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SpellChange MadeOriginal Spell SchoolNotes
Clairaudience/Clairvoyance

Counterspell: Blindness


This is kinda naff. We could make it a "see somewhere else" but due to how LOS and stuff is tied to the player character this won't be viable without more engine changes (ie arbitrary possession).

Feeblemind

Counterspell: Heal

Removed reference to touch attack.

Script and description: Made supernatural and removable only by specific healing spells.

Enchantment

Kept: This is kept as a Divination spell (for now at least, until a review of Divination spells is done, but there are not many!), and it's also of limited duration, enough for a fight though.

Find Traps

Innate Level 3 → 2

Metamagic: Removed Extend

Description and script: Remove the disarming of traps, just reveal them (since it's "Find Traps" not "Disarm Traps")


Now matches spell description.

Note Find Traps and Knock probably need a bit of rework. For now Find Traps just finds them doesn't disarm them.

Identify

Innate level set to 1

Description and script: Only identifies a single magical item.


Incorrectly was set to 2

Legend LoreInnate level 5 → 6

Incorrectly was set to 5

Note compared to Identify this sucks, need to improve or probably lower LoresKept as is since Identify was changed to single item.

Power Word, KillCounterspell: Added Death WardConjuration


Power Word, StunCounterspell: Added ClarityConjuration


PremonitionCounterspell: FeeblemindMade up

This is another Bioware-only spell but sensible enough, and gives Divination something! Foresight is the only real SRD equivalent which is mainly some bonus AC and not being caught flat footed (nice but no DR makes it a lot less useful).

Remove Blindness/DeafnessCounterspell: Blindness/DeafnessConjuration


True SeeingCounterspell: Greater Shadow Conjuration


True StrikeMight make this functionally 1 attack by removing the effect in the OnPhysicalAttacked script of creatures.


Enchantment

SpellChange MadeNotes
Aid

Temp HP so needs adjustments for dispel magic.


Bane

Change targeting to Harm Enemies only

AI category changed to Harmful AOE (Discriminate)


BlessSpell script: No longer focused on selfMakes it work like Bane
Blindness/DeafnessCounterspell: Add Remove Blindness/Deafness

Keep as a merged spell, makes it more viable.

Charm MonsterCounterspell: Clarity


Charm PersonCounterspell: Clarity


Charm Person or AnimalCounterspell: Clarity


Confusion

Counterspell: Clarity

Amended targeting to not harm allies. Is discriminate.


Daze

Counterspell: Clarity


Dominate Animal

Counterspell: Clarity


Dominate Monster

Script: Duration needs fixing.


Dominate Person

Counterspell: Clarity

Clarified what a "person" is.


Doom

Counterspell: Bless

Save and SR checks need reordering.


Hold Animal

Counterspell: Freedom of Movement


Hold Monster

Counterspell: Freedom of Movement


Hold Person

Counterspell: Freedom of Movement


Mass Charm

Updated description to match duration.

Script changes needed: Better analysis of who to affect (ie not casters party), change Charm to Daze for PC or associates.


Mind Fog

Script changes: needs some fixes.

Should we extend the saving throw penalty to include any will save not just ones against mind-affecting spells?

Sleep

Counterspell: Clarity

Updated description duration is actually 5 + 1 / caster level rounds

Usually 1 turn/level so rounds/level is more balanced.

Tasha's Hideous Laughter

Metamagic remove Empower, Maximise

Note: script needs some immunity check fixes

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

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SpellChange MadeNotes
Aura of VitalityRange: 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
Level: Druid 7,
Components: V, S,
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature per 3 levels, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

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.

KnockMetamagic changed to Quicken/Silent instead of Quicken/StillNo somatic component only verbal so this makes more sense.
Mass Haste

Spell school Enchantment → Transmutation

Noted Haste specifics in description.

Will remove the amount of creatures limit since the level you get this is so high it might as well be everyone.

Moved to Transmutation not sure why it was in Enchantment which already has lots of good (albeit disabling) spells.
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 FleshMetamagic: Remove extendNot needed metamagic
UltravisionMetamagic: Added QuickenJust was missing metamagic

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