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Table of Contents

Current Progress

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System Work

Framework for illusion spells with these notes:

  • Fires the (fire original spell script with an illusion parameter and illusion strength parameter set
    • This affects one aspect; the metamagic is filtered. You can't apply Extend to spells that don't allow it for instance.
  • The illusion parameter causes anyone targeted with SignalSpellCastAt to get a saving throw
    • This is not perfect but it is "good enough for now":
      • The Saving Throw is vs. Will and SAVING_THROW_TYPE_ILLUSION which is a new saving throw type and clarifies what the save is for.
      • Save has to be redone each time in AOE scripts, but per-round stuff with DelayCommand(6.0, FurtherEffects()) we might need to figure something out (maybe a local variable to store it? or a json array stored in memory).
      • It takes into account situations like Cure spells having variants depending on the target, plus Charm spells which are signalled as non-hostile due to their resulting effects
      • However it fires the saving throw very early (before immunities and other "valid target" checks even)
  • There are 3 potential consequences of passing the saving throw (for hostile spells only):
    • 1. The random dice roll, or static amount, for damage is modified by the percentage (eg 10 damage, with 20% strength, does 2 damage). Some other hostile variables might be also affected by this (eg amount of penalty to speed), but not save DCs, ability checks etc.
    • 2. The duration of effects is modified by the percentage (eg 10 rounds, with 20% strength, becomes 2 rounds)
    • 3. There is a chance for no effect to take place (eg 20% strength, you roll a d100, 21 and over and you don't take any effect) this is for instance effects like EffectDeath for instance and things that don't fit into the above two situations.
  • What we can't do:
    • We cannot have effects like Mage Armor or Fire Shield selectively apply to attackers, so these are a little more powerful (but you're using a higher level spell slot for not much gain - not even metamagic - except possibly casting spells from a restricted school as a Wizard)
    • We cannot have a "can" aspect to the saving throw. If you wanted to take damage (for some reason) tough you might save
      • However we can allow "good" effects through uncontested.
    )
    • Saving throws take into account illusion if one is called (does a Will save as well)
    • This saving throw affects the dice rolls done
    • Need to add scripting in to alter some other aspects, eg the amount of "strength" of the illusion
    • Cannot do much about, say, applying Mage Armor - it'll just be in effect

Total Shadow Spell Revamp

Going down a more serious route for Illusion to have Shadow spells help their school a lot, is to have the spells act more like their PnP 3.5E counterparts.

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Spell NameClass/LevelSchool + Max LevelDescription8 Example SpellsNotes
Shadow ConjurationBard 4, Sorcerer 4, Wizard 4

Conjuration, 3

"Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower."

Will save else take 20% of the given effects (eg if damage from Melf's Acid Arrow) and 20% as powerful/last 20% as long.

Summoned creatures have 20% of the HP they'd usually have.

Long: Melf's Acid Arrow (Conjuration, 2)

Medium: Web (Conjuration, 2)

Short: Summon Creature III (Conjuration, 3)

Touch: Greater Mage Armor (Conjuration, 3)

Personal: Nothing

Spare 1: Grease (Conjuration, 2)

Spare 2: Mestil's Acid Breath (Conjuration, 3)

Spare 3: Flame Arrow (Conjuration, 3)

Not the best spell but has it's uses. Changing to just Conjuration makes sense.

Greater Shadow ConjurationSorcerer 7, Wizard 7Conjuration, 6Same as Shadow Conjuration but up to level 6 Conjuration spells, but at 60% effectiveness even if they pass a will save. 60% for HP of summons.

Long: Acid Fog (Conjuration, 6)

Medium: Web (Conjuration, 2)

Short: Summon Creature VI (Conjuration, 6)

Touch: Greater Mage Armor (Conjuration, 3)

Personal: Nothing

Spare 1: Grease (Conjuration, 2)

Spare 2: Mestil's Acid Breath (Conjuration, 3)

Spare 3: Flame Arrow (Conjuration, 3)

Much more powerful at 60% effect even if saved.

ShadesSorcerer 9, Wizard 9Conjuration, 8Same as Shadow Conjuration but up to level 8 Conjuration spells, but at 80% effectiveness even if they pass a will save. 80% for HP of summons.

Long: Acid Fog (Conjuration, 6)

Medium: Web (Conjuration, 2)

Short: Summon Creature VIII (Conjuration, 8)

Touch: Greater Mage Armor (Conjuration, 3)

Personal: Nothing

Spare 1: Greater Planar Binding (Conjuration, 8)

Spare 2: Web (Conjuration, 2)

Spare 3: Mestil's Acid Breath (Conjuration, 3)

Very effective even if saved can get also any level 8 or under conjuration spell.

Needs really some additional spells here but the advantage of having lower level spells in this spell is they get the illusion save DC and spell level of 8 against them (eg Web becomes more powerful).

Shadow EvocationBard 5, Sorcerer 5, Wizard 5Evocation 4

"You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower."

Will save else take 20% of the given effects of damage, 20% as powerful etc.

Gust of Wind or similar "non-effect" driven spells are always at full power.

Long: Ice Storm (Evocation, 4)

Medium: Wall of Fire (Evocation, 4)

Short: Gedlee's Electric Loop (Evocation, 2)

Touch: Flame Weapon (Evocation, 2)

Personal: Elemental Shield (Evocation, 4)

Spare 1: Fireball (Evocation, 3)

Spare 2: Scintillating Sphere (Evocation, 3)

Spare 3: Lightning Bolt (Evocation, 3)

Evocation only spells get the extra save DC and illusion spell school helping illusionists out with damage.
Greater Shadow EvocationSorcerer 8, Wizard 8Evocation 7Same as Shadow Evocation but up to level 7 spells at 60% effectiveness.

Long: Chain Lightning (Evocation, 6)

Medium: Great Thunderclap (Evocation, 7)

Short: Prismatic spray (Evocation, 7)

Touch: Flame Weapon (Evocation, 2)

Personal: Elemental Shield (Evocation, 4)

Spare 1: Delayed Blast Fireball - 1 Round (Evocation, 7)

Spare 2: Cone of Cold (Evocation, 5)

Spare 3: Ball Lightning (Evocation, 5)

A lot more effective at 60% power of the original spell.

Technical Implementation

The problem with the current method of 8 set spells is figuring out what a good set of spells to use for those 8 slots are. It becomes also redundant when you can have nice NUI spell selectors and more spells are added later! (big grin)

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  • Before the effect is applied alter the duration/damage amounts based on a will save result. Only need to call this will save once the save-or-negate, SR etc. parts of the spell are done of course
    • Easiest to do it successful or not in the usual save throw function (With a global for it to track).
    • Dice roll and duration functions take it into account
    • Other "effects" like amount of Attack Damage or whatever if a spell had it, might be nice to change, but not sure...


Original Ideas

3 spells in this range:

  • Shadow Conjuration - level 4
  • Greater Shadow Conjuration - level 5
  • Shades - level 6

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Some ideas on what to do. We can at least expand them by 3 with more subdial options. The spells are considered pretty weak, and I'd agree, with the levels of the spells allowed quite a lot lower then the spell slot - I mean who would want to cast a random Magic Missile in a 4th level spell slot? Bioware may have done this to avoid the "20% power" stuff however, but then again you get access to Cone of Cold for Shades, one a level lower and thus could be considerably more useful (and gains a save DC bonus).

Existing Defaults

Keeping the originals would keep both some backwards compatibility, some sensible things for AI's to use, and doesn't mess with things too much.

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NameChangesNotes

All base spells

Added Quicken to Shadow Conjuration and Greater Shadow Conjuration

On Metamagic: need to think how best we can do this, maybe just allow all metamagic (as appropriate) and hey if it doesn't work for that particular spell no loss. Improves the spell versatility.

All subspells

All spell schools set to Illusion (for Arcane Defence, Spell Focus)

All components fixed to parent spell (don't think any are wrong, all stomatic/verbal)

All levels set to parent spell (save DCs)

Metamagic matches parents (adding Quicken generally)

Fixed any hostile settings as needed (eg; Shades, Wall of Fire)

This helps illusionist casters a bit with spell DCs

Shadow Conjuration - Summon Shadow

Greater Shadow Conjuration - Summon Shadow

Shades - Summon Shadow

AI Category changed to Summoning

Hostile setting set to "No"

Fixed level settings (counterspell/spellcraft) of all subspells to match the parent spell

The wrong AI and hostility rating implies it was a different spell in the 5th slot at one point (and this one was originally going to be a level 5 Cleric spell, weird!)

3 New Subradial Options

Options here:

  • Add 3 more set spells per version
  • Allow a choice of any spells the player sets up

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