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Cidak
October 6th, 2020, 03:09
Request for help.

I'm trying to work out how to code an effect to increase the caster level or spell DC by 2 as per the Potent Magic ability. I have tried coding the effect to increase the level "LVL: 2", but it dosen't appear to impact the spell damage. Any ideas?

dellanx
October 6th, 2020, 14:28
Request for help.

I'm trying to work out how to code an effect to increase the caster level or spell DC by 2 as per the Potent Magic ability. I have tried coding the effect to increase the level "LVL: 2", but it dosen't appear to impact the spell damage. Any ideas?

I am assuming your referring to Spell Focus/Greater Spell Focus? One has to do it through the spell effects interface for each spell you wish to modify. One may also increase the CLC by adding extra levels.

Are you doing this for a PC or NPC?

For an NPC I would use CreatureGen (https://www.fantasygrounds.com/forums/showthread.php?34199-CreatureGen-Extension-Import-Stat-blocks-on-the-fly-with-populated-spells&highlight=stat+block) parser to parse the spells.


3rd--blink, fireball (DC 27), Lightning bolt (DC 27), Suggestion (DC 25)

p.s. Can't make a screen shot at work.

bmos
October 6th, 2020, 14:36
Unfortunately this is not possible (as far as I know) for a PC.
CLC: 2 will help by increasing caster level checks, but it does nothing for spell duration, effect potency, DC, etc.
You will have to either handle it manually or create copies of each spell that your player usually uses it on which are in higher level slots and include some identifier like "(Potent)" so they know when to pick that version.

Kelrugem
October 6th, 2020, 14:55
You could make an informational effect and increase the CL manually (the spell classes have a box for the cl in the actions tab) :) When the informational effect is gone you can delete this change again :)

(I sadly had never time to finish that effect, it is in my personal extension; but I wanted to fix a purely graphical problem before I release it :) )

darrenan
October 6th, 2020, 16:27
The easiest way is to just apply an effect that increases your caster stat by 4 that expires after a single roll. The change should cause your DCs to be increased by 2. For a normal arcanist using intelligence this would be something like "Potent Magic; INT: 4" and set the target to Self and expiration to One Roll.

bmos
October 6th, 2020, 17:00
The easiest way is to just apply an effect that increases your caster stat by 4 that expires after a single roll. The change should cause your DCs to be increased by 2. For a normal arcanist using intelligence this would be something like "Potent Magic; INT: 4" and set the target to Self and expiration to One Roll.Good call! The only thing it leaves out is duration and magnitude of effect (such as number of damage dice/caster level).

darrenan
October 6th, 2020, 18:30
I went back and looked at an arcanist character of mine and it looks like I just did everything manually when I used that ability :-P

Cidak
October 7th, 2020, 01:26
Thanks very much, darrenan I'll do that. I have a group using FG for the first time as we normally play in person, so I am trying to automate things as much as possible.

bmos
October 8th, 2020, 23:37
I took a look at Kelrugem's code and have it working with the desired 'invisible' UI (it works like normal FG where effects bonuses aren't shown on the sheet).
Caster level for spell effect duration, damage, and healing can be raised via CL: n and spell save DC can be raised via SSDC: n.
I'm going to test it out with my arcanist player this weekend and, if all goes well, can post it next week for more widespread testing.

bmos
October 11th, 2020, 04:28
Here's a customized version of Kelrugem's FullOverlay Package that contains an enabled/fixed CL: n effect (it doesn't show the bonus on the actions tab anymore but rolling damage, healing, effect duration, and so forth gets the correct bonuses. This saves a lot of time for arcanists especially.

This does not currently work in conjunction with IFTAG (which means you can't specify a caster level bonus for a specific school of magic yet).

I am not that familiar with the effects code yet and I am building on work that was not complete before, so it is possible that there will be unexpected behavior. That being said, in my limited testing and during my game tonight it has been performing well enough that I feel comfortable posting it.

I have posted a new version in a later post in this thread (https://www.fantasygrounds.com/forums/showthread.php?62504-Arcanist-potent-magic-ability&p=548558&viewfull=1#post548558).

Kelrugem
October 11th, 2020, 14:02
Here's a customized version of Kelrugem's FullOverlay Package that contains an enabled/fixed CL: n effect and also a SSDC: n effect I added to increase spell DCs. This saves a lot of time for arcanists especially.

This does not currently work in conjunction with IFTAG (which means you can't specify a caster level bonus or dc increase for a specific school of magic yet).

I am not that familiar with the effects code yet and I am building on work that was not complete before, so it is possible that there will be unexpected behavior. That being said, in my limited testing and during my game tonight it has been performing well enough that I feel comfortable posting it.

cool thanks for the work :) As you know I had the CL effect but had no time for the display problem, thanks for solving that :D

By the way there is already a DC effect :) And it can be combined with IFTAG, so IFTAG: spell; DC: n would achieve the same as SSDC :D Similar for schools :) I can add that to the CL effect later, it is just a matter of data processing :)

bmos
October 11th, 2020, 15:24
cool thanks for the work :) As you know I had the CL effect but had no time for the display problem, thanks for solving that :D

By the way there is already a DC effect :) And it can be combined with IFTAG, so IFTAG: spell; DC: n would achieve the same as SSDC :D Similar for schools :) I can add that to the CL effect later, it is just a matter of data processing :)Ha! I had no idea there was already a DC effect.

I've removed the redundant one :)

EDIT: This is no longer needed because Kelrugem has updated FullOverlay Package with an even better version.

Kelrugem
October 11th, 2020, 16:35
Ha! I had no idea there was already a DC effect.

I've removed the redundant one :)

:D Yeah, therefore I uploaded a pdf with all the effects because I also sometimes forget the details of my own extensions :D

bmos
October 11th, 2020, 17:00
:D Yeah, therefore I uploaded a pdf with all the effects because I also sometimes forget the details of my own extensions :DI skim that PDF (https://www.fantasygrounds.com/forums/showthread.php?50895-Kelrugem-s-extensions&p=452700&viewfull=1#post452700) a lot and always forget most of it; I am much better at reading quickly than reading comprehension ;)

darrenan
October 12th, 2020, 16:28
It doesn't appear that CL: applies to caster level checks. I realize there's already a CLC: effect for that, but CL: seems like it should be a superset of that? Also, is there any downside to using both at the same time? For instance, an arcanist using arcane pool to increase CL of a Dispel Magic spell, shouldn't that also bump up the CLC accordingly?

bmos
October 12th, 2020, 16:39
It doesn't appear that CL: applies to caster level checks. I realize there's already a CLC: effect for that, but CL: seems like it should be a superset of that? Also, is there any downside to using both at the same time? For instance, an arcanist using arcane pool to increase CL of a Dispel Magic spell, shouldn't that also bump up the CLC accordingly?I see your logic and tend to agree. The downside is that someone might assume the opposite (since CLC exists). But I think I will try to make CL also apply the same bonus to CLC.