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

Mathias

Moderator
Staff member
Now that I have tables for spell and conferred ability adjustments, I'd appreciate help from the community entering those into Hero Lab.

I added this thread to help users coordinate their efforts, so that 5 people don't turn in the Bless spell within a few days of each other.

I'd recommend telling people what you intend to work on, so that we don't get two people working on the same things at the same time. I'd also recommend not biting off more than you know you can chew - saying you'll add every core rulebook spell from A-M this weekend is just asking for real life to get in the way of your plans. Just go for a letter or two of the alphabet at a time. More advanced users may wish to start in the middle of the alphabet, or in a book other than the Core Rulebook, and less experienced users in the first half of the Core Rulebook's spells - just a thought for organizing the work.

Categories of spells I'm looking for:
For now, I'm going to leave [Polymorph] subschool spells off the list - I have plans to add the capability for a spell to select a race, then figure out what abilities and stat adjustments it should make, based on that, but that's a very large project, and I'm afraid I won't be able to schedule enough time to implement that in the near future. In the meantime, I'm afraid polymorph spell adjustments would need to be for a specific spell and a specific race - and that's a huge list of spells. So, feel free to enter those specific race spell adjustments and share them with others, but I won't be incorporating them into HL.

If a spell has multiple versions - greater/lesser/mass for example, or person/animal/monster, there's no need for multiple adjustments that have identical effects.

If a spell imposes a condition - for example, the Cause Fear spell imposes either the frightened or shaken conditions, those are already available on the status tab, and we don't need a separate spell for that.

I'm calling Resist Energy, Protection from Energy, and Magic Weapon/Fang - I'll handle those, and I'm sorry I didn't have the time to add them before this update went out.

I'd also appreciate conferred abilities - if a class, or a race, or something else has an ability that affects those around it, but isn't a spell, adding those would be great, too.
 
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Stupid question maybe, but should we email these too you or just post the xml source here in a post?

For example I have Ant Haul from the APG done already as my group needed that so should I just post the XML here after fixing to show on the Spell section or should I email that too you? Then just leave a post that I did it here?

Otherwise I love this new addition to HL by the way. :)
 
Go ahead and post it here - that way others can make use of it between now and the next HL update (although I believe the one you're mentioning is already available at d20pfsrd). Once I start getting a few of them, I'll try to maintain a single file of the finished material available for people to grab, and update it as more come in.

Correction - go ahead and post the .user files here (you'll have to zip them or use the HLExport program that's in Hero Lab's folder to pack them into a .hl file in order to attach them to a post here, I believe).

(for more than one spell, the XML will probably be too long)
 
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Spell: Ant Haul(from APG)
Code:
  <thing id="pS2AntHaul" name="Ant Haul" description="The target&apos;s carrying capacity triples (see Table 7-4: Carrying Capacity on page 171 of the Core Rulebook). This does not affect the creature&apos;s actual Strength  in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry." compset="InPlay">
    <tag group="Helper" tag="AdjSpell"/>
    <tag group="Helper" tag="NoIncr"/>
    <eval phase="PostAttr" priority="1950"><![CDATA[~if we're active
if (field[pIsOn].value <> 0) then
  ~multiply our carrying capacities by 3
  herofield[tEncumLgt].value *= 3 
  herofield[tEncumMed].value *= 3
  herofield[tEncumHvy].value *= 3
  endif]]></eval>
    </thing>

(although I believe the one you're mentioning is already available at d20pfsrd)
Yep it is because I am the one that did it. ;)
 
Ok not to sound TOO foolish.. but where do we add these for the spell adjustments tab?

Do we cut and paste this in to the eval script area??

Could you let us know exactly which tab to use for this. and how to add them?
 
For that one, follow the d20pfsrd link in ShadowChemosh's sig - that'll lead you to a proper HL input file for that spell. What he posted is only useful to me or another advanced user.
 
It would be nice to have any of the spells a Summoner can cast on his Eidolon as apart of this. Most of them are already on there such as Mage Armor and Haste. But it would be nice to have all of the other spells as well such as Magic Fang, etc.
 
Spell: Arcane Concordance

Code:
  <thing id="pS2ArcaCon" name="Arcane Concordance" description="A shimmering, blue and gold radiance surrounds you, enhancing arcane spells cast by your allies within its area. Any arcane spell cast by a creature within the area gains a +1 enhancement bonus to the DC of any saving throws against the spell, and can be cast as if one of the following metamagic feats was applied to it (without increasing the spell level or casting time): Enlarge Spell, Extend Spell, Silent Spell, or Still Spell (you choose the metamagic feat when you cast arcane concordance)." compset="InPlay">
    <fieldval field="pMinimum" value="1"/>
    <fieldval field="pMaximum" value="1"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell"/>
    <eval phase="PreLevel" priority="5000"><![CDATA[~if we're not active, just get out now
doneif (field[pIsOn].value = 0)
~Increase all Arcane spells DC by 1
foreach pick in hero from BaseSpell where "sClass.cHelpWiz|sClass.cHelpBrd"
  eachpick.field[sDC].value += 1
  nexteach]]></eval>
    </thing>
 
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Spell: Aspect of the Bear(APG)
Code:
  <thing id="pS2AspBear" name="Aspect of the Bear" description="You take on an aspect of a bear. You gain a +2 enhancement bonus to natural armor and a +2 enhancement bonus on CMB rolls. You can also perform bull rush, grapple, and overrun combat maneuvers without provoking attacks of opportunity." compset="InPlay">
    <fieldval field="pMinimum" value="2"/>
    <fieldval field="pMaximum" value="2"/>
    <fieldval field="pDuration" value="1 min/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)

~ Add to our CMB
hero.child[Maneuver].field[tCMB].value += field[pAdjust].value
~ Add to our natural armor class
hero.child[ArmorClass].field[tACNatural].value += field[pAdjust].value]]></eval>
    </thing>
 
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Spell: Aspect of the Falcon
Code:
  <thing id="pS2AspFalc" name="Aspect of the Falcon" description="You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3. This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a {i}keen{/i} weapon." compset="InPlay">
    <fieldval field="pDuration" value="1 min/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="NoIncr"/>
    <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)

~ +3 competence bonus on Perception checks
#applybonus[BonComp,hero.child[skPercep],3]

~ Modify all the bows and ranged attacks
foreach pick in hero from BaseWep where "wCategory.RangeProj"
  ~All ranged attacks are at +1 to hit
  eachpick.field[wAttBonus].value += 1
  ~Makes bows 19-20/x3
  if (eachpick.tagis[wFtrGroup.Bows] <> 0) then
    perform eachpick.assign[Broadcast.ImpCrit]
  endif
  ~Makes bows 19-20/x3
  if (eachpick.tagis[wFtrGroup.Crossbows] <> 0) then
    perform eachpick.delete[wCritMult.2]
    perform eachpick.assign[wCritMult.3]
  endif
nexteach]]></eval>
    </thing>
 
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For that one, follow the d20pfsrd link in ShadowChemosh's sig - that'll lead you to a proper HL input file for that spell. What he posted is only useful to me or another advanced user.

Okay I may be thick but I have been there and I can't find it.
 
Okay I may be thick but I have been there and I can't find it.
Actually I just recently removed it. Most of everything it did is now official anyways so no real reason for that old .user file. Plus it caused duplicate Thing errors also. So no reason to support an add-on that is basically the same as what the official HL does.
 
Spell: Aspect of the Stag
Code:
  <thing id="pS2AspStag" name="Aspect of the Stag" description="When you cast this spell, you take on an aspect of a stag, including some of its physical characteristics. Your features become elongated and sinewy, and you grow a set of antlers you can use for defense. You gain a +2 dodge bonus to AC against attacks of opportunity, your base speed increases by 20 ft., you can move through any undergrowth (including magically manipulated undergrowth) at your normal speed, and can even make a 5-foot step within such terrain. Furthermore, when you are hit with an attack of opportunity, you can make a single attack with your antlers against the opponent that hit you as an immediate action. This attack uses your highest base attack bonus plus your Strength or Dexterity bonus (your choice) and deals 1d8 points of piercing damage (if you are Medium; 1d6 points of damage if Small) plus your Strength modifier on a successful hit. The antlers have a critical multiplier of 19-20/×2." compset="InPlay">
    <fieldval field="pMinimum" value=" "/>
    <fieldval field="pMaximum" value=" "/>
    <fieldval field="pDuration" value="1 min/level"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <tag group="Helper" tag="NoIncr"/>
    <bootstrap thing="wGore">
      <autotag group="wMain" tag="1d8_6"/>
      <autotag group="Value" tag="1"/>
      <assignval field="livename" value="Antlers"/>
      </bootstrap>
    <eval phase="Final" priority="9900"><![CDATA[~Final Phase 9900
~if we're not active, just get out now
doneif (field[pIsOn].value = 0)

hero.child[Speed].field[tSpeedMod].value += 20]]></eval>
    <eval phase="PreLevel" priority="5000" index="2"><![CDATA[~ Modify the antler attack crit range
~ I have to assume that Pathfinder races don't have gore attacks so
~ only this spells bootstrapped wGore will be modified.
foreach pick in hero from BaseWep where "thingid.wGore"
  ~Make the horns 19-20/x2
  perform eachpick.assign[Broadcast.ImpCrit]
  ~Adjust antlers size based on hero
  if (herofield[tSize].value = -1) then
     Perform eachpick.assign[Helper.DamageDown]
  endif
nexteach]]></eval>
    </thing>

For this one the only thing I can't seem to get to work is how to stop the bootstrap of the wGore if the condition is not check marked. Hopefully that is something easy for you to add. The other thing is I am having a problem trying to figure out how to modify only the wGore that was added by the above.

So this is really close, but not perfect. :(
 
Code:
  <thing id="pS2AspStag" name="Aspect of the Stag" description="When you cast this spell, you take on an aspect of a stag, including some of its physical characteristics. Your features become elongated and sinewy, and you grow a set of antlers you can use for defense. You gain a +2 dodge bonus to AC against attacks of opportunity, your base speed increases by 20 ft., you can move through any undergrowth (including magically manipulated undergrowth) at your normal speed, and can even make a 5-foot step within such terrain. Furthermore, when you are hit with an attack of opportunity, you can make a single attack with your antlers against the opponent that hit you as an immediate action. This attack uses your highest base attack bonus plus your Strength or Dexterity bonus (your choice) and deals 1d8 points of piercing damage (if you are Medium; 1d6 points of damage if Small) plus your Strength modifier on a successful hit. The antlers have a critical multiplier of 19-20/×2." compset="InPlay">
    <fieldval field="pDuration" value="1 min/level"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <tag group="Helper" tag="NoIncr"/>
    <bootstrap thing="wGore">
      <containerreq phase="First" priority="500"><![CDATA[
        fieldval:pIsOn <> 0]]></containerreq>
      <autotag group="wMain" tag="1d8_6"/>
      <autotag group="Helper" tag="NatSizeDmg"/>
      <autotag group="Broadcast" tag="ImpCrit"/>
      <assignval field="livename" value="Antlers"/>
      </bootstrap>
    <eval phase="Final" priority="9900"><![CDATA[~Final Phase 9900
~if we're not active, just get out now
doneif (field[pIsOn].value = 0)
hero.child[Speed].field[tSpeedMod].value += 20]]></eval>
    </thing>

The Helper.NatSizeDmg mechanic on a natural attack means to add or subtract as many damage steps from the damage of the weapon as the hero is from size M - presumably, a size L character getting this spell would get a 2d6 gore attack, and a Tiny character would get a 1d4 - not just the small/medium cases described in the spell.

Tags can be attached directly to a bootstrap - that way, you can avoid altering the spell with an Eval script. The tags button in the editor can be used to add any tag that exists.

The contanierreq I've added is how to make a bootstrap only be live while the adjustment is active. In the editor, while editing the bootstrap, enter:

Code:
fieldval:pIsOn <> 0

In the Condition button, at phase: First, Priority: 500.

Since this is an APG spell, I've also assigned it to the APG source.

I had a question - the minimum and maximum - your code had spaces for the values there - did you enter spaces in the editor to remove the text that was there? If so, delete the text instead - those fields are numerical fields, so it's best not to have text (like " "), even if HL can deal with it properly.
 
Code:
I had a question - the minimum and maximum - your code had spaces for the values there - did you enter spaces in the editor to remove the text that was there? If so, delete the text instead - those fields are numerical fields, so it's best not to have text (like " "), even if HL can deal with it properly.[/QUOTE]
I duplicated and started from the Aspect of the Bear thing and I used the editor to simply remove the min/max values.  I didn't notice that the Fields still stayed.  Will watch that from now on.

Thanks for the rest also that will help with future stuff.  The bootstrap condition I kept using field[pIsOn].value instead of just pIsOn.

Thanks
 
Spell: Aspect of the Wolf
Code:
  <thing id="pS2AspWolf" name="Aspect of the Wolf" description="When you cast this spell, you take on an aspect of a wolf, including some of its physical characteristics. You become more rugged, your ears become elongated, and you sprout sharp fangs and fur. You gain a +4 enhancement bonus to Strength and Dexterity, the scent ability, a +2 enhancement bonus on trip attacks, and can make a trip combat maneuver as a swift action. This trip attack does not provoke attacks of opportunity." compset="InPlay">
    <fieldval field="pMinimum" value="4"/>
    <fieldval field="pMaximum" value="4"/>
    <fieldval field="pDuration" value="1 min/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <bootstrap thing="xScent">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    <eval phase="PreAttr" priority="10000"><![CDATA[
~if we're not active, just get out now
doneif (field[pIsOn].value = 0)
      ~Give a +4 enhancment bonus to Str and Dex
      #enhancementbonus[hero.child[aSTR], field[pAdjust].value]
      #enhancementbonus[hero.child[aDEX], field[pAdjust].value]

      ~add a +2 bonus to the CMB Trip only
      ~REMINDER: this should be a enhancement bonus
      hero.child[manTrip].field[manCMB].value += 2]]></eval>
    </thing>
Hopefully this one should be better. :)
 
Spell: Bestow Grace
Code:
  <thing id="pS2BestGra" name="Bestow Grace" description="With this spell you can bestow your divine grace on another good creature for a short amount of time, infusing that creature with a portion of your holy virtue. When you touch the subject, you grant that creature a sacred bonus to its saving throws equal to its Charisma bonus (if any) on all saving throws." compset="InPlay">
    <fieldval field="pDuration" value="1 min/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <tag group="Helper" tag="NoIncr"/>
    <eval phase="PostAttr" priority="5000"><![CDATA[
~if we're not active, just get out now
doneif (field[pIsOn].value = 0)
~apply the characters Cha Modifier as a Sacred bonus to saves
#applybonus[BonSacred,hero.child[svFort],hero.child[aCHA].field[aModBonus].value]
#applybonus[BonSacred,hero.child[svRef],hero.child[aCHA].field[aModBonus].value]
#applybonus[BonSacred,hero.child[svWill],hero.child[aCHA].field[aModBonus].value]]]></eval>
    </thing>
 
Spell: Blessing of Fervor
This spells has several different versions of itself but only two that can apply different buffs. I made it be two separate Things as I think that is easier to just select the one you want then to figure out some drop down box to select from after you select the spell. At least my thought anyways.

Code:
  <thing id="pS2BleFer1" name="Blessing of Fervor: Movement" description="With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).\n\nIncrease its speed by 30 feet." compset="InPlay">
    <fieldval field="pDuration" value="1 round/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <tag group="Helper" tag="NoIncr"/>
    <eval phase="PostAttr" priority="5000"><![CDATA[
~if we're not active, just get out now
doneif (field[pIsOn].value = 0)

~Increase our speed by 30ft
hero.child[Speed].field[Bonus].value += 30]]></eval>
    </thing>
  <thing id="pS2BleFer2" name="Blessing of Fervor: Bonus" description="With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).\n\nGain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves." compset="InPlay">
    <fieldval field="pDuration" value="1 round/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="10000"><![CDATA[
~if we're not active, just get out now
doneif (field[pIsOn].value = 0)

~ Add to our armor class
hero.child[ArmorClass].field[tACDodge].value += field[pAdjust].value
~ Add to our attack bonus
hero.child[Attack].field[Bonus].value += field[pAdjust].value
~ Add to our Reflex save
#applybonus[Bonus,hero.child[svRef],field[pAdjust].value]]]></eval>
    </thing>
 
Spell: Blessing of the Salamander
Code:
  <thing id="pS2BleSala" name="Blessing of the Salamander" description="When you cast this on a creature, its skin turns slick and clammy and it is able to regenerate damage each round. While under the effects of the spell, the creature gains fast healing 5, fire resistance 20 and a +2 competence bonus to its Combat Maneuver Defense." compset="InPlay">
    <fieldval field="pDuration" value="1 round/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <tag group="Helper" tag="NoIncr"/>
    <bootstrap thing="xDamRsFire"></bootstrap>
    <bootstrap thing="xFastHeal"></bootstrap>
    <eval phase="First" priority="10000"><![CDATA[
~if we're not active, just get out now
doneif (field[pIsOn].value = 0)

~Give 20 Fire Resistance
#applyresist[xDamRsFire, 20]
~Give fast healing 5
#applyvalue[xFastHeal, 5]
~ Add to our CMD
hero.child[Maneuver].field[tCMD].value += 2]]></eval>
    </thing>
 
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