Greater Invisibility

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Aliatris
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Greater Invisibility

Post by Aliatris » Wed Dec 20, 2006 3:27 pm

Greater Invisibility
Illusion (Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Target: You or creature touched

This spell functions like invisibility, except that it doesn’t end if the subject attacks.

An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC

If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from full concealment (and thus a 50% miss chance). A particularly large and slow creature might get a smaller miss chance.
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Japcil
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Post by Japcil » Thu Dec 21, 2006 3:18 am

I think this is too open for abuse. Maybe limit it to not becoming visible until the second round of damage. Being invisble alone allows you to walk through most areas where you would normally die if those creatures sensed your presence.
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Post by Alaudrien » Thu Dec 21, 2006 3:54 am

Or until a land blows on the person invis. Effectively locating and dispelling the magic.
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Post by Aliatris » Thu Dec 21, 2006 1:58 pm

Perhaps If the duration made the spell useful for only one combat or two...
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Post by Scylere » Thu Dec 21, 2006 2:15 pm

If spells like this were put into the game, then I think area affect spells should be able to strike hidden/invisible characters.
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Post by Dalvyn » Thu Dec 21, 2006 5:58 pm

Don't they?
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Post by Alaudrien » Fri Dec 22, 2006 2:52 am

They should. I thought I have been hit while invis a long while back but eh its been awhile since someone has used that particular goody on me
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Kregor
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Post by Kregor » Fri Dec 22, 2006 3:11 pm

They do.

I've been hit by an aoe spell while hidden/invis before.

The only thing the hidden-ness does protect you from is being attacked. As if there were some magical weapon barrier offered by it. The balancing factor against being invisible/hidden, or blinding your opponent, is that the person who can't see could conceivably flail about wildly and hit something.

It's why in tabletop, there's a 50% miss chance when you can't see your target. This is reduced by the blind-fight feat. You can *attempt* to hit, but you are guaranteed to miss half the time.

If we ditched the if check to keep someone from being attacked when invis, and added the miss chance, I would see improved invis as balanced to add to the game.
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Post by Isolrem » Fri Jan 05, 2007 7:27 pm

Does FK actually have a concealment % system? I've never noticed...
Mostly, hidden or invisible characters just have their effects disspelled when attacked. Ethereal creatures appear (to me) to suffer less melee damage rather than be harder to hit.
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Post by Dalvyn » Fri Jan 05, 2007 8:34 pm

No concealment system yet.

Maybe part of a future big update. Who knows?
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Post by Kregor » Fri Jan 05, 2007 8:35 pm

no, it's currently all or nothing.

I referred to the % miss chance in tabletop.

when you know someone is in the room, and is either invis or hidden, try typing kill <victim>. You can't do it, because you can't see them. Theoretically, if you flail about wildly, you might just hit something, which is what the 50% chance to hit a concealed person in hardcore D&D is about. That is over and above the to hit roll, so your chances are not too good unless you're just really high level or have some major attack bonuses.

You can damage a mob/PC with an area spell on FK while they are invis though, and it's not that they become visible when they are damaged, they become visible because they automatically swing back, and it's the swinging back action that pops them out of their hiding.

Dalvyn: You know that system would have to include SPOT ;)
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Post by Dalvyn » Fri Jan 05, 2007 8:44 pm

Kregor wrote:when you know someone is in the room, and is either invis or hidden, try typing kill <victim>. You can't do it, because you can't see them. Theoretically, if you flail about wildly, you might just hit something, which is what the 50% chance to hit a concealed person in hardcore D&D is about. That is over and above the to hit roll, so your chances are not too good unless you're just really high level or have some major attack bonuses.
Actually, it's a bit more complex than that... In D&D, you first have to locate your opponent, that is, determine the area where he is (the 5ft x 5ft square where he is), then you can attack, with a 50% miss chance. But the "locate first" part is important.
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Post by Kregor » Fri Jan 05, 2007 10:14 pm

Granted... I didn't mention that part. If someone is invisible, and not talking/acting/doing something to betray their location, and an onlooker's spot or listen roll doesn't detect them (Heh, there's spot again... :) ) Then you wouldn't even begin to know where to strike at.

Beating on someone with improved invis on, though, would probably count as betraying your location :)

Locating the right 5' square would be a problem MUD-wise, though, since there's no tactical dimension in the game (currently).
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