Haste
Haste
SYNTAX Cast 'Haste' <target>
This spell gives a character one extra attack per round.
A warrior would have two attacks, a Second Attack check for his third attack, a Third Attack check for his fourth attack, etc. It also shortens movement delay, and increases movement drain by x1.5 to x2, this is not a spell you want cast persistent on you
This spell gives a character one extra attack per round.
A warrior would have two attacks, a Second Attack check for his third attack, a Third Attack check for his fourth attack, etc. It also shortens movement delay, and increases movement drain by x1.5 to x2, this is not a spell you want cast persistent on you
Chars: Aryvael et all.
Eh, lessee...
Giving an extra attack would be very powerful. I could see characters carrying around potions of haste and quaffing them before a PK.
Ide like to see this spell reduce the lag between moving in town and through the wildnerness map, but the stamina drain would be the same. So basically walking would be faster (less lag) but you would still tire at the same amount or at a faster rate because of that lessened lag.
Giving an extra attack would be very powerful. I could see characters carrying around potions of haste and quaffing them before a PK.
Ide like to see this spell reduce the lag between moving in town and through the wildnerness map, but the stamina drain would be the same. So basically walking would be faster (less lag) but you would still tire at the same amount or at a faster rate because of that lessened lag.
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- Ellian
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I would propose a few limitations on the spell. Only allowing it to be cast on oneself, and make it unbrewable. An extra attack in a wizard's hands does not seem too unbalancing to me.
I like Glim's idea for reduced lag.
Jayson
I like Glim's idea for reduced lag.
Jayson
Last edited by Ellian on Sat Jul 02, 2005 1:57 am, edited 1 time in total.
I would say it could be brewable and allowable to be cast on others. That is one of the main reasons for the spell in D&D, is so a wizard and cast it on a warrior friend.
The main problem with potions is that WIZARDS DONT CHARGE ENOUGH!!!
hehehe
Come one, us wizards have a monopoly on the Art, dont cheapen it by selling potions for so less.
The main problem with potions is that WIZARDS DONT CHARGE ENOUGH!!!
hehehe
Come one, us wizards have a monopoly on the Art, dont cheapen it by selling potions for so less.
Glim asks Gwain 'Can I be on the watch?!?'
Gwain raises an eyebrow.
Gwain seems to display a look of complete horror for a second...
Gwain raises an eyebrow.
Gwain seems to display a look of complete horror for a second...
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Haste
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.
Multiple haste effects don’t stack. Haste dispels and counters slow.
Material Component: A shaving of licorice root.
In my mind it wouldn't actually increase movement use when you speed up. If you want to move faster and increase the movement cost, then jog/run/dash/sprint. The benefit to using the spell would be that you can walk faster and not get tired. Essentially, walk would probably have the lag of run, run would have the lag of dash and dash would have the lag of sprint, while all using the amount of movement they would normally use.
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.
Multiple haste effects don’t stack. Haste dispels and counters slow.
Material Component: A shaving of licorice root.
In my mind it wouldn't actually increase movement use when you speed up. If you want to move faster and increase the movement cost, then jog/run/dash/sprint. The benefit to using the spell would be that you can walk faster and not get tired. Essentially, walk would probably have the lag of run, run would have the lag of dash and dash would have the lag of sprint, while all using the amount of movement they would normally use.
Going to agree with Ellian on this one. Yeah wizzies don't charge enough, but what are the chances that they will just because of this spell? I just see it helping fighters gain back what they lost with enhanced damage, plus a bit extra.I would say it could be brewable and allowable to be cast on others. That is one of the main reasons for the spell in D&D, is so a wizard and cast it on a warrior friend.
The main problem with potions is that WIZARDS DONT CHARGE ENOUGH!!!
Perhaps we should also code slow, as a counter to haste, and as a good wizard anti-fighter spell... slow would take away one attack, and of course increase lag in movement.
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If slow is to be coded, it should be coded as per the book, and reduce fighters (and priests and rogues) to ONE attack per round only, not only take away one attack.
As for brewable or not, I think the whole brew (and scribe, to a lesser extent) system need to be made more expensive. Consider this: in tabletop, to brew a potion of bull's strength for example, the caster must pay something like 25 x 2 x 10 = 500 gold coins. That's about 20 times as much as what (most) wizards ask for a potion bottle containing not one but three spells. Having a similar cost might incite people not to consider potions as handy wizards/clerics-in-a-bottle (Unfortunately, it won't prevent them from just asking to be spelled up - with persistent spell - before going to train on their own).
As for brewable or not, I think the whole brew (and scribe, to a lesser extent) system need to be made more expensive. Consider this: in tabletop, to brew a potion of bull's strength for example, the caster must pay something like 25 x 2 x 10 = 500 gold coins. That's about 20 times as much as what (most) wizards ask for a potion bottle containing not one but three spells. Having a similar cost might incite people not to consider potions as handy wizards/clerics-in-a-bottle (Unfortunately, it won't prevent them from just asking to be spelled up - with persistent spell - before going to train on their own).
Ah, I didn't double check the 3E effects of slow before I posted... my mistake.
That's harsh! The pre 3E version of the spell halved your attacks, much like the old haste doubled them. I just assumed in 3E it would take one away, since haste only added one. Ah well....
Mind you, since in FK code players can get up to 6 attacks (five for fighters, plus offhand), docking it to 1 would be a serious handicap for a third level spell. Of course, it may be easier code-wise to make the effect temporarily cancel all Nth attack skills, than to try and figure out how many attacks have been trained, then take off of that.
Besides, if it's a serious handicap, there will be more incentive to use it, and more incentive to keep company of a cleric or wizzie who can either dispel it, or haste you back up.
Slow traps were always a nasty thing, too... set em up right before a party goes into a dungeon room with a big dragon or something.
That's harsh! The pre 3E version of the spell halved your attacks, much like the old haste doubled them. I just assumed in 3E it would take one away, since haste only added one. Ah well....
Mind you, since in FK code players can get up to 6 attacks (five for fighters, plus offhand), docking it to 1 would be a serious handicap for a third level spell. Of course, it may be easier code-wise to make the effect temporarily cancel all Nth attack skills, than to try and figure out how many attacks have been trained, then take off of that.
Besides, if it's a serious handicap, there will be more incentive to use it, and more incentive to keep company of a cleric or wizzie who can either dispel it, or haste you back up.
Slow traps were always a nasty thing, too... set em up right before a party goes into a dungeon room with a big dragon or something.
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Not really harsher than giving all melee combattants a very powerful spell, that uses no mana, takes no time to cast, does not have to be memorized, and does not grant any saving throw to escape its effects ... a very powerful spell called "You will stay right next to me to cast your spells so I can target you with all my attacks again and again", that automatically works on all spellcasters.
More seriously, so we talk about the same thing... 3rd edition introduces the notion of "action types". Moving a distance of 6 squares (or 9 meters or 30 feet) is a "move action". Attacking once is a "simple action". Casting a spell (generally) is a "simple action". Doing all your attacks (2, 3, 4, or 5 depending on your level and class) is a "full-round action".
Basically, each round, you can do either a "full-round action" (e.g., 5 attacks without moving) , or combine a "move action" with a "simple action". That basically means that a caster can move and cast a spell during a round, and that a fighter can EITHER move and do 1 attack, or not move and attempt 5 attacks.
Basically, in a wizard vs fighter combat, ignoring teleportative spells, the wizard would most likely always move and cast, in order to try and prevent the fighter from having 5 attacks (if the fighter moves, he can only attack once). A clever wizard (and most wizards are) would certainly not stand dumbly right in front of the fighter while being bashed.
In 3rd edition, haste basically reduces what you can do in a round: you can only take a "simple action" (I'm simplifying the rule a bit, but you get the idea). That means that you can EITHER move OR attack once (but never more than once - unless you use 2 weapons).
That's why I think that reducing the number of attacks per round to 1 (2 if dual-wielding) is a fair implementation for this spell. As you pointed out, it can only incite grouping up.
Edit: As a side effect, I think it would be nice to make it so that, if you enemy is slowed (or if you are hasted), the commands "flee" and "flee (direction)" always work.
More seriously, so we talk about the same thing... 3rd edition introduces the notion of "action types". Moving a distance of 6 squares (or 9 meters or 30 feet) is a "move action". Attacking once is a "simple action". Casting a spell (generally) is a "simple action". Doing all your attacks (2, 3, 4, or 5 depending on your level and class) is a "full-round action".
Basically, each round, you can do either a "full-round action" (e.g., 5 attacks without moving) , or combine a "move action" with a "simple action". That basically means that a caster can move and cast a spell during a round, and that a fighter can EITHER move and do 1 attack, or not move and attempt 5 attacks.
Basically, in a wizard vs fighter combat, ignoring teleportative spells, the wizard would most likely always move and cast, in order to try and prevent the fighter from having 5 attacks (if the fighter moves, he can only attack once). A clever wizard (and most wizards are) would certainly not stand dumbly right in front of the fighter while being bashed.
In 3rd edition, haste basically reduces what you can do in a round: you can only take a "simple action" (I'm simplifying the rule a bit, but you get the idea). That means that you can EITHER move OR attack once (but never more than once - unless you use 2 weapons).
That's why I think that reducing the number of attacks per round to 1 (2 if dual-wielding) is a fair implementation for this spell. As you pointed out, it can only incite grouping up.
Edit: As a side effect, I think it would be nice to make it so that, if you enemy is slowed (or if you are hasted), the commands "flee" and "flee (direction)" always work.
Agreed, that's why I am a firm believer in killmode spar/nofight for PvP situations. If a mage is flying, and I am not, it should be missle weapon, or nothing. I personally think it should be mandatory for anything but a tourney spar, but that's all I will digress...Dalvyn wrote:Not really harsher than giving all melee combattants a very powerful spell, that uses no mana, takes no time to cast, does not have to be memorized, and does not grant any saving throw to escape its effects ... a very powerful spell called "You will stay right next to me to cast your spells so I can target you with all my attacks again and again", that automatically works on all spellcasters.
This I agree as well.... a slowed person could not catch up if you cared to run away during a fight. Likewise, if you were hasted and they not.Edit: As a side effect, I think it would be nice to make it so that, if you enemy is slowed (or if you are hasted), the commands "flee" and "flee (direction)" always work.
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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
Would it also be possible to code it so that, if your enemy is hasted, and you are not, that fleeing is more difficult?
Or if you are slowed, and the enemy isnt, then its more difficult?
Eh...including if you are slowed and the enemy is hasted, thatd be REALLY hard. Impossible even, hehe.
Or if you are slowed, and the enemy isnt, then its more difficult?
Eh...including if you are slowed and the enemy is hasted, thatd be REALLY hard. Impossible even, hehe.
Glim asks Gwain 'Can I be on the watch?!?'
Gwain raises an eyebrow.
Gwain seems to display a look of complete horror for a second...
Gwain raises an eyebrow.
Gwain seems to display a look of complete horror for a second...
A few notes from my side, some of which are off topic:
To Dalvyn's post: first I think you wrote haste instead of slow once, but that isn't really important. The other thing I want to ask, does flee <direction> exist/work? I believe there has been a forum post about it somewhere, basically saying that it does not. If it does exist, probably I am soing something wrong, because flee<direction> has never worked to me.
Now back to the topic: For me it seems the haste spell is a very powerful spell, and though I agree to Dalvyn abut more power for wizards ( ) I think there should be some bad effects on it:
The first thing is something I remember from playing Baldur's Gate: After the spell wears off, the character was tired and needed to rest. As theer isn't any coded tiredness here in this mud. I would think a good substitution would be to let it double the amount of stamina taken away by fighting. Something which I would also find interesting, would be that you use way more stamina for moving on the map, maybe as much as if you were running/sprinting constantly. On the other hand it could also reduce the lag while moving so that you really do run/sprint while moving around with haste. In my opinion, this would greatly reduce warriors having that spell cast on themselves(maybe even for 24 hours) then just go and kill things to train themselves up. It would be rather used to fight a single, or a small group of monsters(like for example, a dragon, and not kill dozens of ogres in certain areas in the game, and use this spell just because you are more quickly finished with it).
The next thought to thiis is a question: You said haste increases the number of attacks a character gets. Does it also increse the number of spells/reduce the lag time of a spell? From how Dalvyn explained the rules for the slow spell, this would be a good thing as well.
The third point might be obsolete with what Dalvyn explained, but as I am not sure how well D&D rules and FK rules/code agree with each other, i'll ask it anyway: What happens if a character has only one attack/round and gets slowed? Does he either is unable to attack anymore, or does he get one attack every two rounds, or will slow have no effect at al(if you go by the "all but one attacks get taken away" statement)?
Finally, something i do not know from D&D like games, but from another RPG system, but which could also be applied here: The haste spell there does increase the speed with which you can move, but it does not increase your ability to think/coordinate, meaning that while you might have one more, or double the amount of attacks, you have way worse chances to actually hit the target.
Okay, that#s all i can think of for now
To Dalvyn's post: first I think you wrote haste instead of slow once, but that isn't really important. The other thing I want to ask, does flee <direction> exist/work? I believe there has been a forum post about it somewhere, basically saying that it does not. If it does exist, probably I am soing something wrong, because flee<direction> has never worked to me.
Now back to the topic: For me it seems the haste spell is a very powerful spell, and though I agree to Dalvyn abut more power for wizards ( ) I think there should be some bad effects on it:
The first thing is something I remember from playing Baldur's Gate: After the spell wears off, the character was tired and needed to rest. As theer isn't any coded tiredness here in this mud. I would think a good substitution would be to let it double the amount of stamina taken away by fighting. Something which I would also find interesting, would be that you use way more stamina for moving on the map, maybe as much as if you were running/sprinting constantly. On the other hand it could also reduce the lag while moving so that you really do run/sprint while moving around with haste. In my opinion, this would greatly reduce warriors having that spell cast on themselves(maybe even for 24 hours) then just go and kill things to train themselves up. It would be rather used to fight a single, or a small group of monsters(like for example, a dragon, and not kill dozens of ogres in certain areas in the game, and use this spell just because you are more quickly finished with it).
The next thought to thiis is a question: You said haste increases the number of attacks a character gets. Does it also increse the number of spells/reduce the lag time of a spell? From how Dalvyn explained the rules for the slow spell, this would be a good thing as well.
The third point might be obsolete with what Dalvyn explained, but as I am not sure how well D&D rules and FK rules/code agree with each other, i'll ask it anyway: What happens if a character has only one attack/round and gets slowed? Does he either is unable to attack anymore, or does he get one attack every two rounds, or will slow have no effect at al(if you go by the "all but one attacks get taken away" statement)?
Finally, something i do not know from D&D like games, but from another RPG system, but which could also be applied here: The haste spell there does increase the speed with which you can move, but it does not increase your ability to think/coordinate, meaning that while you might have one more, or double the amount of attacks, you have way worse chances to actually hit the target.
Okay, that#s all i can think of for now
A few things to address:
There is tiredness on the MUD if you don't eat or drink that can be applied.
The more extreme form of this is when you start seeing things, but I'm sure this code could be tweaked since it is stock leftovers to be more realistic.
Second, the spell is supposed to be ridiculously powerful, that's why it lasts for 1 round per level. If we really want to address certain things and power gaming, I suggest that metamagic feats be changed as per how they should be: AKA, Persistent Spell adds 7 spell levels to the spell, making it UNCASTABLE for any non-hero spellcaster in game for spells above level 15 or thereabouts in FK.
I know a lot of complaints will come from players about this, but extend spell is a good feat, and persistent spell just isn't supposed to work the way it does on FK. Plus there's the whole beef about certain people having access to it (I believe only Goods can train it) and all around the feat has grown into a "must have" for the MUD when it really shouldn't be as powerful as it is. This would also let the IMMs stop worrying about spells being "too powerful" because someone could just persistent spell it and solo an area. And encourage grouping, because you're not going to buy tons of potions of haste that lasts a few rounds each.
Personally, I would rather see better spells with shorter durations come into the game without the fear of everyone having the spell on them for 24 hours because it's too powerful.
Natasha
There is tiredness on the MUD if you don't eat or drink that can be applied.
The more extreme form of this is when you start seeing things, but I'm sure this code could be tweaked since it is stock leftovers to be more realistic.
Second, the spell is supposed to be ridiculously powerful, that's why it lasts for 1 round per level. If we really want to address certain things and power gaming, I suggest that metamagic feats be changed as per how they should be: AKA, Persistent Spell adds 7 spell levels to the spell, making it UNCASTABLE for any non-hero spellcaster in game for spells above level 15 or thereabouts in FK.
I know a lot of complaints will come from players about this, but extend spell is a good feat, and persistent spell just isn't supposed to work the way it does on FK. Plus there's the whole beef about certain people having access to it (I believe only Goods can train it) and all around the feat has grown into a "must have" for the MUD when it really shouldn't be as powerful as it is. This would also let the IMMs stop worrying about spells being "too powerful" because someone could just persistent spell it and solo an area. And encourage grouping, because you're not going to buy tons of potions of haste that lasts a few rounds each.
Personally, I would rather see better spells with shorter durations come into the game without the fear of everyone having the spell on them for 24 hours because it's too powerful.
Natasha
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The description of the spell I posted above mentions nothing about the character getting tired after the spell is over. The description I posted above is a 3E description, and the 2E description I checked also makes no mention of the tiredness following the spell (though in 2E the spell does age the recipient by a year).The first thing is something I remember from playing Baldur's Gate: After the spell wears off, the character was tired and needed to rest.
No it doesn't. Spells take just as long as they normally would.Does it also increse the number of spells/reduce the lag time of a spell?
Again, from the spell description posted above, the extra attack is made with the character's normal attack bonus, and in fact due to the haste spell the character gains a +1 'to hit' bonus on all attacks.The haste spell there does increase the speed with which you can move, but it does not increase your ability to think/coordinate, meaning that while you might have one more, or double the amount of attacks, you have way worse chances to actually hit the target.
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Slow
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.
Multiple slow effects don’t stack. Slow counters and dispels haste.
Material Component: A drop of molasses.
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.
Multiple slow effects don’t stack. Slow counters and dispels haste.
Material Component: A drop of molasses.
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Actually, it depends on whether you use edition 3.0 or 3.5.Lorion wrote:The next thought to thiis is a question: You said haste increases the number of attacks a character gets. Does it also increse the number of spells/reduce the lag time of a spell? From how Dalvyn explained the rules for the slow spell, this would be a good thing as well.
In 3.0, haste added a "standard action", just like I described above. And it allowed you to cast 2 spells per round.
This was too powerful though (it made haste a must-have spell, much better than any other 3rd level spells), and not really in the spirit of the spell (which comes from 2nd edition, where it simply increased the AC and the number of attacks per round). So, in 3.5, they changed it to what Balek posted above.
I am sorry. I think i should have rather looked at Balek's earlier post, as it would have answered a few of my questions. As for the other things, I still like it if spells have some disadvantage to them(sometimes at least), that you have to weigh against the advantage it gives. However this was only a proposal, and I know that it does not go along with the D&D rules.