Author Topic: Creature Spell Stats  (Read 534 times)

Legacy_Omega27

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Creature Spell Stats
« on: September 05, 2012, 07:44:44 am »


                So when, building a creature with in wizzard. What is the stat that one would focus on to increase the damage of the spell the creature would cast?
               
               

               
            

Legacy_MrZork

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Creature Spell Stats
« Reply #1 on: September 05, 2012, 09:46:45 am »


               The damage of most wizard spells with variable damage will vary primarily with the number of wizard class levels the creature has. The saving throw DCs of spells that allow saves are improved (they are harder to save against) if the caster has a higher intelligence ability score, and the caster may be granted extra spells because of that ability score, but ability scores do not directly aftect spell damage.

So, if you are trying to increase the damage done by spells of a creature with wizard levels, giving the creature more wizard levels is usually the most straightforward approach. If, for some reason, you do not want to increase caster level, increasing intelligence (or giving the casting creature the appropriate spell focus feats) will make the spell DCs higher, and those spells that reduce damage on a successful save will tend to do more damage because the save will be made less often.
               
               

               
            

Legacy_Omega27

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Creature Spell Stats
« Reply #2 on: September 06, 2012, 05:43:18 am »


               Thanks Zork thats what i was kinda getting at. Im sorry i should have gave a example first.
Like a have a Ghost classed (Undead) i do believe thats how it's set up. It dose not use regular spells, he uses the monster spell sets. I had wanted to increase the amount of damage his spells do.
               
               

               
            

Legacy_Shadooow

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Creature Spell Stats
« Reply #3 on: September 06, 2012, 07:06:09 am »


               

Omega27 wrote...

Thanks Zork thats what i was kinda getting at. Im sorry i should have gave a example first.
Like a have a Ghost classed (Undead) i do believe thats how it's set up. It dose not use regular spells, he uses the monster spell sets. I had wanted to increase the amount of damage his spells do.

You can set the caster level of each spell at Special Abilities tab in NPC properties.

If its spell you can set it from 1 to 15, toolset however doesnt allow more than that. Also some special abilities like dragon breaths are missing this choice and you can set only number of uses. These abilities are using in 99% total character level for determining DC/dmg. The only way how to increase that is by adjusting the special ability spellscript or by increasing character level of the NPC (which increase more things).

Also to get around the toolset caster level maximum, you can use my project, the community patch. There is a possibility to override this value which allows to set it beyond this maximum. With this patch, there is a variable you can set on NPC and override his caster level. You can also override DC of the regular spells or even add metamagic so you can make all spells cast by your NPC to be empowered or maximized which has big impact on damage.

Yet I must say its not perfect solution, this works only on regular spells, it has no impact on special abilities like the already mentioned dragon breath. Also, this feature is global and applies to all the spells under special abilities. Its not possible to make this just for one spell without custom script again.
               
               

               
            

Legacy_MagicalMaster

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Creature Spell Stats
« Reply #4 on: September 06, 2012, 08:19:52 am »


               That said, if you want to adjust special abilities like dragon breath, it's really not that bad.  If you tell me what you want to fix I'll even supply the code for you to copy/paste.
               
               

               
            

Legacy_kalbaern

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Creature Spell Stats
« Reply #5 on: September 14, 2012, 06:01:00 pm »


               Abilities/Spells that are marked as "Monster" use the creature's total Hit Dice to determine their Level/Strength when such variables exist. I.e., A dragon's breath weapons script checks it's total hit die and adjust damage and DCs that way. Since these abilities are scripted, you can change then to whatever scaling you wish or ... you can add in the case of your "ghost" another set of outcomes when the ability is used based on it's TAG. I.e. If user has TAG GHOST, do this ..., if not, do what is noramlly done.

Letting "us" know what ability you desire beefed up and whether just for this creature or all using it would help and someone here can likely provide the script changes.
               
               

               


                     Modifié par kalbaern, 14 septembre 2012 - 05:02 .