Aller au contenu

Photo

Need some help from PnP experts - Consecrate spell


  • Veuillez vous connecter pour répondre
5 réponses à ce sujet

#1
WRFan

WRFan
  • Members
  • 114 messages
I am trying to add the Consecrate spell to NWN2, but I don't understand how it's supposed to work. I found the following info on this spell:
http://www.dandwiki....wiki/Consecrate
And some info on Turn Undead in general, but it doesn't mention this spell:
http://www.dandwiki....r_Rebuke_Undead
The problem is the sacred bonus the cleric adds to all of his rolls IF and ONLY IF the undead is inside the consecrated area. But what happens if there are 10 undead and only 5 are inside the consecrated area? How do I roll then? In NWN2, you simply roll the highest level affected (which is then used for all undead within 60 feet) and then the total number of HD. It seems in PnP you roll the highest level affected for each particular enemy, so the highest level affected may differ, but the total number of HD affected is rolled just once as well. So how am I supposed to add the sacred bonus here?
So let's take an example. I have a powerful cleric in my SoZ party, WIS 36, CHA 30. So first I roll highest level affected:
level 19 cleric + improved turning 1 + Turn check based on charisma modifier and Sun domain, which returns some number between 20-24.
then I roll overall HD affected:
d6(2)+ 10 charisma mod + 19 cleric level + 1 improved turning + d6 from Sun domain, multiply everything by 1.5 (empower turning) and get the number of HD affected.
So where do I add the sacred bonus here? If an enemy is within the consecrated area, the cleric's charisma improves by 3 (so 30+3=33, which is a charisma modifier of 11), but if an undead is NOT within the consecrated area, I cannot add the bonus! So ok, I can change the script so that the highest level affected is rolled for each undead separately, based on whether it's inside or outside the consecrated area. But what about the overall number of HD affected? This number is rolled just once and you add your charisma modifier in the calculation, but how am I supposed to use the sacred bonus here if half the undead are not affected it? Do I now use a charisma modifier of 10 or of 11? The rules say "EACH charisma check made to turn undead within this area gains a +3 sacred bonus." I don't get it. How is this supposed to work? Some help please.

#2
Mr Ordinary

Mr Ordinary
  • Members
  • 57 messages
The effect of the Consecrate spell is not on the undead - it is on the cleric. If a cleric is inside the consecrated area, all the cleric's Turn attempts will benefit from the +3 Sacred bonus.

It doesn't matter if the undead are inside or outside the consecrated area, so long as they are inside the cleric's Turn radius.

#3
Quixal

Quixal
  • Members
  • 1 793 messages
What Mr Ordinary said.

Also, good to see you. I thought we lost you like so many others when the great migration took place.

#4
painofdungeoneternal

painofdungeoneternal
  • Members
  • 1 799 messages
I've implemented it here if you want to look at it. Originally done for NWN1 by syrus greycloak ( who's work is used in a lot of other larger projects in NWN1 ) My revision is pretty major, using systems to handle various planar environments, which makes this not cause issues if the casters spams 20 of these, and lets me apply it area wide or as defined by triggers.

common script library

Text of Spell

Evocation
Level: Clr 2
Components: V, S
Casting Time: 1 action
Range: Close
Area: 20-ft. radius emanation
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No

This spell blesses an area with positive energy.  All Charisma checks made to turn undead within this area gain a +3 sacred bonus.  Undead entering this area suffer minor disruption, giving them a -1 sacred penalty on attack rolls, damage rolls, and saves.  Undead cannot be created within or summoned into a consecrated area.

Consecrate counters and dispels Desecrate.

pretty close to the SRD description http://www.d20srd.or.../consecrate.htm

I implemented it as an AOE, with benefits in that area as an environmental factor. Rules like blocking summoning if the summons are evil, boosting turns, hindering the undead are all implemented, but it's one of those spells that relates/adjusts a lot of other spells in minor ways.

A lot of it is just keeping track of the evil descriptor on spells and summons and varying them if it applies, but there are subtle changes to other spells if cast in a holy/consecrated area.

Also did desecrate. And I have it so you can target items as well to despoil an evil altar and the like. ( triggers the items on spell cast at script )

Any turn attempt made INSIDE the AOE benefits, not just the caster of the spell. ALL undead also get a penalty to saves as well, so you if you are in the AOE and the undead isn't it's a 3 modifier, if both are in it, it's a 4 total modifier ( 1 negative to his save and +3 to your turn attempt ) and if the undead is in it by himself he gets a -1 and you get no bonus. The way i did it will prevent stacking this, you are either in a consecrated area or you are not.

Modifié par painofdungeoneternal, 10 mars 2011 - 09:29 .


#5
WRFan

WRFan
  • Members
  • 114 messages
thanx for the info. Is the area of effect actually dispellable or is it an extraordinary effect? And can the saving throw penalties applied by the area by dispelled or removed by restoration spells? So far I've made both the AoE and the effects applied by it undispellable and updated the combat AI so that npcs don't try to dispel these effects, but rather get the hell out of the AoE unless they are melee fighters. But now I am not sure. Sounds like this spell is extraordinary though. Any idea?

here's the spell at work so far:

http://i467.photobuc...1111_003123.jpg
http://i467.photobuc...1111_003129.jpg
http://i467.photobuc...1111_003136.jpg

I must say the spell is really helpful, cause it's really difficult to reduce undead saving throws, since they are immune to pretty much everything. This guy, in particular, has a will save of 26, and I managed to get him down to 14:

aura of glory: -1
aura of despair: -2
inspiration of jarring: -2
curse song: -3
prayer: -1
consecrate: -1
turn undead: -2

- Updated all restoration spells to flag this as undispellable
- updated all dispel magic spells and gust of wind to flag as undispellable, cause implementing the AoE as an extraordinary effect causes probs with the visual effect on the ground, which has its duration then set in real time
- updated the turn undead script to give all turners within the AoE +3 sacred bonus
-updated enemy AI so that spellcasters and enemies with ranged weapons try to move out of the AoE to get rid of saving throw etc. penalties
-updated enemy AI so that it doesn't try to use restoration spells to remove these penalties, otherwise the AI gets into an eternal loop, constantly re-casting restoration spells on themselves

#6
kamal_

kamal_
  • Members
  • 5 260 messages

WRFan wrote...

You dominated an enemy that is supposed to be immune to it (Zecorain is a lich and as undead is immune to mind affecting). And brought Grobnar from the OC and Dove from MotB into Soz where Zecorian is? ok.