Avlis Dieties vs. Non-Avlis Dieties
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Avlis Dieties vs. Non-Avlis Dieties
I'm trying to get a feel for the different dieties and how they relate. One question that has come up in my searches is how much influence certain non-Avlis dieties have in the world. They are listed on the diety page, so I assumed they were Avlis gods, like Ptah and Corellan, but they are apparently from other worlds who helped the Nine create their races. However, I read that Dru'El granted rights to Corellan for his help in creating the Elves. Can someone give me a bit more insight into how this works? Thanks.
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*evil grin* I converted, I converted, but please, no more pain....
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Last edited by Starslayer_D on Mon Nov 03, 2003 7:06 pm, edited 1 time in total.
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Due to the planar closeness of some Copak clerics, they still feel a connection to their gods. A weak one, spells are granted, divine visits and miracles not.
For others, a local deity with an interrest in the cleric and his/her believes may take over granting spells.
Ask Amonien IC for the long version. *grin*
For others, a local deity with an interrest in the cleric and his/her believes may take over granting spells.
Ask Amonien IC for the long version. *grin*
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This is THE explanation, so quote it well.
The 9 Greater gods of Avlis have a certain amount of power over the crystal sphere where the solar system is located. One of their abilities is to control what deities from outside the crystal sphere can and can't affect things inside it.
So if Gorethar says, "Hey, Clangeddin's a good guy, I'll let him have power here." , he can do that. However, Moradin would not be able to do squat on Avlis because Gorethar did not allow him in.
There are exceptions to this, as was seen with Mythos. If another plane gets REAL close to the Prime Material Plane on Avlis, the gods in that plane can get limited access, and vice versa. This is why the Mythos gods were able to grant spells on Avlis.
For CoPaP worlds, we will make attempts to limit the spells through scripts. According to 2nd edition Spelljammer rules, you can cast up to 2nd level cleric spells without any contact from your god, if he's from another world. However, if you want to cast something higher than that, your god will need to have power in that sphere, or you will have to use other magic to be able to contact it. The spell "Contact Home Power" was made for that in Spelljammer.
None of this is implemented yet, but we will do it eventually.
The 9 Greater gods of Avlis have a certain amount of power over the crystal sphere where the solar system is located. One of their abilities is to control what deities from outside the crystal sphere can and can't affect things inside it.
So if Gorethar says, "Hey, Clangeddin's a good guy, I'll let him have power here." , he can do that. However, Moradin would not be able to do squat on Avlis because Gorethar did not allow him in.
There are exceptions to this, as was seen with Mythos. If another plane gets REAL close to the Prime Material Plane on Avlis, the gods in that plane can get limited access, and vice versa. This is why the Mythos gods were able to grant spells on Avlis.
For CoPaP worlds, we will make attempts to limit the spells through scripts. According to 2nd edition Spelljammer rules, you can cast up to 2nd level cleric spells without any contact from your god, if he's from another world. However, if you want to cast something higher than that, your god will need to have power in that sphere, or you will have to use other magic to be able to contact it. The spell "Contact Home Power" was made for that in Spelljammer.
None of this is implemented yet, but we will do it eventually.
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Hmm... a little bit off topic but i think this might help on the technical side.
quoted from http://nwn.bioware.com/forums/viewtopic ... highlight=
quoted from http://nwn.bioware.com/forums/viewtopic ... highlight=
EDIT: Forgot to mention... we have to wait for HotU... though there are some scripts that allready allow similar spell hooks....Georg Zoeller wrote: Casting Spells:
Ok, a few technical things for you to toy around. Every single player castable spell has been altered to execute a certain script (use magic device) before running the the actual spellscript. That script can return TRUE or FALSE. If it returns TRUE, the original spellscript does not run. Now this can be exploited in a number of ways to get a pseudo OnPlayerCastSpell event:
- You can change the effect of a spell in a certain area or even for a certain player, time, weather condition or whatever you want.
Example: You can put a check in that script that if the spell that was cast was call lightning and the weather is sunny, you can change the weather to rain before actually running the call lightning script
- You can just disable all spells cast by players in a certain area, module, time, etc. The spell projectiles will still fire, but they won't do anything if you don't want it.
Example: If the player is in the cave of the evil monkeys when casting a spell, you play a spell failure VFX and stop the spellscript
- You can detect if a player cast a spell on an item and react to it (that's the way we do brew potion)
Example: If the player casts the spell dispel magic on the Mighty Amulet of the Cow in his inventory, you summon a cow nearby, destroy the amulet and prevent the original spellscript from running.
And yes, this would also allow you to script material component requirements for certain spells.
Tool for crafters Do you want some human to your salt? nomanisanisland.monolar.de
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You could argue, with the team's permission of course, that Avlis and all the others "worlds" are on the same planet, just different contients. Therefore the Gods are all on the same Material Plane, but just with differing areas, or contients of influence. It would also explain how the timings of days etc are the same from server to server.
Just a thought
Just a thought

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nope... the explanation is posted above by the big guy himselfTahni wrote:You could argue, with the team's permission of course, that Avlis and all the others "worlds" are on the same planet, just different contients. Therefore the Gods are all on the same Material Plane, but just with differing areas, or contients of influence. It would also explain how the timings of days etc are the same from server to server.
Just a thought
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2 additional Intermediate Gods have not yet been added to the Deific Chart. Check the last 2 entries on the following document: portal.php?getpage=volume3
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Are you referring to the loss of spells on other worlds? (Keep in mind that on planes, there is no effect on spells, only on other crystal spheres/solar systems or planets. So a cleric going to the Abyss would have access to all spells no matter what, and same with Ysgard/Hala, etc.)
From a powergaming perspective, I agree with Star. Clerics will not have their full abilities when travelling to another planet that does not have access to their god. However, from a roleplaying perspective it could be fun. Certain gods, like Ptah, will have access in nearly ALL crystal spheres. Some will have access in very few. The interaction betweent the have's and have-nots will make for some interesting religious debate and church movements, I think.
From a powergaming perspective, I agree with Star. Clerics will not have their full abilities when travelling to another planet that does not have access to their god. However, from a roleplaying perspective it could be fun. Certain gods, like Ptah, will have access in nearly ALL crystal spheres. Some will have access in very few. The interaction betweent the have's and have-nots will make for some interesting religious debate and church movements, I think.
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er.. it was not really powergaimng, but try fighting CR 20+ creatures without your major protection spells ... it is quite deadly, trust me. Acleric is counted as spellcaster for a reason. He is after sorcerrer, mage, druid the most spell-focused class.
RP-wise I agree, it can be fun.
Trying to keep my character alive on other worlds I have to disagree.
A cleric unable to cast major spells of healing or party augmentation loses some of his worth in a party, becomming a mediocre fighter (normally without feats like knockdown, disarm etc. wich makes a fighter better).
Lvl 2 spells are fine, but most high-level clerics will use the spells offered by lvl 2, the ability boosters in empored or extended versions, and are cut of from spelsl like: Spell resistance, Divine Power, Undeaths eternal Foe, death ward, negative energy protection, Resit element, fredom of movement, Divine Aura and prayer wich present their defensive potential.
Cure serious, cure critical, cure disease, cure blindness, restoration, heal, greater restoration, resurection, raise dead are cut off as well.
Let's not even talk about summoning and offensive spells...
I loved the *local deity takes over explanation* better there...
And I disagree with the label *powergamming here. It's simply that a cleric looses a lot what represents his function in a party with these cuts. Specially after moves have been made to enhance a clerics role as provider of the services and spells listed above in a party.
MAybe if we cut buff potion prices again...
RP-wise I agree, it can be fun.
Trying to keep my character alive on other worlds I have to disagree.
A cleric unable to cast major spells of healing or party augmentation loses some of his worth in a party, becomming a mediocre fighter (normally without feats like knockdown, disarm etc. wich makes a fighter better).
Lvl 2 spells are fine, but most high-level clerics will use the spells offered by lvl 2, the ability boosters in empored or extended versions, and are cut of from spelsl like: Spell resistance, Divine Power, Undeaths eternal Foe, death ward, negative energy protection, Resit element, fredom of movement, Divine Aura and prayer wich present their defensive potential.
Cure serious, cure critical, cure disease, cure blindness, restoration, heal, greater restoration, resurection, raise dead are cut off as well.
Let's not even talk about summoning and offensive spells...
I loved the *local deity takes over explanation* better there...
And I disagree with the label *powergamming here. It's simply that a cleric looses a lot what represents his function in a party with these cuts. Specially after moves have been made to enhance a clerics role as provider of the services and spells listed above in a party.
MAybe if we cut buff potion prices again...
