Is there any way of making a spell bypass SR AND Saving Throws only if friendlies are targeted?
[Deleted User]
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I'm thinking that it would be massively cool if you could make Otiluke's Resilient Sphere work as a way to protect teammates about to die. Is this feasible?
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This is totally doable. In fact, I have a spell that does something like this. I actually created it in a random thread somewhere a few years ago but I'll also be releasing it in an upcoming mod...let's see...gha, can't find it. Okay, the spell is here
It's a matter of tracking down the specific resources of the spell...I can put something together tomorrow or so.
Edit: the credit for that spell really belongs to kjeron as he is the one that described how to put it together. Not sure why I'm crediting SD (don't get me wrong--he deserves a lot of credit. Just not for that particular spell)
Also, it'd be a fairly simple matter to modify ORS. I'll put together a short two component mini mod to modify the spell.
I'm not sure offhand what the spell looks like so I can't describe how you would do it yourself atm
That's a clever way to solve it. I'm not sure how to do it in Nearinfinity but I'll take a look at Spell Immunity, which should give me a clue on how to.
Also, what does ORS stand for?
I guess it still leaves the issue of being able to use the one that bypasses all resistances and has no saving throw allowed on enemies, but I wouldn't cheat by using it on enemies, so it's fine.
For my no reload runs I often have a Contingency: Otiluke's RS on self if Helpless or at extremely low HPs (because in my installs chances are both cases mean I'm CC'ed/disabled and about to die, so might as well make myself invulnerable while disabled until the bad moment passes). Such a contingency would not be useful at all if it got blocked by good saves. With SR's correct mechanics it can often save a no reload run (not 100% reliable but that's because contingency sometimes kicks in with a delay).
You don't need to install the entire mod; I personally haven't been won over to SR's extensive overhaul of the entire spell system so rather than installing the mod, I simply copied the relevant files into my documents/etc/override folder:
spwi413.spl
spwi413d.spl
spwi413c.eff
spwi413d.eff
The files are not difficult to find; once you extracted SR you'll find them in the /spwi4## folder. That's all you need (assuming you don't have other mods that significantly tweak the spell. In my install SCS changes it slightly I think only for ID purposes of the AI component, no actual changes to the spell itself).
Chances are if you have a tlk file changed by any mods, the spell's description will reference the wrong strings; you may want to edit (using NI) spwi413.spl's string reference to point to the correct string (after backing up your tlk file).
I feel dumb.
Good idea, thanks for the tip.