Thread: Pathfinder 2E Spell Effects
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July 4th, 2020, 11:36 #31
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Thanks for the explanation, well appreciated!
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July 4th, 2020, 18:51 #32
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July 4th, 2020, 19:00 #33
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So far these Modules works fine in Unity.
Alioops77
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July 11th, 2020, 16:54 #34
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I'm loving what these modules are doing for my game! I have a question about how Daze is heightened in the module. it looks like there are a few missing heightened spells, unless I'm not understanding how daze is heightened.
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July 11th, 2020, 18:35 #35
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Daze as its base level deals mental damage equal to your spellcasting ability modifier such as Intelligence, Wisdom or Charisma modifier depending on the Caster's magic tradition and spellcasting ability at CL 1st-2nd. When heightened, (+2), it gains an additional 1d6 mental damage every 2 spell levels meaning 1d6+ability modifier as a 3rd spell level at CL 5th-6th; 2d6+ability modifier as a 5th spell level at CL 9th-10th; 3d6+ability modifier as a 7th spell level at CL 13th-14th; 4d6+spellcasting ability modifier mental damage, as a 9th spell level at CL 17th-18th.
EDIT 1: some spells heightens differently, they don't heighten at every level, the (+1) is every spell level; (+2) is every 2 spell levels; (+3) is every 3 spell levels and so on.
EDIT 2: the CL stands for Caster level or Character Level
EDIT 3: hope this might help a bit to alleviate some confusing
Caster/Character Level = Spell Level
1st-2nd = 1st
3rd-4th = 2nd
5th-6th = 3rd
7th-8th = 4th
9th-10th = 5th
11th-12th = 6th
13th-14th = 7th
15th-16th = 8th
17th-18th = 9th
19th-20th = 10thLast edited by Alex Craft; July 11th, 2020 at 23:42.
Alioops77
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July 12th, 2020, 02:01 #36
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That's what I thought. When I load in the module and search for Daze, this is what I see. I'm on a Mac running the latest version of FGU. Based on what you wrote, I should have a base (1st-2nd), 3rd (5th-6th), 5th (9th-10th), and so on. I have the base, 5th, 7th, and 9th iteration, but not the third.
Screen Shot 2020-07-11 at 8.56.58 PM.png
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July 12th, 2020, 08:19 #37
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Looking further into this, it really seems that we now have to spell effect extensions doing the same things under different names. If you like to have spell info encoded in the name (range, form) then this extension here delivers, if you only want names then "SR Drag N Drop" is an alternative.
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July 12th, 2020, 15:33 #38
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July 12th, 2020, 15:35 #39
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July 12th, 2020, 15:41 #40
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Just updated the <PFRPG2 Core Spell Effects> some missing spells was added, the Mod is on Post #1
Alioops77
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