Magic System: Difference between revisions
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* Only works with arcane spells [not divine] and only those that make sense on an arrow. For example, no ''Magic Missile'' because the missile effects still come from the caster rather than the arrow and ''Meteor Swarm'' because it centers on the caster and not the arrow. | * Only works with arcane spells [not divine] and only those that make sense on an arrow. For example, no ''Magic Missile'' because the missile effects still come from the caster rather than the arrow and ''Meteor Swarm'' because it centers on the caster and not the arrow. | ||
* The duration is the number of Arcane Archer levels in rounds. That's stretching the PnP version a bit, which states that the arrow must be fired in the same round that the spell is cast. That's doable if you're quick, but this system went with rounds per level to give some time for planning. A level 10 AA would have a minute to fire their arrow with the spell active. | * The duration is the number of Arcane Archer levels in rounds. That's stretching the PnP version a bit, which states that the arrow must be fired in the same round that the spell is cast. That's doable if you're quick, but this system went with rounds per level to give some time for planning. A level 10 AA would have a minute to fire their arrow with the spell active. | ||
===<u>Version 1.7.3.5 Changes/Bug Fixes:</u>=== | |||
====Spells Fixed and/or Hooked (37)==== | |||
* [[Magic:Bigbys Clenched Fist|Bigby's Clenched Fist]] - Altered so that it will replace an active ''Bigby's Grasping Hand'' on the target. | |||
* [[Magic:Bigbys Crushing Hand|Bigby's Crushing Hand]] - Altered so that it will replace an active ''Bigby's Grasping Hand'' or ''Bigby's Clenched Fist'' on the target. Removed the Fortitude save. Ensured that the grapple check is performed every round ([http://devwiki.avlis.org/index.php?title=NWScript:Copap_magic_inc:SHS_RunHandImpact SHS_RunHandImpact] tweaked). | |||
* [[Magic:Bigbys Grasping Hand|Bigby's Grasping Hand]] - Hooked and incorporated into [http://devwiki.avlis.org/index.php?title=NWScript:Copap_magic_inc:SHS_RunHandImpact SHS_RunHandImpact] so that the grapple check is performed every round. | |||
* [[Magic:Bigbys Interposing Hand|Bigby's Interposing Hand]] - Hooked. | |||
* [[Magic:Bulls Strength|Bull's Strength]] - Fixed so that self-buffing Paladin's get Militant Bonus credit for 1/2 Paladin levels. | |||
* [[Magic:True Seeing|True Seeing]] - Hooked. | |||
='''Changes to Magic Items'''= | ='''Changes to Magic Items'''= |
Revision as of 22:48, 7 January 2007
Introduction
We now have a total of 176 spells hooked. This includes all level 0, 1 and 2 spells. The newest large addition has been selectable summons for the summon creature spells. For more information, check below.
Current Versions on Servers
As of Jan 19, 2006
1.7.3.2: Visimontium, Deglos, Wilderness, Elysia, Le'Or, Mikona, Kuras
1.7.3.1: Ferrell
Other CoPaP Servers
Implemented in Planar fashon Many changes: Outlands
Artificing
Artificing is the art of creating magic items. It is similar to the crafting system and detailed here: Artificing.
Version 1.6.0.3 Changes/Bug Fixes:
- Fixed Bug #1053 - Stored caster level not being used when scribed scrolls are activated.
- Fixed Bug #1054 - Metamagic Feats not being used when scribed scrolls are activated.
- Fixed Bug #1060 - Scribe Scroll - Sorcerers and Wizards need 13 Levels to Scribe instead of 7.
- Fixed Bug #1063 - Metamagic feats not affecting cost or reward of scroll creation.
- Fixed Bug #1065 - Scribe Scroll does not report artificing xp gained - only total xp.
- Fixed Bug #1068 - Some scribed scrolls come out unidentified.
- Fixed Bug #1072 - Scribe Scroll not costing additional xp for a higher caster level.
- Fixed Bug #1073 - Scribe Scroll DC should be variable, based on total scroll power.
- Fixed Bug #1074 - Artificing needs an Improbable DC.
- Added colors and spell level to player output.
- Made some changes to decrease lag.
Version 1.6.0.4 Changes/Bug Fixes:
- Fixed Bug #1086 - Druids/Clerics not receiving wisdom bonus for Artificing
Version 1.7.2.0 Changes/Bug Fixes:
- Improved artificing feedback
- Added scribing animation
- Base scroll creation time changed to 1 turn
- Scribing can fail due to bad weather
Version 1.7.2.2 Changes/Bug Fixes:
- Added scribing restrictions
Version 1.7.3.1 Changes/Bug Fixes:
- Fixed Bug #1310 - Scibed Scrolls do not use the scribe's DC
- Fixed Angadar check. Arcane scrolls above 4th level cannot be scribed by non-Angadarians.
Version 1.7.3.3 Changes/Bug Fixes:
- Removed Scribing restrictions
Version 1.7.3.3.5 Changes/Bug Fixes:
- Added the list of CoPaP 1.68 spells.
Version 1.7.3.4 Changes/Bug Fixes:
- Reduced xp costs for scroll scribing by 25%
- Increased artificing xp gains by 20%
- Fixed bug #2092.
Metamagic
Version 1.5 introduces a new implementation of metamagic feats which allows the use of multiple feats with a spell. Due to the limitations of the system, there are a few caveats. First, stacking is only possible through the use of items called metamagic rods. Second, these rods will only work with hooked spells. Spells that have not yet been hooked will gain no benefits from them. You will find Empower, Extend and Maximize rods, in addition to the new feat listed below. Unfortunately, due to engine limitations, Still, Silent and Quicken spell cannot be made into rods at this time.
Version 1.5 also introduces a new Metamagic feat available exclusively through metamagic rods: Energy Substitution. This new feat allows you to alter the energy type of a spell. This opens the doors for many new spells, such as cold bolt, acid ball and sonic weapon just by replacing the energy type. The feat currently has 5 flavors: Acid, cold, electricity, fire and sonic. They do not stack (that's a different feat.) I have attempted, as best I could, to make visual effects for spells match these new damage types. You will note some spells had a larger degreee of success. Suggestions for improvement are always welcome.
The following spells can currently benefit from elemental substitution: chain lightning, darkfire, fireball, flame arrow, lightning bolt, all level 0-2 elemental spells.
Version 1.6 Changes/Bug Fixes:
- Added Augment Summoning rod and implemented it with the summon creature 1-9 spells.
- Bug #980: Can't substitute acid for firebrand
- Bug #983: Flame Arrow not elemental substituting
Augment Summoning [General]
Your summoned creatures are better than normal.
Prerequisites: Spellcaster level 2nd+.
Benefit: Creatures you conjure with any summon spell gain +1 hit points per Hit Die and a +1 competence modifier on attacks and damage rolls.
Energy Substitution [Metamagic]
You can modify a spell that uses one type of energy to use another type of energy.
Prerequisites: Any other metamagic feat, 5 ranks in Knowledge (arcana).
Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with an energy designator to use the chosen type of energy instead.
Special: You can gain this feat multiple times, each time it applies to a different type of energy.
Slots: +0
Use Magic Device
If you attempt to use a scroll, staff or wand with a spell that you cannot cast, you must make a successful Use Magic Device or Spellcraft check. The system will compare ranks in the two skills and use the highest of the two for your character. If you have at least 5 ranks in the lower skill, you will get a +2 synergy bonus for the check.
If you are a divine caster attempting to use an item with an arcane spell or an arcane caster trying to an item with a divine spell, one of the following things will happen: - If you have rogue, bard or assassin levels and ranks in UMD, you will make a UMD check - not a spellcraft check. - The attempt will fail.
DCs:
25 + spell level for UMD scroll checks.
20 + spell level for staff and wand UMD checks.
20 + spell level for all Spellcraft checks.
Open Bugs:
- Bug #901: Assassin not counted for UMD checks in Spellhooking 1.5
Version 1.2 changes:
- Removed rods from the UMD check.
- Removed raise dead scrolls from the UMD check.
- Removed the notice when an innate ability is used successfully.
Version 1.4 Changes:
- Removed the notice when an innate ability is used unsuccessfully.
- Removed protection from alignment scrolls from the UMD check. (Bug #495)
Version 1.7.2.1 changes:
- Clerics using spell scrolls must now have the appropriate domain to cast from scrolls that are domain restricted spells. i.e. a cleric using a barkskin scroll must have the plant domain or it is an automatic failure. This applies only to spellcraft checks.
Version 1.7.2.2 changes:
- Fixed an issue with muticlass chars to see if a scroll can be read from any magic using class.
Spells Granted by Deities
When casting divine spells on Avlis, you must have a valid Avlis deity in your deity field to cast spells above 3rd level.
Notes:
- Currently this is only implemented for clerics. It will be implemented soon for Blackguards, Druids, Paladins and Rangers.
Version 1.2 Changes:
- Spells cast from items do not need to make this check. - Deities with apostraphes in their name no longer cause problems.
Version 1.4 Changes:
- Divine casters unable to reach their diety can now cast spells up to level 3 instead of level 2.
Version 1.5 Changes:
- The deity check was broken due to a typo. This has been fixed.
Version 1.6 Changes/Bug Fixes:
- DMs can now mark a character as out of favor with his deity. An out of favor character cannot cast any spells - arcane or divine. - Fixed debugging output that was not using the DEBUG check.
Version 1.7.3.2 Changes/Bug Fixes:
- Epic spells are considered level 10 spells. Divine casters unable to reach their diety cannot cast epic spells
Andrinor's Trust
As of spellhooking 1.5, mages who do not have Andrinor's Trust can no longer cast spells above 7th level. This change was based on a player-intitiated move by the mage guilds to limit the power of extra-planar mages visiting Avlis. For more information on this, please refer to the following URLs:
IC: High Mage Council's Major Decision Concerning Arcane Magic
OOC: Limiting Non-Trust Mages' spells
Notes:
- This feature is implemented with DB entries. This means that having the Andinor's Trust item in your possession will not allow you to cast spells above 7th level. When this is first implemented, players will have to havce the correct value set by a DM. As the systems rolls out, certain players will be given the ability to grant the DB entry to other players.
- You may notice a discrepancy between the IC announcement and the implementation. Deal with it ICly.
Version 1.6 Changes/Bug Fixes:
- Bug #908: Shapechange is considered a level 0 spell instead of level 9 spell
Version 1.7.3.2 Changes/Bug Fixes:
- Epic spells are considered level 10 spells. Those that are not in the Trust cannot cast epic spells
NOTE: Share Spell is currently turned off as of 1.6.0.2.
Sorcerers and wizards can share spells with their familiars. Druids and Rangers can share spells with their animal companions. To do this, you must have your familiar or animal companion summoned and within five feet of you. Any buff spell you cast on yourself will affect your familiar as well.
Version 1.5 Changes:
- Spells such as [i]flame weapon[/i] should no longer affect familiars.
Version 1.6 Changes/Bug Fixes:
- Implemented a completely new share spell system.
- Share spell now works for druid and ranger animal companions.
- Bug #453: Pale Master Summon summons 2 creatures instead of one when familair is out.
- Bug #531: Share Spell does not take Metamagic feats into account
- Bug #718: Share Spell should not work with shapechange
- Bug #863: shared summon elemental swarm spell.
- Bug #899: Magic 1.5 Shared Spells Have Visual Effects
- Bug #900: Familiars Share Spells Mages Shouldn't Be Able to Cast
- Bug #909: Share Spell is not Using Spellhooking
Version 1.6.0.2 Changes/Bug Fixes:
- Tried to reduce the amount of lag share spell is causing.
Changes to Bioware Spells
Changes to spells can now be found here: [1]. This list will be growing considerably over the next few weeks; however most spells that have been modified have only had visual effects removed.
Open Bugs:
- Bug #428: Arcane spells are requiring Divine caster checks when they shouldn't.
- Bug #479: Custom race casters are having stat issuesafter the end of the [i]polymorph[/i] spell.
- Bug #508: Cloud of Bewilderment affects everyone in the AoE.
- Bug #644: Regeneration effects staying after polymorph canceled.
- Bug #857: Epic mage armor and epic warding need visual effects removed.
- Bug #862: True seeing always gets dispelled by dispel magic.
- Bug #893: Inexplicable undead graft immunity.
- Bug #928: Blur concealment is incorrect.
- Bug #949: Blur doesn't earn XP on the AMM dummy
Bugs I Need More Info On
- Bug #937: ILMS Spell Intermittently Failing to Operate
- Bug #939: Tensers Transformation not working over server transitions.
- Bug #969: All visual effects from spells displayed in Mikona
Version 1.4 Changes:
- Tenser's transformation: Fixed bug #356: Weapons being unequipped even when the caster had the Martial Weapon proficiency Feat.
- Added a new function to take into account palemaster levels for level-dependant effects. This function will only work for hooked spells. (Is not in Tenser's yet.)
- Bug #409: Firebrand offeres no save.
Version 1.4.1 Changes:
- Found and fixed a bug with healing spells not checking SR when damaging undead.
Version 1.4.2 Changes:
- Fixed bug #625 which was causing caster level to have no effect on cure spells.
Version 1.4.3 Changes:
- Hooked entangle, fireball, flame arrow, negative energy burst, negative energy ray and vampiric touch.
- All hooked spells should now take into account palemaster and RDD levels when calculating level-dependant effects.
- Entangle now only works in natural areas, requires casters to make concentration checks, allows the use of the tumble skill to break free, applies attack and damage penalties to creatures who fail a save and reduces movement to half speed to those that do not.
- Flame arrow now enchants a stack of arrows for 1 round/level adding +1 fire damage/level (max +10). It's supposed to also work on companions, but I believe that requires a 2da change to be able to target non-hostiles.
- Fixed Bug #440: Flame arrow should be giving more than 5 arrows above level 20.
- Fixed Bug #509: Neg. Energy Burst not healing undead.
Version 1.5 Changes:
- Hooked: Bless Weapon, Chain Lightning, Circle of Death, Clairaudience & Clairvoyance, Clarity, Darkfire, Darkvision, Destruction, Endure Elements, Energy Buffer, Finger of Death, Flame Weapon, Freedom of Movement, Greater Magic Weapon, Greater Stoneskin, Implosion, Keen Edge, Lesser Mind Blank, Lightning Bolt, Magic Weapon, Mind Blank, Phantasmal Killer, Power Word Kill, Premonition, Prismatic Spray, Protection From Elements, Protection From Evil, Protection From Good, Protection From Spells, Resist Elements, See Invisibility, Slay Living, Spell Resistance, Stoneskin, Wail of the Banshee, Weird, Word of Faith.
- Changed durations and power of Greater Magic Weapon,Flame Weapon and Darkfire. See individual descriptions for details. Added in code to make them work with CEP weapons and gloves.
- Fixed Bug #698: Scythe counted as a martial weapon for Tenser's Transformation.
- Fixed Bug #710: Flame Arrow not counting Palemaster levels.
- Fixed Bug #753: GMW and flame weapon not working on CEP weapons.
- Fixed Bug #784: CEP weapons not being unequipped at the end of Tenser's Transformation.
Version 1.6 Changes/Bug Fixes:
- 93 New Hooked Spells: Acid Splash, Aid, Amplify, Aura of Glory, Balagarn's Iron Horn, Bane, Blade Thirst, Bless, Blindness and Deafness, Blood Frenzy, Bull's Str, Burning Hands, Camoflage, Cat's Grace, Charm Person, Cloud of Bewilderment, Color Spray, Combust, Continual Flame, Daze, Deafening Clang, Death Armor, Divine Favor, Divine Power, Doom, Eagle's Endurance, Electric Jolt, Entropic Shield, Flame Lash, Flare, Fox's Cunning, Expeditious Retreat, Gedlee's Electric Loop, Ghostly Visage, Ghoul Touch, Grease, Greater Dispelling, Greater Sanctuary, Harm, Hold Animal, Hold Person, Holy Sword, Horrid Wilting, Ice Dagger, Ice Storm, Identify, Inflict Critical Wounds, Light Wounds, Inflict Minor Wounds, Inflict Moderate Wounds, Inflict Serious Wounds, Invisibility, Ironguts, Knock, Lesser Dispel, Lesser Restoration, Light, Mass Heal, Mage Armor, Magic Fang, Magic Missile, Magic Vestment, Melf's Acid Arrow, One With the Land, Owl's Wisdom, Polymorph Self, Ray of Enfeeblement, Ray of Frost, Remove Fear, Remove Paralysis, Resistance, Sanctuary, Scare, Shelgarn's Persistent Blade, Shield, Shield of Faith, Silence, Sleep, Sound Burst, Stone Bones, Summon Monster 1-9, Tasha's Hideous Laughter, True Strike, Virtue, Web.
- 3 New Hooked Powers: Blackguard Summon Fiendish Servant Ability, Palemaster Summon Undead Ability, Palemaster Summon Greater Undead Ability.
- Performance optimizations made.
- Added a ranged touch attack to ray of frost', implemented critical hits, and reduced damage to 1d3.
- Swapped summon order of spectre and mummy warrior for the PM Summon Greater Undead ability per player request.
- Dominators should now be able to summon fiendish servants.
- Modified targeting of Flame Arrow to keep it from blasting friendlies.
- Turned visual effects off for Greater Sanctuary because they're not in the PnP description.
- Changed the way divine power and Tenser's[/i] determines additional attacks per round based on code written by Nob.
- Raised the cap for Greater Dispelling as per 3.0 and 3.5ed rules. (Nob)
- Made metamagic feats stack for IGMS, ILMS and firebrand.
- Added CoPaP humanoid races to Charm Person, Charm Person or Animal and Hold Person.
- Added Ranged Touch Attacks for Negative Energy Ray and Ray of Enfeeblement.
- Bug #791: Divine Power needs to be updated.
- Bug #902: Spellhooking 1.5: GMW does not work on Mage Staves
- Bug #907: Flame weapon is 1 turn/level instead of 1 round/level
- Bug #915: Holy Sword doesn't work on CEP weapons.
- Bug #916: Blade Thirst doesn't work on CEP weapons.
- Bug #923: Tenser's - Left Hand Weapon not getting unequipped.
- Bug #926: Mass heal only affects party members
- Bug #931: Harm Spell damages dead objects
- Bug #932: Powerword-Kill destroys dead objects
- Bug #933: Phantasmal Killer kills dead objects
- Bug #934: Finger of Death 'kills' doors and chests
- Bug #950: Vampiric Touch can be used on Familiars
- Bug #951: Continual Light: Change duration from permanent to long temporary
- Bug #952: Polymorph Self can be cast on Others with client-side hak
- Bug #953: Old and new flame weapon spells stack.
- Bug #954: Dominator Summon Fiend Not Taking Dominator Levels Into Account
- Bug #982: NPCs Not Using Spellhooking.
Version 1.6.0.2 Changes/Bug Fixes:
- Bug #1042: Aid temporary hit points stack.
- Bug #1044: All Items have metamagic flag 255 set.
- Bug #1047: Aid is always maximized and empowered.
Version 1.6.0.3 Changes/Bug Fixes:
- Removed glowing flames from Darkfire with values of +3 or less.
- Hooked: Dispel Magic (IceThorn)
- Changed Darkfire and Flame Weapon back to turns/level.
- Changed the duration of Clairaudience and Clairvoyance from rounds to turns.
Version 1.7.0.0 Changes/Bug Fixes:
- Added a ranged touch attack to Acid Splash and Electric Jolt, implemented critical hits.
- Added Critical Hit immunity check for Ray of Frost
- Added Size check for Daze
- Changed VFX for Flare, Daze, Inflict Minor Wounds
- Inflict Minor Wounds now deal 1d4 damage. Attempts Melee touch attack, damage doubles on Critical hit, halved on successful Will save
- Changed humaniod check in Daze to check for all CoPaP
- When Cure Minor Wounds is casted on undeads, successful Will save halves damage.
- Lowered the duration of Resistance to 1 Turn as per 3.0 rules
- Magic Vestment has been changed from 1 hour/level to 1 turn/level and from +1/3 levels to +1/5 levels.
- Hooked Charm Monster, Confusion, Displacement, Haste, Magic Vestment, Slow.
- Fixed Bug #1210 - Shifter Manticore Spikes Hit Allies.
custom races.
Version 1.7.1.0 Changes/Bug Fixes:
- Bug #717: Gate not functioning on Wilderness server.
- Bug #945: Gate TN summoning lesser instead of minor.
- Bug #1111: Gate summoning lesser instead of minor.
- Bug #1112: Gate summoned Balor disappears when enter combat.
- Bug #1113: Gate summoning lesser instead of minor.
- Bug #1114: Gate not summoning lesser.
Version 1.7.2.0 Changes/Bug Fixes:
- Hooked: Bestow Curse, Improved Invisibility, Invisibility Purge, Poison and Raise Dead
- When Inflict Wounds spell (Minor, Light,Moderate,Serious or Critical) is casted, a Melee touch attack is attempted. Damage doubled on Critical hit, halved on successful Will save.
- Invisibility and Improved Invisibility spells fail if casted inside an Invisibility Purge area.
- Invisibility Purge will remove invisibility granted by spell like abilities (1.66 update)
- Added melee touch attack to Poison
- True Seeing and Ultravision will not blind if they end inside a Darkness area
- Bug #1290 - Renerfed IGMS and ILMS.
- Bug #713 - Stabilized invisibility feature of Greater Sanctuary
Version 1.7.2.1 Changes/Bug Fixes:
- Circle of Death will affect everyone in the burst area
- Finger of Death - Empower will not increase damage granted by caster level
- Phantasmal Killer and Weird are now mind affecting and fear spells
- Wail of the Banshee now affects everyone except the caster
- Weird - added Strength drain and stun per PnP
- Bug #1664 - Darkness will not strip effects upon leaving darkness area
- Bug #1599 - Wail will respect Death immunity of target
- Bug #1141 - Circle of Death working again
- Bug #1598 - Fixed for Circle of Death,Destruction,Finger of Death,Power Word, Kill and Wail of the Banshee
Version 1.7.2.2 Changes/Bug Fixes:
- Hooked Shadow Shield,Negative Energy Protection,Mestils Acid Sheath,Lesser Spell Mantle,Spell Mantle and Greater Spell Mantle
- Added Elemental substitution to Mestil's Acid Sheath
- Circle of Death and Wail of the Banshee are Party friendly
- Prepared innate PM abilities; Summon Undead and Summon Greater Undead for summon selection feature. Selection will be made from emote menu in a future version.
Version 1.7.3.0 Changes/Bug Fixes:
- Caster can now choose a summon for Summon Creature spells. Details are in Summon Control
- Summon Creature is now 1 Turn/Level
- Hooked Banishment, Creeping Doom, Dismissal, Greater Restoration, Invisibility Sphere, Restoration, Stinking Cloud
- Banishment and Dismissal will not kill animal companions and familiars that are not outsiders.
- Banishment will banish elementals and will affect hostiles only
- Fixed Color Spray duration
- Fixed Creeping Doom, Invisibility Sphere and Stinking Cloud. They will now work.
- Fear is party friendly
- Protection from Alignment will work against Phantasmal Killer and Weird.
- Fixed Bodak Death Gaze
- Fixed Elixir of Wit
- Restoration spells will not cure Extraordinary and Supernatural effects
- List of closed bugs:
Version 1.7.3.1 Changes/Bug Fixes:
- Added Militant Level Bonuses to Magic Vestment.
- Added DC check for scribed scrolls.
- Removed Militant Bonuses for self-buffing paladins.
- Bug #1309: GMW does not work for Monk Gloves. (Also fixed for Magic Weapon.)
Version 1.7.3.2 Changes/Bug Fixes:
- Restoration spells will remove supernatural effects (but not extraodinary effects)
Version 1.7.3.3 Changes/Bug Fixes:
- Hooked Shapechange
- Added 100% concealment to caster of Greater Sanctuary
- Bug #1938: Fixed Invisibility Sphere
- Bug #956: Fashion Accessories (like Musical instruments) are considered Melee weapons
Version 1.7.3.4 Changes/Bug Fixes:
Spells Fixed and/or Hooked (37)
- Acid Fog - Hooked and added blinding and concealment cloud FX.
- Animate Dead - Hooked, added more choices of minions via the emote menu, and figured in PM levels.
- Aura of Vitality - Hooked.
- Bigby’s Clenched Fist - Hooked.
- Bigby’s Crushing Hand - Hooked and fixed Grapple and Fortitude checks.
- Bigby’s Forceful Hand - Hooked, reduced the knockdown duration, and allowed a Discipline check.
- Call Lightning - Hooked and added metamagic energy/elemental substitution.
- Contagion - Hooked.
- Death Ward - Hooked.
- Dimension Door - Disabled in Player Housing (like psionic ability), fixed to allow party members to jump through per description, and fix lag-induced looping.
- Dominate Animal - Hooked.
- Dominate Person - Hooked.
- Drown - Hooked.
- Elemental Shield - Hooked.
- Enervation - Hooked and allow undead targets to receive temporary hit points.
- Entangle - Reduced the duration (so doesn't last forever) and re-enabled Woodland Stride.
- Flame Arrow - Fixed to allow targeting of allies to imbue equipped bow and arrows instead of having to cast directly on the arrows.
- Greater Spell Breach - Hooked.
- Gust of Wind - Hooked.
- Hammer of the Gods - Hooked.
- Healing Sting - Hooked.
- Hold Monster - Hooked.
- Horizikaul’s Boom - Hooked and added metamagic energy/elemental substitution.
- Infestation of Maggots - Hooked.
- Lesser Spell Breach - Hooked.
- Magic Fang - Fixed.
- Magic Tattoo - Fixed.
- Mass Camouflage - Hooked.
- Neutralize Poison - Hooked.
- Prayer - Hooked.
- Quillfire - Hooked.
- Remove Blindness and Deafness - Hooked.
- Remove Curse - Hooked.
- Remove Disease - Hooked.
- Scintillating Sphere - Hooked and added metamagic energy/elemental substitution.
- Stinking Cloud - added concealment cloud FX.
- Web - Hooked as an Avlis AoE and re-enabled Woodland Stride.
Spell Systems Added or Fixed
Artificing
- Artificing levels and xp listed in the emote menu crafting list.
- Pale Master levels accounted for when artificing.
- Scroll Scribing costing 25% less real xp and giving 20% more crafting xp.
Arcane Archer Imbue Arrow
- Allow Arcane Archers (AAs) to imbue arrows with spells instead of just the default Fireball (more like PnP).
- You can cast the spell on either a single arrow or a stack. If on a stack, 1 is removed and you get a single arrow with the onHit property of the spell at the caster level of the PC. In both cases, the arrow is automatically equipped.
- Only works with arcane spells [not divine] and only those that make sense on an arrow. For example, no Magic Missile because the missile effects still come from the caster rather than the arrow and Meteor Swarm because it centers on the caster and not the arrow.
- The duration is the number of Arcane Archer levels in rounds. That's stretching the PnP version a bit, which states that the arrow must be fired in the same round that the spell is cast. That's doable if you're quick, but this system went with rounds per level to give some time for planning. A level 10 AA would have a minute to fire their arrow with the spell active.
Version 1.7.3.5 Changes/Bug Fixes:
Spells Fixed and/or Hooked (37)
- Bigby's Clenched Fist - Altered so that it will replace an active Bigby's Grasping Hand on the target.
- Bigby's Crushing Hand - Altered so that it will replace an active Bigby's Grasping Hand or Bigby's Clenched Fist on the target. Removed the Fortitude save. Ensured that the grapple check is performed every round (SHS_RunHandImpact tweaked).
- Bigby's Grasping Hand - Hooked and incorporated into SHS_RunHandImpact so that the grapple check is performed every round.
- Bigby's Interposing Hand - Hooked.
- Bull's Strength - Fixed so that self-buffing Paladin's get Militant Bonus credit for 1/2 Paladin levels.
- True Seeing - Hooked.
Changes to Magic Items
Version 1.4 Changes:
- Elixir of Heavenly Healing: Heals 90hp or 40% of total hp, whichever is greater.
- Elixir of Exalted Healing: Heals 180hp or 80% of total hp, whichever is greater.
- Fixed a bug that empowered healing items used by clerics with the Healing domain.
Version 1.4.1 Changes:
- Fixed Belt of Abundant Mending to only heal 1 hp per use. (Bug #597)
- Disabled Staff of Gromak. When used, nothing happens, and the player gets the message: "A few sparks leap from the end of the staff, followed by a wisp of green smoke."
Version 1.4.3 Changes:
- Fixed a couple bugs that caused the Staff of Gromak change to work incorrectly and added a visual effect.
Version 1.6 Changes:
- Any scroll not made using the new scribe scroll system will be cast at the minimum caster level for that spell. For most spells, this is (spell level * 2) -1. If scrolls are made on other CoPaP worlds with this system, they will retain the caster levels and metamagic feats with which they were imbued.
Militant Level Bonuses
Militant Level Bonuses are enhanced effects that certain spells have on militant characters. ICly, this means that those who are combat-focused are capable of getting more out of certain buff spells than less militantly-focused folks. OOCly it means that the more levels you have in the following classes, the better some spells work on you. Adding up all class levels from the following classes will give you your Militant Level:
- ANNIHILATOR
- ARCANE ARCHER
- AVENGER
- BARBARIAN
- BEAST
- BLACKGUARD
- CHAMPION
- CONFOUNDER
- DIVINE CHAMPION (Champion of Torm)
- DOMINATOR
- DWARVEN DEFENDER
- EQUALIZER
- FIGHTER
- HUMANOID
- JUSTICAR
- MONK
- MONSTROUS (Monstrous Humanoid)
- PALADIN
- RANGER
- WEAPON_MASTER
Aid:
Militant Level 0-5: Nothing. The spell will give you 1d8 temporary hit points, +1 to attacks and saves, plus the effects of any metamagic feats the caster uses.
Militant Level 6-15: You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects. The spell will give you 2d8 temporary hit points, +2 to attacks and +1 to saves, plus the effects of any metamagic feats the caster uses.
Militant Level 16-25: You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects. The spell will give you 3d8 temporary hit points, +3 to attacks and +1 to saves, plus the effects of any metamagic feats the caster uses.
Militant Level 26-35: You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects. The spell will give you 4d8 temporary hit points, +4 to attacks and +1 to saves, plus the effects of any metamagic feats the caster uses.
Militant Level 36-40: You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects. The spell will give you 5d8 temporary hit points, +5 to attacks and +1 to saves, plus the effects of any metamagic feats the caster uses.
Bull's Str, Cat's Grace and Endurance:
Militant Level 0-5: Nothing. The spell will give you 1d4+1 (2-5) points plus effects of any metamagic feats the caster uses.
Militant Level 6-15: You get a +1 bonus to the stat adjustment for this spell, before any metamagic effects take place. The spell will give you 1d4+2 (3-6) points plus effects of any metamagic feats the caster uses.
Militant Level 16-25: The spell is always empowered when cast upon you. If the spell caster empowers the spell as well, the effects do not stack. The spell will give you 1d4+2 * 1.5 (4-9) points plus effects of any metamagic feats the caster uses.
Militant Level 26-35: The spell is always maximized when cast upon you. If the spell caster maximizes the spell as well, the effects do not stack. The spell will always give you 9 bonus ability score points plus any effects given by metamagic feats the caster uses.
Militant Level 36-40: The spell is always extended when cast upon you. If the spell caster extends the spell as well, the effects do not stack. The spell will always give you 9 bonus ability score points and last 1.5 times longer than normal. Any metamagic feats the caster uses will not affect the spell cast.
Flame Weapon:
Militant Level 0-5: Nothing. The spell will work normally plus the effects of any metamagic feats the caster uses.
Militant Level 6-15: The damage bonus becomes 1d8 plus the effects of any metamagic feats the caster uses.
Militant Level 16-25: The spell duration is doubled. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.
Militant Level 26-35: The damage bonus becomes 1d10 plus the effects of any metamagic feats the caster uses.
Militant Level 36-40: The damage bonus becomes 2d6 plus the effects of any metamagic feats the caster uses.
Darkfire:
Militant Level 0-5: Nothing. The spell will give you a +1 to +10 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.
Militant Level 6-15: You get a +1 bonus to the spell's effect. The spell will give you a +2 to +11 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.
Militant Level 16-25: The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.
Militant Level 26-35: You get a +1 bonus to the spell's effect. The spell will give you a +3 to +12 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.
Militant Level 36-40: You get a +1 bonus to the spell's effect. The spell will give you a +4 to +13 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.
Greater Magic Weapon:
Militant Level 0-5: Nothing. The spell will give you a +1 to +5 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.
Militant Level 6-15: You get a +1 bonus to the spell's effect. The spell will give you a +2 to +6 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.
Militant Level 16-25: The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.
Militant Level 26-35: You get a +1 bonus to the spell's effect. The spell will give you a +3 to +7 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.
Militant Level 36-40: You get a +1 bonus to the spell's effect. The spell will give you a +4 to +8 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.
Keen Edge:
Militant Level 0-15: No militant bonuses.
Militant Level 16-40: The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.
Magic Vestment:
Militant Level 0-5: Nothing. The spell will give you a +1 to +5 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.
Militant Level 6-15: You get a +1 bonus to the spell's effect. The spell will give you a +2 to +6 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.
Militant Level 16-25: The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.
Militant Level 26-35: You get a +1 bonus to the spell's effect. The spell will give you a +3 to +7 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.
Militant Level 36-40: You get a +1 bonus to the spell's effect. The spell will give you a +4 to +8 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.
Changes/Bug Fixes:
Version 1.6.0.1 Changes/Bug Fixes:
- Bug #1030: Maximized values on Stat Buffs are Hard-Coded.
- Fixed the same bug with aid not computing maximized militant bonuses correctly.
Version 1.6.0.2 Changes/Bug Fixes:
- Bug #1043: Buffing potions gives 7 ability points.
- Bug #1045: Militant Bonuses on Unmaximized Stat Buffs Are Not Working
- Bug #1048: Darkfire not giving Militant Level Bonuses.
Version 1.7.3.1 Changes/Bug Fixes:
- Paladins no longer get militant bonuses when self-buffing.
- Added Militant Bonuses for Magic Vestment.
Version 1.7.3.2 Changes/Bug Fixes:
- Paladin levels are halved when calculating Militant Bonuses for self-buffing paladins.
Version 1.7.3.3 Changes/Bug Fixes:
- Bug #1088: Blackguard's Bull Strength ability will grant Militant Bonus
Summon Control
Version 1.7.3.0 introduces summon control - the ability to select the creature summoned by the summon creature spells. Along withthis new feature comes a reduction in the duration for these spells. The duration has been changed from 24 hours to 1 turn/caster level.
Definitions
Arcane Spell Caster: One who casts arcance spells. Bards, sorcerers and wizards fall into this category. Arcane archers and palemasters also fall into this category.
Divine Spell Caster: One who casts divine spells. Clerics, druids, paladins and rangers fall into this category. Blackguards also fall into this category.
Ranks: This number is related to the number of points that you have put into a skill. For a class skill, this is a one-for-one exchange of one skill point for one rank. For a cross-class skill this is a two-for-one exchange of two skill points for one rank. Ability score bonuses and bonuses from magic items and other sources are not counted in this number.
Spell List: The list of spells your class can cast. These can be found in your NWN, SoU and HotU manuals, or in the 3rd Edition Players Handbook.