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| Spell | Change Made | Notes | |
|---|---|---|---|
Acid Fog | Scripts can be updated to remove the fortitude check every round, just deal damage instead. | The SRD has 1 round/level instead of 1 round/2 levels. Might have been done to limit AOE spam. Will possibly revise to increase the duration since it is incredibly low (thus very low damage) especially since the SRD version adds all kinds of negatives just for moving through it (penalties to seeing, attack rolls etc.) | |
Acid Splash | Updated to be 1d4 +1 points of damage similar to Ray of Frost. | Could add a toggle to have touch attacks for cantrips but probably not necessary. | |
Bombardment | Script: Needs updating with these changes that the description got: 1d8 damage per caster level up to 20d8 (instead of 10d8). Damage is simple bludgeoning. Reflex save failure means you are knocked down for 2 rounds (12 seconds) Affects all objects in a large area (creatures, placeables and doors) (roughly 15 feet radius, so ~5 meters is fine). Also: could use a new VFX. Just reuses meteor swarm. Can update it to be more rocky instead with a different sound effect perhaps. | Source from Players Guide to Fearun, plus some inspiration from NWN2: https://nwn2.fandom.com/wiki/Bombardment Conjuration (Creation) You cause a rain of rocks to fall from the sky, burying your opponents. | |
Cloudkill | Script fixes as per fandom wiki May do further updates eg making it really Poison damage so it's not blocked by Endure Elements etc. | Basically a better version of Acid Fog since it's doing Poison damage and 1d10 per round. Could add a fortitude save to negate the damage. | |
Creeping Doom | Various description updates. Script changes needed to improve the way things are done; no SR, all damage dealt is counted, probably do an OnEnter damage then they'll next be damaged a minimum of 5 seconds after (use a timer). | Neutralize Poison | Updated description to add that disease and ability score reductions are also removed |
Vine Mine
| All made conjuration spell school as parent All made level 5 | Might want some buffs since these are not...great spells. Some bug fixes in the script too. |
Divination
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Innate Level 3 → 2
Metamagic: Removed Extend
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Now matches spell description.
Note Find Traps and Knock probably need a bit of rework, at least a check. The "Extend" Metamagic suggests it was once a duration spell.
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Incorrectly was set to 5
Note compared to Identify this sucks, need to improve or probably lower Lores.
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Enchantment
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Change targeting to Harm Enemies only
AI category changed to Harmful AOE (Discriminate)
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These are not used for variable duration rolls
Note: script needs some immunity check fixes
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Hostile flag added
Counterspell: Added Silence
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Hostile flag since the game can apply Fear in an AOE
Evocation
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Persistent AOE AI category
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Updated description: affects any creatures in the area if not immune to poison
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Hostile flag added
Counterspell: Added Light
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Metamagic: add Empower (had Maximise already)
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Not adding Extend since the spell effect is "Instant" not "Temporary" which is just how D&D is sometimes. It'd also make the spell quite powerful for a level 2 AOE stun spell.
May need description adjustments so the stun doesn't affect deaf/unable to hear people.
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Metamagic: remove Empower, add Extend
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Metamagic: add Empower (had Maximise already)
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Missing metamagic.
Cure Minor Wounds Cure Light Wounds Cure Moderate Wounds Cure Serious Wounds Cure Critical Wounds | Script: remove affecting Constructs, updated description. Will save versus the damage for Undead. | D&D says living creatures only (ie not constructs or undead, but undead are damaged); "When laying the character's hand upon a living creature, the character channels positive energy that cures 1d8 points of damage +1 point per caster level (up to +5)." Also the will save is...not included in NWN for some reason. Clerics can use these against undead - like Inflict Wounds on non-undead - but they're even more of a powerhouse with them! |
Elemental Swarm | Counterspell: Dismissal added | |
Evard's Black Tentacles | Description updated: as if a +2 magical weapon Script changes: indiscriminate attacks, need to limit the amount of grapple checks per creature. | https://www.dandwiki.com/wiki/3e_SRD:Black_Tentacles has notes on the tentacles being things that can be attacked. This means we could balance this a little by having failed grapple attacks remove the tentacle or similar? Or have AOE damaging spells kill the AOE? (like Fireball). For now make it indiscriminate and have it limit the number of tentacles to half the total amount per creature. |
Flame Arrow | Description: clarify only one SR check is made. Add ability to add fire damage to projectiles. Added touch attack to hit for each arrow. Still only one SR check at a time (they're either immune at that instance or not). Script: Add the fire damage to projectiles if cast on inventory item. May add subspells for the AOE and ammunition options. | https://www.dandwiki.com/wiki/3e_SRD:Flame_Arrow Do we want to have an option to spread the damage among multiple creatures? Ala Issacs Missile Storm? The ammo damage is similar to the SRD, but with a time limit more than 1 round (1 round/level) so it scales nicely enough if people don't have magic arrows later. Must be cast on item in inventory since the Medium range means you could cast it at far away unintended distances otherwise (or it fails and you have to tell them "move closer" even when it doesn't automatically).
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Gate | Summon: Probably have the summon UTC template be in the Hostile faction. Then if RemoveSummonedAssociate is ran on it, it'll properly attack the PC. It's currently in the Commoner faction and while it does target the PC with a specific SetIsTemporaryEnemy this means the commoner faction tends to not like you still if you attack them back. Hostile would allow guards/other party members to attack them but that might happen anyway (eg Balor casting Fireball) and additionally you can add something special to the AI scripts to have the Balor only target the caster and if they can't use spells or other ranged attacks. If they can't get to them at all, just unsummon. | Could also add additional summon options (it is a level 9 spell after all!) using subspells. EG:
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Grease | Script needs updating. Spell Resistance check only on enter, applies the 50% movement speed penalty through a more complex EffectRunScript that applies 50% only even if overlapping areas. Added Counterspell: Freedom of Movement | Tricky level 1 spell to "solve", the D&D version is a very tiny area and a low duration (1 round/level). NWN has a bit of a longer starting duration and tails off as caster levels increase which seems fair. Mainly the spell has unlimited reflex saves with no spell resistance for knockdown (which in NWN stops all actions). I think it's not awful as-is. |
Greater Magic Fang | See Magic Fang | |
Greater Planar Binding | Summon duration increased to 1 hour/level. The summons are not that powerful for a level 8 spell and it matches the lower ones. | Alternative is we can lower the duration of all the Planar Binding spells, but the SRD is basically "forever". 1 hour/level makes more sense. The summons need some improvements quite likely, and some more variety added, maybe with a selection available. |
Heal | Clears more effects from 3.5E version, and caps healing/damage to 150. | Like Harm the cap helps stop them demolishing enemies (in this case undead) and it'll affect Mass Heal as well. |
Healing Circle | This will be replaced by the Cure XXX Wounds, Mass spells for more variety. | |
Lesser Planar Binding | Summon duration stated as 1 hour/level. | The summons need some improvements quite likely, and some more variety added, maybe with a selection available. |
Lesser Restoration | Added Counterspell: Ghoul Touch Description: also removes damage immunity and skills. | May just leave it as basically removing the effects of diseases and poisons (the ability scores) since meh. |
Mage Armor | +4 Bonus to Armor AC instead of 4 +1 bonuses. | Matches the Epic version. Might do an intermediate +8 version. |
Magic Fang | This is changed to affect creature weapons, given the D&D spell is like this. This extends its use to many summons / allied animals / polymorphed creatures. It'll be applied as a temporary item property on the creature weapons and an EffectRunScript on the targeted creature that if dispelled will remove the creature items effects. | Makes this and Greater version a lot more useful. |
Mass Heal | Change as per heal (cap on healing / damage, and saving throw vs. damage) | |
Melf's Acid Arrow | Added Extend metamagic. Description updated with new 2d4 damage and 18 caster level limit. Touch attack to hit. However you can apply more than one at once. Scripting: Can use EffectRunScript. | A magical arrow of acid springs from your hand and speeds to its target. You must succeed at a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage. There is no splash damage. For every three caster levels (maximum 18), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage for that round. At 3rd–5th level, the acid lasts for 2 rounds; at 6th–8th level, the acid lasts for 3 rounds; and so on, to a maximum of 7 rounds at 18th level. |
Mestil's Acid Sheath | Made it 1d6 + 1 / caster level acid damage, plus added 50% Acid resistance. | +2/caster level made a ridiculous amount of damage. +1 and some Acid resistance makes more sense and comparable to Elemental Shield. Also could cap the damage as per spell level (eg Death Armor is +5, Wounding Whispers +10, Elemental Shield +15 and Acid Sheath +20). We should remove all Damage Shield effect when a new one is applied. |
Monsterous Regeneration | AI category fix (self->single). | |
Planar Ally | Updated description with what is summoned. | This is a silly spell, it's Planar Binding but for Clerics. Ultimate expansion padding spell. As other Planar Binding spells mainly need to review summons. |
Planar Binding | ||
Prayer | Scripting: improve so enemies are selectively chosen. Counterspell: Bestow Curse | |
Neutralize Poison | Updated description to add that disease and ability score reductions are also removed | |
Vine Mine
| All made conjuration spell school as parent All made level 5 | Might want some buffs since these are not...great spells. Some bug fixes in the script too. |
Divination
| Spell | Change Made | Notes |
|---|---|---|
| Find Traps | Innate Level 3 → 2 Metamagic: Removed Extend | Now matches spell description. Note Find Traps and Knock probably need a bit of rework, at least a check. The "Extend" Metamagic suggests it was once a duration spell. |
| Identify | Innate level set to 1 | Incorrectly was set to 2 |
| Legend Lore | Innate level 5 → 6 | Incorrectly was set to 5 Note compared to Identify this sucks, need to improve or probably lower Lores. |
| Power Word, Kill | Counterspell: Added Death Ward | |
| Power Word, Stun | Counterspell: Added Clarity |
Enchantment
| Spell | Change Made | Notes |
|---|---|---|
| Bane | Change targeting to Harm Enemies only AI category changed to Harmful AOE (Discriminate) | |
| Bless | Spell script: No longer focused on self | Makes it work like Bane |
| Blindness/Deafness | Counterspell: Add Remove Blindness/Deafness | Keep as a merged spell, makes it more viable. |
| Tasha's Hideous Laughter | Metamagic remove Empower, Maximise | These are not used for variable duration rolls Note: script needs some immunity check fixes |
| War Cry | Hostile flag added Counterspell: Added Silence | Hostile flag since the game can apply Fear in an AOE |
Evocation
| Spell | Change Made | Notes |
|---|---|---|
| Aura of Hellfire | Persistent AOE AI category | This is a rare creature only spell not tied to a spellbook so needs to stay as a "Spell" to have creatures assigned it with a caster level work correctly. |
| Cloud of Bewilderment | Updated description: affects any creatures in the area if not immune to poison | |
| Darkness | Hostile flag added Counterspell: Added Light | Spell script will need fixes for Spell Resistance checks. Checks "Immunity" only. Mmm. Just make it a normal ResistSpell check tbh. Game already bugs out with this quite a bit. |
| Dirge | Set to 0 range (personal anyway), and not hostile. Also removed spell projectile. | Personal spell so some copy/paste mistake. |
| Light | Counterspell: Added Darkness | Was missing but is in description |
| Sound Burst | Metamagic: add Empower (had Maximise already) | Not adding Extend since the spell effect is "Instant" not "Temporary" which is just how D&D is sometimes. It'd also make the spell quite powerful for a level 2 AOE stun spell. May need description adjustments so the stun doesn't affect deaf/unable to hear people. |
| Shelgarn's Persistent Blade | Metamagic: remove Empower, add Extend | |
| Sunbeam | Metamagic: add Empower (had Maximise already) | Missing metamagic. |
| Word of Faith | Added Somatic component which appeared to be missing Fixed visual targeting (discriminate, only affects allies) |
Illusion
| Spell | Change Made | Notes |
|---|---|---|
| Ethereal Visage | Component added: Somatic | Was missing Somatic but was in description and fits other similar spells |
Necromancy
| Spell | Change Made | Notes |
|---|---|---|
Circle of Doom | Counterspell: Healing Circle | |
Harm | Counterspell: Heal 10 damage per level, will save for half, max 150 damage. Does not affect constructs. | Main thing from 3.5E I'm stealing. Clerics just become the defacto best damager if this is left as-is. |
Inflict Minor Wounds Inflict Light Wounds Inflict Moderate Wounds Inflict Serious Wounds Inflict Critical Wounds | AI Category changed to Harmful Touch from nothing (except critical, already set to that) Added counterspells (equivalent Cure spells) Minor Wounds: Increased to 4 base damage (will for half). Does not affect constructs. | Not many big changes (except not versus constructs) minor wounds actually made usable though! |
| Ray of Enfeeblement | Counterspell: Added Bull's Strength Metamagic: Silent removed Description: Changed to "Maximum of +5" and Negative as the descriptor | Somatic only, plus counterspell wasn't added. |
| Scare | Metmagic: Silent added Counterspell: Added Remove Fear | Has verbal components and fixed counterspell that was mentioned |
Transmutation
| Spell | Change Made | Notes |
|---|---|---|
| Aura of Vitality | Range: Touch → Short | As noted in the description. Note spell script also needs fixing (centres on caster anyway). This is how the 3E spell works: https://dndtools.org/spells/magic-of-faerun--20/aura-of-vitality--1732/ Transmutation All targets receive a +4 enhancement bonus to Strength, Dexterity, and Constitution scores. |
| Awaken | Range: Touch → Self Valid Targets: Self, Item | Changed to self-targeting for ease of use. It just affects your animal companion after all. This needs some scripted fixes toa llow Maximize to work too. |
| Balagarn's Iron Horn | Changed from Enchantment to Transmutation Marked as Hostile AI category changed from AOE Discriminate to AOE Indiscriminate | It was obviously meant to be Transmutation since the PnP is Transmutation. Probably copy/paste error. Things we might want to do to improve it is change it from a personal circle to a close ranged cone, ala Burning Hands style. Better since can not hit allies then. |
| Battletide | Removed Hostile flag Removed projectile (personal only) AI category changed to Persistent AOE | Minor fixes |
| Bestow Curse | Counterspell: Remove Curse Possibly change to subspells for options to make this more useful. | It's tempting to add all the options: https://www.dandwiki.com/wiki/3e_SRD:Bestow_Curse -6 for a specific statistic -4 attack rolls and skill rolls 50% chance to act normally 50% not. 8 options for subspells means we can have the 6 attributes at -6, -4 to attack rolls and skill rolls, and -3 to all stats (a better buff then -2) to reflect the original spell. The 50% to not act is more like Confusion and probably best leaving that to a shorter duration spell. |
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Added Somatic component which appeared to be missing
Fixed visual targeting (discriminate, only affects allies)
Illusion
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Necromancy
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Circle of Doom
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Counterspell: Healing Circle
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Harm
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Counterspell: Heal
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Inflict Minor Wounds
Inflict Light Wounds
Inflict Moderate Wounds
Inflict Serious Wounds
Inflict Critical Wounds
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AI Category changed to Harmful Touch from nothing (except critical, already set to that)
Added counterspells (equivalent Cure spells)
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Counterspell: Added Bull's Strength
Metamagic: Silent removed
Description: Changed to "Maximum of +5" and Negative as the descriptor
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Metmagic: Silent added
Counterspell: Added Remove Fear
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Transmutation
| Spell | Change Made | Notes |
|---|---|---|
| Aura of Vitality | Range: Touch → Short | As noted in the description. Note spell script also needs fixing (centres on caster anyway). This is how the 3E spell works: https://dndtools.org/spells/magic-of-faerun--20/aura-of-vitality--1732/ Transmutation All targets receive a +4 enhancement bonus to Strength, Dexterity, and Constitution scores. |
| Awaken | Range: Touch → Self Valid Targets: Self, Item | Changed to self-targeting for ease of use. It just affects your animal companion after all. This needs some scripted fixes toa llow Maximize to work too. |
| Balagarn's Iron Horn | Changed from Enchantment to Transmutation Marked as Hostile AI category changed from AOE Discriminate to AOE Indiscriminate | It was obviously meant to be Transmutation since the PnP is Transmutation. Probably copy/paste error. Things we might want to do to improve it is change it from a personal circle to a close ranged cone, ala Burning Hands style. Better since can not hit allies then. |
| Battletide | Removed Hostile flag Removed projectile (personal only) AI category changed to Persistent AOE | Minor fixes |
| Knock | Metamagic changed to Quicken/Silent instead of Quicken/Still | No somatic component only verbal so this makes more sense. |
| Polymorph Self | Innate spell level of subspells 3 → 4 Subspells added relevant metamagic (just in case we need a reference for it) | Minor fix to the level, mainly may affect opposing counter spells or spellcraft checks |
| Stone to Flesh | Metamagic: Remove extend | Not needed metamagic |
| Ultravision | Metamagic: Added Quicken | Just was missing metamagic |
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Note no default game spells are General, although might move a few to it - not that it'll fix anything but keeps things standardised. Mainly affects
| Spell | Change Made | Notes |
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Spell Abilities / Monster Abilities (Type: 2)
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