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Re: Spell / Scroll / Feat Bugs
Posted: Mon May 21, 2012 2:03 am
by Luna
Cristof wrote:Comprehend language scrolls are listed as cleric and sorc/wiz items only. The spell was correctly added to the bard spell list as a 1st level spell and they should be able to use the scroll as well.
Level 8. They were intentionally made a bit more on the costlier side.
Re: Spell / Scroll / Feat Bugs
Posted: Mon May 21, 2012 2:05 am
by Luna
Moth wrote:So I just used the Scribe Scroll thing to make an Evard's Black Tentacles spell for someone. I made a level 7 caster level scroll and Black Tentacles has a level 4 spell level.
7 * 4 * 25 = 700.
It cost me 1,500.
The wiki says it's scroll's caster level * spell level * 25, so it's weird that it should be more than double that.
I thought it was a flat 500 per spell level. Although it's been a while since I had a character who could scribe,..so I'm a bit hazy on this one.
Re: Spell / Scroll / Feat Bugs
Posted: Fri May 25, 2012 9:30 am
by b00seven
Is there anything quirky about shadow walk as a teleport spell? I have tried the spell 4 times, each resulted in an attack (no big deal), and 3/4 failed ((though one was cast just after a failed attempt and it said I was fatigued... how long does fatigue last btw?)).
FYI my characters search unbuffed is 28. Do I need to up my search skill more? does the game actually work better in shadows? (that would be tough to script I would imagine). should I cast darkness before porting or something (although I thought about doing this for RP effect anyway)?
Or was I just really unlucky... my understanding is that teleport spells had a 5% chance of failure... From what I read of the log, I failed on low roles (2 and 3, both passing the DC check for search; 5 % would be a roll of 1). Any advice? or should I just continue trying at 850 a pop?
Re: Spell / Scroll / Feat Bugs
Posted: Fri May 25, 2012 9:47 am
by Rasael
Shadow Walk is a dangerous activity and it is imprecise in it's nature. Unlike teleports you greatly risk not ending up exactly where you ment to go. The upside is that it is somewhat cheap and not affected by things like Dimension Lock or Dimension Anchor.
Increasing in casterlevel reduces the risk somewhat, but the only way to minimise it is to become a Shadow Weave user. That is done via a feat which DMs can give your character. The likelyhood of them giving it I cannot comment on. I would imagine they'd like to see roleplay and a good character background before considering starting down that line.
If you encounter anything and have to fight while in the Shadow Plane you are usually going to lose your way. Encountering but not fighting will generally see you arrive properly.
Re: Spell / Scroll / Feat Bugs
Posted: Fri May 25, 2012 10:26 am
by b00seven
Thanks for the clarification. If anything I think this should be added to the spell description or the added under the spells thread on the forum. Is there any info on how fatigue works? how long it lasts?
Re: Spell / Scroll / Feat Bugs
Posted: Fri May 25, 2012 11:02 am
by Rasael
I think it lasts one hour, or it should from coming update. I'll see about getting it added in the description.
Re: Spell / Scroll / Feat Bugs
Posted: Tue May 29, 2012 12:45 pm
by b00seven
Just FYI, Zullo is 1/5 on successful teleports... that's an 80 % failure rate... and I get attacked every time. even the one time it worked... is this what was intended? or should I keep trying? As a specialist mage Conjuration is unavailable to him. Shadow walk is the only option.
Re: Spell / Scroll / Feat Bugs
Posted: Tue May 29, 2012 12:46 pm
by Rasael
Yes, Shadow Walk is very, very risky. The DC is the same as teleport. The encounters are.... unrelated. It's not an equal alternative to conjuration Teleportation and will always be riskier.
Re: Spell / Scroll / Feat Bugs
Posted: Tue May 29, 2012 2:45 pm
by Hoihe
Would wizards with Shadow Weave feat have bonus using the Shadow walk/ Shadowdancer/wizard hybrids?
Re: Spell / Scroll / Feat Bugs
Posted: Tue May 29, 2012 2:47 pm
by Rasael
Yes
Re: Spell / Scroll / Feat Bugs
Posted: Sun Jun 03, 2012 1:26 pm
by Hoihe
Steadfast determitation does not seem to work properly, i failed a check by rolling 1, while i should have emerged victorious even still.
(1 roll + 22 fortitude vs 16 DC )
Re: Spell / Scroll / Feat Bugs
Posted: Sun Jun 03, 2012 1:37 pm
by Molag__Bal
Need more information. What spell was it, and how do you know that it didn't work properly?
Re: Spell / Scroll / Feat Bugs
Posted: Sun Jun 03, 2012 3:34 pm
by Hoihe
I don't know the spell, but i was fighting a Greater Air elemental on the Clodupeaks when it happened. They tend to shock you and i saw
" Fortitude check: Failed (1 roll + 22 fortitude vs 16 DC )"
got damaged for 7 electricity damage, so not much of an issue.
It's possible that it didn't fail, merely wrongly informed me.
Re: Spell / Scroll / Feat Bugs
Posted: Sun Jun 03, 2012 3:36 pm
by decado
Hoihe wrote:I don't know the spell, but i was fighting a Greater Air elemental on the Clodupeaks when it happened. They tend to shock you and i saw
" Fortitude check: Failed (1 roll + 22 fortitude vs 16 DC )"
got damaged for 7 electricity damage, so not much of an issue.
It's possible that it didn't fail, merely wrongly informed me.
Never been there but I suspect you always take the damage. The fort save is probably for a stun-type effect or something similar.
Re: Spell / Scroll / Feat Bugs
Posted: Sun Jun 03, 2012 4:56 pm
by Molag__Bal
If it is a fortitude save against electrical damage, a successful save simply means that you take 1/2 damage. In this case, all steadfast determination will do is prevent you from taking full damage if you roll a 1.