Moved the haste counters slow part of the haste script up. I.e. if you get slowed (magical source, usually a spell), a casting of haste will remove the slow effect. Whether it needs a bigby exception, I didn't think about too much
- Knock: Find a nearby locked object. If it requires a key tell you. Make a check against the lock dc of caster level (limit 15 cast, or 5 from item) plus spelldc. If check succeeds, target unlocks, if you're within 20 it tells you the lock dc. (Max of 56 if my math can be trusted, but good god trans focus feats.)
- Stone to Flesh (can be self-cast sometimes, if not you can always target an item in inventory): Check if target is a creature and needs to be unpetrified, if so do that. Otherwise, same as knock with caster level limit of 40 + 10, or 20 from item. (Max being 34 higher.)
Don't edit the wiki just yet, need to see in practice before saying they're great.
Messed with some good v evil summons to make parity a little better. Events will keep eventuating on that front.
- Acid Fog: removed the dodgy slows stuff and sr check parts. 8d6 enter, 4d6 per round, respects meta-magic properly, same duration (half CL rounds, max 10 rounds).
- Aura of Vitality: still 2 for clerics, scroll. 4 for druid or Elysian ammy (which is also considered extended). About 2 round/CL duration.
This doesn't mean I'm going through spells alphabetically, just two things I wanted to deal with (the danger of doing anything with acid fog lol).
Undead summon leveling calculation adjusted, didn't make sense that using a scroll was usually better than casting the spell. Some things I'm not certain work right on this still, but some progress might be better than none.