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SpellChange MadeNotes
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.
Ball Lightning

Updated description with AOE size. Clarified how damage is done.

Hostile flag enabled.

Copied description from Firebrand.
Bigby's Clenched Fist

Updated description with how the attack roll is made.

We might want to make the damage type "magical" since the D&D spell is like that. The damage is a "nice extra" on this spell.

Bigby's Crushing Hand

Updated description with how the attack roll and grapple check is made.

Script: can make the paralysis bypass immunities to always apply.

This is  an odd one - really the spell is made up of interposing, forceful and grasping/clenched. Bioware made this more a one-time hit with a very powerful stopping power but after 2 checks.

Bigby's Forceful Hand

Updated description with how the bull rush check is made.

Tempting since this one is actually usually more powerful than Clenched and Crushing to make the duration much shorter like 1 round / 2 caster levels or similar.

Bigby's Grasping Hand

Updated description with how the attack roll and grapple check is made.

Script: can make the paralysis bypass immunities to always apply.

Basically a slightly weaker Crushing hand.

Bigby's Interposing Hand


Might want to make this attack penalty only dispellable not removable by the Restoration line of spells, since itself isn't an "effect" as such, and makes the spell more usable in fights.

Blade Barrier

Updated description to state slashing damage.

Script: make it so when you enter it delays the next damage application (so you can't walk in and out quickly to get lots of damage)

We need to probably have AOEs not overlap. Can be very abusable. Or just have the timer so only one heartbeat will apply damage (timer set to 5.5 seconds or something).

Call Lightning

Hostile flag enabled.

No changes but do we want to make this essentially outdoor only? Would be thematic, and Druids shouldn't be utter powerhouses, but the game has probably a lot of mistagged areas. But might allow a bit more game system interaction along with allowing the Call Lightning Storm option.

Chain Lightning

Script: Optimise loop

Hostile flag enabled.


Combust

Updated description with damage and duration info.

Script: can move to EffectRunScript

Hostile flag enabled.

Keeping the top duration of 10 + caster level so it will eventually end.
Cone of Cold

Script: Make sure AOE can't affect self.


Darkfire

Description and script: Make it only affect weapons, not creature weapons. Note it is not affected by critical hits.


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.
Delayed Blast Fireball

Subspells: Added 5 subspells for the delay until blast explosion is forced.

Script: Make it so only true enemies trigger it, or it explodes when it ends (on the last heartbeat) with a rounds + 2 seconds.

Updated targeting: does affect allies and made it 6.67 as in the area affected.

Subspells for the up to 5 rounds means the player can delay things properly. The AI choosing 1 round by default is fine.

DirgeSet to 0 range (personal anyway), and not hostile. Also removed spell projectile.Personal spell so some copy/paste mistake.
Divine Favour

AI category: Self enchantment.

Removed hostile flag.

Description: Updated to be up to +6 bonus.

Script: Update so the damage bonus is weapon damage, not magical damage.


Divine Power

Script: Egad where to begin?  Test EffectModifyAttacks is a bit broken, so perhaps use SetBaseAttackBonus with an EffectRunScript to remove it.

HP can also be tied to the spell with EffectRunScript and being supernatural.


Earthquake

Description and script: Update to be 10d6 flat damage, and if you fail the reflex save you are knocked down for 3 full rounds.

Range updated to 0 since personal/self only spell.

Hostile flag enabled.

The spell exists in the PHB but it's got some distinctly bigger effects - including if you fall in a fissure they close and the creature just...outright dies. Ouch.

The current spell isn't great since 10d6 damage is already reached when you get level 8 or 9 spells, and even though Clerics and Druids are not meant to be doing significant huge damage with spells, doing simply up to 60 basic bludgeoning damage - even in a large area - isn't really good. Meteor Swarm as a comparison does 20d6 fire damage - a much more useful damage type - and even has a small area it doesn't affect nearby for allies to stand in.

Obviously this doesn't have Spell Resistance checks as a bonus but that's hardly a killer feature in most cases.

The obvious route is to add additional penalties for failing the safe, vis-a-vis knockdown. This helps allies, and yourself, to attack those knocked down.

Electric Jolt

Increase damage to 1d4 + 1 from 1d3.

Hostile flag enabled.


Elemental Shield

Script changes: Remove all other damage shield effects.


Fire Storm

Script fixes: Cap damage to 20d6 similar to other spells, and fix the saving throw where it does 2 separate reflex saves (sigh!) to work out the damage done. It would be better to have just one save vs. Fire or better of Fire or Divine.


Might decide later to remove the "enemies only" part. Make it similar somewhat to Meteor Swarm in that way, with affecting everyone but not affecting the caster.

Fireball



Firebrand

Description updated with correct AOE size.

Hostile flag enabled.


Flame Lash

Hostile flag enabled.


Flame Strike

Description and script update: Divine damage can affect allies too. Can redo the script to apply one saving throw ala Fire Storm against fire, but half the damage to deal and deal that in divine. Really two saving throws is weird.

Hostile flag enabled.

Not sure why Bioware made the divine damage not affect allies. Removing this makes the cleric be a little more careful in where it hits.

Flame Weapon

Description and script: Make it only affect weapons, not creature weapons. Note it is not affected by critical hits.


Gedlee's Electric Loop

Hostile flag enabled.


Great Thunderclap

Clarified knockdown is for 1 round.

Removed "Ignores self" from targeting.

Could well be better but I guess 3 different saves for some relatively good effects is interesting. Should 100% affect the caster if it doesn't already.

Gust of Wind

Might put a specific list of spells covered but for now leaving as-is.


Hammer of the Gods

Description and script: All creatures in the area are affected, daze duration cannot be affected by metamagic (due to it being to do with durations, and cannot be extended since it's "instant")

This could be split into 4 different spells affecting different alignments (chaos hammer, holy smite, order's wrath, unholy blight) but not sure it's worthwhile. Everyone would just use the vs. evil one and they'd be good/neutral and ignore the damage.

Was originally stagger (take partial actions) in the original. Could do this by having, say, a penalty to the number of attacks and have them slowed (so no haste + less movement/walking only).










LightCounterspell: Added DarknessWas 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)

Hostile flag enabled.

Missing metamagic.

Word of Faith

Added Somatic component which appeared to be missing

Fixed visual targeting (discriminate, only affects allies)


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