If the Sorcerer/Wizard is listed that way, then Oracle should be listed with Cleric (Cleric/Oracle), as Oracle is to Clerics as Sorcerer is to Wizards.
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If the Sorcerer/Wizard is listed that way, then Oracle should be listed with Cleric (Cleric/Oracle), as Oracle is to Clerics as Sorcerer is to Wizards.
Yeah, the list has both Sorcerer and Wizard, even though they share spell lists. Should either add Oracle, or change them to Sorcerer/Wizard and Cleric/Oracle.
Sorcerer and Wizard are almost the same lists. Wizard has at least one extra spell.
Originally I did not put an Oracle list because it is exactly the same as the Cleric list. At least, that's how I remembered it being. But I have done further research and there are indeed a few differences between the lists now. So, I will add a separate Oracle list. Thank you for pointing this out.
In regards to the Wizard and Sorcerer lists I had made two separate lists because their are some (minor) differences between them.
I'm still looking at this ... along with some other options. I'm toying with a split 1d3 (avg 2) and 1d4-1 (0-3 = avg 1.5) approach for 1d6 split damage. The average works out correctly but it still has the issue with energy resistance skewing the results. But I'm hoping that is to a lesser degree. That won't work, of course, for d8 damage.
Even once we "fix" this it's still not correct. It's supposed to be half damage. 1d6 of energy damage A and 1d6 of energy damage B is not the same as 2d6 of damage and then split evenly between A and B. As darrenan said, without the dmg/2 option this will never be completely right.
Hey folks, sorry for the newbie question: where can I get this module? Is there a place with the link?
The problem of rolling other dice and substracting is that you get the same average, but different variance. Let me show you with this graph
Attachment 43459
It shows dice rolls 10 000 times for each scenario.
Caster level 5 hellay vs fire resistance 5 monster.
I think what you meant was taking 1d4-1 unholy +1d3 fire(or the other way around) per caster level as a fix?
I could not attach an excel file it seems. If you want I can send it to you to double check, but I warn you it was my forst time trying this in excel, so it looks horrible, it is a really backward way of doing it, and I would do it much better if I made it again.
Edit: the axis are
Horizontal axis: damage dealt to monster
Vertical axis: number of times this number was reached in 10 100 outcomes
I took your numbers and ran some of my own and agree with your assessment. As we already ascertained there is no perfect answer with the options we currently have.
But ultimately your 1d6 unholy at odd levels then 1d6 at even levels is, I believe, the closest we can come.
At odd levels those with fire resistance will take 1.75 points more damage than they should. At 1st level this is a 100% increase in damage they should take but that percentage of extra damage drops quickly (33% at 3rd, 20% at 5th, 14% at 7th, 11% at 9th).
I'll start modifying the spells that split damage to use your formula.
Version 5.1 has been uploaded.
To see the spell changes on the character sheet you must re-attach the spell to the character sheet.
Following changes were made in this version.
Oracle Spell List added - thank you malvok
Sleep - Fixed the REMOVE effects.
Changed resistances to immunities for the three Form of the Dragon III spells - thank you bmos
- Form of the Alien Dragon III
- Form of the Dragon III
- Form of the Exotic Dragon III
Split Damage Spells
Spells that split the damage (I.E. half fire damage, half divine damage) were originally being calculated as 1d3 untyped damage and 1d3 elemental damage. As Svandal pointed out 2d3 is not the same as 1d6. These spells have been changed to use Svandal's suggestion.
They now do 1d6 of untyped damage at odd caster levels and 1d6 of elemental damage at even caster levels.
Specific spells affected by this change are:
- Flamestrike - Fire
- Rebuke (1d6 per caster level) - Sonic - Note: For this spell there is also an option that does 1d8 damage per 2 caster levels. There was no good way I could find to fix this so it stays as 1d4 untyped and 1d4 sonic.
- Dirge of the Victorious Knight - Cold
- Hellfire Ray - Fire
- Umbral Strike - cold
Shield of the Dawnflower, greater was also changed. It does 1d6 damage plus 1 damage per caster level.
It was Changed from 2d3 to 1d3 untyped and 1d4-1 elemental
I got a couple of suggestions for the wall of xxxx spells.
Example wall of stone:
First create temporary hit points for the spell:
First, the most "smooth" way: Temporary hit points: 3,75 x caster level
Second the way of the rules, but you have to read rules and click many times: temporary hit points: 15 (clieck several times they stack)
Second effects:
For "Vanilla": RESIST: 8; IMMUNE: nonlethal; IMMUNE: critical; IMMUNE: precision; To break STR DC: 20+2/c.l20; (strenght check only for information)
For Kels extension add this in addition; HRESIST: fire; HRESIST: cold; HRESIST: acid; HRESIST: electricity;
That adamantine goes through everything below 20 hardness is hard to code in. Especially sine +4 weapons count as adamantine (but I dont think vs objects)
Edit: Forgot about immunities to precision, critical and nonlethal
Hi - This is the first time I have replied to any of the threads here..
First of all I will congratulate you on a most excellent Mod I use this mod to help with my wizard character spells, it is a complicated character and your mod helps me a LOT..
This is about Form of the Dragon Spells mainly III :-
1 The melee attacks of the various Dragons should add strength to each attack but that can be easily adjusted..
2 - In Form of the Dragon III it should be :-
Form Of The Dragon III (Black/Green/Copper);STR:10 size;CON:8 size;AC:8 natural;DR:10 magic;IMMUNE: acid
Form Of The Dragon III (Blue/Bronze);STR:10 size;CON:8 size;AC:8 natural;DR:10 magic;IMMUNE: electricity
Form Of The Dragon III (Red);STR:10 size;CON:8 size;AC:8 natural;DR:10 magic;IMMUNE: fire;VULN:cold
Form Of The Dragon III (White);STR:10 size;CON:8 size;AC:8 natural;DR:10 magic;IMMUNE: cold;VULN:fire
Form Of The Dragon III (Brass);STR:10 size;CON:8 size;AC:8 natural;DR:10 magic;IMMUNE: fire;VULN:cold
Form Of The Dragon III (Gold);STR:10 size;CON:8 size;AC:8 natural;DR:10 magic;IMMUNE: fire
Form Of The Dragon III (Silver);STR:10 size;CON:8 size;AC:8 natural;DR:10 magic;IMMUNE: cold;VULN:fire
I tried this and it does work...
Strongrunner
The latest version already has that information. In fact, it looks exactly like what you identified above. :)
Can you confirm that you have downloaded the latest version and then re-copy the spell from the PFRPG - Spellbook onto the character sheet. Then see what it looks like.
For reference I have included an image of what the effect for the Black/Green/Copper dragon looks like on the latest version. Please let me know if this still doesn't match what you are seeing.
Attachment 43574
Maybe it is more confusing than helpfull?
First it might be helpfull to have as a reminder.
Then we could also include a reminder for strenght check.
Secondly, there can be a wall creature in the combat tracker if you make a neutral wall creature with no stats, no hit points. When I have used these wall of xxx as a DM the combat slows down to look up stats, to calculate damage and see if it breaks through. I just thought of it now that it would have been usefull to have 😁
Maybe it would have been even better if somebody made a module with all the different objects as a "monsters", but I dont think there are many groups that smashes things a lot.
Svandal,
My concern with having effect entries as 'reminders' of what the spell does is that this causes unnecessary clutter and, in my mind, a level of confusion.
When I see an effect I expect that is will be applied to something. Having an effect that doesn't actually get applied to anything would, I believe, be confusing for people.
If it is not applied to something then in order to view it the player would need to expand the Effects and read it from the spell sheet, while trying to decipher what the effect actually does (something that is obvious for us but may not be for a player). At that point I think it would be easier to just open the spell (which can be done from the character sheet) and read the effect there (in plain english :))
If you are going to go to the effort of creating an NPC to represent the wall wouldn't it be easier to just put those HPs and effects on the NPC sheet? The HPs would need to change, based on caster level, but that is a fairly quick thing for the DM to do. The other items remain the same. I realize you would need to create separate creatures for each wall but once they are created it would be easier to just grab the specific wall NPC rather than having to grab a generic wall NPC and then apply different effects to it.
Note that if this route is used you would need to add multiple NPCs for the wall as the HPs are per 5 foot section so each of those 5 foot sections would need to be a different NPC.
I understand where you are coming from and what you are trying to accomplish but I don't think that the spellbook is the place to do that.
Yes I agree with this when I think more about it. The walls and objects as NPC is the best way. Maybe some day I can make a objects module for this. Some day when my kids dont argue that much about going to bed, and I actually have the time to look into making a module 😁
Especially FGU has still some issues with long lists, especially the action tabs we have in 3.5e/PF1 :D Until that performance is improved, one can argue that omitting informational effects is for better performance :)
no I removed the mod re - downloaded the mod again then tried the mod again and what I get is the various dragon types with resist 20 not immune , for example I get Form Of The Dragon III (Black/Green/Copper);STR:10 size;CON:8 size;AC:8 natural;DR:10 magic;RESIST:20 acid ..
I don't know what the problem is but I kept fiddling with it and there was no change at all..
Strongrunner,
Did you get this resolved?
To expand on what bmos said. If you have customized the spell locally then it will not be overwritten by the latest version from the PFRPG - Spellbook module. You will need to 'revert' your changes.
If the icon to the right of the spell is a book with a pencil then this spell has been modified locally. To 'revert' this spell so that it uses the PFRPG - Spellbook module, right click on the spell and click on the 'Revert Changes' icon at the 11 o' clock position. The icon for the spell should now be a book (without the pencil). This indicates that is it using the spell from the PFRPG - Spellbook module. After this replace the spell in the character sheet with the spell from the PFRPG - Spellbook.
Let me know if that still does not work.
In the image below
The Form of the Dragon I [Y] spell is coming from the PFRPG - Spellbook module. As indicated by the book icon.
The Form of the Dragon III [Y] spell has been modified locally, which is where the spell is coming from. As indicated by the book with pencil icon.
https://www.fantasygrounds.com/forum...3&d=1613492514
Right clicking on the spell brings up the radial menu. At the 11 o' clock position is the Revert Changes option.
https://www.fantasygrounds.com/forum...4&d=1613492542
You can also revert all changes to the PFRPG - Spellbook by going into the 'Data Module Activation' window, right clicking on the module itself and clicking on the 'Revert Changes'. This will remove all local customizations for that module.
Next to each entry in the list you normally see a book, denoting that it is from a module :) If you've edited it, then there will be also a quill; the entries with a quill won't be updated automatically to avoid overwriting your changes; all other entries will be updated :) (you can also right-click on such an entry with quill to just revert changes there)
Sorry I took so long to reply - I got a lot going on here and that take priority.. As for the Mod - No nothing works - I can't find a way of going back on the changes (I think because I am not running the adventure).. It don't matter that much as long as the spell works for me and does what it is supposed to - I guess I can live with it...
Other than the problem with form of the dragon III the mod helps me a great deal in working out the spells for my wizard (as the Character is very very complicated not having to worry as much about the spells is a big weight off my mind)
Shouldn't matter if they're the GM or player. As long as the spellbook is marked as accessible for player-load, players can add/remove spells themselves if they have it loaded.
But it is the GM who needs to revert changes, not the player.
.
spotted typo:
gate spell
REMOVELGate
prob should be:
REMOVE:Gate
Good news!
https://www.fantasygrounds.com/filel...s_ruleset.html
3.5E effects now have 1/3 and 1/4 operators (T and Q) instead of just H. I think this will be helpful for automating more spells/automating them better.
Examples (I think, but I'm not sure if the lack of a "minimum 1" constraint is an issue):
magicsiegeenginegreater
MSEngine, Greater (indirect, damage);DMG:1 enhancement -> MSEngine, Greater (indirect, damage);DMG: [QCL] enhancement
MSEngine, Greater (direct);ATK:1 enhancement;DMG:1 enhancement -> MSEngine, Greater (direct);ATK: [QCL] enhancement;DMG: [QCL] enhancement
danceofahundredcuts
Dance 100 Cuts;ATK: 3 morale melee;DMG:3 morale melee;AC:3 morale;SKILL:3 morale acrobatics -> Dance 100 Cuts;ATK: [TCL] morale melee;DMG: [TCL] morale melee;AC: [TCL] morale;SKILL: [TCL] morale acrobatics
Thank you bmos. I will get started on changing these. I have some I had already spotted (in preparation for the version that works with Kel's extension) but I'm sure there are others I have missed. I hope to have a new version out sometime this week, with these changes as well as other changes I have been working on.
Version 6 has been uploaded.
To see the spell changes on the character sheet you must re-attach the spell to the character sheet.
The following changes were made in this version.
Gate - Fixed a typo in the REMOVE effect - thank you tahl
Resist Energy Communal - Fixed typo on some of the effects.
Removed 'harmless' and 'object' saves
In an effort to clean up the clutter, and some possible confusion, with the Spellbook I have removed the save and melee touch actions from any spells where the save is considered harmless or affects an object.
I found in many groups that a caster was pressing the Cast action button and having the party save versus a beneficial (harmless) spell. Spells like 'Bless' and 'Haste'. At a minimum this was causing confusion as players were trying to figure out why a save was being made. More annoying was that this was causing PCs who saved to be un-selected so that the beneficial spell was then not cast on them.
For objects, most of the time there is no real save to be made. And even if there is, there is no object of the Combat Tracker to make the save against.
Now their will still be times when someone does want to save against a beneficial spell, but on those rare occasions a manual save can still be made. Same thing when a object actually does need to make a save.
1/3 and 1/4 Effects
1/3 and 1/4 Effects have been added to the Pathfinder ruleset. Way to go bmos. I have gone through the Spellbook and added these effects for all spells I could find that would benefit from them.
Below is a list of the spells I modified. If you see any others that could use these new effects please let me know.
- Barkskin
- Bestow Insight
- Dance of a Hundred Cuts
- Dance of a Thousand Cuts
- Dazzling Blade, Mass
- Defile Armor
- Divine Favor
- Divine Power
- Magic Fang, Greater
- Magic Siege Engine, Greater
- Magic Vestment
- Magic Weapon, Greater
- Sanctify Armor
- Seducer's Eyes
- Unerring Weapon
- Unhallowed Blows, Greater
- Vestment of the Champion
- Wrathful Mantle
This is so great. Thank you a lot
Reporting missing spell: Frost Fingers from Ultimate Magic.
Frost Fingers is from the optional Words of Power subsystem. No spells from that subsystem have been added to the spellbook.
I didn't even know this subsystem existed until you mentioned this. :)
There is no plan to add any of the Words of Power spells to the spellbook.