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[Magiclysm] Some spell tweaks #78586
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Mods: Magiclysm
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Mechanics: Enchantments / Spells
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Summary
Mods "[Magiclysm] Some spell tweaks"
Purpose of change
Going through some older spells and, using the new tools we have available, making them more interesting and fit the fantasy of what they're supposed to do better.
Describe the solution
Edit the following spells:
ACIDIC SPRAY (BIOMANCER)
CAUSTIC AURA (BIOMANCER)
DARK SIGHT (CLASSLESS)
ELECTRIC ARTS (STORMSHAPER)
ELECTRIC EYE (STORMSHAPER)
ETHEREAL GRASP (CLASSLESS)
speed penalty now affected by target size. It's possible to totally immobilize a Tiny target without too much power, but even slowing a hulk will require a powerful mage. This is also true for when monsters cast it on you, so watch out goblins!This currently does not work due to a bugLIGHTNING BLAST (STORMSHAPER)
LIGHTNING STORM (STORMSHAPER)
MAGE ARMOR (TECHNOMANCER)
MAGE BLADE (TECHNOMANCER)
PETRIFYING TOUCH (EARTHSHAPER)
PILLAR OF STONE (EARTHSHAPER)
POWER SUPPLY (TECHNOMANCER)
ROOT STRIKE (DRUID)
Root slow only applies on diggable ground. Damage is dealt regardless.currently does not work due to a bugSACRIFICIAL HEALING (DRUID)
VEGETATIVE GRASP (DRUID
speed penalty now affected by target size. Vegetative Grasp cannot slow targets that are too large at all.This does not work due to a bugVegetative Grasp has no effect if the target is not on diggable ground (where are the roots coming from?) If they step onto a sidewalk the effect stops slowing them, but it starts again when they step back on the earth, for as long as the spell lasts. This also applies when monsters cast it on you, so move off the natural earth to avoid the speed penaltyThis currently does not work due to a bugThat's definitely enough for now.
Describe alternatives you've considered
Testing
Tested every spell and made sure they worked.
The slow spells currently just scale on level, the fancy stuff will have to wait.
Additional context
I have plans to nerf spell damage pretty much across the board (Evocation proficiencies means you can get +30% damage with mastery and current damages don't account for that) and make all damage random rolls, but that'll need a bunch of future PRs to cover everything.