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Author Topic: Coming Soon: Spell VFX Changes  (Read 3218 times)

Bad_Bud

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Coming Soon: Spell VFX Changes
« on: April 13, 2009, 10:23:35 PM »
Next server update there will be changes to several spells in regards to their visual effects to make them more DND 3.5 compliant.  That is to say, less "Christmas Tree" flashy (for no apparent reason other than being flashy because this is a video game).

We've only changed a small number of spells so far, but we'd like to know what you think of the new effects (and/or lack of).  The following is a list of the spells that will be changed in this initial trial phase:

  • Barkskin
  • Clairaudience/Clairvoyance
  • Find Traps
  • Freedom of Movement
  • Greater Stoneskin
  • Protection from Alignment
  • See Invisibility
  • Shield of Faith
  • Stoneskin
  • True Seeing
  • Ultravision

So pay attention to these spells come next update.   8)

Bad_Bud

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Re: Coming Soon: Spell VFX Changes
« Reply #1 on: May 29, 2009, 05:37:51 PM »
After way too long, the following spells have reduced/modified visual effects:

Spells

  • Charm Animal
  • Charm Monster
  • Charm Person
  • Clarity
  • Color Spray
  • Control Undead
  • Daze
  • Death Armor
  • Dominate Animal
  • Dominate Monster
  • Dominate Person
  • Endure Elements
  • Energy Buffer
  • Fear
  • Globe of Invulnerability
  • Hammer of the Gods
  • Hold Animal
  • Hold Monster
  • Hold Person
  • Knock
  • Lesser Mind Blank
  • Magic Circle Against Alignment
  • Mass Charm
  • Mind Blank
  • Protection from Elements
  • Protection from Spells
  • Remove Fear
  • Resist Elements
  • Scare
  • Shield
  • Sleep
  • Sound Burst
  • Spell Resistance
  • Tasha's Hideous Laughter

Spell-like Abilities

  • Aura: Fear
  • Bard Song
  • Captivating Song
  • Gaze: Charm
  • Gaze: Domination
  • Gaze: Fear
  • Gaze: Paralysis
  • Howl: Fear
  • Shadow Daze

Note: Apparently spells that apply a stun effect will always have dots dancing around the affected character's head.  I don't think there's any way to remove it.
And none of the visual cues of the confusion effect were removed, because it would likely cause a lot of fuss if one player attacked another player due to confusion without setting to hostile (it would look like a normal attack, couldn't be proven).