Magic System

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Revision as of 22:53, 15 November 2024 by Eklektikos (talk | contribs) (Removed an unnecessary repetition.)
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NB! Please note that we stopped tracking SHS Versions publicly around mid 2020, and we have stopped tracking SHS Versions internally as of October 15, 2024. We will rather strive to have updated information on each of the spells, on the wiki.


Systems and Tools

Spell List | Artificing System

Introduction

All standard NWN spells plus additional copap spell pack spells have been hooked. For more information, check below.

Current Versions on Servers

1.8.3.0 (Current - ca. March 9, 2020)

Advanced Mage Specializations

Main article: Advanced Mage Specialization

This system is intended to allow the implementation of arcane spell-casting "prestige classes".

Artificing

Main article: Artificing

Artificing is the art of creating magic items.

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 - Scribed 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

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.

Version 1.8.0 Changes/Bug Fixes

  • Added wand artificing.
  • Reduced scribing times.
  • Fixed a variety of wand problems and scribing problems.

Version 1.8.3.0 Changes/Bug Fixes

  • Added shield artificing.
  • Added ammunition and thrown weapon artificing.
  • Added dusty rose ioun stones to artificing.

Metamagic

Main article: Metamagic Rod

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: all level 0-9 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 and Spellcraft

Item Spellcasting

If you try to use a scroll, staff or wand with a spell that you cannot cast, you may attempt a Use Magic Device skill check. If one or more of your classes can eventually cast the spell (including cleric domain spells), you may make a Spellcraft check instead. Untrained skills are not used (both UMD and Spellcraft require training).

Spellcraft checks are only available when you attempt using a scroll, staff or wand with a spell that you will eventually be able to cast (i.e., higher level spells than you can currently cast, including cleric domain spells). 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, you may only make a UMD check - not a Spellcraft check. If you do not have UMD as a trained skill, the attempt will fail.

The system will compare modified skill levels vs. DCs (see below) and use the skill with the highest chance of success between the two for your character. Since Spellcraft has a lower DC for scroll use, it may be used even if it is slightly lower than the modified UMD skill, if the chance of success is greater.

If you have at least 5 trained skill ranks in the lower skill, you will get a +2 synergy bonus for the check.

DCs

25 + spell level for UMD scroll checks.
20 + spell level for staff and wand UMD checks.
20 + spell level for all Spellcraft checks.

UMD Item Spellcasting Bonus

Those with Use Magic Device skill will receive +1 to caster level and spell DC for every 5 base skill ranks in UMD when using any spell-casting items, except for potions or artificed wands, staffs and scrolls.

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 multiclass chars to see if a scroll can be read from any magic using class.

Version 1.8 Changes/Fixes

  • Added implement bonus.
  • Removed implement bonuses for potions.

Version 1.8.2.4 Changes/Fixes

  • Fixed enforcement of arcane/divine only casting and other exploits (Re: Bug #409).
  • Corrected spell levels for 1st level bards and sorcerers.
  • Improved logic when choosing between Spellcraft and UMD skills for the DC roll.
  • Domain vs. regular spells should always use the lowest spell level for Spellcraft checks.
  • UMD "exceptions" (class spell-like abilities) expanded to include more Assassin, and new Paladin, Avenger, Dominator, Justicar and Pale Master spell-abilities when attempting to use items. Only those that use standard spell scripts are included, and there are no Spellcraft checks allowed for these.

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 deity cannot cast epic spells

Recent Changes

  • Added Aarilax to ranger deity list.

Andrinor's Trust

As of version 1.8 Andrinor's Trust variable is used to determine whether an individual is eligible to use an Advanced Mage Specialization ability. The Mark is awarded to members of either the Nine Mage Orders or the Web of Angadar. Additional special exceptions exist.

Notes

  • This feature is dual implementation. The Trust requires a physical "Trust" item to use certain keys/locked doors, but also requires a database entry to actually be "flagged" as a member of the Orders.

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.

Version 1.8.2.3 Changes/Bug Fixes

Version 1.8 Changes/Bug Fixes

  • Removed spellcasting restriction.
  • Implemented AMS triggers based on Trust mark.

Share Spell

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 Flame Weapon 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.

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 offers 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

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:
Bug #832
Bug #1106
Bug #1293
Bug #1336
Bug #1376
Bug #1766
Bug #1786
Bug #1858
Bug #1866

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 extraordinary 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)

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)

Version 1.7.3.6 Changes/Bug Fixes

UMD Bug - A divine/rogue PC who tries to an arcane scroll that's not domain (cleric) should use UMD and not Spellcraft. As it was, if the Spellcraft skill was > the UMD skill it automatically did domain check & gave domain failure message. A cleric/rouge with Spellcraft > UMD should be able to use UMD on arcane, non-domain scrolls.

Spells Fixed and/or Hooked (16)

Version 1.8.0.0 Changes/Bug Fixes

Spells Fixed and/or Hooked (54)

Version 1.8.0.1 Changes/Bug Fixes

  • Revised how sneak attack damage was determined for several spells, making sure that the iDamage modifier was conducted BEFORE the effect eDamage declaration.
  • Made some minor fixes to some spells, primarily duration/vfx tweaks, general bug fixes.
  • Redid AMS_Check2.nss to accurately set conversation tokens for psi-magic conversations.
  • Fixed ew_exec.nss to enable toggling of psionic augmentation.
  • Redid SHS_Cure to include sneak attack code
  • Made sure Disintegrate was fixed at 2d6/caster level up to 40d6 max. Previously was only working as d6/level.

Spells with Touch Attacks:

  • Melee
Ghoul Touch
Inflict Critical Wounds
Inflict Light Wounds
Inflict Minor Wounds
Inflict Moderate Wounds
Inflict Serious Wounds
Poison
Slay Living
Vampiric Touch
  • Ranged
Acid Splash
Burning Bolt
Disintegrate
Electric Jolt
  • Elemental Orb Spells
Hail of Stone
Lesser Acid Orb
Lesser Cold Orb
Lesser Electric Orb
Lesser Fire Orb
Negative Energy Ray
Ray of Enfeeblement
Ray of Frost
Searing Light
Slashing Darkness
Snilloc's Snowball

Version 1.8.0.2 Changes/Bug Fixes

  • Avlis Holy-Symbol System (AHS) for clerical use.
  • Added DoHolySymbol to introduce the Avlis Holy Symbol System.
  • Minor adjustment to Beltyn's Burning Blood to correct duration bug.
  • Edited invisibility sphere into a mobile AOE effect.
  • Revised Acid Fog to new AOE standard.

Version 1.8.0.3d Changes/Bug Fixes

  • Fixes for rune-staves/holdable spellbooks in calculating caster level, maximum spell level, spell-DC and class used.
  • Fixes for AAS based staves, based on above fixes. Properly built staves with the aas_s_ prefix will now cast spells at the wielder's caster level/spell DC IF that spell is a valid spell on that caster's list.
  • Added UMD bonus to NON-ARTIFICED casting items. These include amulets, unique items, rings, etc. Bonus is +1 to caster level/SpellDC per 5 base ranks (not including modifiers, skill focuses, etc.) in the Use Magic Device Skill.
  • Added visual effects for elementalists. Spells which default to their chosen element will now grant a minor visual effect around that elementalist.
  • Added additional "fighter feat bonus" to Greater Magic Weapon. Fighters who have a weapon specialization feat in the weapon being enchanted will now receive an additional "massive crit" bonus based on their fighter levels. ONLY fighter levels will count towards this bonus.
  • Added SHS_MySpellResist. This will now take adjusted caster level, either for Palemaster/Holy Warriors or AAS Wands/Scrolls/Staves into account when determining spell penetration. Spell penetration feats will also apply normally. Note that when pierced in this fashion, spell resistance will give a custom message.
  • Silence spell now fixed to provide the proper saves.
  • Holy Sword spell change. Effect now limited only to paladins and dependent on the wielding paladin's level (per: modified "Holy Avenger" ability.) Fixed the on-hit dispel problem that would strip all spells in a single hit and replaced with scaling on-hit cast spell: dispel magic -> greater dispel magic.
  • Fixed spell DC calculations for shadow matter illusionists and epic spells.

Version 1.8.0.4 Changes/Bug Fixes

  • Fixed Sphere of Ultimate Destruction to properly account for the caster's caster level.
  • Added Flood of Befuddlement.
  • Legion's Curse of Impending Blades now breaks invisibility.

Version 1.8.0.6 Changes/Bug Fixes

  • Bugfixes to Meteor Swarm, Aura Against Alignment, Righteous Might, Greater Magic Weapon and Wail of the Banshee.
  • Added functionality for casting Drain-type spells on Undead.
  • Changed the way all Bigby's spells work.
  • Reworked Dispel Magic system to account for correct caster levels at all times.
  • Misc general restructuring/fixes.

SHS 1.8.0 in general

  • Advanced Mage Specializations. Aka: AMS. Added specializations for mages for: Elementalists (Pyromancer, Cryomancer, Aeromancer), Wild Mage, White Necromancer, Transmutant, Shadow Matter Illusionist, Fatespinner and Psi-Mage.
  • Divine casters may be marked "favored" of their deity to increase the potency of their epic spells.
  • Added militant bonuses to the following spells: Shield of Faith, Spiderskin, Mantle of Egregious Might, Heroism, Greater Heroism, Legion's Shield of Faith.
  • Applied metamagic feats to area of effect spells.
  • Hooked epic spells to include PM levels/HW levels in calculating duration/bonuses.
  • Epic Dragon Knight changed to 1 dragon per alignment(Silver/Bronze/Copper/Limestone/Gravel/Slate/Amber/Granite/Coal) which scales according to caster level and other factors set by DMs. (see: AMS/Favored Mark)
  • Epic Hellball changed to 1d6/2 caster levels damage per element. Disabled metamagic on epic Hellball.
  • Epic Greater Ruin changed to 5 + 1/caster level d8 damage.
  • Epic spell DC calculations changed to make them slightly more effective.
  • Hooked several dragon abilities including fear aura, dragon breath and buffet. They scale according to dragon's charisma bonus and hit die.
  • Avlis Holy Symbol System. Custom spell effects for wielders of deific holy symbols. Clerics only.
  • All spells hooked. (As of 1.8 release).

Version 1.8.1.1 Fixes/Changes

  • Release version of 1.8.1.0.
  • Added support for one custom spell and two other custom rewards.
  • Numerous spells have been changed to use scaling formulae instead of static values. These now properly account for cap increasing effects.
  • Acid Splash now deals (caster level/3)d3 damage and properly ignores Spell Resistance/Immunity, etc as a Conjuration (Creation) spell.
  • Aganazzar's Scorcher now caps at 10d8 damage, but scales at a reduced rate of 1d8 per 2 caster levels.
  • Bigby's Crushing Hand and Grasping Hand now properly respect appropriate immunities.
  • Bigby's Forceful Hand now scales correctly for Shadowmatter Illusionists.
  • Black Blade of Disaster's duration has been increased to 5 rounds per caster level.
  • Bless Weapon, Darkfire and Flame Weapon now correctly do not affect ammunition. Bless Weapon can still be used to created Blessed Bolts.
  • Blood Frenzy has been changed to provide it's bonuses as Attack Bonus, Damage, etc rather than raw stat increases, similar to Barbarian Rage.
  • Burning Hands now caps at 10d4 damage.
  • Camouflage and Mass Camouflage now provide +(caster level) bonus to Hide, minimum 10, capped at 25. They no longer stack with one another.
  • Circle of Doom now deals (caster level)d8 damage, capped at 15d8.
  • Clairaudiance and Clairvoyance now increases Search as well as Spot and Listen. It's bonus is now 5+(caster level/2), capped at 10.
  • Cloud of Bewilderment now functions as described, and should no longer cause server-melting lag.
  • Crumble now deals (caster level*2)d6 damage, capped at 40d6.
  • Daze has been changed to affect creatures of (caster level/2) Hit Dice, capped at 10. Minimum of 5HD.
  • Electric Jolt now deals (caster level/2)d3 damage.
  • Endure Elements now absorbs 10+(caster level/2), up to a maximum of 20+(caster level) from any one element.
  • Energy Buffer now absorbs 40+(caster level/2), up to a maximum of 60+(caster level*2.5) from any one element.
  • Energy Drain and Enervation should now correctly apply Temporary HP when cast on Undead.
  • Finger of Death's damage on a successful save increased to (caster level)d6+(caster level), capped at 10d6+10.
  • Flame Lash now deals 2+(caster level/2)d6 damage, capped at 10d6.
  • Flare's penalties are now 2+(caster level/10), capped at -4.
  • Gedlee's Electric Loop now caps at 10d6 damage.
  • Great Thunderclap's durations have been increase: Deafen: 1+(caster level/10)*10. Stun: 1+(caster level/10). Knockdown remains 1 round.
  • Greenfire now caps at 2d6+20.
  • Grease now correctly respects immunity to Entanglement and Woodland Stride.
  • Healing Sting uses a touch attack and scales with Sneak Attack. Deals 1d12+(caster level*2) damage, capped at 1d12+40.
  • Inferno now deals 10d6 on initial application and 2d6 on subsequent rounds. Lasts 10 rounds.
  • Nature's Avatar no longer ends when the Temporary HP are consumed.
  • Nature's Balance now applies a Restoration effect to all allies struck.
  • One With The Land changed to provide bonuses of 2+(caster level/2), capped at 10. No longer buffs Hide. Now lasts Turns/Level instead of Hours/Level.
  • Protection From Elements absorbs 30+(caster level/2), up to a maximum of 40+(caster level*2) from any one element.
  • Quillfire now deals (caster level)d8+(caster level) damage, capped at 10d8+10.
  • Ray of Frost now deals (caster level/2)d3 damage.
  • Resist Elements absorbs 20+(caster level/2), up to a maximum of 30+(caster level*3)/2 from any one element.
  • Resistance lasts 10+(caster level/2) rounds. Bonus is now 2+(caster level/10), capped at 4.
  • Undeath's Eternal Foe now provides Death immunity in addition to it's other effects.
  • Unyielding Roots now provides Regeneration equal to 10% of the target's maximum hp (calculated at cast) or 30, whichever is higher.
  • Virtue lasts 5 turns and provides 10+(caster level) temporary HP.

Version 1.8.2.0 Fixes/Changes

  • Added support for three custom rewards.
  • Black Blade of Disaster has been completely reworked as a short duration summon. See the wiki for full details.
  • Blade Thirst now additionally applies Vampiric Regeneration equal to the Enhancement Bonus it grants. Duration is increased to 1 turn per caster level.
  • Burning Bolt now caps at 15 missiles, and Sneak Attack damage only applies to the first missile.
  • Epic Spell: Dragon Knight - the Bronze (Neutral Good) dragon now breathes Slow instead of Acid. It still breathes Lightning.
  • Hammer of the Gods now caps at 10d8 damage. Scaling is unchanged.
  • Ice Burst now caps at 10d8 damage and cannot strike the caster. It is not Party friendly, however.
  • Implosion's Area of Effect has been increased to better match the VFX. It can only affect 4 targets at a time.
  • Magic Missile now caps at 8 missiles.
  • Mass Heal now has two areas of effect: the small inner circle is the maximum range at which Undead are damaged. The new, larger, outer circle is the range at which allies are healed.
  • Power Word: Kill now has HP limit of 100+(caster level*2)+(Divination feat bonus*5). All values for the spell are proportional to this (ex. where something was 20, it's now 20% of the increased limit).
  • Power Word: Stun now has HP limit of 150+(caster level*2)+(Divination feat bonus*5). All values for the spell are proportional to this.
  • Sniloc's Major Missile no longer has a missile cap.
  • Sniloc's Snowball Swarm now caps at 10d6 damage. Scaling is unchanged.
  • War Cry now gives bonuses to Attack and Damage equal to +1 per 6 caster levels, capped at +5. The damage granted is now Sonic. The duration of the Fear effect is increased to 1 round per caster level.
  • Spellcasting bonuses for White Necromancers have been increased. Their DC, caster level and increased caps for Necromancy spells are now +1/+2/+3 at rank 1/2/3.
  • Wild Surges have received several quality of life improvements.

Version 1.8.2.3 Fixes/Changes

  • Dirge no longer gets canceled upon movement and now retains its aura on area transition.
  • Battletide no longer reanimates at strange times and now retains its aura on area transition.
  • Greater Magic Weapon is now correctly applied to gloves.
  • Id Insinuation and Disintegration beam times have been reduced to fix visual bugs.
  • Longstride now correctly applies a movement increase to the full party.
  • Song of Valor may be cast on anyone, party member or not.
  • Haven Song adds invisibility to its list of effects.
  • Flood of Befuddlement now creates a 50% wild magic field.
  • Intellect Fortress/Soldier's Resolve no longer pulses its visual effect each round.
  • Toran's Insight's and Unshakeable Will's durations are now turns per level.
  • Shatter Doubt is now an AoE spell instead of an aura.
  • Aspect of the Serpent is no longer an aura - it now works like the Fear spell with Annihilator-based DC's.

Version 1.8.2.4 Fixes/Changes

Version 1.8.2.5 Fixes/Changes

  • Reorganization of script headers and standardization of version numbering.
  • SHS_DetectAlignment() no longer shows save rolls to casters.

Version 1.8.2.6 Fixes/Changes

Version 1.8.3.0 Fixes/Changes

Version 1.8.3.1 Fixes/Changes

Version 1.8.4.0 Fixes/Changes

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

Main article: Militant Level Bonuses

Militant Level Bonuses are enhanced effects that certain spells have on militant characters. In-character, this means that those who are combat-focused are capable of getting more out of certain buff spells than less militantly-focused folks. Out of character, it means that the more levels you have in the certain classes, the better some spells work on you.

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.

Version 1.8.0.1 Changes/Bug Fixes

  • Added militant bonuses for Blade Thirst.

Version 1.8.0.3 Changes/Bug Fixes

  • Added militant bonuses to the following spells: Shield of Faith, Spiderskin, Mantle of Egregious Might, Heroism, Greater Heroism, Legion's Shield of Faith.

Version 1.8.2.0 Changes/Bug Fixes

  • Blade Thirst's Vampiric Regeneration Bonus increases the same as the Enhancement Bonus does from Militant Levels.

Summon Control

Main article: Summon Control

Version 1.7.3.0 introduces summon control - the ability to select the creature summoned by the summon creature spells. Along with this 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.