Spell Bugs, and Fix Prioritization RFC

Discussion in 'Negative Energy Plane' started by Nomad_Wanderer, Sep 27, 2003.

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  1. Nomad_Wanderer

    Nomad_Wanderer Established Member Veteran

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    RFC on Spell Fix Prioritization

    Just went through and quickly organized the spell bugs.. Most went into maybe, but some when into not likely...
    There is an additional "huh?" grouping... I don't understand those ones.. If anyone can decipher them, please do so. :)

    As we find out more we can move them upward into likely, or downward into not likey, or even "Yeah. Right. Expansion Time"... (Hopefully there won't be many of those)

    SPELL BUGS


    Organized by Fix possibility “likelyâ€, “maybeâ€, “not likelyâ€, and “yeah.. Right. Expansion time boyoâ€

    “likelyâ€
    -Summon monster V appears as a 4th level spell in Burne’s list

    -Produce Flame is supposed to have maximum of +5 damage (+1/level), but there does not seem to be a limit or it is much higher.

    -“Flame strike†does incredibly low damage. It seems to apply 2 damage per level, and DR cuts down the damage. Low is in the range of 8
    -16 from a level 8 druid casting it on ogres.


    -Good Hope can leave particle effect on character permanently. Someone thinks it might be related to selecting the same target twice when targeting the spell.

    -you can hold a charge of a melee touch spell indefinitely
    (well for chill touch I rested 1 week and still holding it)

    -The spells Magic Weapon and Greater Magic Weapon are permanent

    -Summon swarm is not available to wizards at level up

    -Spike growth is permanent

    -Grease is permanent


    -Burning Hands is listed as an evocation spell, but Evocation Specialists can't learn it, suggesting the class is coded wrong. It may be coded as a transmutation spell, which would be by 3.5 rules.

    -Produce Flame has unlimited attacks and hits all the time (even with no line of sight)

    -Ghoul Touch lasts forever

    -Silence lasts forever

    -Entangle lasts forever and cannot be dismissed. Using “Break Free†seems to do nothing (no feedback and never works)

    -Invisibility is listed as third level in spell book when it should be 2nd.

    -Calm emotions spell leave the particle effect on characters permanently

    -The spell “Magic Vestment†is permanent.

    “maybeâ€
    -The following list of spells is impossible not available to scribe scrolls with clerics***MODIFIED ON 09/25/2003***:
    level 1:detect undead, endure element, protection law/chaos/evil/good, summon monster 1 (through 9)
    level 2: the 6 stat buffer (bull strength, etc),resist energy, shatter
    level 3: dispel magic, hold person, magic circle law/chaos/evil/good, protection vs. energy, wind wall
    level 4: animate dead, bestow/remove curse
    level 5: break enchantment

    -Weapon reach doesn't increase with Enlarge Person

    -Damage reduction seems to work against spells (magic missile is nullified by quasit DR 5/Holy). 3.5e rules state that spells are unaffected by damage reduction.

    - “Resist energy†appears to be broken
    it works once then dissipates, almost like it was a very low powered “protection from energy†in that it blocks the first 10 points then goes away

    -Magic missile can hit a mirror image target all the time

    -Burning hands has no sound effect (other spells too, bug confirmed by Troika)

    - “Resist energy†appears to be broken
    it works once then dissipates, almost like it was a very low powered “protection from energy†in that it blocks the first 10 points then goes away

    -Spells “Magic weapon/vestment†do not increase magic bonus on items that are already magical. They should. It appears to work for some items though, like the one you craft.

    -Having an NPC cast enlarge on a party member in combat, the enlarge becomes permanent.

    -The Spell "Detect Secret Doors" may not be working. I tried it in the Moat house after my Ranger failed to find the secret doors I knew were there. The spell did not reveal them.

    -I do not have the option to copy these scrolls into my spell book: Resist Energy, Fox's Cunning, Owl's Wisdom, Hold Portal, Greater Invisibility and Animate Dead. There are probably more.

    -The demons you can summon near the end of the game never go away, and after a while stop doing ANYTHING (even if an enemy right next to them is attacking them). You cannot dismiss them, so your only hope is to keep casting dismiss until it works

    -Someone’s scribed version of Hold Monster is a 4th level spell for a wizard. Should be level 5th. Screenshot: http://site.voila.fr/toeefiles5/hold_monster.jpg

    -An evil cleric can cast Lantern Archon (good type spell)

    -Spells (apparently in the conjuration school) are affected by damage reduction.

    “not Likelyâ€
    -Spell Resistance checks seem not to be handled properly. If the SR roll equals the SR, the check succeeds and the information pannel says that the SR has been overcome (that’s good), but the actual in
    -game effect that the spell fails to work.

    -Spell “Righteous Might†penalizes the character twice from for the larger size (
    -1 from Righteous Might and
    -1 from size). Also he player doesn’t get the +4 natural AC bonus and the longer reach with weapons. Screenshot: http://site.voila.fr/toeefiles11/righteous_might.jpg

    “yeah.. Right. Expansion time boyoâ€

    â€huh?â€
    -If a spell caster uses a Meta magic feat to upgrade a spell, the new spell shows in the spell list (good).
    Now, if you edit the spell to remove the Metamagic feat on it, the spell disappears and is replaced with a copy of the spell before (not good). Therefore, you can have multiple instances of the same spell in the spell book.

    -Someone was casting “slow†on a Lamia multiple times, and looking at the rolls, he noticed that the Lamia was getting +2 bonus from weapon focus (dwarven warhammer). That’s weird, but its related to another similar bug posted on 09/25/2003 evening update.

    -detect magic does not work on corpses (well, on magic items which are on corpses.. )

    -Haste and break enchantment can be stacked on a character by clicking multiple times on him instead of choosing different targets. The effects stacks.
     
    Last edited: Sep 27, 2003
  2. Executor

    Executor Member

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    Just to clarify "-An evil cleric can cast Lantern Archon (good type spell)", an evil cleric can cast summon monster IV to summon a lantern archon, which makes the spell a [Lawful] and [Good] spell. Clerics cannot cast spells with alignment descriptors opposite to their own alignment. A good cleric could likewise not summon any fiendish creature.
     
  3. JHunz

    JHunz Member

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    One quick point: the readme mentions that the spell summon swarm was removed, so its unavailability isn't a big.
     
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