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SpellChange MadeNotes

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)
Level: Druid 8,
Components: V, S, AF,
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 15-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes

You cause a rain of rocks to fall from the sky, burying your opponents.
You designate the spot on which the burst is centered.
Each creature in the area that fails a Reflex saving throw takes 1d8 points of damage per caster level (maximum 20d8) and is buried under rubble (see Avalanches, page 90 of the Dungeon Master's Guide).
A successful save halves the damage and avoids burial.
Buried subjects are subject to suffocation (see page 304 of the Dungeon Master's Guide) until they climb out from under the rocks (a full-round action).
Focus: A quartz crystal embedded in rock.

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).


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).

  • We could put a subspell for this option be touch range, allow ally targeting and auto-choose ammunition to improve.
  • Subspell could add in the AOE version as well!

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:

  • Balor (as it is now)
  • Hezrou (would need a buff)
  • Pit Fiend
  • Orcus (maybe too powerful!)

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


As other Planar Binding spells mainly need to review summons.

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

  • Entangle
  • Hamper Movement
  • Camouflage

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.

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