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Need a way to show the effects of spells on stats

Grimscale

New member
Hell folks
What I would like to suggest is a way to alter the character sheet temporarily after a spell is cast like, form of the dragon, beast form, shapchange, wild shape or reincarnate form that matter.
All of these and more alter the abilities and states of the character.
But there seems to be no easy way to make the alterations.
Adding a feature to alter the states for each applicable spell would be too much.
So would it be possible to add to the adjustment tab, saved sets.
you would save the saved set of alterations as the spell name perhaps.
this would allow us to apply the effects with a single tick, and more easily keep track of the spell effects.

At present you can make the needed alteration in the ajustment section, but there is no way to turn them all on or off together.
 
I think this process would be difficult. With so many spells and so many variables it would be tough to have the effects of all of them represented. BUt i'm sure that it could be done given time. This might be something that the user community can jump on and pull together.

That being said it would be sweet to have this.
 
My long term plan for this is to figure out a way to have the spells select among the races that have been entered into HL - they'd be able to figure out their effects from the race that was selected. Unfortunately, that's going to be a very large project to implement, and it's not something I'll be able to add to my schedule for a while.

In the meantime, I'd recommend using the existing adjustments, and enter the race in question into the Source field - enter the same thing for all the adjustments for a single race - then you can right-click on your adjustments and use the move up/down/top/bottom options to group all the adjustments for a single race next to each other. That way, they're all grouped together and labeled with the same information, so it's easy to find them all and check/un-check all of them at the same time.
 
What I had in mind should be simple to do, I hope. :)
The user makes the ajustments to the character to reflect the spell effec or tranformation. Then save's that set of adjustments under a name.
Then once thats set up. The user only needs to tick the saved set to activate the changes. This should cover all off it. Reincarnate just means the changes stay ticked.

My long term plan for this is to figure out a way to have the spells select among the races that have been entered into HL - they'd be able to figure out their effects from the race that was selected. Unfortunately, that's going to be a very large project to implement, and it's not something I'll be able to add to my schedule for a while.

In the meantime, I'd recommend using the existing adjustments, and enter the race in question into the Source field - enter the same thing for all the adjustments for a single race - then you can right-click on your adjustments and use the move up/down/top/bottom options to group all the adjustments for a single race next to each other. That way, they're all grouped together and labeled with the same information, so it's easy to find them all and check/un-check all of them at the same time.
 
The way I have done it is to create a magic item called Beast Shape I (Small), Beast Shape I (Medium), etc for all of the beast shapes, and alternate forms. It applies the size adjustment and ability score adjustments. You have to mouse over the "?" to get the full spell description. A player also needs to have the monster book that has the base creature they are assuming to figure out what "specials" come with the form as well as base damage dice for attacks.

Then the player adds this magic item just like a Mutagen is currently set up for a Alchemist. When they cast the spell or use wild shape they check the little box to make it active.

It works well in our group for the most part and is easier then adding a TON of animal forms and what not. The basics are covered and the final specific form is done old school during play.
 
That's a good Idea. Works with the current system.
Id rather do it using the adjustment tab and saved sets of adjustments but that would work.

Hmm.. Magic items take up a physical position on the character.
Also wild shape is a bit more dramatic a change and completely replaces allot of stats and give abilities.

Thanks


The way I have done it is to create a magic item called Beast Shape I (Small), Beast Shape I (Medium), etc for all of the beast shapes, and alternate forms. It applies the size adjustment and ability score adjustments. You have to mouse over the "?" to get the full spell description. A player also needs to have the monster book that has the base creature they are assuming to figure out what "specials" come with the form as well as base damage dice for attacks.

Then the player adds this magic item just like a Mutagen is currently set up for a Alchemist. When they cast the spell or use wild shape they check the little box to make it active.

It works well in our group for the most part and is easier then adding a TON of animal forms and what not. The basics are covered and the final specific form is done old school during play.
 
That's a good Idea. Works with the current system.
Id rather do it using the adjustment tab and saved sets of adjustments but that would work.

Hmm.. Magic items take up a physical position on the character.
Also wild shape is a bit more dramatic a change and completely replaces allot of stats and give abilities.

Thanks
May want to check out THIS thread where the spells and stuff are officially being added. Mathias has said that the polymorph abilities will be coming also or at least an easier way for them to be scripted.
 
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