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Conflict with cleric and druid HLA tables from Refinements


Bursk

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A while back, I asked how to stop the spell conflicts between DR and Refs, and Bigg kindly explained how to do so. I wonder if this info should be added to the readme, so that newbs know what to do:

 

Remove the files Refinements/Hlab/Cleric/copy/*.2da, Refinements/Hlab/Druid/copy/*.2da and Refinements/Hlab/Multiclass/copy/ LUCM0.2DA, LUCR0.2DA, LUCT0.2DA, LUFC0.2DA, LUFD0.2DA, LUFMC.2DA.

 

I personally do this before installing Refinements, but I'm sure there's some other way of doing it.

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Actually, I was supposed to get in touch with the DR / S&S / AR / S&F team and work something out, but I never got around to it (and probably never will, it's been too long since I last looked at Refinements stuff or even played far enough to use HLAs in game).

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tbh, all I really think we would need for compatibility is spheres for the divine spell HLAs. If we had those, DR could just assign Ref HLAs to clerics/druids as appropriate based on their sphere access. Not the prettiest solution, but it would give a pretty good accounting of both mods. In fact, it wouldn't even have to be the bigg who assigned schools to them... :p

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Is there any way that I can currently have DR ranger kits e.g. the Forest Runner, use the Refs ranger HLAs? If not, I'd like to see this implemented in future, if poss.

 

Bigg, are you accepting 3rd party fixes for Refinements? GeN1e over at SHS is currently fixing some of the bugs in his local copy of Refs, and I'm sure he wouldn't mind sharing the fixes with you.

 

Also, do you have any further comments to make on this topic:

 

http://forums.spellholdstudios.net/index.php?showtopic=21677

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Is there any way that I can currently have DR ranger kits e.g. the Forest Runner, use the Refs ranger HLAs? If not, I'd like to see this implemented in future, if poss.

Yes. Edit the file LUBBR.2da so that the third party ranger kits use the LURA0 rather than the modded ones (*if* the modded kits actually have their own HLA pack).

 

Bigg, are you accepting 3rd party fixes for Refinements? GeN1e over at SHS is currently fixing some of the bugs in his local copy of Refs, and I'm sure he wouldn't mind sharing the fixes with you.

I haven't looked at Refs for over an year, so if I were to merge in fixes, test and document them I'd have to spend a month studying all the files, and I'm not in the mood to do that. If he wishes to consolidate all of his bugfixes in a zip file and write up a list of bugs fixed, I'd be happy to pin the thread containing his link.

 

Also, do you have any further comments to make on this topic:

 

http://forums.spellholdstudios.net/index.php?showtopic=21677

Yes, I didn't think that actually we have leap years. I am in the same boat for Refs, TBTweaks and the rest of the stuff as far as mind cache locality goes.

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A while back, I asked how to stop the spell conflicts between DR and Refs, and Bigg kindly explained how to do so. I wonder if this info should be added to the readme, so that newbs know what to do:

 

Remove the files Refinements/Hlab/Cleric/copy/*.2da, Refinements/Hlab/Druid/copy/*.2da and Refinements/Hlab/Multiclass/copy/ LUCM0.2DA, LUCR0.2DA, LUCT0.2DA, LUFC0.2DA, LUFD0.2DA, LUFMC.2DA.

 

I personally do this before installing Refinements, but I'm sure there's some other way of doing it.

 

I also think this should be added to the Remix readme as its not an elegant solution to be sure, but it does work.

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If someone can post a copy of the Refinements readme that lists all the HLAs, I'll go through and figure out which schools each should be in. Alternatively, I can take a look at them later tonight and figure them out.

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Will this then mean that DR should be installed before or after Refs?

 

Oh, and could something also be done (maybe as an optional component) so that non-cleric and druid DR kits e.g. the Forest Runner, will use Refs HLAs? I don't understand this bit 'Edit the file LUBBR.2da so that the third party ranger kits use the LURA0 rather than the modded ones (*if* the modded kits actually have their own HLA pack)'.

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Will this then mean that DR should be installed before or after Refs?

 

Oh, and could something also be done (maybe as an optional component) so that non-cleric and druid DR kits e.g. the Forest Runner, will use Refs HLAs? I don't understand this bit 'Edit the file LUBBR.2da so that the third party ranger kits use the LURA0 rather than the modded ones (*if* the modded kits actually have their own HLA pack)'.

 

 

DR should be installed at present always before refinements from what I have experienced. If you install DR after refinements you won't get to use the HLA's of DR and will get refinements HLAs for Clerics and Druids if I am not mistaken.

 

The workaround posted at the top lets you use DR's HLA's for Druids and Clerics and lets Refinements take over for the other classes. If you did not follow that workaround then you would get refinements HLA's for Clerics and Druids.

 

For other classes that DR did not include HLA's like Pallys if you install DR first and refinements next you get to use the spell changes of DR and then the HLA's of refinements. If you install DR, then a Pally kit that you downloaded like Paladins of Faerun for example I would imagine that you get DR's spell changes, the basic changes that the kit makes to the class and then refinements HLA's.

 

Some kits I read have their own HLA's and I guess they would have to be installed after refinements or they won't get them. The wild Jester for example or the Druidic Sorc is another example. The instructions for Song and Silence and the RPG kitpack (which has the wild jester) says install after refinements. The Pallys of Faerun kit says to install after DR but as to after refinements I do not know the answer.

 

Sword and Fist mentions support for HLA's for some of those new kits. . I guess if they have HLA's then again every one of those kits would have to go after refinements or refinements would take precedence unless the names being used for the tables are different (Have not checked). For instance from the Blackguard documentation it says

 

"The Blackguard's HLA table is the same as the standard Fighter table, with the addition of Summon Fallen Deva." There is nothing in the docs for that kitpack which tells which order it goes.

 

Now somebody correct me if I am wrong but if refinements is installed after this kit then the blackguard does not get his Summon Fallen Deva, but if its installed after refinements he gets the change but also gets Biowares basic fighter table and not refinements. Correct?

 

 

When dealing with monks you have to take Oversight into consideration as well. If you install Oversight after refinements you get their monks HLA's but if you install refinements after oversight you get refinements HLA's for monks.

 

LOL it can become confusing.

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I don't have my rule books in front of me, but this will do for now:

 

Paladin General HLAs (Section 2.2)

 

Holy Purge

High-level paladins have the divine power to purge the essences of evil and corruption from their bodies. By the means of this ability the paladin cleanses himself and banishes all negative effects like Poison or Disease, Deafness, Blindness, and even Level Drain. The paladin will be freed from any curses as well.

 

Requires: Holy Aura

 

Sphere: Healing or Necromancy. Should be the same sphere as Restoration/Greater Restoration which is Necromancy, but may need to be in Healing to work with paladin allowed spheres

 

Righteous Magic

This is a powerful combat spell that enhances the paladin's physical prowess, transforming him into a juggernaut of destruction. The effect adds 1 temporary hit point for every level of the caster, adds 1 point of strength for every three levels of the caster (to a maximum of 25), and inflicts maximum damage with every hit for 2 rounds. The other effects last for the duration of the spell or until dispelled.

 

Sphere: Combat

 

Shield of Law

By using this powerful ability the paladin turns into a bastion of Law and will have unassailable protections against chaotic and evil creatures and effects. It grants complete immunity to all Necromancy spells, gives a 3 point bonus to save vs. death and AC will be decreased by 3. Furthermore the paladin will be protected from Evil and all chaotic spells or effects like Chaos, Drunkenness, Fear, Berserk, etc.

This ability lasts for 10 rounds.

 

Sphere: Protection/Law (law if appropriate for paladins)

 

Holy Aura

High-level Paladins can emit a powerful aura of goodness and purity. All party members and allies standing in a 10' radius area around them will gain a +2 bonus to AC and saves versus Evil aligned creatures. These effects are permanent as long as those protected by the paladin's aura stay close to him. Any creatures leaving the aura's area of effect will lose these protections in half a round. Bonuses from multiple auras are not cumulative.

 

If this is treated as a divine spell, then

 

Sphere: Protection

 

Section 2.2.2 Inquisitor

 

Circle of Law

By using this powerful ability the Inquisitor turns into a bastion of Law and will gain unassailable protections against chaotic and evil creatures and effects. It grants complete immunity to all Necromancy spells, gives a 3 point bonus to save vs. death and AC is decreased by 3. Furthermore the paladin and his companions in a 15' radius area will be protected from Evil and all chaotic spells or effects like Chaos, Drunkenness, Fear, Berserk, etc.

This ability lasts for 10 rounds.

 

Requires: Shield of Law

 

If this is treated as a divine spell, then the spell portion of the HLA would be in

 

Sphere: Protection/Law (Law if that works for the kit

 

Section 2.2.3 Undead Hunter

 

Smite Undead

Channeling their god's antipathy for the undead, the Undead Hunter creates a golden ray of light burns the undead with heavenly flames. Graveborn foes suffer 20D6 points of magic damage (save vs. breath for half), and must save vs. spells to avoid instant disruption. Even if the saves are successful, the target becomes slowed for one round. The paladin has to be close enough to touch the creature (but there is no need for a successful touch attack) in order to use this ability. Smite Undead does not have any effect on living creatures, elementals, extra-planar creatures or constructs.

 

Requires: Exorcism

 

Sphere: Combat

 

 

Section 2.4 Clerics General HLAs

 

Elemental Summoning (Conjuration/Summoning)

Level: Quest

Range: 10 yards

Duration: 10 rounds

Casting Time: 1 round

Area of Effect: Special

Saving Throw: None

 

Drawing power from the environment, this spell summons two 16HD elementals chosen randomly from water, air, earth or fire. The elementals stay for 10 rounds and will obey the caster as long as they remain summoned. There is a 20% chance that a randomly chosen Elemental Prince will be summoned instead. The Elemental Princes rule over other elementals in their respective planes. The Elemental Prince of Water is Ben-Hadar. The Elemental Princess of Air is Chan. The Elemental Princess of Earth is Sunnis. The Elemental Prince of Fire is Zamaan Rul.

 

Sphere: Elemental/Summoning

 

Destruction (Necromancy)

Level: Quest

Sphere: Healing

Range: Touch

Duration: Permanent

Casting Time: 1 round

Area of Effect: Creature touched

Saving Throw: None

 

This spell is the reverse of Resurrection. On a successful touch from the priest, the spell strikes at the very life force of the victim’s body and literally destroys it. The next attack that the priest makes will inflict this effect, however he only has one round to make the attack before the spell fizzles. Also, if the priest misses the target creature, the spell is wasted. There is a saving throw vs. death at -4 to avoid instant destruction, but even if it is successful, the victim takes 3D10 points of damage.

 

Sphere: Healing (reverse or Resurrection, so it may be better to put it as Necromancy)

 

Divine Shell (Abjuration)

Level: Quest

Sphere: Protection

Range: 0

Duration: 1 turn

Casting Time: 7

Area of Effect: Caster

Saving Throw: None

 

This is perhaps the most powerful protection spell available for Divine spellcasters. It confers 75% Fire, Cold, Lightning resistance and 25% Magic Damage resistance bonus. The caster gains 20% temporary bonus to Maximum Hit Points, 5 points bonus to Save vs. Death, and becomes protected from Normal weapons. Mind affecting spells and anything that hinders free movement will have no effect on the Priest. In addition to these bonuses this spell will protect from every spell directed against the caster. It absorbs 15 levels of spells, up to 8th level. The protection last for 1 Turn.

 

Sphere: Protection/Law (or chaos, since it is duplicating a chaotic commands effect)

 

Recitation

(Conjuration/Summoning)

Level: Quest

Range: 0

Duration: 1 turn

Casting Time: 9

Area of Effect: 30-foot radius

Saving Throw: None

 

By reciting a sacred passage or declaration, the high-level priest invokes his deity's blessing upon himself and his allies, while sowing confusion and weakness among his enemies. The caster's allies gain a +2 bonus on their morale and a +2 bonus to their attack, damage and saving throws, while enemies receive a -2 penalty to all of them.

Recitation is draining to the priest, so he becomes fatigued as long as the spell is in effect.

 

This is essentially a powered up version of chat, so

 

Sphere: Combat

 

Divine Intervention

Maintaining a strong connection to their gods, high level clerics may call to the heavens in time of great peril. Invoking a devoted prayer, they call directly for the intervention of their deities.

An intervention from the gods themselves may show very different faces however. Unlike evil aligned clerics, the call of good aligned priests will never result in negative effects, but there is a higher chance that the prayer will be dismissed. The extents of such an intervention are quite diverse, from small bonuses to complete wonders.

This action is very draining to the priest, so a fatigued state shortly follows. Divine Intervention may be used once per day.

 

Requires: Enlightenment

 

Sphere: All

 

Divine Intervention (Evil)

Maintaining a strong connection to their gods, high level clerics may call to the heavens in time of great peril. Invoking a devoted prayer, they call directly for the intervention of their deities.

An intervention from the gods themselves may show very different faces however. Unlike good aligned clerics, the call of evil aligned priests will always result in something... sometimes in disaster. The extents of such an intervention are quite diverse, from little bonuses to complete wonders.

This action requires sacrifice from the priest, so he will lose 3D10 Hit Points immediately after the spell has been cast. Divine Intervention may be used once per day.

 

Requires: Enlightenment

 

Sphere: All

 

Section 2.4.1 Priest of Talos

 

Chaos Hammer (Invocation)

Level: Quest

Sphere: Combat

Range: Self

Duration: 3 rounds +1 round/every 3rd level after 20

Casting Time: 7

Area of Effect: Special

Saving Throw: None

 

The caster of this dangerous combat spell brings into existence a hammer blessed by Talos himself. For the duration of the spell, the Priest of Talos may use the magic weapon without non-proficiency penalties. It strikes as a magical weapon with an enchantment and THAC0 bonus of +5 and can hit opponents far away from the caster. The hammer inflicts 3D10 +5 electrical damage.

Besides these effects, this powerful weapon has the chance to cast one of the following spells on the unlucky victim:

- Blindness;

- Confusion;

- Greater Malison;

- Chaos;

- Chain Lightning.

 

Requires: Enlightenment

 

Sphere: Combat

 

Section 2.4.2 Priest of Helm

 

Circle of Law (Abjuration)

Level: Quest

Sphere: Protection

Range: Self

Duration: 10 rounds

Casting Time: 7

Area of Effect: 15' radius

Saving Throw: None

 

By casting this powerful spell the Helmite priest turns into a bastion of Law and gains unassailable protections against chaotic or evil creatures and effects. The priest is granted complete immunity to all Necromancy spells, gains a 5 point bonus to saves vs. poison/death, and his AC is decreased by 5. Furthermore, the priest and his companions within a 15' radius are protected from Evil and all chaotic spells or effects such as Chaos, Drunkenness, Fear, Berserk, etc.

This ability lasts for 10 rounds.

 

Requires: Enlightenment

 

Sphere: Guardian (since protection is not allowed for priests of helm)

 

Section 2.4.3 Priest of Lathander

 

Guardian Angel

The caster of this powerful protective enchantment bestows the target creature with the blessing of Lathander for a short time. The recipient cannot die until the spell expires. The target will be protected from all instant-death effects, Level Drain, and his Hit Points cannot go below 1 for 10 rounds. The only effect that can result in the target creature's death is ability score drain.

Given the nature of the blessing requested, only unselfish prayers will be answered.

 

Sphere: Creation

 

Section 2.5 General Druid HLAs

 

Elemental Summoning (Conjuration/Summoning)

Level: Quest

Range: 10 yards

Duration: 10 rounds

Casting Time: 1 round

Area of Effect: Special

Saving Throw: None

 

Drawing power from the environment, this spell summons two 16HD elementals chosen randomly from water, air, earth or fire. The elementals stay for 10 rounds and will obey the caster as long as they remain summoned. There is a 20% chance that a randomly chosen Elemental Prince will be summoned instead. The Elemental Princes rule over other elementals in their respective planes. The Elemental Prince of Water is Ben-Hadar. The Elemental Princess of Air is Chan. The Elemental Princess of Earth is Sunnis. The Elemental Prince of Fire is Zamaan Rul.

 

Sphere: Elemental/Summoning

 

Elemental Prince Call (Conjuration/Summoning)

Level: Quest

Range: 10 yards

Duration: 10 rounds

Casting Time: 1 round

Area of Effect: Special

Saving Throw: None

 

Druids having a more powerful link to the elements than priests can cast a stronger version of Elemental Summoning. This spell can summon the Elemental Princes themselves, randomly chosen from water, air, earth or fire. Elemental Princes rule over other elementals in their respective planes. The Elemental Prince of Water is Ben-Hadar. The Elemental Princess of Air is Chan. The Elemental Princess of Earth is Sunnis. The Elemental Prince of Fire is Zamaan Rul. The Elemental Princes stay for 10 rounds and will obey the caster as long as they remain summoned. Note that the Elemental Princes are directly gated to the caster and are thus unaffected by spells that attack summoned creatures.

 

Sphere: All/Elemental (essentially, its Gate)

 

Implosion (Evocation)

Level: Quest

Range: Visual range of caster

Duration: 2 Rounds

Casting Time: 5

Area of Effect: 1 creature

Saving Throw: Special

 

This spell creates a rift in the earth beneath the target which implodes and closes in upon itself, crushing and burning the target and holding it for 1 round. The spell does 10D10 fire damage and 10D10 blunt damage. The victim can save vs. spell for half damage.

 

Requires: Blessing of Nature

 

Sphere: Combat/Numbers (according to the spreadsheet but this disallows druids from using it. Might want to put it All)

 

Volcano

Sphere: Elemental (Earth)

Level: Quest

Range: 120 yds.

Duration: 4 rounds

Casting Time: 9

Area of Effect: 50' radius

Saving Throw: Special

 

This is the enhanced version of the 7th level spell Earthquake.

By the means of this powerful spell the druid lets loose the most devastating powers of Nature to wipe Her enemies from the face of Faerun once and for all. Mighty tremors shake the ground and massive eruptions of fire ignite the sky as a young volcano creates a rift in the earth raining fire on everything in a 50' radius area.

There are three tremors that are caused by the earthquake. The first tremor causes all creatures affected to suffer 6d6 points of damage (save vs. spell at a -6 penalty for half damage). Those who fail their saving throws fall to the ground for four rounds.

The second tremor is less severe; causing 4d6 points of damage (save for half at a -2 penalty). The final tremor causes 2d6 damage (save for half).

In addition to the crushing effects, the deadly heat and chunks of boiling lava will damage every creature in the area of effect for 3D6 fire damage/round.

This spell will affect both enemies and friends of the caster, so care must be taken in its use.

Casting Volcano is very draining to the Druid both physically and mentally. He will become winded and won't be able to cast spells for 2 rounds.

 

Requires: Implosion

 

Sphere: Elemental/Elemental Earth (whichever you feel is most appropriate for it)

 

Nature's Wrath (Alteration)

Level: Quest

Sphere: Combat/Plant

Range: Visual range of caster

Duration: 1 Turn

Casting Time: 7

Area of Effect: 40' radius

Saving Throw: Neg.

 

Druids only use this spell against Nature's most devoted enemies, for its powers are destructive and irreversible. When invoked, this spell enrages the land, so it will attempt to destroy all living and non-living creatures in its area of effect. Every creature takes 1D10 points of Poison and 1D10 points of Acid damage each round it is exposed to the deadly vapors. If someone fails a saving throw vs. poison at -2, he becomes poisoned. Another failed save vs. poison results in disease, and the victim will lose one point of Constitution for 5 rounds. This spell destroys all summoned creatures. Besides its destructive powers, Nature's Wrath has a more vicious characteristic: it attempts to stop creatures from escaping its area or at least slow them. Any target must save vs. spells at -4, or becomes entangled for a short time. Entangled creatures can still attack.

 

Requires: Blessing of Nature

 

Sphere: Plants

 

Whirlwind

Level: Quest

Range: 35 Yards

Duration: 2 turns

Casting Time: 6

Area of Effect: 20' radius area

Saving Throw: Special

 

An Arch-Druid can create a massive whirlwind with this spell. This newly formed whirlwind starts to randomly wander around the target area, hurling away every creature in its path, be it friend or foe. Those who cannot escape automatically suffer 1D10 crushing and 1D10 slashing damage, small/normal creatures are knocked back without any saving throws. Those who manage to remain in the affected area will have to deal with a 50% spell failure rate until they are tossed away or leave intentionally. As well, if someone fails his save vs. breath he suffers additional 1D10 points of crushing damage and falls uncounscious for a round.

The whirlwind instantly kills creatures with less than 5 Hit Dices, and wipes out any cloud of gas or vapor in the area.

Once a whirlwind has been summoned the druid has no control over these raging winds, so this spell must be used with caution.

 

Sphere: Weather

 

Tranquility

Sphere: Necromantic

Level: Quest

Range: Self

Duration: 1 turn

Casting Time: 1 round

Area of Effect: 40' radius

Saving Throw: None

 

This high level druid spell creates an aura of healing energy around the caster that moves with him. Every friendly creature in its area of effect is healed 3D8 +10 Hit Points/round, and will be cleansed of every poison and disease effects. The Druid must concentrate to maintain the spell and will be slowed until Tranquility expires, which is 1 turn.

 

Requires: Blessing of Nature

 

Sphere: Healing (since necromancy isn't allowable for most druids)

 

Elemental Transformation

Harnessing the power of the elemental planes, this powerful shapechange ability allows the druid to become a 24HD elemental of immense strength. The four prime elemental forms are all available for the caster. These elemental forms have different strengths and weaknesses according to their nature. When the druid returns to human form, he is also healed 3D10 damage. The ability lasts 5 turns, or until the druid decides during the duration of the ability.

 

Requires: Blessing of Nature

 

Sphere: Combat/Elemental

 

2.5.1 Totemic Druid

 

Ancestral Spirit (Conjuration)

Level: Quest

Range: 10 Yards

Duration: 2 rounds + 1 round/8 levels

Casting Time: 1

Area of Effect: Special

Saving Throw: None

 

Drawing upon the bond between druids past and present, the druid can summon an ancestral spirit to fight by his side. The ancestral spirit is a Great Druid, retaining his full druidic powers -including spell casting- as well as the bonuses granted to a spirit creature.

 

Requires: Blessing of Nature

 

Sphere: Animal/All

 

Section 2.5.3 Avenger

 

Comet

(Any School)

Level: Quest

Range: 90 yards

Duration: Instantaneous

Casting Time: 6

Area of Effect: 30' radius

Saving Throw: Special

 

This is a druidic version of the wizard spell, Comet, available only to Avengers. A medium sized meteor strikes the earth damaging all enemies in its path and creating a powerful shockwave that knocks away all creatures in the area of effect. Those knocked down must save vs. paralyzation or be stunned for 1D4 rounds. The comet itself does 10D10 damage.

This spell will not damage party members.

 

Sphere: Sun

 

 

There are a number of these which may not be listed as Divine spells, and rather as innates. If they are innates, then there is probably no reason to assign them spheres.

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Is there any way that I can currently have DR ranger kits e.g. the Forest Runner, use the Refs ranger HLAs? If not, I'd like to see this implemented in future, if poss.

 

From the readme for DR

 

"There are no changes to rangers in the current release, other than the implementation of spheres included in the core component."

 

So from this I would gather that the rangers included in DR do not have their own HLA table and rely on the standard ranger HLA's. Since rangers are not included in the workaround then if you installed DR first but left out the Ranger kits then installed them after refinements wouldn't you get refinements vanilla ranger HLA's?

 

You would lose out on the spell sphere changes I would gather or they would not work correctly but you would get refinements HLA's for each of the kits. Besides the Clerics and Druids I don't think any other kit or classes HLA's are changed by DR. If I am wrong on any of my assumptions please somebody correct me. ???

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