the dark realm. Casters that have only 6 or 7 9th level slots just cant output enough damage per spell against enemies with epic hitpoint totals.

Even with maxxed 8 epic casts per day, the highest damage output being an area destroy spell, epic casters will have to burn all their epic spells for damage.. meaning no defensive epic spells, and still not being able to rest to regain epic spells in the dark realm... slumber potions or no.

Lowering creature's hitpoints isnt a workable solution.... but allowing the staff to maximize higher level spell's damage is. Wasn't a problem that needed fixing, imo.... and fixing it makes makes epic casters suffer.
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Post by Elhanan Sun Aug 07, 2011 1:52 pm

Perhaps a way to allow for both is for Epic spell creation to allow create a Nth lvl spell slot for such issues. I have not used the Epic spells yet, but based on usage, one could require Epic Spell Enhance 1-3 to Max a 9th lvl spell.

This would also promote Epic spell research; perhaps Reincarnate and Ascend features too, based on any needed prereqs.
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Post by daveyeisley Sun Aug 07, 2011 2:12 pm

My main problem is that the staff never allowed the spells to do more damage than they were intended to be able to inflict.... it just promised the caster the best result for burning that spell slot... and even so, it took multiple casts to drop an enemy. Without that maximization, the resource drain is too much.
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Post by MannyJabrielle Sun Aug 07, 2011 9:06 pm

Epic spell slots are already rather restrictive (8 casts MAX for a pure level caster).

I'd have to agree about the staves and affecting the high level spells. When you're an epic caster fighting an epic baddies with hundreds of HP, low level spells are pretty much last resort plinks, and your "big gun" spells will be worn out VERY quickly.

Being able to chuck out a maximized horrids can help a LOT, but it's not going to to be a one-shot deal either.
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Post by daveyeisley Sun Aug 07, 2011 9:15 pm

MannyJabrielle wrote:Epic spell slots are already rather restrictive (8 casts MAX for a pure level caster).

I'd have to agree about the staves and affecting the high level spells. When you're an epic caster fighting an epic baddies with hundreds of HP, low level spells are pretty much last resort plinks, and your "big gun" spells will be worn out VERY quickly.

Being able to chuck out a maximized horrids can help a LOT, but it's not going to to be a one-shot deal either.

Exactly. Without the maximize staff, you need 3 or 4 horrids to get the job done even on weaker demons like soulborne demons... with the maximize staff it is maybe 2 or 3 horrids. Save that extra cast in 3 encounters, and look at that, your slots now last for another full encounter. Now every extra spell slot you can get, from casting stat or gear, counts that much more for an epic caster.

Burning 2 or 3 slots for 8th or 9th level spells is a large expenditure of resources. It should be able to end most non-boss encounters. Without the maximizing staff, it doesnt (unless the only spell you use is wail of the banshee and everything fails the save, yeah right), but with the maximizing staff it can and often does get the job done.
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Post by Elhanan Sun Aug 07, 2011 9:33 pm

MannyJabrielle wrote:Epic spell slots are already rather restrictive (8 casts MAX for a pure level caster).

I'd have to agree about the staves and affecting the high level spells. When you're an epic caster fighting an epic baddies with hundreds of HP, low level spells are pretty much last resort plinks, and your "big gun" spells will be worn out VERY quickly.

Being able to chuck out a maximized horrids can help a LOT, but it's not going to to be a one-shot deal either.

I was not ref real Epic slots, but perhaps an integrated way to cast 7-9th lvl spells much like Auto-Quicken, Auto-Silence, and Auto-Still spells are done; just utilizing the Epic Spell system if that can be accomplished.
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Post by daveyeisley Sun Aug 07, 2011 10:03 pm

I am thinking Elhanan is talking about some sort of "extra" epic magic research, that would effectively set variables on the PC to allow them to use the metamagic staves on the higher level spells.

As long as the cost isnt nearly as high as researching actual epic spells, I wouldnt mind paying something like 5,000 XP and maybe 200,000 gold to be able to remove the spell level cap on a type of metamagic staff.
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Post by daveyeisley Tue Aug 09, 2011 5:25 pm

updated later in thread


Last edited by daveyeisley on Thu Sep 01, 2011 5:35 pm; edited 1 time in total
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Post by Angel of Death Wed Aug 10, 2011 12:49 am

You got #12 and #43 pointing out the same problem (sunburst spell). I think it would be enough to mention it once... Smile
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Post by daveyeisley Wed Aug 10, 2011 8:51 pm

Youre right. Heh... that particular issue however, is a big enough deal that I think I will leave it in there. Sunburst fills a very important niche in the arcane spell list (the only way to blind without a fort save) and I would consider that particular bugfix to be a higher priority than most others... and it should be a simple fix, too.
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Post by daveyeisley Thu Sep 01, 2011 5:36 pm

Seems that the contingency spell is not properly removing its variables set on the PC after the effect fires off. Was messing around with Zeyk the bard and his contingency fired to remove petrification 3 times in a row, and he never had to reactivate it.

Also seems that flame arrow now does one nice lump sum of damage, however the saves or touch attacks for the spell have gone bye-bye... so it auto-hits now.

The missile storm spells could use some re-scripting love to work with the metamagic staves (and while the swarm of missiles VFX is much better now, it could be toned down just a smidge to make the VFX a little faster and less overwhelming - mind you, just a smidge!)

The Bard songs "Freedom's Anthem" and "Travellers Chant" could use some love, as well, since they dont work correctly. And while we are on the topic, all the bard songs that affect party members should also apply to the bard, so they arent wasted feats when solo-ing.

Sunburst is also, sadly, still broken regaring the permanent blindness, and the backwards saving throws.


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Post by The Amethyst Dragon Sun Sep 04, 2011 6:24 pm

43. 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.
Found the errors, finally. There's one spot in the script where I had a 1 instead of a 0. Go figure. Fixed for next module update.

7. Used scroll of Remove Curse on myself when no curses were active on me, no cursed items were found in inventory. Few hours later, used a crystal of smiting I had on me when scroll was used.... and it transformed into a burdenstone.
Added a check in the module's onAquired script that should properly add in the variable remove curse is checking for to older style cursed items.

4. Weird still killing party members. The saving throws seem to be backwards as well... creatures are rolling their saves vs death before the save vs mindspells. Even if they make the save vs mindspells, they're still dying on the fort save vs death (which shouldn't be made if they've made the will save).
Fixing reaction type check (for hostility) and save order. In the case of weird, if the Fortitude save is successful, they should still take some damage, just not an automatically fatal amount (3d6).

9. Mass Haste casts with sound and visual... but upon completion it doesnt apply haste to caster or party members in range.
11. Mind Blank casts with sound and visual... but upon completion it doesnt apply mind blank effect to caster or party members in range.
14. Aid is not granting the target any AB boost.
15. Bless is also not granting the party any AB boost.
32. Invisibility Sphere not granting any invisibility. Only seems to fire off a casting VFX now and then.
These should be fixed with the next module update. I replaced a function that was supposed to limit the effect to party members based on a variable with one that compares factions.
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Post by daveyeisley Mon Sep 05, 2011 11:19 am

43. 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.
Found the errors, finally. There's one spot in the script where I had a 1 instead of a 0. Go figure. Fixed for next module update.

Sunburst is fixdededed!!!!! YAY! cheers
Happy Wizard is happy!!!

7. Used scroll of Remove Curse on myself when no curses were active on me, no cursed items were found in inventory. Few hours later, used a crystal of smiting I had on me when scroll was used.... and it transformed into a burdenstone.
Added a check in the module's onAquired script that should properly add in the variable remove curse is checking for to older style cursed items.

So I used Remove Curse on self, no items were found or destroyed. Then I used two smiting crystals from my bag that I had on me when I cast remove curse. First crystal worked. Second crystal, Burdenstone. It sounds like the fix you applied here is not going to be of help with inactive cursed items that have already been acquired. If there is no "cursed variable" on cursed items that were acquired before the change to remove curse, then perhaps the spell script could check for the specific item tags of the older items that could be cursed (before cursed item status was changed to be random)? the cursed smiting crystals and boots of striding and springing come to mind.... the helm of teleport, maganor's shield.... etc.

4. Weird still killing party members. The saving throws seem to be backwards as well... creatures are rolling their saves vs death before the save vs mindspells. Even if they make the save vs mindspells, they're still dying on the fort save vs death (which shouldn't be made if they've made the will save).
Fixing reaction type check (for hostility) and save order. In the case of weird, if the Fortitude save is successful, they should still take some damage, just not an automatically fatal amount (3d6).

Used Weird with myself, my familliar, two summoned elder air elementals, and my stone horse in the area. No saving throw feedback appeared. My familliar and the two elder elementals died (arent the elementals supposed to be immune?), and myself and the horse were immune to death magic (which is correct). My best recommendation for this spell is to compare it to the script for Wail of the Banshee. Wail is mechanically similar, and is currently working properly as it regards what targets are affected.

9. Mass Haste casts with sound and visual... but upon completion it doesnt apply haste to caster or party members in range.
11. Mind Blank casts with sound and visual... but upon completion it doesnt apply mind blank effect to caster or party members in range.
14. Aid is not granting the target any AB boost.
15. Bless is also not granting the party any AB boost.
32. Invisibility Sphere not granting any invisibility. Only seems to fire off a casting VFX now and then.
These should be fixed with the next module update. I replaced a function that was supposed to limit the effect to party members based on a variable with one that compares factions.

Mass Haste, Protection from Spells, Mind Blank, and Invisibility Sphere are all showing no change in behavior. Didn't test bless and aid, but I think it is reasonable to assume the same.
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Post by daveyeisley Wed Sep 07, 2011 6:50 pm

Updated-Consolidated list of Magic issues:

1. Elemental Weapon spells (flame, shock, frost, acid) are not working when targeted directly on certain equipped weapons (Mage Staves, Familiar Dagger, Blazing Staff, Impaler?). Shock Weapon giving weapons a flame visual instead of a electricity visual.
2. Pre-researched Hellball epic spell seed is not working. Caster announces the spell name, and makes a spellcraft check, but no spell effect occurs on a successful check.
3. Transport: Portal Alignment (Dark Realm) epic spell seed does not seem to be working either. Cast it on the ground, cast it on self, cast it on a wanderer's portal control panel, cast it on ground inside wanderer's portal... spellcraft check happens, but no discernible effect.
4. Weird still killing party members. The saving throws seem to be backwards as well... creatures are rolling their saves vs death before the save vs mindspells. Even if they make the save vs mindspells, they're still dying on the fort save vs death (which shouldn't be made if they've made the will save). Fort save should be a sub-ifsavefailed-loop of the Will save loop. Perhaps compare the Weird scripting to the Wail of the Banshee script for determining how to make it affect the correct targets?
5. Bigby's Crushing Hand now no longer inflicts any damage.
6. Barrier of Force is not starting conversation to dispel when clicked on by the caster. Perhaps a VC command like ;;tool dispel forcbarr combined with the select tool would be better?
7. Used scroll of Remove Curse on myself when no curses were active on me, no cursed items were found in inventory. Few hours later, used a crystal of smiting I had on me when scroll was used.... and it transformed into a burdenstone. Perhaps put a check into the script for the old non-random cursed item tags, so they, too can be removed properly?
8. Epic Magic usage does not replenish over time as per the feat description. Since renewals wont restore it, this is very needed for areas that don't allow resting; Last daily usage gives error message and nothing happens; Some spells/seeds not working as advertised or having issues. More info can be found in this summary or the Top of the thread.
9. Mass Haste casts with sound and visual... but upon completion it doesnt apply haste to caster or party members in range.
10. Protection from Spells casts with sound and visual... but upon completion it doesnt apply the save bonus to caster or party members in range.
11. Mind Blank casts with sound and visual... but upon completion it doesnt apply mind blank effect to caster or party members in range.
12. Contingency is not properly removing its variables set on the PC after the effect fires off. Was messing around with Zeyk the bard and his contingency fired to remove petrification 3 times in a row, and he never had to reactivate it.
14. Aid is not granting the target any AB boost.
15. Bless is also not granting the party any AB boost.
16. Color spray is sometimes affecting the caster, when caster is not affected, targets roll saves but nothing else happens regardless of success/failure.
17. Blade of the Life Eater is not extendable.
18. Disarming Wave is sometimes affecting the caster, seems like a bug common to cone AoE spells... also enemies re-equip less than a minute later. Perhaps make spell function differently against PCs and NPCs?
19. Some druidic spells with instantaneous durations are allowing use of the extend spell feat, such as Jade Moon.More detailed info.
20. Confusion DC calculation is way off. More detailed info.
21. Finger of Death DC calculation is way off. More detailed info.
22. Greater Planar Binding and Lesser Planar Binding The VFX fires off... and nothing is summoned.
23. 7th through 9th level spells are not properly maximizing damage when cast with a Staff of Fulfillment equipped. This should either be fixed, or perhaps have an epic research solution.
24. The new Magic Missile has too long of a delay between completion of the cast and dealing damage, seems like at extreme long range its decent, but anything close and all the projectiles hit, then you have to wait a second or two for the damage.
25. Bigby's Grasping Hand is not affecting trolls.
26. Black Blade of Disaster has various issues with Ab bonus not applying, concentration checks, not killing trolls on failed save, etc. More info here and here.
27. Mobile AOE and Durational AOE spells not firing every round as intended. Possible local variable heartbeat script for applying individual effects each round? More detailed info.
28. Granted Spell: Ragnor V is not doing anything. No effect and no feedback. Fix was attempted, but is not working. More Detailed info.
29. Burn the Souls is now having a different set of issues and odd behavior. More detailed info here and here
30. Tornado creature follows and damages the caster.
31. Stampede doing nothing now. No effect, no VFX.
32. Invisibility Sphere not granting any invisibility. Only seems to fire off a casting VFX now and then.
33. Fear DC calculation is way off. More detailed info.
34. Shadow Conjuration version of Magic Missile is not putting any delay between the projectiles, no matter what the caster does. Standing still, casting just that single spell, and doing nothing else afterwards, all the projectiles are stacked ontop of one another.
35. Melf's Acid Arrow seems to sometimes be having its duration cut short. 40th level caster, it should last for 13 rounds, but on multiple casts from the 2nd level and from the 5th level Shadow Conjuration version, it stopped doing damage between round 4 to round 7. Also no projectile is visible in either version.
36. Haste is no longer properly interacting with Slow effects. More detailed info here.
37. Silvania's Golen Aura needs a description update and behaves inconsistently. More info here.
38. Protection from Evil should have a minimum duration of 1 game hour, however when cast from an item (such as a scroll) at caster level 1 it seems to last slightly less than 1 turn.
39. Overpowering shout (at least when cast by bards) isn't doing anything. no save, no damage, ect.
40. The circle of healing spells descriptions need updating. They are all saying "heals up to x hitpoints".
41. Shapechange and Polymorph Self have a couple issues. More info here.
42. Spell Trigger is not properly storing spells cast into it. When 3 Cleave healths are cast in, and then the wand is used to trigger the effects on an enemy, the enemy is hit by only ONE cleave, and then appears to begin taking periodic acid damage as if hit by a Melf's Acid Arrow.
43. Flame Arrow now does one nice lump sum of damage, however the saves or touch attacks for the spell have gone bye-bye... so it auto-hits now.
44. The Bard songs "Freedom's Anthem" and "Travellers Chant" could use some love, as well, since they dont work correctly. And while we are on the topic, all the bard songs that affect party members should also apply to the bard, so they arent wasted feats when solo-ing.
45. The missile storm spells could use some re-scripting love to work with the metamagic staves (and while the swarm of missiles VFX is much better now, it could be toned down just a smidge to make the VFX a little faster and less overwhelming - mind you, just a smidge!)
46. Time Stop cannot be scribed. Even with 12 castings memorized, I get the error "spell not available". I used ;;enchant scroll Time Stop.
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Post by uriel1996 Sat Sep 24, 2011 11:41 pm

Glyph of Warding (Cleric, 3) gives the messages of casting with the VFX, and I get a response of switching between the various glyph damage options: but it doesn't go boom and actually get triggered and fire-off when any enemies cross it. I Only tried the holy damage one.
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Post by Angel of Death Sat Oct 01, 2011 6:25 pm

Okay, so just experienced what I think is a bug with the Wierd spell; passed a save vs fear but still died (and here's the odd part; I never did get a save vs death to begin with o.O)...

Took a screenshot for easier understanding. Smile

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Post by MannyJabrielle Sun Oct 02, 2011 6:15 pm

uriel1996 wrote:Glyph of Warding (Cleric, 3) gives the messages of casting with the VFX, and I get a response of switching between the various glyph damage options: but it doesn't go boom and actually get triggered and fire-off when any enemies cross it. I Only tried the holy damage one.

Been a long while since i logged in, but I *think* that the holy glyph only hurts undead and demons.
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Post by Angel of Death Mon Oct 10, 2011 10:10 am

Just noticed something while I was slaying some liches in the Desert Ruins, their Moderkainen's Sword spells didn't summon any swords at all. . .instead they summoned a naked dwarf. Razz

Something's gone terrible wrong with the spell (that or the liches have found out a new way of terrorizing intruders >.>). Twisted Evil
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Post by Angel of Death Wed Oct 19, 2011 10:59 am

A few things which I made a note of the past few days...


6. Barrier of Force is not starting conversation to dispel when clicked on by the caster. Perhaps a VC command like ;;tool dispel forcbarr combined with the select tool would be better?
In the description of the Barrier of Force it stats that CL 14+ the barrier doubles it's length. My Wizard(15)/AA(10)'s Barrier of Force however seem exactly the same length before she reached the 14th level in Wizard as it is now. Suspect

Another thing I noticed is that the Mass Blindness/Deafness feat does not give a Will Save for hostile targets, it merely give a vfx when cast now, nothing else appears to happen.

Tough love for those of us which are Specialists in the Illusion School. :/
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Post by The Amethyst Dragon Wed Oct 19, 2011 12:48 pm

Angel of Death wrote:A few things which I made a note of the past few days...

In the description of the Barrier of Force it stats that CL 14 the barrier doubles it's length. My Wizard(15)/AA(10)'s Barrier of Force however seem exactly the same length before she reached the 14th level in Wizard as it is now. Suspect

Another thing I noticed is that the Mass Blindness/Deafness feat does not give a Will Save for hostile targets, it merely give a vfx when cast now, nothing else appears to happen.

Tough love for those of us which are Specialists in the Illusion School. :/

barrier of force: Making an alteration for calling up the conversation for the next reset (seems I forgot to have the spell script add one simple variable to the walls when they are created, which was preventing the conversation from starting). Checked the code, and it's definitely set to bring the longer barrier at caster levels higher than 13th. I'll test it in-game in a few minutes.

mass blindness/deafness: This spell has always been a fortitude save, as with the single-target blindness. Both were in the wrong school (it should have been transmutation to match up with the 3rd Edition PHB), but I'm going to make them both illusions (with will saves) since they are not permanent alterations of the targets' eyes in NWN and there just aren't that many illusion spells in the game. I'm also adding a visual effect to go with the blindness/deafness effects.
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Post by Angel of Death Wed Oct 19, 2011 1:38 pm

Oops, my mistake...could have sworn it was a will save and not a fort save for that particular spell when I typed up the post. Embarassed

The change sounds great though, as you said, there isn't many illusion spells in the spellbook in the higher tier spells (from what I have seen so far most aenean specific lies in the low level end), even with the Aenea-specific spells. Smile
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Post by The Amethyst Dragon Wed Oct 19, 2011 2:24 pm

16. Color spray is sometimes affecting the caster, when caster is not affected, targets roll saves but nothing else happens regardless of success/failure.
18. Disarming Wave is sometimes affecting the caster, seems like a bug common to cone AoE spells... also enemies re-equip less than a minute later. Perhaps make spell function differently against PCs and NPCs?
These two should be fixed. The script (used for all "cone/fan" shaped spells) includes a check to bypass the caster as a valid target.

As far as enemies being able to re-equip weapons after getting hit with disarming wave, that's definitely possible. It should be functioning the same for PCs and NPCs (weapon gets unequipped to inventory, where it can be equipped again if desired).

Mass Haste, Protection from Spells, Mind Blank, and Invisibility Sphere are all showing no change in behavior. Didn't test bless and aid, but I think it is reasonable to assume the same.
Modifying code that determines if target(s) is part of caster's party for next module update.

30. Tornado creature follows and damages the caster.
Fixed for next module update. Will still follow the caster if not "attacking" something, but will no longer damage him/her.
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Post by Angel of Death Wed Oct 19, 2011 2:56 pm

barrier of force: Making an alteration for calling up the conversation for the next reset (seems I forgot to have the spell script add one simple variable to the walls when they are created, which was preventing the conversation from starting). Checked the code, and it's definitely set to bring the longer barrier at caster levels higher than 13th. I'll test it in-game in a few minutes.

Well, could be I am mistaken then. . .if the correct length of the wall is 11 vertical-shaped beams long with CL 14+, then it just appears like a small wall to me. Smile

I can definitely confirm the Color Spray is working correctly, I use it a lot with my Illusionist. I assume the other cone-shaped spells work correct too (I rarely, if ever use the Disarming Wave spell after all so I cannot be 100% sure). Smile
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Post by Angel of Death Wed Oct 26, 2011 1:52 am

6. Barrier of Force is not starting conversation to dispel when clicked on by the caster. Perhaps a VC command like ;;tool dispel forcbarr combined with the select tool would be better?

Barrier of Force is working as intended again and can be removed from the list.. Smile

22. Greater Planar Binding and Lesser Planar Binding The VFX fires off... and nothing is summoned.

Just tested these two in-game, and it worked perfectly. At least the summons for those of Good & Evil Alignment is called on by the spells -- I wouldn't know about the Neutral Alignment however. . .but assume it also work, someone else confirm?

17. Blade of the Life Eater is not extendable.
I see the spell as extendable in my spellbook, and I can cast it perfectly fine as well. Smile
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Post by Angel of Death Wed Oct 26, 2011 8:39 pm

daveyeisley wrote:
4. Weird still killing party members anyone without Death Immunity, within the targetted area of the Wierd spell is killed - even the caster . The saving throws seem to be backwards as well... creatures are rolling their saves vs death before the save vs mindspells. Even if they make the save vs mindspells, they're still dying on the fort save vs death (which shouldn't be made if they've made the will save). Fort save should be a sub-ifsavefailed-loop of the Will save loop. Perhaps compare the Weird scripting to the Wail of the Banshee script for determining how to make it affect the correct targets?
Made a slight correction of the bug of this spell based upon my own observation. Smile It's one thing that it kill party members, but far worse is it when it slays the caster of the spell itself. . . Sad
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Post by Angel of Death Tue Nov 01, 2011 1:44 am

The spell Quillin's Arrow of Silence is messed up; in the spell description the range is listed as being personal, BUT you can only cast the spell when you target other creatures. Neutral
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Post by MannyJabrielle Mon Nov 21, 2011 10:08 pm

There is something else going wonky with the missile storm spells. For greater missile storm, Aurora is consistently doing 38-43 damages... which is about average for what she should be getting (20d4 damages). However... those numbers *never* vary. Over the last two days, probably close to 100 casts of that particular spell, and not ONE did over 43 damage or less than 38.
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Post by The Amethyst Dragon Wed Jan 11, 2012 5:20 pm

Updated - Consolidated List of Magic Issues - Page 4 4244253360 9. Mass Haste casts with sound and visual... but upon completion it doesnt apply haste to caster or party members in range.
Updated - Consolidated List of Magic Issues - Page 4 4244253360 10. Protection from Spells casts with sound and visual... but upon completion it doesnt apply the save bonus to caster or party members in range.
Updated - Consolidated List of Magic Issues - Page 4 4244253360 11. Mind Blank casts with sound and visual... but upon completion it doesnt apply mind blank effect to caster or party members in range.
Updated - Consolidated List of Magic Issues - Page 4 4244253360 14. Aid is not granting the target any AB boost.
Updated - Consolidated List of Magic Issues - Page 4 4244253360 15. Bless is also not granting the party any AB boost.
Updated - Consolidated List of Magic Issues - Page 4 4244253360 32. Invisibility Sphere not granting any invisibility. Only seems to fire off a casting VFX now and then.


Updated - Consolidated List of Magic Issues - Page 4 679425 24. The new Magic Missile has too long of a delay between completion of the cast and dealing damage, seems like at extreme long range its decent, but anything close and all the projectiles hit, then you have to wait a second or two for the damage.
-This one will not be fixed. There just doesn't seem to be a happy medium between timing for close-up and timing for more distant targets. I've also seen differences in the timing of the damage and visuals between casts at the same distance, depending on what else is going on in the area at the time. Probably a server load + client lag issue.
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Post by The Amethyst Dragon Wed Jan 11, 2012 5:32 pm

Updated-Consolidated list of Magic issues:

1. Elemental Weapon spells (flame, shock, frost, acid) are not working when targeted directly on certain equipped weapons (Mage Staves, Familiar Dagger, Blazing Staff, Impaler?).
2. Pre-researched Hellball epic spell seed is not working. Caster announces the spell name, and makes a spellcraft check, but no spell effect occurs on a successful check.
3. Transport: Portal Alignment (Dark Realm) epic spell seed does not seem to be working either. Cast it on the ground, cast it on self, cast it on a wanderer's portal control panel, cast it on ground inside wanderer's portal... spellcraft check happens, but no discernible effect.
4. Weird still killing party members. The saving throws seem to be backwards as well... creatures are rolling their saves vs death before the save vs mindspells. Even if they make the save vs mindspells, they're still dying on the fort save vs death (which shouldn't be made if they've made the will save). Fort save should be a sub-ifsavefailed-loop of the Will save loop. Perhaps compare the Weird scripting to the Wail of the Banshee script for determining how to make it affect the correct targets?
5. Bigby's Crushing Hand now no longer inflicts any damage.
6. Used scroll of Remove Curse on myself when no curses were active on me, no cursed items were found in inventory. Few hours later, used a crystal of smiting I had on me when scroll was used.... and it transformed into a burdenstone. Perhaps put a check into the script for the old non-random cursed item tags, so they, too can be removed properly?
7. Epic Magic usage does not replenish over time as per the feat description. Since renewals wont restore it, this is very needed for areas that don't allow resting; Last daily usage gives error message and nothing happens; Some spells/seeds not working as advertised or having issues. More info can be found in this summary or the Top of the thread.
8. Contingency is not properly removing its variables set on the PC after the effect fires off. Was messing around with Zeyk the bard and his contingency fired to remove petrification 3 times in a row, and he never had to reactivate it.
9. Aid is not granting the target any AB boost.
10. Bless is also not granting the party any AB boost.
11. Some druidic spells with instantaneous durations are allowing use of the extend spell feat, such as Jade Moon.More detailed info.
12. Confusion DC calculation is way off. More detailed info.
13. Finger of Death DC calculation is way off. More detailed info.
14. 7th through 9th level spells are not properly maximizing damage when cast with a Staff of Fulfillment equipped. This should either be fixed, or perhaps have an epic research solution.
15. Bigby's Grasping Hand is not affecting trolls.
16. Black Blade of Disaster has various issues with Ab bonus not applying, concentration checks, not killing trolls on failed save, etc. More info here and here.
17. Mobile AOE and Durational AOE spells not firing every round as intended. Possible local variable heartbeat script for applying individual effects each round? More detailed info.
18. Granted Spell: Ragnor V is not doing anything. No effect and no feedback. Fix was attempted, but is not working. More Detailed info.
19. Burn the Souls is now having a different set of issues and odd behavior. More detailed info here and here
20. Stampede doing nothing now. No effect, no VFX.
21. Fear DC calculation is way off. More detailed info.
22. Shadow Conjuration version of Magic Missile is not putting any delay between the projectiles, no matter what the caster does. Standing still, casting just that single spell, and doing nothing else afterwards, all the projectiles are stacked ontop of one another.
23. Melf's Acid Arrow seems to sometimes be having its duration cut short. 40th level caster, it should last for 13 rounds, but on multiple casts from the 2nd level and from the 5th level Shadow Conjuration version, it stopped doing damage between round 4 to round 7. Also no projectile is visible in either version.
24. Haste is no longer properly interacting with Slow effects. More detailed info here.
25. Silvania's Golden Aura needs a description update and behaves inconsistently. More info here.
26. Protection from Evil should have a minimum duration of 1 game hour, however when cast from an item (such as a scroll) at caster level 1 it seems to last slightly less than 1 turn.
27. Overpowering shout (at least when cast by bards) isn't doing anything. no save, no damage, ect.
28. The circle of healing spells descriptions need updating. They are all saying "heals up to x hitpoints".
29. Shapechange and Polymorph Self have a couple issues. More info here.
30. Spell Trigger is not properly storing spells cast into it. When 3 Cleave healths are cast in, and then the wand is used to trigger the effects on an enemy, the enemy is hit by only ONE cleave, and then appears to begin taking periodic acid damage as if hit by a Melf's Acid Arrow.
31. Flame Arrow now does one nice lump sum of damage, however the saves or touch attacks for the spell have gone bye-bye... so it auto-hits now.
32. The Bard songs "Freedom's Anthem" and "Travellers Chant" could use some love, as well, since they dont work correctly. And while we are on the topic, all the bard songs that affect party members should also apply to the bard, so they arent wasted feats when solo-ing.
33. The missile storm spells could use some re-scripting love to work with the metamagic staves (and while the swarm of missiles VFX is much better now, it could be toned down just a smidge to make the VFX a little faster and less overwhelming - mind you, just a smidge!)
34. Time Stop cannot be scribed. Even with 12 castings memorized, I get the error "spell not available". I used ;;enchant scroll Time Stop.
35. Quillin's Arrow of Silence is messed up; in the spell description the range is listed as being personal, BUT you can only cast the spell when you target other creatures.
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Post by daveyeisley Tue May 22, 2012 1:16 pm

Black Blade of Disaster doesn't summon anything now.
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Post by daveyeisley Fri May 25, 2012 4:16 pm

Updated-Consolidated list of Magic issues:

1. Elemental Weapon spells (flame, shock, frost, acid) are not working when targeted directly on certain equipped weapons (Mage Staves, Familiar Dagger, Blazing Staff, Impaler?).
2. Pre-researched Hellball epic spell seed is not working. Caster announces the spell name, and makes a spellcraft check, but no spell effect occurs on a successful check.
3. Transport: Portal Alignment (Dark Realm) epic spell seed does not seem to be working either. Cast it on the ground, cast it on self, cast it on a wanderer's portal control panel, cast it on ground inside wanderer's portal... spellcraft check happens, but no discernible effect.
4. Weird still killing party members. The saving throws seem to be backwards as well... creatures are rolling their saves vs death before the save vs mindspells. Even if they make the save vs mindspells, they're still dying on the fort save vs death (which shouldn't be made if they've made the will save). Fort save should be a sub-ifsavefailed-loop of the Will save loop. Perhaps compare the Weird scripting to the Wail of the Banshee script for determining how to make it affect the correct targets?
5. Bigby's Crushing Hand now no longer inflicts any damage.
6. Used scroll of Remove Curse on myself when no curses were active on me, no cursed items were found in inventory. Few hours later, used a crystal of smiting I had on me when scroll was used.... and it transformed into a burdenstone. Perhaps put a check into the script for the old non-random cursed item tags, so they, too can be removed properly?
7. Epic Magic usage does not replenish over time as per the feat description. Since renewals wont restore it, this is very needed for areas that don't allow resting; Last daily usage gives error message and nothing happens; Some spells/seeds not working as advertised or having issues. More info can be found in this summary or the Top of the thread.
8. Contingency is not properly removing its variables set on the PC after the effect fires off. Was messing around with Zeyk the bard and his contingency fired to remove petrification 3 times in a row, and he never had to reactivate it.
9. Aid is not granting the target any AB boost.
10. Bless is also not granting the party any AB boost.
11. Some druidic spells with instantaneous durations are allowing use of the extend spell feat, such as Jade Moon.More detailed info.
12. Confusion DC calculation is way off. More detailed info.
13. Finger of Death DC calculation is way off. More detailed info.
14. 7th through 9th level spells are not properly maximizing damage when cast with a Staff of Fulfillment equipped. This should either be fixed, or perhaps have an epic research solution.
15. Bigby's Grasping Hand is not affecting trolls.
16. Black Blade of Disaster has various issues with Ab bonus not applying, concentration checks, not killing trolls on failed save, etc. More info here and here.
17. Mobile AOE and Durational AOE spells not firing every round as intended. Possible local variable heartbeat script for applying individual effects each round? More detailed info.
18. Granted Spell: Ragnor V is not doing anything. No effect and no feedback. Fix was attempted, but is not working. More Detailed info.
19. Burn the Souls is now having a different set of issues and odd behavior. More detailed info here and here
20. Stampede doing nothing now. No effect, no VFX.
21. Fear DC calculation is way off. More detailed info.
22. Shadow Conjuration version of Magic Missile is not putting any delay between the projectiles, no matter what the caster does. Standing still, casting just that single spell, and doing nothing else afterwards, all the projectiles are stacked ontop of one another.
23. Melf's Acid Arrow seems to sometimes be having its duration cut short. 40th level caster, it should last for 13 rounds, but on multiple casts from the 2nd level and from the 5th level Shadow Conjuration version, it stopped doing damage between round 4 to round 7. Also no projectile is visible in either version.
24. Haste is no longer properly interacting with Slow effects. More detailed info here.
25. Silvania's Golden Aura needs a description update and behaves inconsistently. More info here.
26. Protection from Evil should have a minimum duration of 1 game hour, however when cast from an item (such as a scroll) at caster level 1 it seems to last slightly less than 1 turn.
27. Overpowering shout (at least when cast by bards) isn't doing anything. no save, no damage, ect.
28. The circle of healing spells descriptions need updating. They are all saying "heals up to x hitpoints".
29. Shapechange and Polymorph Self have a couple issues. More info here.
30. Spell Trigger is not properly storing spells cast into it. When 3 Cleave healths are cast in, and then the wand is used to trigger the effects on an enemy, the enemy is hit by only ONE cleave, and then appears to begin taking periodic acid damage as if hit by a Melf's Acid Arrow.
31. Flame Arrow now does one nice lump sum of damage, however the saves or touch attacks for the spell have gone bye-bye... so it auto-hits now.
32. The Bard songs "Freedom's Anthem" and "Travellers Chant" could use some love, as well, since they dont work correctly. And while we are on the topic, all the bard songs that affect party members should also apply to the bard, so they arent wasted feats when solo-ing.
33. The missile storm spells could use some re-scripting love to work with the metamagic staves (and while the swarm of missiles VFX is much better now, it could be toned down just a smidge to make the VFX a little faster and less overwhelming - mind you, just a smidge!)
34. Time Stop cannot be scribed. Even with 12 castings memorized, I get the error "spell not available". I used ;;enchant scroll Time Stop.
35. Quillin's Arrow of Silence is messed up; in the spell description the range is listed as being personal, BUT you can only cast the spell when you target other creatures.
36. Black Blade of Disaster not currently summoning properly. More info here.
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Post by Ramana Jala Thu May 31, 2012 7:54 pm

Issues with summons:

As soon as I learned the spell Shades, I quickslotted it. The quickslotted mulit-spell appeared to only be the Summon Shadow one, but that wasn't a problem to me, as that's what I wanted. But when I clicked on it and cast it, nothing, the counter decreased but no spell. (I haven't tried Shadow Conjuration or Greater SC, I'd been waiting until I got what I thought would be the most powerful shadow summon.)

Also, I had also quickslotted Summon Creature 6, and chosen the Dire Tiger. It worked very well, except for when it came time to unsummon the creature. It had no Unsummon function. It did have a Remove From Party, which left an uncontrolled Dire Tiger in Sal's shoppe for a while -- fortunately it wasn't hostile!

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Post by evilkittenofdoom Thu May 31, 2012 8:43 pm

If you want the other spells quickslotted, you have to go through the radial menu - just for reference.

As far as I understand it, the "Remove from party" option rather than unsummon is a byproduct of the ability to have 20 active summons.
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Post by RustyDios Fri Jun 01, 2012 2:07 am

Yeah IIRC summoned creatures are NOT added to the party as summons anymore but are added as henchmen of the summoner. This was to aid in CR calculations as well as summoned creatures not doing as they was told...

They should still UNsummon after the correct amount of time however...
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Post by Ramana Jala Fri Jun 01, 2012 8:34 am

Yes, the tiger disappeared after a while. So I guess the Summon Creature 6 is working as intended here, as a henchman.

I'll have to experiment more with the Shades Summon Shadow to see if other ways to cast it work --maybe I quickslotted it wrong. I'll try casting it directly, or use the radial menu to more properly quickslot it. And I'll try the Shadow Conjurations, also, to see if those Summon Shadow spells work.

So I'll get back to you about whether Summon Shadow works.
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A being created by shadow and water, a wizard.
Is actually another persona of Ramana.

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and the best real eye-witness to the
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Post by Angel of Death Fri Jun 01, 2012 10:19 am

I just tested the 3 spells myself and Ramana is right, the shadow which you should be able to summon with the aforementioned spells (Shadow Conjuration, Greater Shadow Conjuration, and Shades) does not appear when cast.

It performs every step up to the casting of the spell(s), but does not actually summon anything when the casting is finished...

Upon doing some more testing, I found out that the Invisibility of the Shadow Conjuration spell doesn't do anything either. Tried to cast on myself as well as a NPC and neither of us turns invisible when the spell is cast.

The other parts of the spells seem to function fine though. Smile

My guess is that something went awry when The Amethyst Dragon went through the code for the spell system ...
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Post by evilkittenofdoom Fri Jun 01, 2012 12:39 pm

Out of curiosity, are the DCs for those spells reflected properly as Illusion spells (as the website lists they should be) or are they casting as per their original spell school like the NwN base does?
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Post by Angel of Death Fri Jun 01, 2012 1:07 pm

evilkittenofdoom wrote:Out of curiosity, are the DCs for those spells reflected properly as Illusion spells (as the website lists they should be) or are they casting as per their original spell school like the NwN base does?

Well. When I casted the "shady" variant of the Web spell, it gave a reflex DC of 41 to the goblin horde I aimed at. The same DC which my Phantasmal Killer, at the time, give. So I would think they calculate correctly.

--
I am no mathematical genius or an expert in NWN game mechanics by far, though. So there's always a slim chance I might be wrong. Razz
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Post by evilkittenofdoom Fri Jun 01, 2012 1:52 pm

Seems that it is. I just figured it would be worth checking while you all are looking at the Shades/Shadow Conjuration line of spells.
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