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opcode 99 Duration modifier

seraglioseraglio Member Posts: 103
Whats the largest number this will accept for percentage? My tests have been inconsistent with sometimes 9000 and sometimes 90000 being accepted. Seems to wrap after that. Just wondering if a permanency type spell is even feasible.

Comments

  • kjeronkjeron Member Posts: 2,130
    32767 is the highest, the last two bytes are ignored.
    However, only certain spell-casting forms are affected. Scrolls are not, several script actions are not.

    Raduziel
  • seraglioseraglio Member Posts: 103
    Thanks Kjeron. So if I want to attempt permanency, I should put 32767xx in the percentage field, correct?

  • subtledoctorsubtledoctor Member Posts: 11,460
    It's an interesting idea. It could be cool to make it more elaborate. Code it like the item-upgrading dialogue with Cromwell. Say, to make an effect permanent you need the scroll for that spell, plus a rare gem (depending on the spell's level), plus a buttload of gold (again depending on level), etc.

    How does permanency interact with Dispel Magic? A lot of high-level mages like to dispel you in these games...

  • RaduzielRaduziel Member Posts: 4,716
    @subtledoctor



    Permanency
    (Alteration)

    Range: Special
    Components: V, S
    Duration: Permanent
    Casting Time: 2 rds.
    Area of Effect: Special
    Saving Throw: None

    This spell affects the duration of certain other spells, making the duration permanent. The personal spells upon which a permanency is known to be effective are as follows:

    *comprehend languages

    *protection from evil

    *detect evil

    *protection from normal missiles

    *detect invisibility

    *read magic

    *detect magic

    *tongues

    *infravision

    *unseen servant

    *protection from cantrips

    The wizard casts the desired spell and then follows it with the permanency spell. Each permanency spell lowers the wizard's Constitution by 1 point. The wizard cannot cast these spells upon other creatures. This application of permanency can be dispelled only by a wizard of greater level than the spellcaster was when he cast the spell. In addition to personal use, the permanency spell can be used to make the following object/creature or area-effect spells permanent:

    *enlarge

    *prismatic sphere

    *fear

    *stinking cloud

    *gust of wind

    *wall of fire

    *invisibility

    *wall of force

    *magic mouth

    *web

    Additionally, the following spells can be cast upon objects or areas only and rendered permanent:

    *alarm

    *wall of fire

    *audible glamer

    *distance distortion

    *dancing lights

    *teleport

    *solid fog

    These applications to other spells allow it to be cast simultaneously with any of the latter when no living creature is the target, but the entire spell complex then can be dispelled normally, and thus negated.

    The permanency spell is also used in the fabrication of magical items (see the 6th-level spell enchant an item). At the DM's option, permanency might become unstable or fail after a long period of at least 1,000 years. Unstable effects might operate intermittently or fail altogether.

    The DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell. If the DM has already determined that the application is not possible, the research automatically fails. Note that the wizard never learns what is possible except by the success or failure of his research.

  • subtledoctorsubtledoctor Member Posts: 11,460
    So only low-level spells. Interesting - and balanced!

    Implementation might be an issue. Rather than muck about with the extend duration opcode (I'm not sure how reliable it is), you could just create clones of various spells and give the clone spells inordinately long durations (I have a few spells that cannot use timing mode 1, so I use timing mode zero and set the duration to 30 in-game years, or something like that). Have the permanency spell simply use opcode 214 to give you an option to cast one of those clone spells.

    Alternatively, use caster level. Clone the header from an existing spell and set the new header to have a min level of 201, or something. And alter the duration to make it (effectively) permanent. Then have the Permanency spell simply provide a caster level bonus of 200 for 6 seconds. The next spell you cast = permanent. (I would probably add 321 effects canceling all permanent spells into that high-level header, so you could only have one permanent effect per character.)

    Poop, all this talk is making me want to actually do this... :(

    Raduziel
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