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Spell and Conferred Ability Adjustments - I'd appreciate help from the community

Spell: Bloodhound
Code:
  <thing id="pS2Bloodho" name="Bloodhound" description="You gain the scent special quality, including the ability to track by scent. You receive a +8 competence bonus on Perception checks involving smell and a +4 competence bonus on Survival checks to track using scent. You take a -4 penalty on saving throws against odor-related effects such as the stench ability and {I}stinking cloud{/i}. A creature under the effects of {I}bloodhound{/i} can detect poison by scent with a DC 20 Perception check." compset="InPlay">
    <fieldval field="pDuration" value="1 hour/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <tag group="Helper" tag="NoIncr"/>
    <bootstrap thing="xDogTrack">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    </thing>

Spell: Bomber's Eye
Code:
  <thing id="pS2BombEye" name="Bomber’s Eye" description="This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons." compset="InPlay">
    <fieldval field="pDuration" value="1 round/level"/>
    <fieldval field="pMinimum" value="1"/>
    <fieldval field="pMaximum" value="1"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="PreLevel" priority="5000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Modify all the thrown weapons
foreach pick in hero from BaseWep where "wCategory.RangeThrow"
  ~ give a +1 Insight bonus on attack rolls
    eachpick.field[wAttBonus].value += field[pAdjust].value
  ~Increase Range Increment by 10feet
  eachpick.field[wRangeInc].value += 10
nexteach]]></eval>
    </thing>
 
Last edited:
Spell: Bristle
Code:
  <thing id="pS2Bristle" name="Bristle" description="You give a creature the ability to redirect a portion of its innate toughness away from its own defense and toward the amount of damage it deals with natural attacks. Each round, as a swift action at the start of its turn, the creature can choose to reduce some or all of its natural armor bonus to AC and gain an enhancement bonus on all damage rolls for natural attacks equal to that amount. The reduction to natural armor, and thus the enhancement bonus on damage rolls, cannot exceed 1 point per 3 caster levels, to a maximum penalty/bonus of -5/+5 at 15th level. A creature cannot reduce its natural armor bonus to less than 0 with this spell. All attacks directed against the creature use its adjusted AC until the start of its next turn, at which time it can choose to modify its AC again or keep it at its current level. Creatures make this decision without any need for conscious thought or reflection; even creatures with no Intelligence score can benefit from this spell, although they always opt for the maximum possible reduction and bonus, regardless of any tactical advantage they might lose." compset="InPlay">
    <fieldval field="pMinimum" value="0"/>
    <fieldval field="pMaximum" value="5"/>
    <fieldval field="pDuration" value="1 min/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="Final" priority="10000"><![CDATA[~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~ Only take the minimum between the Adjust value or the Natural AC
field[abValue].value = minimum(field[pAdjust].value,hero.child[ArmorClass].field[tACNatural].value)

~ Add/Subtrack to our natural armor class
hero.child[ArmorClass].field[tACNatural].value -= field[abValue].value

~ Modify all natural attack damage
foreach pick in hero from BaseWep where "wGroup.Natural"
  ~ give a +1 Enhancment bonus on damage
    eachpick.field[wDamBonus].value += field[abValue].value
nexteach]]></eval>
    </thing>
 
Spell: Challenge Evil
Code:
  <thing id="pS2ChalEvi" name="Challenge Evil" description="You challenge an evil creature to bring the fight to you, or suffer the consequences. You gain a +2 sacred bonus on all melee attacks against the subject of the spell. At the end of its turn, if the target has not made at least one attack on you, it becomes sickened. If you move away from the target, the spell ends." compset="InPlay">
    <fieldval field="pDuration" value="1 min/level"/>
    <fieldval field="pMinimum" value="2"/>
    <fieldval field="pMaximum" value="2"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="PreLevel" priority="5000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Modify all melee attacks
foreach pick in hero from BaseWep where "wCategory.Melee"
  ~ All melee attacks are at +2 sacred bonus to hit
  eachpick.field[wAttBonus].value += field[pAdjust].value
nexteach]]></eval>
    </thing>
 
Spell: Chameleon Stride
Code:
  <thing id="pS2ChamStr" name="Chameleon Stride" description="You fade into the background, and while you are not truly invisible, you are hard to pinpoint due to your translucent state. While under the effects of this spell, you gain a +4 bonus on Stealth checks and have concealment from creatures more than 5 feet away (attacks have a 20% miss chance)." compset="InPlay">
    <fieldval field="pDuration" value="1 min/level"/>
    <fieldval field="pMinimum" value="4"/>
    <fieldval field="pMaximum" value="4"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="PreLevel" priority="5000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~Give bonus to stealth skill
#skillbonus[skStealth] += field[pAdjust].value]]></eval>
    </thing>
 
Spell: Coward’s Lament
Code:
  <thing id="pS2CowaLam" name="Coward&#146;s Lament" description="You compel an opponent to face you in combat, or suffer for its cowardice. Each round that the target fails to attack you in melee, it receives a cumulative -1 penalty to its Armor Class, attack rolls, and saving throws (maximum penalty -5). Each round at the end of its turn, the target may attempt a Will saving throw to prevent the penalties from increasing for that round. All penalties reset to zero when the target attacks you in melee, but increase again if it stops attacking. If the target is prevented from attacking you by physical restraint, magic, or impassable terrain, the penalties do not increase. If you move away from the target, the spell ends." compset="InPlay">
    <fieldval field="pMinimum" value="-5"/>
    <fieldval field="pMaximum" value="0"/>
    <fieldval field="pDuration" value="1 round/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give a penalty to all saves
hero.child[svFort].field[Penalty].value += field[pAdjust].value
hero.child[svRef].field[Penalty].value += field[pAdjust].value
hero.child[svWill].field[Penalty].value += field[pAdjust].value

~ Give a penalty to AC
hero.child[ArmorClass].field[Penalty].value += field[pAdjust].value

~ Give a penalty to hit to all weapons
hero.child[Attack].field[Penalty].value += field[pAdjust].value]]></eval>
    </thing>
 
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Spells: Crafter's Curse; Crafter's Fortune
Code:
  <thing id="pS2CraftCu" name="Crafter’s Curse" description="The target of {I}crafter’s curse{/i} takes a -5 penalty on all Craft skill checks while the spell lasts." compset="InPlay">
    <fieldval field="pMinimum" value="-5"/>
    <fieldval field="pMaximum" value="-5"/>
    <fieldval field="pDuration" value="1 day/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="PostLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give a penalty to all Craft Skills
foreach pick in hero from BaseSkill where "Helper.SkCatCraft"
    eachpick.field[Penalty].value += field[pAdjust].value
nexteach]]></eval>
    </thing>
  <thing id="pS2CraftFo" name="Crafter’s Fortune" description="The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check." compset="InPlay">
    <fieldval field="pMinimum" value="5"/>
    <fieldval field="pMaximum" value="5"/>
    <fieldval field="pDuration" value="1 day/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="PostLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give a Luck bonus to all Craft Skills
foreach pick in hero from BaseSkill where "Helper.SkCatCraft"
    #applybonus[BonLuck,eachpick,field[pAdjust].value]
nexteach]]></eval>
    </thing>
 
All of ShadowChemosh's contributions up to Chameleon Stride (everything before 11/15) are incorporated into the new update.
 
Spell: Prayer
-These are two that originally done by huntercc I did a few small tweaks and changed them to match the new standards for actual spells. Their are two versions of the same spell one to apply if you are an ally and one if you are a foe.
Code:
  <thing id="pPrayerAll" name="Prayer: Ally" description="You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls." compset="InPlay">
    <fieldval field="pMinimum" value="1"/>
    <fieldval field="pMaximum" value="1"/>
    <fieldval field="pDuration" value="1 round/level"/>
    <tag group="Helper" tag="AdjSpell"/>
    <eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give a Luck Bonus to all weapons
#applybonus[BonLuck,hero.child[Attack],field[pAdjust].value]
hero.child[Damage].field[tDamBonus].value += field[pAdjust].value

~Give bonus to saves
#applybonus[BonLuck, hero.child[svFort], field[pAdjust].value]
#applybonus[BonLuck, hero.child[svRef], field[pAdjust].value]
#applybonus[BonLuck, hero.child[svWill], field[pAdjust].value]

~Give bonus to all skills
#applybonus[BonLuck, hero.child[AllSkills], field[pAdjust].value]]]></eval>
    </thing>
  <thing id="pPrayerFoe" name="Prayer: Foe" description="You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls." compset="InPlay">
    <fieldval field="pMinimum" value="-1"/>
    <fieldval field="pMaximum" value="-1"/>
    <fieldval field="pDuration" value="1 round/level"/>
    <tag group="Helper" tag="AdjSpell"/>
    <eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give a Penalty to all weapons
hero.child[Attack].field[Penalty].value += field[pAdjust].value
hero.child[Damage].field[tDamBonus].value += field[pAdjust].value

~ Give penalty to all saves
hero.child[svFort].field[Penalty].value += field[pAdjust].value
hero.child[svRef].field[Penalty].value += field[pAdjust].value
hero.child[svWill].field[Penalty].value += field[pAdjust].value

~ Give penalty to all skills
hero.child[AllSkills].field[Penalty].value += field[pAdjust].value]]></eval>
    </thing>
 
Last edited:
Spell: Bless
-Needed this for my own games currently so figured I should add it quick.
Code:
  <thing id="pBless" name="Bless" description="Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.\n\nBless counters and dispels bane." compset="InPlay">
    <fieldval field="pMinimum" value="1"/>
    <fieldval field="pMaximum" value="1"/>
    <fieldval field="pDuration" value="1 min./level"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give a MORALE bonus to hit to all weapons
#applybonus[BonMorale,hero.child[Attack],field[pAdjust].value]]]></eval>
    </thing>
 
Last edited:
Well, I did it for myself, so I may as well share.

Code:
  <thing id="pExpRet" name="Expeditious Retreat" description="Your speed increases by 30 ft." compset="InPlay">
    <fieldval field="pMinimum" value="30"/>
    <fieldval field="pMaximum" value="30"/>
    <fieldval field="pDuration" value="1 minute/level (D)"/>
    <tag group="Helper" tag="AdjSpell"/>
    <tag group="Helper" tag="NoIncr"/>
    <tag group="Helper" tag="AdjNoPlus"/>
    <eval phase="First" priority="1000"><![CDATA[
      ~ If we're not enabled, get out now
      doneif (field[pIsOn].value = 0)

      ~ Add to speed
      hero.child[Speed].field[Bonus].value += 30]]></eval>
    </thing>
 
Spell: Aid
Code:
  <thing id="pAid" name="Aid" description="Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).\n\n{B}Note:{/b} Use the counter to set the number of temporary hit points and as you take damage lower the counter to show losing the temporary hit points first." compset="InPlay">
    <fieldval field="pMinimum" value="0"/>
    <fieldval field="pMaximum" value="18"/>
    <fieldval field="pDuration" value="1 min./level"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="Final" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give Bonus HP
herofield[tCurrentHP].value += field[pAdjust].value]]></eval>
    <eval phase="PreLevel" priority="10000" index="2"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give a MORALE bonus to hit to all weapons
#applybonus[BonMorale,hero.child[Attack],1]]]></eval>
    </thing>
 
Last edited:
Spell: Cloak of Shade
Code:
  <thing id="pCloakOfSh" name="Cloak of Shade" description="This spell provides the subject with some degree of protection from the harmful effects of the sun. The cloaked subject treats environmental heat due to sun exposure as one level less: severe heat is considered very hot conditions, while very hot is considered average temperature (see page 444 of the {I}Core Rulebook{/i} for heat dangers). The cloak of shade also reduces any penalties from sunlight by 1. The spell does not, however, eliminate the effects of direct sunlight on creatures vulnerable to sunlight. {i}Cloak of shade{/I} has no effect on environmental heat from sources other than the sun." compset="InPlay">
    <fieldval field="pDuration" value="1 hour/level (D)"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <tag group="Helper" tag="NoIncr"/>
    </thing>
 
That they would.

Out of curiosity, I was working on Aid (thinking much the same as you) before I saw yours. I'm still new at this, so I want to ask--why did you separate ranged and melee attacks instead of just using Attack Bonus? Also, does HeroLab currently watch bonus types to prevent invalid stacking? And finally, why did you put Aid in the Final phase?
 
That they would.

Out of curiosity, I was working on Aid (thinking much the same as you) before I saw yours
Hmm I needed this for my own games so figured I would do it quick. If you have plans to do stuff for the CORE book I will stay out of those then.

I'm still new at this, so I want to ask--why did you separate ranged and melee attacks instead of just using Attack Bonus?
In my test changing Attack Bonus actually changed the character sheet from the point of view of BAB(Base Attack Bonus). So in example a level 1 cleric with Aid or Bless would suddenly show that they had a BAB of +1 which is not correct. By giving it to Melee/Ranged separately I didn't run into that issue. Hmm I have a this feeling Mathias is going to correct me here, but that is my logic.

Also, does HeroLab currently watch bonus types to prevent invalid stacking?
No you have to do that yourself using the Maximum function. In the above cases their is no Specific type of bonuses to track when using Melee/Ranged so no way to use it, but if their is for other Things and then the script would look something like this:
Code:
field[LuckBonus].value = Maximum(field[LuckBonus].value,NewBonus)
This way either the existing bonus or the new bonus value would get used instead of stacking them together.

And finally, why did you put Aid in the Final phase?
I did that as in testing it was the only phase where adding to tCurrentHP would actually adjust it. Seemed using any phase before then would cause the value I placed in tCurrentHP to simply be over written with zero.
 
In my test changing Attack Bonus actually changed the character sheet from the point of view of BAB(Base Attack Bonus). So in example a level 1 cleric with Aid or Bless would suddenly show that they had a BAB of +1 which is not correct. By giving it to Melee/Ranged separately I didn't run into that issue. Hmm I have a this feeling Mathias is going to correct me here, but that is my logic.

The Attack bonus displayed on the Basics summary is not the BAB - it's the modified attack bonus - it includes things like size modifiers to hit and attack bonuses to all weapons, so I'd say use a generic Bonus here (or rather, BonMorale, since the spell adds a Morale bonus).


No you have to do that yourself using the Maximum function. In the above cases their is no Specific type of bonuses to track when using Melee/Ranged so no way to use it, but if their is for other Things and then the script would look something like this:
Code:
field[LuckBonus].value = Maximum(field[LuckBonus].value,NewBonus)
This way either the existing bonus or the new bonus value would get used instead of stacking them together.

Remember that the #applybonus[] and #applypenalty[] macros are here to help you with this:

Code:
#applybonus[BonMorale, hero.child[Attack], 1]

will give you a +1 morale bonus to all attacks that will stack correctly with other morale bonuses to attack. (There's a maximum function inside the macro)
 
Last edited:
Steev42, a note about Expeditious retreat - the speed bonus is actually an enhancement bonus, so instead of adding a flat value:

Code:
#applybonus[BonEnhance, hero.child[Speed], field[pAdjust].value]

(or this - there's a specific macro for enhancement bonuses):

Code:
#enhancement[hero.child[Speed], field]pAdjust].value]

In the editor, select the help menu, "Help on Using the Editor", then find the "Reference Information" link in the page that pops up - that's where this sort of thing is discussed.

Thank you both for adding these spells.
 
(There's a maximum function inside the macro)
I didn't actually know that. That makes that macro REALLY useful then.

Spell: Defile Armor
Code:
  <thing id="pDefileArm" name="Defile Armor" description="As {I}sanctify armor{/i}, except you gain DR 5/good when using your judgment or smite ability." compset="InPlay">
    <fieldval field="pMinimum" value="5"/>
    <fieldval field="pMaximum" value="5"/>
    <fieldval field="pDuration" value="1 minute/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <bootstrap thing="xDamRdGood"></bootstrap>
    <eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Apply DR 5/good to the hero
#applydr[xDamRdGood,field[pAdjust].value]]]></eval>
    </thing>
 
Spell: Divine Vessel: Anarchic aspect
-Going to break this spell up into 4 pieces.
Code:
  <thing id="pDivVesAna" name="Divine Vessel: Anarchic aspect" description="You accept otherworldly energies into your body and transform. Your height doubles and your weight increases by a factor of eight. Your features shift into those of a cold and alien being of logic, a creature of primal chaos, an angelic presence, or a fiendish monster, as chosen by you. You gain a +6 size bonus to Strength and Constitution, a +3 natural armor bonus, darkvision 60 ft., and SR of 12 + your caster level{I}(Use Counter to set your CL){/i}. These modifiers replace the normal modifiers for increasing your size. The size modifier for AC, attacks, CMB, and CMD changes as appropriate for your new size category. This spell doesn&#146;t change your base speed. Determine space and reach as appropriate for your new size.\n\nIf insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process (see page 175 of the Core Rulebook for rules on breaking objects). If you fail, you are constrained without harm by the materials enclosing you--the spell cannot crush you by increasing your size.\n\nAll equipment you wear or carry is similarly enlarged by this spell. Melee weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical effects that increase size do not stack.\n\n{B}Anarchic aspect:{/b} You gain the following abilities: an additional +2 bonus to Constitution, DR 10/lawful, resist acid 10, electricity 10, and sonic 10, a +4 bonus on saves against poison, blindsense 30 feet, and a fly speed of 60 feet (good maneuverability). You gain a bite attack dealing 2d6 points of damage. Your natural weapons and any weapons you wield are considered chaotic-aligned for the purpose of overcoming damage resistance." compset="InPlay">
    <fieldval field="pDuration" value="1 round/level (D)"/>
    <fieldval field="pMinimum" value="16"/>
    <fieldval field="pMaximum" value="20"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <bootstrap thing="xDamRsElec"></bootstrap>
    <bootstrap thing="xFly">
      <autotag group="Maneuver" tag="Good"/>
      </bootstrap>
    <bootstrap thing="wBite">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      <autotag group="wMain" tag="1d8_6"/>
      <autotag group="Helper" tag="NatSizeDmg"/>
      </bootstrap>
    <bootstrap thing="rBlindsen"></bootstrap>
    <bootstrap thing="xDamRdLaw"></bootstrap>
    <bootstrap thing="xDamRsAcid"></bootstrap>
    <bootstrap thing="xDamRsSoni"></bootstrap>
    <bootstrap thing="xSplRs"></bootstrap>
    <bootstrap thing="raDarkVis">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    <eval phase="First" priority="20000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Apply DR 10/lawful to the hero
#applydr[xDamRdLaw,10]
~ Apply Energy Resistance
#applyresist[xDamRsAcid, 10]
#applyresist[xDamRsSoni, 10]
#applyresist[xDamRsElec, 10]
~ Apply Spell Resistance
field[abValue].value = 12 + field[pAdjust].value
#applysr[field[abValue].value]

~ Add to size - must come after race and template size set
herofield[tSize].value += 1

~ Increase the size of all our equipment by 1 apart from 
~ unarmed strike, which changes automatically
foreach pick in hero from MyGear where "!wCategory.Unarmed"
   eachpick.field[gSizeMod].value += 1
nexteach

~change the size of our natural weapons
foreach pick in hero from BaseNatWep where "!Helper.NatSizeDmg"
   perform eachpick.assign[Helper.DamageUp]
nexteach
      
~ Bonus to Str and Con
hero.child[aSTR].field[Bonus].value += 6
hero.child[aCON].field[Bonus].value += 8
~ Increase Natural AC by 3
hero.child[ArmorClass].field[tACNatural].value += 3
~ Give Fly speed
#applyvalue[xFly, 60]
~ Set Blindsense distance
#applyvalue[rBlindsen, 30]]]></eval>
    </thing>
 
Last edited:
Spell: Blessing of Courage and Life
Code:
  <thing id="pBlessCoLi" name="Blessing of Courage and Life" description="With this prayer you provide long-lasting succor to a wounded creature. For as long as the effect lasts, the target receives a +2 morale bonus on saving throws against fear and death effects. At any time while the spell is in effect, the target can choose to end the spell as a swift action for a burst of healing energy. The target loses the saving throw bonus, but is healed of 1d8 points of damage +1 point per caster level (maximum +10)." compset="InPlay">
    <fieldval field="pDuration" value="1 minute/level (see text)"/>
    <fieldval field="pMinimum" value="2"/>
    <fieldval field="pMaximum" value="2"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    </thing>
 
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