Clarifications about spell descriptions
Alonso
Member Posts: 806
I'm creating a mod that attempts to improve the descriptions of some spells, and I have some questions about some descriptions:
- What's the area of effect of Time stop and Farsight?
- Is Spirit fire party friendly?
- The descriptions of Blade Barrier and Globe of Blades say that "Any creature attempting to pass through the blade barrier suffers 10d10 points of damage" What's the meaning of “pass through the Blade Barrier”? Does it mean making a melee attack against the caster?
- Blindness: How does it affect the range of sight of the victim?
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Comments
3. No - just being within melee range will trigger the effect (which is what makes the tactic of using these spells while under sanctuary so devastating).
4. It's difficult to quantify exactly as it depends on what you're trying to do and the degree to which you micro-manage positioning. I think the best way of explaining it would be in relation to combat. A blinded enemy will normally be able to see you if you're attacking with a standard melee weapon (range 1), but not if you're attacking from maximum range with a 2-handed weapon (range 2). One complication is that some enemies even in the unmodded game are scripted to react to nearby opponents and this can allow them to move towards you if you get into even 2-handed weapon range (even though they can't actually see you until they move closer).
2. No
3. Triggered by having another visible creature within 4' radius, checked once per round. Once triggered, player version affects all creatures within 4.6875' radius, enemy version affects all enemies (you) within 3.125' radius.
4. Visual Range set to 2 (4')
Funny thing - Time Stop doesn't stop passive townsfolk sounds from playing.
Well, here comes another patching for DoF.
a C/M can have blade barrier, globe of blades and the 2 fireshields active and be under sanctuary's invisibility for even more cheese
go near an enemy mage protected by a single fire shield and wait that he fail the save against the barrier or globe then watch him die in a split second...
That code only removes the "break sanctuary" flag from some spell - it doesn't add it to any other.
And even if those spells already break Sanctuary, it would be a matter of inverting the casting sequence to have both spells active.
Anyway, I'll get it covered.
Yes.
BG1/2EE - Removes Intoxication and all Poisons.
IWDEE - Removes Intoxication, sets frequency of specific* poisons to trigger once per 10 seconds.
* Only affects Poisons if their param2=(2 or 3), and only if they are not applied through an external EFF file.
Remove Curse: The Remove Curse effect doesn't have the ability to filter curse effects. It's main function is to unequip cursed items, but it will also remove all curse effects (curse effects are defined by using op283).
In BG2EE, the Genie? with the Deck of Cards is the main source of non-item curses.
In IWDEE (or if ported over to BG1/2EE), it won't remove the effects of the "Curse" priest spell, because it's not really a curse (it can be removed with a simple dispel magic). AFAIK, IWDEE does not by default have any curse spells, only cursed items.
The description is just fluff copied straight from PnP.
In IWD it's partially correct - it doesn't affect undead, but does affect constructs. Aid grants:
+1 THAC0 (stacks with Bless)
+1 Weapon Damage (stacks with Bless)
+1 All saving throws
+1d8 Current/Max HP
(It does not grant a Morale bonus)
While it does grant some of the same benefits, it's still not "the benefits of a Bless spell", as they stack with Bless. They don't have any special reaction to turning, and will still use whichever form of turning was applied: Flee, Control, or Destruction. Which is applied still depends on the priests level difference and alignment.
Magic Damage ("Green" still does Poison damage)
Piercing (+Fire)
Moon dog Fear: Fear effect can be saved against (-2 vs spell). If the save is failed, it also deals 5 Magic Damage to evil creatures instantly and again after 1 and 2 rounds. Otherwise it works as stated.
Moon dog Sight: Removes effects from the Illusion Spell School of L5 and below (not exactly "all forms of illusion and invisibility"). Detect evil and Detect Traps. The detect traps may not at all or only if there are enemies within range (since it targets them, not you).
"Missile" isn't a damage type in PnP. It's primary (only?) purpose in the Infinity Engine is to allow Armor Class specifically vs. ranged attacks. If the attack cannot be blocked/deflected similar to an arrow, then there isn't much reason for it to deal missile damage over piercing damage (or blunt or slashing, depending on the projectile).
Is this correct? I'm still not very familiar with NI, so I'm not sure if I got it right.