Custom classes for v5 - Custom Spells

  • Custom Spells
    This section is linked from the new custom classes for v5 section, and has a description of the new spells and their effects/saves etc… More importantly though, are working templates of scripts that create the desired effect. At the moment, they all fire from one single fairly large script, for centralisation.

    Eldritch Blast

    void eldritchBlastSpell(object oTarget)
        effect eVFX1 = EffectVisualEffect(VFX_IMP_PDK_WRATH);
        effect eVFX2 = EffectVisualEffect(VFX_FNF_MYSTICAL_EXPLOSION);
        effect eVFX3 = EffectVisualEffect(VFX_DUR_AURA_PULSE_PURPLE_BLACK);
        effect eLink = EffectLinkEffects(eVFX1, eVFX2);
        int constructModifier;
        float criticalHitModifier;
        effect eRay;
        //Apply VFX
        ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVFX3, OBJECT_SELF, 3.0);
        ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, OBJECT_SELF, 3.0);
        ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 3.0);
        DelayCommand(2.0, ActionPlayAnimation(ANIMATION_FIREFORGET_SPASM));
        //Construct Modifier.
        //Value (2 or 1) determines if target is living, and not a construct/placeable
        //(Returns 2 just for memory saving, since damage is halved by this modifier, and dividing by 1 is simply redundant.
        if ((GetObjectType(oTarget)!=OBJECT_TYPE_CREATURE) || (GetRacialType(oTarget)==CLASS_TYPE_CONSTRUCT)) {constructModifier = 2;}else{constructModifier = 1;}
        if (d20(1) == 20 )
        {criticalHitModifier = 2;FloatingTextStringOnCreature("Critical Hit!", OBJECT_SELF);}else{criticalHitModifier = 1;}
        //Apply damage effect
        effect eEldBlast;
        //critical hit modifier doubles, construct modifier halves, these only happen if applicable from earlier checks.
        eEldBlast = EffectDamage(((powerCheck()/constructModifier)*criticalHitModifier), DAMAGE_TYPE_MAGICAL);
        ApplyEffectToObject(DURATION_TYPE_INSTANT, eEldBlast, oTarget, 1.0);
    • Eldritch Blast does 1d6 at level 1, 2d6 at level 3 3d6 at level 4, and follows a chart. it does half damage to anything that is not a creature, i.e) Placeables and constructs.

    • The Eldritch Blast script rolls a d20 to determine a critical hit.

  • I like the idea of making empower metamagic applicable to Eldritch spell, with a chance of failure, this is something i might add later. Too much work to do for now- But at least the Warlock class is finished. Moving on to something else now.

  • Could use some creative input from you guys on what you want the Warlock spell 'Imbue Item' to do.

  • If i remember correctly, Imbue Item in pnp lets warlocks create items without knowing the spells needed to create said items. Why not do just that? Warlock picks a feat (brew potion or craft wand) and gets a set of wands/potions he can create without knowing appropriate spells. Certain limitations should apply of course. Only create items with spells of currently available to the warlock spell level. And keep the list of these items reasonable and thematic.

    For example: A warlock automatically knows an Imbue Item spell for every spell circle currently available to him (or make it via a special undroppable item/warlock's rod). On a 6th level warlock picks craft wand. He can craft wands of 1st, 2nd and 3rd spell circles. He casts the Imbue item spell (or activates rod) and picks a spell from a list (for example, thus available spells of 2nd circle are: Blind/deaf, Cloud of bewilderment, Darkness, Death armor. Ghostly Visage, Invisibility, Resist elements, Silence, Tasha's Laughter and Web, give or take). If he has all other ingredients in his inventory the wand is created.
    This would of course call for resonable increase in xp and gold costs of creating items. So that if a warlock actually knows darkness spell he can craft a wand for normal price, if he doesn't and creates it via Imbue item, the price is increased, say, 1.5 times. Or make it require some rarer ingredients.

  • I'm omitting the spell "Imbue Item" since it is a crafting type feat, and would affect the balance of CoA's economy. I haven't by any means ruled it out, but I'd rather deal with it later on.

Log in to reply