Spell bugs compilation list

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dakalb
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Re: Spell bugs compilation list

Unread post by dakalb »

Makes sense, it is unnerving to transition to a place and then immediately come under assault by the local kid! .. poor thing
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CarlPoppa
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Re: Spell bugs compilation list

Unread post by CarlPoppa »

I suspect confusion ignores invisibility. I’ve noticed that confused creatures attack me hidden in invisibility.
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Dolorof
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Re: Spell bugs compilation list

Unread post by Dolorof »

I was testing the chaos spell line. it does indeed ignore invisible, it used to be the case that it would take you away from invisibiltiy, which is still the case, but even casting invisibility AFTER the affect, the monster will have a chance to just attack the target.
According to this:
Message: Confusion Refactor:
EffectConfusion now works like pnp. Confused creatures have a 10% chance to attack the caster, 10% chance to act normally, 30% chance to wander aimlessly, 20% chance to run away from the caster, and 30% chance to attack the nearest creature.

EffectInsane now functions like a stronger confusion. Insane creatures have a 10% chance to attack the caster, 20% chance to wander aimlessly, 10% chance to run away from the caster, and 60% chance to attack the nearest creature.

Chaos now performs an EffectInsane instead of EffectConfusion (as the stated property of bypassing mind immunity doesn't actually work). In addition, it no longer has a cap on the number of creatures that can be affected.

New 7th level spell: Insanity. Insanity is a single target spell that causes a permanent confusion effect. PCs are confused for 5 minutes (but should be roleplayed permanently confused until cured).
There must be 10% chance that the monster will just attack the caster without checking for visibility.
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Snarfy
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Re: Spell bugs compilation list

Unread post by Snarfy »

Image

I'm not 100% sure which spell is doing this, but I suspect it's Shield of Faith. Basically, the more the subject fights, the shield will grow in brightness exponentially. This was taken after about 5 minutes worth of my summon fighting in Uldoons. The effect also does not diminish over time.

Other spells I warded him with: Conviction, bulls, bears, magic vestment, gr magic weapon, freedom of movement, mass aid, extended bless.

** edit ** not sure if it's SoF now, as I have myself warded with it and the effect isn't getting brighter.
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Re: Spell bugs compilation list

Unread post by Kitunenotsume »

Snarfy wrote: Wed May 04, 2022 12:11 pm I'm not 100% sure which spell is doing this, but I suspect it's Shield of Faith. Basically, the more the subject fights, the shield will grow in brightness exponentially. This was taken after about 5 minutes worth of my summon fighting in Uldoons. The effect also does not diminish over time.

Other spells I warded him with: Conviction, bulls, bears, magic vestment, gr magic weapon, freedom of movement, mass aid, extended bless.

** edit ** not sure if it's SoF now, as I have myself warded with it and the effect isn't getting brighter.
I recall that Rhifox had mentioned working on scripting some defence spells (like Shield, and Mage Armor) to be invisible but flare when hit. perhaps the non-player-controlled charaters don't reduce it back down afterwards?
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Rhifox
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Re: Spell bugs compilation list

Unread post by Rhifox »

Snarfy wrote: Wed May 04, 2022 12:11 pm Image

I'm not 100% sure which spell is doing this, but I suspect it's Shield of Faith. Basically, the more the subject fights, the shield will grow in brightness exponentially. This was taken after about 5 minutes worth of my summon fighting in Uldoons. The effect also does not diminish over time.

Other spells I warded him with: Conviction, bulls, bears, magic vestment, gr magic weapon, freedom of movement, mass aid, extended bless.

** edit ** not sure if it's SoF now, as I have myself warded with it and the effect isn't getting brighter.
It's IMA or any Shield type spell. It's meant to display a brief effect that goes away, and it was meant to do that for PCs too. Sounds like the script is working (but the VFX's are persisting instead of ending), but only for associates rather than PCs.

I'll be commenting out that script for now to stop this behavior. Thanks for the report!
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CarlPoppa
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Re: Spell bugs compilation list

Unread post by CarlPoppa »

I don’t know if we can consider it a bug or if it’s fixable.

Creatures affected by Hiss of Sleep get up almost instantly, even though they’re still affected. The spell works just fine, it’s only the visuals. It’s only a slight inconvenience when people don’t realize mobs are under the effect.

Not sure if it’s worth the effort, but thought I’d post it!
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Re: Spell bugs compilation list

Unread post by Louvaine »

Haste + Shapechange. While the armor bonus and presumably the additional attack translates to new form, the additional movement speed part seems to be applying only to some forms, seemingly random.
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Deragnost
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Re: Spell bugs compilation list

Unread post by Deragnost »

Probably with the new update, the spell Dancing Lights got bugged. If the spellcaster casts Dancing Lights on someone that is not himself, gets away from the subject and then approaches again, the Dancing Lights disappear and dismiss themselves. :think: At least appeance-wise. I haven't tested if even the effects are gone or not.

Can you do something about it? Thanks. :angelic-green:
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artemitavik
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Re: Spell bugs compilation list

Unread post by artemitavik »

Today, no matter where I was on the Tradeway, I was "warded" against teleport. Near the FAI, far away from the FAI, the wood of the sharp teeth, even the Lion's Way. Everyplace was dimension locked.
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artemitavik
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Re: Spell bugs compilation list

Unread post by artemitavik »

I have managed to get teleport to work today. Apparently it was something on my side and not the server.
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predrag
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Re: Spell bugs compilation list

Unread post by predrag »

Spell Animal Shapes , druid spell , that suppose to grant a willing person the ability to change shape into animals isn't working , I used it on a friend and it would only blink the new shape after activated for a moment before reverting to regular . Friend was a monk , if that makes a difference .
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Lambe
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Re: Spell bugs compilation list

Unread post by Lambe »

Level Drain seems to be another status that does not persist between servers. It's especially tough getting drained in server 2 and moving back to server 1 to find a temple, only to have no status to cure.
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CarlPoppa
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Re: Spell bugs compilation list

Unread post by CarlPoppa »

CarlPoppa wrote: Sat Apr 30, 2022 6:41 am I suspect confusion ignores invisibility. I’ve noticed that confused creatures attack me hidden in invisibility.
Bumping this, confirmed to still be an issue
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Re: Spell bugs compilation list

Unread post by WobbleTop »

Greater Thunderclap DC does not benifit from evocation spell focus when it should.

Battering Ram says Long range on the description but definitely is shorter.

Freedom does not dispel petrifaction, when the description says it should.
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