Greater Invisibility
Greater Invisibility
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.
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.
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.
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.
"There is no safety for honest men except by believing all possible evil of evil men."
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
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
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
"There is no safety for honest men except by believing all possible evil of evil men."
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
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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.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.
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).
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).
"There is no safety for honest men except by believing all possible evil of evil men."
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki