m (Cure critical wounds moved to Cure Critical Wounds: Capital.) |
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{{spell |
{{spell |
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− | |icon= |
+ | |icon=Is_curecritical.png |
|image= |
|image= |
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|level_bard=4 |
|level_bard=4 |
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|level_cleric=4 |
|level_cleric=4 |
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|level_druid=5 |
|level_druid=5 |
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− | |level_paladin= |
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− | |level_ranger= |
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− | |level_sorwiz= |
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− | |level_warlock= |
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− | |level_additional= |
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|level_innate=4 |
|level_innate=4 |
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|school=Conjuration |
|school=Conjuration |
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|range=Touch |
|range=Touch |
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|area=Single |
|area=Single |
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+ | |duration_type=instant |
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− | |duration=Instant |
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|save=[[Will]] 1/2 |
|save=[[Will]] 1/2 |
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− | | |
+ | |spell_resistance=Yes |
+ | |hostile=No |
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+ | }} |
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⚫ | |||
− | |||
⚫ | |||
The target creature is healed of 4d8 points of damage, + 1 point per caster level to a maximum of +20. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead. |
The target creature is healed of 4d8 points of damage, + 1 point per caster level to a maximum of +20. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead. |
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+ | |||
− | ==Notes== |
+ | == Notes == |
+ | |||
*This spell can be [[spontaneous casting|spontaneously cast]] by [[good]] or [[neutral]] clerics. |
*This spell can be [[spontaneous casting|spontaneously cast]] by [[good]] or [[neutral]] clerics. |
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+ | |||
+ | == Bug Notes == |
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+ | |||
+ | This spell does several odd things with the function spellsCure(), in nw_i0_spells.nss. This refers to that include file for bugged lines: |
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+ | |||
+ | Line 436: The maximised damage for spells being cast at the PC is done always, rather then being difficulty based. This seems to be intentional, but why? Why not do it for NPC's in the PC's party? Why not NPC's in general? Why do hardcore players (Who are meant to be playing full D&D rules) get stuck with the better healing? This seems an odd decision. It would be best just to have the old maximised healing/damage for difficulty < GAME_DIFFICULTY_CORE_RULES, which Bioware used, for several reasons; |
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+ | |||
+ | * NPC's in the PC's party are not healed maximised amounts, even though the PC is, so its current implementation is broken |
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+ | * For Hardcore rule players it is the only spell which acts differently if you are a PC rather then an NPC (apart from charming and domination). |
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+ | * It can maximize a spell twice, which...is simply not how the feat works, in the current implementation. |
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+ | * Maximise and Maximise is quite unbalanced, and simply doesn't work correctly in the current implementation anyway (line 450) |
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+ | |||
+ | The problematic lines from line 435 to 462, could be replaced with this code (Using the basis we do Maximize first, then empower, according to ApplyMetamagicVariableMods() ): |
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+ | |||
+ | // Maximise, empower checks. |
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+ | |||
+ | // Maximize spell. |
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+ | // If PC or their party is casting this at normal or lower difficulty, we assume maximized. |
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+ | if(nMetaMagic & METAMAGIC_MAXIMIZE || ( GetGameDifficulty() < GAME_DIFFICULTY_CORE_RULES && ( GetIsPC(OBJECT_SELF) || GetIsPC(GetMaster()) ) )) |
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+ | { |
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+ | nDamage = nMaximized; // Ignore the rolled value, we are MAXED! |
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+ | } |
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+ | // Empower spell. |
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+ | // If we are not maximising this spell, we check for healing domain empower |
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+ | if(nMetaMagic & METAMAGIC_EMPOWER || ( GetHasFeat( FEAT_HEALING_DOMAIN_POWER ) && !GetIsObjectValid( GetSpellCastItem()) )) |
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+ | { |
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+ | nDamage = nDamage + (nDamage / 2); // Add in 50% |
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+ | } |
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+ | |||
+ | // Add additional caster level damage |
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+ | nDamage += nExtraDamage; |
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+ | |||
+ | Line 493: The touch attack is done even if the target cannot be affected (if the reputation check fails). Doing the reputation check before the touch attack means a caster has feedback that it won't work on the designated target. Doing this, you'd have to move the signal event too. |
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== External resources == |
== External resources == |
Revision as of 17:08, 4 February 2007
Cure Critical Wounds | |
Spell Information | |
Spell level : | Innate level: 4, Bard: 4, Cleric: 4, Druid: 5 |
---|---|
School : | Conjuration |
Components : | Verbal and Somatic |
Range : | Touch |
Target/Area : | Single |
Duration : | Instantaneous |
Save : | Will 1/2 |
Spell resistance : | Yes |
Description
The target creature is healed of 4d8 points of damage, + 1 point per caster level to a maximum of +20. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead.
Notes
- This spell can be spontaneously cast by good or neutral clerics.
Bug Notes
This spell does several odd things with the function spellsCure(), in nw_i0_spells.nss. This refers to that include file for bugged lines:
Line 436: The maximised damage for spells being cast at the PC is done always, rather then being difficulty based. This seems to be intentional, but why? Why not do it for NPC's in the PC's party? Why not NPC's in general? Why do hardcore players (Who are meant to be playing full D&D rules) get stuck with the better healing? This seems an odd decision. It would be best just to have the old maximised healing/damage for difficulty < GAME_DIFFICULTY_CORE_RULES, which Bioware used, for several reasons;
- NPC's in the PC's party are not healed maximised amounts, even though the PC is, so its current implementation is broken
- For Hardcore rule players it is the only spell which acts differently if you are a PC rather then an NPC (apart from charming and domination).
- It can maximize a spell twice, which...is simply not how the feat works, in the current implementation.
- Maximise and Maximise is quite unbalanced, and simply doesn't work correctly in the current implementation anyway (line 450)
The problematic lines from line 435 to 462, could be replaced with this code (Using the basis we do Maximize first, then empower, according to ApplyMetamagicVariableMods() ):
// Maximise, empower checks.
// Maximize spell. // If PC or their party is casting this at normal or lower difficulty, we assume maximized. if(nMetaMagic & METAMAGIC_MAXIMIZE || ( GetGameDifficulty() < GAME_DIFFICULTY_CORE_RULES && ( GetIsPC(OBJECT_SELF) || GetIsPC(GetMaster()) ) )) { nDamage = nMaximized; // Ignore the rolled value, we are MAXED! } // Empower spell. // If we are not maximising this spell, we check for healing domain empower if(nMetaMagic & METAMAGIC_EMPOWER || ( GetHasFeat( FEAT_HEALING_DOMAIN_POWER ) && !GetIsObjectValid( GetSpellCastItem()) )) { nDamage = nDamage + (nDamage / 2); // Add in 50% }
// Add additional caster level damage nDamage += nExtraDamage;
Line 493: The touch attack is done even if the target cannot be affected (if the reputation check fails). Doing the reputation check before the touch attack means a caster has feedback that it won't work on the designated target. Doing this, you'd have to move the signal event too.
External resources
- NWNWiki:Cure Critical Wounds
- d20 SRD Cure Critical Wounds