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Eldritch Heritage Feat

Ambrus

Well-known member
I just added the Eldricht Heritage (verdant) feat to my Summoner, which should grant her that Bloodline's 1st level power (Tanglevine) but which has instead granted her that Bloodline's Arcana (granting a bonus to AC after casting personal spells). It seems to be an error; just wondering how or if it could be fixed.

On another note, I was wondering whether there's some means to have the benefits of an enlarge spell be something that I could click while in play to adjust my PC's stats accordingly.

Thanks for any help!
 
Hi Ambrus! For bug reporting, the developers prefer you use the following link. As for enlarge person, that option does exist! If you go to the "adjustments" tab (if you're building your character on the iPad this will be a button at the bottom of the character sheet), you can select enlarge person from the "spell adjustments" section. That will add the adjustment as an option for your character and you can just toggle it on or off using the checkbox.
 
I submitted a bug report. Thanks Redcap for pointing out the spell adjustments! That's a really helpful feature. I now realize I hadn't been applying the bonuses properly. It'd be nice to add other spells to the spell adjustment list; I have to try and figure out where HL keeps the mechanical info for each spell.
 
I submitted a bug report. Thanks Redcap for pointing out the spell adjustments! That's a really helpful feature. I now realize I hadn't been applying the bonuses properly. It'd be nice to add other spells to the spell adjustment list; I have to try and figure out where HL keeps the mechanical info for each spell.

The 'spell adjustments' are not connected to the spell itself. Each Spell Adjustment is its own thing in Hero Lab. You can find them in the Editor, on the General -> Adjustment tab. There is a 'List to Show On' selector that chooses where this adjustment shows up (Spell, Conferred Ability, Army, or Kingdom).

You should check out ShadowChemosh's adjustments, as I believe he has added quite a few spell adjustments already. You may find all you need is already done.
 
You should check out ShadowChemosh's adjustments, as I believe he has added quite a few spell adjustments already. You may find all you need is already done.
I only did some of the Polymorph affect ones as LW does not like the way I did them and so they can't be added officially. All other "Spell" adjustments I have sent to LW to officially include. I think the "next" update should be including those I have sent in over the last month+.

But my Gaming Addon does have a nice "Generic" spell adjustment you can add to at least track a spell as being active on your character. And it has lots of useful Generic adjustments that can help in mimicking a spell affect. Check it out HERE.
 
I'm looking over the adjustments you put together ShadowChemosh. Very nice!

I'm looking to create a spell adjustment for the Long Arm spell but I can't seem to find anything in HL play with shows the current reach of various attacks. Am I missing it? If so, what sort of Eval Scripts code covers a 5-ft increase in reach?
 
There is a reach note hero field which some races use to state exceptions to thier usual reach, perhaps that would be of use?
 
It's a herofield, so it's on all heroes. You can affect it in a script by going:

Code:
herofield[tReachNote].text = "WHATEVER"
 
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