I have made both of those changes to my local copy. I have a number of pending changes. I'm planning on releasing another version in a day or two.
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Will these changes include Kelrugem's full overlay extension's new features with the usage of the d divider and the value limit? Ex:
Barkskin; AC: 1 [d3CL4], naturalenhancement
Also, have all the magical lights been changed to light instead of torch as well?
If so, that's awesome!
Some, not all.
All the ones that were 'torch' are now 'light', except for Continual Flame which specifically states that is looks like a torch.
All the ones that were 'lantern' are now 'daylight'
There are others that have specific settings (E.G. Corpse Light) those retained their specific settings.
These are the spells that were changed.
Changed to LIGHT:20 light
- Dancing Lights
- Light
- Revealing Light
Changed to LIGHT:60 daylight
- Blade of Light
- Brightest Light
- Burst with Light -- LIGHT:30 daylight
- Daylight
No, these changes will not include Kelrugem's full overlay extension, or any other extension.
The base version of this module will never include any extensions that would be required in order for the module to work. Not everyone uses extensions and I don't want to block people who don't use extensions from using this module.
I am, however, working on a parallel version of this module, called 'PFRPG - Spellbook Extended', that will include Kelrugem's 'Full Overlay' extension and BMOS' Extended Natural and Armor AC Bonus Types' extension.
I will be releasing that module sometime in the middle of this week.
At that point I will maintain both modules simultaneously so that those who use the extensions can benefit from the added features these extensions provide but those who don't want to use the extensions can continue to use the original version that doesn't require the extensions.
Oh... I want to use that with all my heart <3Quote:
I am, however, working on a parallel version of this module, called 'PFRPG - Spellbook Extended', that will include Kelrugem's 'Full Overlay' extension and BMOS' Extended Natural and Armor AC Bonus Types' extension.
With that in mind, would you consider also the integration of the AURA extension?
That way, things like Magic Circle against (insert alignment) would be automatic, Ex:
Magic Circle Against Evil; AURA: 10 all; IFT:ALIGN(evil); AC: 2 deflection; SAVE: 2 resistance
REMOVE: Magic Circle Against Evil; AURA: 10 all; IFT:ALIGN(evil); AC: 2 deflection; SAVE: 2 resistance
(it can be dispelled and there would be only these two effects, unless there is the "roll" for shaking out of domination/charms/possession effects missing)
We could then integrate the IFTAG: charm, compulsion; SAVE: 2 morale
Version 7.1 has been uploaded.
It contains changes to LIGHT settings to sync them with the built in light settings -- thank you Khoredan
Changed to LIGHT:20 light
- Dancing Lights
- Light
- Revealing Light
Changed to LIGHT:60 daylight
- Blade of Light
- Brightest Light
- Burst with Light -- LIGHT:30 daylight
- Daylight
It also contains changes to a number of other spells that I identified discrepancies with.
Fix Confusion Text -- No effect changes just description text change
- Cloak of Chaos
- Fools' Forbiddance
- Insanity
- Maddening Oubliette
- Prismatic Sphere
- Prismatic Spray
- Prismatic Wall
- Sabotage Construct
- Scintillating Pattern
- Spellscourge
- Symbol of Insanity
- Temporal Divergence
- Word of Chaos
Add Invisible Effect
- Fool's Teleport
- Invisibility Bubble
- Invisibility Bubble, Giant
- Invisibility Bubble, Mass
- Invisibility, Mass
Other Changes
- Black Spot - Add targeting effects (IFT)
- Bone Fists - Add 'natural' type to AC bonus
- Dispel Chaos - Add 'deflection' type to AC bonus
- Dispel Evil - Add 'deflection' type to AC bonus
- Dispel Good - Add 'deflection' type to AC bonus
- Dispel Law - Add 'deflection' type to AC bonus
- Faerie Fire - Add lighting effects
- Glimpse the Hidden - Add spell link
- Guardian of Faith - Add 'deflection' type to AC bonus
- Id Insinuation II - Add remove effect
- Invoke Primal Power - Add 'natural' type to AC bonus
- Planar Aegis - Fix typo in description
- Poison Breath - Add spell link
- Protection From Chaos, Communal - Add 'deflection' type to AC bonus
- Protection From Good, Communal - Add 'deflection' type to AC bonus
- Scorching Ash Form - Add spell link
- Silk to Steel - Add 'shield' type to AC bonus
- Veil of Heaven - Add 'sacred' type to AC and Save
- Ward Shield - Fix Cleric Spell Level
- Wind Walk - Add spell link
- Wooden Wing shield - Add 'shield' type to AC bonus
- Zone of Foul Flames - Add duration effect
Version 8.0 has been uploaded
This version sees the syncing of both modules (PFRPG - Spellbook and PFRPG - Spellbook Extended) to this thread. Moving forward changes to both versions will be made in this thread.
Changes to Both Versions
- Beacon of Luck - Changed wording of effect.
- Burning Hands - Changed damage to half if save is made
- Clenched Fist - Changed Attack and CMB effects to use the correct formula (previously hard coded)
- Defending Bone - Duration added.
- Jatembe's Ire - Changed description text to link to other referenced spells instead of including full wording of the other referenced spells.
- Miasmatic Aura - Changed description text to link to other referenced spells instead of including full wording of the other referenced spells.
- Telekinetic Charge - Changed Level text for Cleric from 9 to 4.
Changes to PFRPG - Spellbook Extended
- Aura of Distraction - Changed to use COC:-5 effect
- Remove Fear - Changed to use IFTAG effect
Thank you to Svandal for identify several of these changes.
I figured out what the xml replaces tag does. Still useful for you but not what I had originally hoped:
<replaces>Multiple tags allowed. Specifies any module names which this module overrides. Any links to the old module name will be redirected to this module, as long as the old module is not open.
A suggestion for enlarge person and reduce person. Add the +- to stealth checks in the spell.
This is from your spell book:
Enlarge Person;STR:2 size;DEX:-2 size;AC:-1 size;ATK:-1 size;CMB:2 size;CMD:1 size
It can be modified to this:
Enlarge Person;STR:2 size;DEX:-2 size;AC:-1 size;ATK:-1 size;CMB:2 size;CMD:1 size; SKILL: -4 stealth
Reduce person is similar, but opposite, so:
SKILL: +4 stealth
Link to stealth checks where it says size:
https://www.d20pfsrd.com/skills/stealth/
sorry for asking - but i remember, there was a way to make upgrade npc actions from bmos work with the extended version of this mod... but when checking the files, i didnīt find a way to change the "source"... can someone with more skills help me, please, to find the entry to change it to the extended version?
(hope you guys get what i want ?)
Hi Morquendel! I have designed Upgrade NPC Actions to look in the Enhanced Spellbook first and then in the regular Spellbook. Is it not working for you?
I added that functionality in v1.18-hotfix.4, so check what version gets posted to the chat when you load your game.
had some problem and was thinking it wasnīt working - but more likely than not -... i broke it by "fixing" it before and redownloading today fixed it ;)
but thanks for the quick reply :)
I have added a PFRPG Spellbook User Guide in pdf format to the first post.
I've tried to cover everything I can think of without making a novel out of it.
Please review if you get a chance and let me know if I have missed anything, or if anything is unclear.
Version 8.1 has been uploaded
This version has a couple of minor spell changes. I wanted to get it compiled and uploaded in preparation for deployment to the Forge.
Changes have been made to both versions of the spellbook
- Magic Weapon, Greater -- Rolled the duration effect into the primary effect. No changes to the way the spell effects work just merged the two effects into a single effect.
- Enlarge Person, Enlarge Person, Mass, Reduce Person, Reduce Person, Mass, Reduce Animal and Steal Size -- Added stealth and fly modifiers -- thank you Svandal and darrenan for identifying these
nice thanks a lot :)
By the way, do you intend to upload it to the FG forge, too? :) (in case no-one asked yet :D)
Yes. The initial upload to FG forge has been done. Waiting for approval from them.
youīre 4 mods are available in the forge dllewell:) Thanks alot
Thanks Morquendel.
The forge links for the spellbooks are now on the first post.
Hi dllewell
A small correction on frightful aspect.
On the damage reduction you forgot a colon in the effect.
Dr10 magic
Instead of
Dr: 10 magic
Sleep spell(s) could use a sleep tag so elven Immunity can use an IFTAG: sleep; SIMMUNE
I have added a sleep tag to the spells below. Can anyone think of any other spells this tag should be added to:
Sleep, Deep Slumber, Forgetful Slumber, Touch of Slumber.
Note that the tag has been added to both versions of the spellbook but only the Extended Spellbook gets any benefit from this tag.
Version 8.2 has been uploaded
This version has a couple of minor spell changes.
The new version is linked to the first post and has been updated on the Forge
Changes have been made to both versions of the spellbook
- Sleep, Deep Slumber, Forgetful Slumber, Touch of Slumber -- Added a 'Sleep' tag to these spells so that they can be used with the IFTAG functionality provided by Kelrugem's Extended Automation extension. -- thank you Morenu
Note that the tag has been added to both versions of the spellbook but only the Extended Spellbook gets any benefit from this tag.- Frightful Aspect -- Fixed typo to the DR effect so that it now works correctly -- thank you Svandal
Hi
I have some more reports for you dllewell. Great work maintaining this.
Mind blank is missing some of Kels fantastic automation. It should be: (For extended spellbook)
Mind Blank; IFTAG: mindaffecting; SAVE: +8 resistance, will
Edit: I reread the mind blank, and it works against all mindaffecting spells and effect, so that means everything mind affecting I would guess. I edited the mind blank effect.
Icy prison is missing ongoing damage like this: (for both spellbook versions)
Icy Prison;Helpless; DMGO: [CL], cold
Pyrotechnic Eruption, you could add in one extra damage line for the following round, it will delp for the following round at least: (for both spellbook versions)
1d6 damage per even caster level (max 7) (type fire)
Version 8.3 has been uploaded
This version has a couple of minor spell changes identified by Svandal.
The new version is linked to the first post and has been updated on the Forge
These spell change have been made to both versions of the spellbook
- Icy Prison & Icy Prison -- Removed Damage Action, Added On-Going Damage to Effect Action
- Pyrotechnic Eruption -- Added 2nd damage effect for half damage
This spell change is only for PFRPG - Spellbook Extended
- Mind Blank & Mind Blank, Communal -- Added save bonus against mindaffecting spells and effects.
I have got one more spell that could be improved:
Ice body. The effect with Kels effect should be:
Ice Body;DR:5 magic; IMMUNE: cold; IMMUNE: electricity; VULN: fire; IMMUNE: critical; IFTAG: disease, poison; SIMMUNE
With no extension I think it should be:
Ice Body;DR:5 magic; IMMUNE: cold; IMMUNE: electricity; VULN: fire; IMMUNE: critical
And I think you can remove the damage lines to not clutter them or at least change the Spell Dmg to No. And with Kels extension add STR as extra damage.
But as it is now 1d6+1 bludgeoning and cold damage will only work if you have no feats or improvements to unarmed damage, and have a strenght score of 10, and no buffs (since DMG and DMGS effects are two different things). I think it is best to just remove the damage lines.
Version 8.4 has been uploaded
This version has a couple of minor spell changes.
The new version is linked to the first post and has been updated on the Forge
These spell change have been made to both versions of the spellbook
- Blessing of Fervor - Remove 1 round duration from most of the effects. Although the effect can be changed each round most people will keep the same effect for multiple rounds or even the duration of the whole spell.
- Greater Bladed Dash - Add circumstance type to attack
- Ice Body - Added immunities. Fixed damage calculation. -- thanks Svandal
- Overwhelming Presence - Add Wisdom damage effect
This spell change is only for PFRPG - Spellbook
- Ray of Enfeeblement - Add Strength damage effect
These spell changes are only for PFRPG - Spellbook Extended
- Bane - Combined the attack and will save effects.
- Death Ward - Added IFTAG for death saves - Death Ward;IFTAG:death;SAVE:4, morale
Hullo.
For the Elemental Body spells, you may wish to add 'IMMUNE: critical' to EB3 and 4, and 'DR: 5' to EB4.
Version 8.5 has been uploaded
The new version is linked to the first post and has been updated on the Forge
These spell change have been made to both versions of the spellbook
- Elemental Body IV - Add DR:5. Add immune to critical and precision damage -- Thank you ScribblingRambler
- Fungal Infestation - Add MULTI and 'bleed': to ongoing damage. Remove damage effect
- Ice Body - Fix small damage to 1d4
- Overwhelming Presence - Add Prone and Helpless to the effects.
- Reincarnate - Fix incarnation table.
- Reincarnate Spy - Add link to reincarnate
- Veil - Change text to differentiate between concentration duration and regular duration
Additionally, in multiple spells, in the casting time field - replace all occurrences of '1 standard actiond' with '1 standard action'
These spell changes are only for PFRPG - Spellbook Extended
- Black Sword of War- Limit bleed damage to maximum of 5
- Cloudkill - Added effect for CON damage.
- Heroes Feast - Add bonus for save vs fear and poison
Would it be possible to have Mythic effects added to the spell entries?
As an example Magic Missile:
The damage dealt by each missile increases to 2d4+1. The missiles bypass the shield spell and similar effects that block the non-mythic version of this spell.
Augmented (4th): If you expend two uses of mythic power, the spell creates double the normal number of missiles (affecting up to 10 creatures), its range increases to line of sight, and it bypasses the targets’ spell resistance and spell immunity.
Some of what are in mythic spells isn't possible as it would require changes to many coded things, but just having the base there to have it roll and be applied manually afterwards is better than nothing at all.
Sorry. I will not be adding Mythic effects to the spell entries. A number of spells are already confusing due to the number of effects that are already on them. I don't want to increase that possible confusion by adding another set of effects. Especially when those effects will likely only be used by a small subset of players.
thanks dllewell for all the work you did already to include all these effects.
Version 8.6 has been uploaded
The new version is linked to the first post and has been updated on the Forge.
Just a few minor changes. I'm actually playing a spellcaster for the first time in FG, so might have some more updates coming :)
These spell change have been made to both versions of the spellbook
Add the 'paralysis' tag to all spells that paralyze
- Archon's Trumpet
- Chains of Light
- Constricting Coils
- Frozen Note
- Ghoul Touch
- Halt Undead
- Hold Animal
- Hold Fey
- Hold Monster
- Hold Monster, Mass
- Hold Person
- Hold Person, Mass
Divine Vessel - Add SR (Extended Spellbook only) and standard size change modifiers to existing effects.
These spell changes are only for PFRPG - Spellbook Extended
Fire Shield - Added cold damage effect
Why don't we get these *.mod files when we do "CHECK FOR UPDATES" in the FGU launcher?
did you "buy" it on forge (its free)? if so, make sure your forge log in is the same as your FG log in. if all thats good, once you log into your campaign, did you go into Modules under the Library section and load it into the campaign?
The .mod file is available as a downloadable file in the first post.I don't believe the OP has added these to the Forge to make them part of the FG update process.EDIT: They are available on the Forge, the links are hidden in the middle of post #1. Thanks @Morenu for the correction.
Download the .mod files you require and put them in your <FG app data>\modules directory then restart FG.