• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

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

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.

That's nifty. I'll keep that in mind.

I didn't see one, however, for size bonuses when I was looking at that page, and following the same trend didn't seem to work. Is this one missing?
 
Take a look at the Enlarge Person spell that's in there for how to alter the hero's size, since hero size has implications for weapon/equipment sizes.

The "Size Modifier", if that's what you're talking about, always stacks, so they might as well be wrapped up into [Bonus] or [Penalty], and can be added with simple addition.

The reference information page of the manual that I mentioned has the list of available fields for this sort of thing.
 
Last edited:
Respectfully, I disagree. Page 208 of the core rules states that with the exception of dodge, circumstance, and racial, only the best bonus of a given type applies. Spells like Enlarge Person, the * Shape spells, and Animal Growth (the one I was working on when I came across this) call out that the target gets a size bonus/penalty to various statistics.

I'm cool with doing it with just generic bonus/penalty, but I don't think Enlarge Person, Beast Shape II, and Elemental Body IV are meant to stack.
 
I have to agree with Steev42 also, named bonuses or penalties don't stack only unnamed stack. The larger modifier be it bonus or penalty applies.
So a Size modifier of Large doesn't stack with a huge to make a Gargantuan modifier.
 
Spell: Divine Vessel: Axiomatic aspect
-Going to break this spell up into 4 pieces.
Code:
  <thing id="pDevVesAxi" name="Divine Vessel: Axiomatic 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}Axiomatic aspect:{/b} You gain the following abilities: an additional +2 bonus to Strength, DR 10/chaotic, resist cold 10, electricity 10, and fire 10, a +4 bonus on saves against poison, low-light vision, and a fly speed of 60 feet (good maneuverability). You gain 2 slam attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered lawful-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="wSlam">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      <autotag group="wMain" tag="1d4_4"/>
      <autotag group="Helper" tag="NatSizeDmg"/>
      <autotag group="Value" tag="2"/>
      </bootstrap>
    <bootstrap thing="xDamRdChao"></bootstrap>
    <bootstrap thing="xDamRsFire"></bootstrap>
    <bootstrap thing="xDamRsCold"></bootstrap>
    <bootstrap thing="xSplRs"></bootstrap>
    <bootstrap thing="raLowLight">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </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/chaotic to the hero
#applydr[xDamRdChao,10]
~ Apply Energy Resistance
#applyresist[xDamRsCold, 10]
#applyresist[xDamRsFire, 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 += 8
hero.child[aCON].field[Bonus].value += 6
~ Increase Natural AC by 3
hero.child[ArmorClass].field[tACNatural].value += 3
~ Give Fly speed
#applyvalue[xFly, 60]]]></eval>
    </thing>
 
Spell: Divine Vessel: Celestial aspect
-Going to break this spell up into 4 pieces.
Code:
  <thing id="pDivVesCel" name="Divine Vessel: Celestial 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’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}Celestial aspect:{/b} You gain the following abilities: a +2 bonus to Dexterity, damage reduction 10/evil, resist acid 10, cold 10, and electricity 10, a +4 bonus on saves against poison, low-light vision, and a fly speed of 60 feet (good maneuverability). You gain 2 slam attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered good-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="wSlam">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      <autotag group="wMain" tag="1d4_4"/>
      <autotag group="Helper" tag="NatSizeDmg"/>
      <autotag group="Value" tag="2"/>
      </bootstrap>
    <bootstrap thing="xDamRdEvil"></bootstrap>
    <bootstrap thing="xDamRsAcid"></bootstrap>
    <bootstrap thing="xDamRsCold"></bootstrap>
    <bootstrap thing="xSplRs"></bootstrap>
    <bootstrap thing="raLowLight">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </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/evil to the hero
#applydr[xDamRdEvil,10]
~ Apply Energy Resistance
#applyresist[xDamRsCold, 10]
#applyresist[xDamRsAcid, 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, Con and Dex
hero.child[aSTR].field[Bonus].value += 6
hero.child[aCON].field[Bonus].value += 6
hero.child[aDEX].field[Bonus].value += 2
~ Increase Natural AC by 3
hero.child[ArmorClass].field[tACNatural].value += 3
~ Give Fly speed
#applyvalue[xFly, 60]]]></eval>
    </thing>
 
Spell: Divine Vessel: Fiendish aspect
-Going to break this spell up into 4 pieces.
Code:
  <thing id="pDivVesFie" name="Divine Vessel: Fiendish 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’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}Fiendish aspect:{/b} You gain the following abilities: an additional +2 bonus to Strength, damage reduction 10/good, resist acid 10, cold 10, and fire 10, a +4 bonus on saves against poison, see in darkness, and a fly speed of 60 feet (good maneuverability). You gain 2 claw attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered evil-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="xDamRsFire"></bootstrap>
    <bootstrap thing="xFly">
      <autotag group="Maneuver" tag="Good"/>
      </bootstrap>
    <bootstrap thing="wClaw">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      <autotag group="wMain" tag="1d4_4"/>
      <autotag group="Helper" tag="NatSizeDmg"/>
      <autotag group="Value" tag="2"/>
      </bootstrap>
    <bootstrap thing="xDamRdGood"></bootstrap>
    <bootstrap thing="xDamRsAcid"></bootstrap>
    <bootstrap thing="xDamRsCold"></bootstrap>
    <bootstrap thing="xSplRs"></bootstrap>
    <bootstrap thing="raSeeDark">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </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/good to the hero
#applydr[xDamRdGood,10]
~ Apply Energy Resistance
#applyresist[xDamRsCold, 10]
#applyresist[xDamRsAcid, 10]
#applyresist[xDamRsFire, 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 += 8
hero.child[aCON].field[Bonus].value += 6
~ Increase Natural AC by 3
hero.child[ArmorClass].field[tACNatural].value += 3
~ Give Fly speed
#applyvalue[xFly, 60]]]></eval>
    </thing>
 
I needed a Holy Aura adjustment, so that'll be in the next update, along with Cloak of Chaos, Shield of Law, and Unholy Aura.
 
I know it's easy to implement via temporary adjustments, but would you consider adding Resistance to the list? My players use it all the time and it just seems like it should be there for the sake of completeness.
 
Spell: Animal Growth
-Only works now if your an animal.
Code:
  <thing id="pAnimalGro" name="Animal Growth" description="The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal&#146;s size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity.\n\nThe creature&#146;s existing natural armor bonus increases by 2. The size change also affects the animal&#146;s modifier to AC, attack rolls, and its base damage. The animal&#146;s space and reach change as appropriate to the new size, but its speed does not change. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.\n\nAll equipment worn or carried by the animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.\n\nAny enlarged item that leaves the enlarged creature&#146;s possession instantly returns to its normal size.\n\nThe spell gives no means of command over an enlarged animal.\n\nMultiple magical effects that increase size do not stack." 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"/>
    <eval phase="First" priority="20000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~ If we are already size collosal, get out now
doneif (herofield[tSize].value = 4)

~ 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 += 8
hero.child[aCON].field[Bonus].value += 4
hero.child[aCON].field[Penalty].value -= 2
~ Increase Natural AC by 2
hero.child[ArmorClass].field[tACNatural].value += 2]]></eval>
    <exprreq message="This spell only affects an animal."><![CDATA[#hastype[tpAnimal] <> 0]]></exprreq>
    <exprreq message="This spell only affects animals of size gargantuan or smaller."><![CDATA[herofield[tSize].value < 4]]></exprreq>
    </thing>
 
Last edited:
Spell: Resistance
Code:
  <thing id="pResistanc" name="Resistance" description="You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves." compset="InPlay">
    <fieldval field="pMinimum" value="1"/>
    <fieldval field="pMaximum" value="1"/>
    <fieldval field="pDuration" value="1 minute"/>
    <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 resistance bonus to all saves
#applybonus[svResist,hero.child[svFort],field[pAdjust].value]
#applybonus[svResist,hero.child[svRef],field[pAdjust].value]
#applybonus[svResist,hero.child[svWill],field[pAdjust].value]]]></eval>
    </thing>
 
Adjustment: Languages, Known
-I saw the stuff about the Headband of Int giving bonus Languages known and really we have no official word one way or another. Then noticed no adjustment for changing languages, Known was in HL so figured if one was added people could then simply add/remove the languages based on their groups preference. Not a spell, but it is an adjustment so figured it wouldn't hurt to add to this thread.
Code:
  <thing id="pKnownLang" name="Languages, Known" description="Add this adjustment to increase/decrease the number of languages known." compset="InPlay">
    <eval phase="PreLevel" priority="4000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~add/remove to our languages known
herofield[tLangsSpk].value += field[pAdjust].value]]></eval>
    </thing>
 
Actually, Hero.Animal means you have Animal intelligence and are eligible to take Animal tricks - this spell operates on the Animal Type - #hastype[tpAnimal]
 
Personally, I'd say put the animal type requirement in an expr-req, but let it function for anyone - that way a GM can house rule that it will enlarge a magical beast or a vermin.

You can even use herofield[tSize].value to keep someone from applying to something that's already collosal (herofield[tSize].value = 4).
 
Personally, I'd say put the animal type requirement in an expr-req, but let it function for anyone - that way a GM can house rule that it will enlarge a magical beast or a vermin.

You can even use herofield[tSize].value to keep someone from applying to something that's already collosal (herofield[tSize].value = 4).
Ok cool. I added those and updated the scripts. I keep thinking in absolutes and need to remember to be adjustable for different groups.

Thanks
 
Spell: Barkskin
Code:
  <thing id="pBarkskin" name="Barkskin" description="Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.\n\nThe enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0." compset="InPlay">
    <fieldval field="pDuration" value="10 min./level"/>
    <fieldval field="pMinimum" value="2"/>
    <fieldval field="pMaximum" value="5"/>
    <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)

~Increase our Natural AC
hero.child[ArmorClass].field[tACNatural].value += field[pAdjust].value]]></eval>
    </thing>
 
Spell: Fiery Body
Code:
  <thing id="pFieryBody" name="Fiery Body" description="This spell transforms your body into living flame. You and your equipment are immune to fire damage. In fact, every time you would normally take damage from fire, you are instead healed of damage at a rate of 1 point per 3 points of damage the fire attack would have normally inflicted. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells that affect your physiology or respiration. You take only half damage from acid or electricity. You take 150% as much damage from cold than normal.\n\nYou gain a +6 enhancement bonus to your Dexterity score and a fly speed of 40 ft. (perfect maneuverability). Your unarmed attack deals an additional 3d6 points of fire damage, and you are considered armed when making unarmed attacks. Your body burns so brightly that creatures who do not avert their gaze from you are dazzled. Fire spells you cast have their save DCs increased by +1. If you enter water, you are surrounded by a 5-foot radius of steam and bubbles that grant you concealment (50% miss chance) but you take 2d6 points of damage each round you remain in water." compset="InPlay">
    <fieldval field="pDuration" value="1 minute/level"/>
    <fieldval field="pMinimum" value="6"/>
    <fieldval field="pMaximum" value="6"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <bootstrap thing="xImmBlind">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    <bootstrap thing="xImmAbilDm">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    <bootstrap thing="xImmDeaf">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    <bootstrap thing="xImmCrit">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    <bootstrap thing="xImmDis">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    <bootstrap thing="xImmPois">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    <bootstrap thing="xImmStun">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    <bootstrap thing="xFly">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      <autotag group="Maneuver" tag="Perfect"/>
      </bootstrap>
    <eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
      
~ +6 Enhancement bonus to Dex
#enhancementbonus[hero.child[aDEX], field[pAdjust].value]
~ Give Fly speed
#applyvalue[xFly, 40]
~ Give info about Unarmed Strike getting +3d6 fire
hero.child[wUnarmed].field[livename].text = hero.child[wUnarmed].field[thingname].text & " +3d6 Fire"]]></eval>
    </thing>
 
Spell: Bestow Curse
- I separated this spell into two pieces one that does the ability score decrease and one that does the penalty to everything.
Code:
  <thing id="pBestoCur1" name="Bestow Curse: Ability Score" description="You place a curse on the subject. Choose one of the following.\n* -6 decrease to an ability score (minimum 1).\n* -4 penalty on attack rolls, saves, ability checks, and skill checks.\n* Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.\n\nYou may also invent your own curse, but it should be no more powerful than those described above.\n\nThe curse bestowed by this spell cannot be dispelled, but it can be removed with a {i}break enchantment, limited wish, miracle, remove curse, or wish{/i} spell. {i}Bestow curse{/i} counters {i}remove curse{/i}." compset="InPlay">
    <fieldval field="pDuration" value="permanent"/>
    <fieldval field="pMinimum" value="-6"/>
    <fieldval field="pMaximum" value="-6"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <tag group="Adjustment" tag="Attribute"/>
    <eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen = 0)

~ apply a -6 penalty to an ability score
field[pChosen].chosen.field[Penalty].value += field[pAdjust].value]]></eval>
    </thing>
  <thing id="pBestoCur2" name="Bestow Curse: Penalty" description="You place a curse on the subject. Choose one of the following.\n* -6 decrease to an ability score (minimum 1).\n* -4 penalty on attack rolls, saves, ability checks, and skill checks.\n* Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.\n\nYou may also invent your own curse, but it should be no more powerful than those described above.\n\nThe curse bestowed by this spell cannot be dispelled, but it can be removed with a {i}break enchantment, limited wish, miracle, remove curse, or wish{/i} spell. {i}Bestow curse{/i} counters {i}remove curse{/i}." compset="InPlay">
    <fieldval field="pDuration" value="permanent"/>
    <fieldval field="pMinimum" value="-4"/>
    <fieldval field="pMaximum" value="-4"/>
    <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 attacks
hero.child[Attack].field[Penalty].value += field[pAdjust].value

~ Give a penalty to 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>
 
Spell: Fluid Form
Code:
  <thing id="pFluidForm" name="Fluid Form" description="When you cast this spell, your body takes on a slick, oily appearance. For the duration of this spell, your form can stretch and shift with ease and becomes slightly transparent, as if you were composed of liquid. This transparency is not enough to grant concealment. You gain DR 10/slashing and your reach increases by 10 feet. In addition, you can pass through small holes or narrow openings, even mere cracks, with anything you were carrying at the time the spell was cast (except other creatures). Finally, you can move through water with a swim speed of 60 feet and can breathe both water and air for the duration of this effect. You are treated as if you had the water subtype while this spell is in effect." compset="InPlay">
    <fieldval field="pDuration" value="1 minute/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <tag group="Helper" tag="NoIncr"/>
    <bootstrap thing="xSwim"></bootstrap>
    <bootstrap thing="xDamRdS"></bootstrap>
    <eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
      
~ Apply DR 10/slashing
#applydr[xDamRdS, 10]
~ Give Swim speed
#applyvalue[xSwim, 60]]]></eval>
    </thing>
 
Back
Top