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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.

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.


Continual Flame

School: Illusion → Evocation

Script: Just make it a "permanent" effect as in a very very long temporary duration. Can tag it to stop it being dispelled if we want to loop and dispel items too, but it won't affect item prices and won't affect ILR or UMD checks.

Odd one this; there is engine code for the item property being added and it being checked for "should it now be unequipped" (ie too high a level/wrong class/race/alignment type) but it still affects the price! Egad Bioware so silly.

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

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

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.

FireballFirebrand

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).

Holy Sword

Minor description updates clarifying what is affected (a single melee weapon).

Script: Should remove previous castings before the new one is applied (ie remove the temporary item property, then add the new one, since we can't alter the duration).

TBH keeping the effect as-is is fine. Notably some weird bug listed on the fandom wiki.

Horizikaul's Boom

Clarified the deafness cannot be subject to metamagic.

Ice Dagger

Description and script: Extend damage to 20d4 max.

Extended damage range up to level 20 makes this spell more viable then a simple throwaway.

Ice Storm

Description and script: Limited to CL 20 for damage (well level 18 which is 8d6 cold + 3d6 bludgeoning, with no save!).

Hostile flag added.

The 3E version just does a non-saveable 3d6 impact + 2d6 cold. Bioware made this one scale, actually entirely into epic levels, without having a save still.

For now we're capping it at level 20 for damage see about revision of many spells if we extend to epic levels.

Implosion

Scripting: Remove +3 to DC. Save or Die is already powerful enough. Also remove "not affecting self" since why would it not affect yourself?

Description and scripting: Add in gaseous/incorporeal check.

The AOE is low enough but may make it limited in number of targets affected as per original SRD version. Clerics shouldn't be killing stuff super easily.

Doesn't count as Death Magic too, hmm.

Incendiary Cloud

No changes but noting the original does provide concealment/blindness. Not sure we want to add that.

Invisibility Purge

Amended description slightly.

Also needs a heartbeat script adding so new invisibility effects can be removed.

Counterspell: Invisibility

Isaac's Greater Missile Storm

Isaac's Lesser Missile Storm

Description and script: Up to 5 missiles per creature at most.

The "kill anything not immune to magic damage" spell. No save, damage type you shouldn't be able to resist, and 1d6 or 2d6 damage.

Like other Ball spells (Firebrand etc.) we need to limit the amount of missiles per-person.

5 seems sensible - this is still 5d6 or 10d6 magical damage, and for Greater, for instance, you'd need 3 or less creatures for it to not throw out the most damage possible, at 4 or more you get the full damage.

Would be good to add some counterspells.

LightCounterspell: Added DarknessWas missing but is in description
Lightning BoltHostile flag added. Targeting: Cannot hit self.Magic MissileMaybe add Shield as a counterspell?Meteor Swarm

Description: clarified fire damage.

Hostile flag added.

Prismatic Spray

Clarified description with saving throws needed etc. and how the 2nd effect is done.

Targeting: Ignores self

Scintillating SphereThe Electric Fireball except it has a 20M not 40M range. Leaving for now.Searing Light

Clarified damage type.

Script: Need to make undead damage 1d8 based.

Shelgarn's Persistent Blade

Metamagic: remove Empower, add Extend

Description: Clarified the attack bonus.

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.

Sunbeam

Metamagic: add Empower (had Maximise already)

Made to be Druid 7 (and Innate 7) only.

Hostile flag enabled.

Counterspell: Create Greater Undead.

Description and script: Made indiscriminate.

Druids get this AND sunburst haha.

Really this would be better redone (the original spell did actual beams) but needs a new VFX I think for that. Maybe make it similar to Lightning Bolt so it's got a longer but narrower AOE.

However removing Cleric makes sense, and reverting to the original druid level 7 since why would they ever cast this otherwise?

Sunburst

Description: Colossal area affected, and clarified it is all creatures affected.

Script: Need to make it standard hostile. No reason this shouldn't affect everyone caught in the area.

This is a better version of Sunbeam essentially, especially due to the clearer AOE in the SRD, but still can be indiscriminate.

Wall of Fire

Like other AOEs if you enter you should not take damage until 5.5 seconds later.

Word of Faith

Component: Somatic

Fixed visual targeting (discriminate, only affects allies)

Again like some other spells this could be split into 4 variants (affecting particular alignments) but meh.

To balance slightly the SRD version of effects might be used:

Deafened: The creature is struck deaf (see blindness/deafness) for 1d4 rounds.

Stunned: The creature is stunned for 1 round. A stunned creature can't act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment.

Killed: Living creatures die. Undead creatures are destroyed.

Illusion

.

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).

Holy Sword

Minor description updates clarifying what is affected (a single melee weapon).

Script: Should remove previous castings before the new one is applied (ie remove the temporary item property, then add the new one, since we can't alter the duration).

TBH keeping the effect as-is is fine. Notably some weird bug listed on the fandom wiki.

Horizikaul's Boom

Clarified the deafness cannot be subject to metamagic.


Ice Dagger

Description and script: Extend damage to 20d4 max.

Extended damage range up to level 20 makes this spell more viable then a simple throwaway.

Ice Storm

Description and script: Limited to CL 20 for damage (well level 18 which is 8d6 cold + 3d6 bludgeoning, with no save!).

Hostile flag added.

The 3E version just does a non-saveable 3d6 impact + 2d6 cold. Bioware made this one scale, actually entirely into epic levels, without having a save still.

For now we're capping it at level 20 for damage see about revision of many spells if we extend to epic levels.

Implosion

Scripting: Remove +3 to DC. Save or Die is already powerful enough. Also remove "not affecting self" since why would it not affect yourself?

Description and scripting: Add in gaseous/incorporeal check.

The AOE is low enough but may make it limited in number of targets affected as per original SRD version. Clerics shouldn't be killing stuff super easily.

Doesn't count as Death Magic too, hmm.

Incendiary Cloud


No changes but noting the original does provide concealment/blindness. Not sure we want to add that.

Invisibility Purge

Amended description slightly.

Also needs a heartbeat script adding so new invisibility effects can be removed.

Counterspell: Invisibility


Isaac's Greater Missile Storm

Isaac's Lesser Missile Storm

Description and script: Up to 5 missiles per creature at most.

The "kill anything not immune to magic damage" spell. No save, damage type you shouldn't be able to resist, and 1d6 or 2d6 damage.

Like other Ball spells (Firebrand etc.) we need to limit the amount of missiles per-person.

5 seems sensible - this is still 5d6 or 10d6 magical damage, and for Greater, for instance, you'd need 3 or less creatures for it to not throw out the most damage possible, at 4 or more you get the full damage.

Would be good to add some counterspells.

LightCounterspell: Added DarknessWas missing but is in description
Lightning BoltHostile flag added. Targeting: Cannot hit self.
Magic Missile
Maybe add Shield as a counterspell?
Meteor Swarm

Description: clarified fire damage.

Hostile flag added.


Prismatic Spray

Clarified description with saving throws needed etc. and how the 2nd effect is done.

Targeting: Ignores self


Scintillating Sphere
The Electric Fireball except it has a 20M not 40M range. Leaving for now.
Searing Light

Clarified damage type.

Script: Need to make undead damage 1d8 based.


Shelgarn's Persistent Blade

Metamagic: remove Empower, add Extend

Description: Clarified the attack bonus.


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.

Sunbeam

Metamagic: add Empower (had Maximise already)

Made to be Druid 7 (and Innate 7) only.

Hostile flag enabled.

Counterspell: Create Greater Undead.

Description and script: Made indiscriminate.

Druids get this AND sunburst haha.

Really this would be better redone (the original spell did actual beams) but needs a new VFX I think for that. Maybe make it similar to Lightning Bolt so it's got a longer but narrower AOE.

However removing Cleric makes sense, and reverting to the original druid level 7 since why would they ever cast this otherwise?

Sunburst

Description: Colossal area affected, and clarified it is all creatures affected.

Script: Need to make it standard hostile. No reason this shouldn't affect everyone caught in the area.

This is a better version of Sunbeam essentially, especially due to the clearer AOE in the SRD, but still can be indiscriminate.

Wall of Fire

Like other AOEs if you enter you should not take damage until 5.5 seconds later.


Word of Faith

Component: Somatic

Fixed visual targeting (discriminate, only affects allies)

Again like some other spells this could be split into 4 variants (affecting particular alignments) but meh.

To balance slightly the SRD version of effects might be used:

Deafened: The creature is struck deaf (see blindness/deafness) for 1d4 rounds.

Stunned: The creature is stunned for 1 round. A stunned creature can't act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment.

Killed: Living creatures die. Undead creatures are destroyed.

Illusion

Notes
SpellChange MadeNotes
Color Spray

Targeting: Doesn't hurt self

Metamagic: No metamagic can change rolls for duration of effects, so removed the Empower and Maximize.

May update description + effects see notes.

The effects of the spell are a bit better than the SRD version but also a bit worse. Better when stunning only (stun seems much better than blindness!) but much better odds on a good Sleep duration (3 + 1d4 vs 2d4).

I'll leave as-is for now. But with EffectRunScript we can do some changes to effects (and clear them when the run script ends).

Displacement
Need to think of what to do to make this worth using over Improved Invisibility besides its spell level.SpellChange Made
Ethereal VisageComponent added: SomaticWas missing Somatic but was in description and fits other similar spellsand fits other similar spells

Greater Shadow Conjuration

Shades

Shadow Conjuration

Corrected spell schools of subspells to Illusion

Fixed some metamagic omissions

Scripts: Will point to the original spells but need to take into account some things like say, a potion of Shadow Conjuration and drinking the Magic Missile version!

Will be reviewing in more detail/adding more spells/something else in Overhaul Spells - Shadow Conjuration

Potentially we should add in will saves to discount / lower damage if saves are made. Not sure.









Necromancy

SpellChange MadeNotes

Circle of Doom

Counterspell: Healing Circle


Contagion

Counterspell: Remove Disease

Would be nice to have variable DC's for the Disease application so it scales better. Either lots of disease.2da lines or some new engine method.

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

...

Spell Abilities / Monster Abilities (Type: 2)

These are several here which are Druid or Shifter abilities. Most Shifter Polymorph abilities should be usually separated from the spells because:

  • Spells which have metamagic can have it applied to the unlimited use versions added for the Polymorph
  • Caster level / DC is messy when it's the same as a usual spell not specifically for the Shifter/Druid

I've decided to consolidate the Shifter abilities into the base monster abilities. This is for three reasons:

  1. Reduces bugs - there are dozens of little issues in 2das and scripts that add up, why not just combine them to cut down the bugs?
  2. Cuts down the duplicates in the toolset and stops adding shifter-only versions by accident
  3. Makes it easier to see the real abilities side by side with the shifter versions and tweak as needed

We are also making the Shifter-only abilities more generic both to allow them for modders and the side-by-side thing again. Eg: Fire Stream for Azers - why don't we let the real Azers use it?

All shifter versions of spells are moved back to being proper spells (eg Darkness, Invisibility) since no reason to run them as separate versions again adding duplicatesAlthough TBH it's not that overpowered to leave them in.

Epic Spells are being left as these in case Bioware ever used them on creatures. Toolset may clean the spells off if not left as creature spells, but probably will move to Feat category eventually.

We should be able to scan modules for creatures that use these now-disabled abilities using nasher.

NameSubtypeChange MadeNotes
Captivating Song

Monster Ability

Spell School changed to General

Personal (0) range from 20M

Marked as hostile

AI category changed to AOE Discriminate


Epic Spell: Epic Mage Armour

Epic Spell

School changed to Conjuration (For what it's worth)


Epic Spell: Greater Ruin

Epic Spell

Added Hostile flag


Epic Spell: Epic Warding

Epic Spell

Removed Hostile flag

AI Category changed to "Protection Self"

Range changed to 0


Extract Brain

Monster Ability

Removed "master" of this spell

Messed up some GetHasSpell queries
Fire Stream

Polymorph Ability (Shifter, Azer Chieftain)

Polymorph Ability

Removed erroneous metamagic, changed to General spell school


Gaze, Petrification

Monster Ability

Copied settings from other Gaze abilities:

Range: 20M → 8M

Somatic component added

Allow target area

AI category updated to AOE Indiscriminate

Spell targeting info updated to match

Seems a copy/paste mistake, taken most settings from other Gaze (cone) attacks
Gaze, Petrification (Shifter version)

Polymorph Ability

As above

Some errors as above.Invisibility (Shifter - Spectre/Kobold form)

Polymorph Ability

Some errors as above.Removed erroneous metamagic, added Invisibility Purge as counterspell
Illithid Mind Blast (Monster version)

Monster Ability

Updated description to match effects

Spell school set to General

Updated icon


Psionic Charm Monster

Monster Ability

Updated description to match effects

Changed target flags/made cone AOE

Spell school set to General

Updated icon

Remove concentration

Script also needs a few fixes (like the eGaze changing constantly in mixed PC/NPC environments)
Psionic Inertial Barrier (Monster and Shifter)

Monster Ability

Updated description to match effects

Spell school set to General

Updated icon (Although better would be to recolour a spell icon (eg Mage Armour) to yellow to make it easier to see.

This is a good thing: We should make all the monster versions the same as the shifter versions really. Or at least make them work better for non-shifters if used as a NPC.

Psionic Mind Blast (Monster version)

Monster Ability

Updated description to match effects

Changed target flags/made cone AOE

Spell school set to General

Updated icon


Psionic Mass Concussion (Monster version)

Monster Ability

Updated description to match effects

Removed erroneous metamagic flags

Fixed target flags

Spell school set to General

Updated icon


Psionic Mind Blast Personal (Monster version)

Monster Ability

Updated description to match effects

Fixed target flags (self only)

Spell school set to General

Updated icon

Components updated to Somatic only (from just Verbal) to match other Psionic abilities

Was "Psionic Mind Blast 10m radius" which itself was wrong - it's a 15 meter radius!

Perfect candidate for the new Psychic damage type

Shadow Strength AttackMonster Ability (only used by Shadowdancer summoned Shadows)

Updated description to match effects

No longer verbal

Hostile flag enabled


Shadowblend

Monster Ability

Updated description to match effects

Fixed target flags (self only) and range (0M)

Spell school set to General

Updated icon (really needs a new one)

Added AI Category: Protection (Self)

Left with no components.

Spectre Shadow Attack

Polymorph Ability (Spectre, Shifter Undead Shape)

Renamed to Spectre Shadow Attack

Updated description to match effects.

Removed "Uses Concentration" (has 0 cast time)

Removed verbal component

Hostile flag enabled

Reusable on other creatures. Does level drain damage on hit.

Feat Spells (Type: 3)

Several things moved to this. It stops them being in the Toolset which clears up that list massively. Give them the feat if they need it! Might need to search modules where these were used on creature blueprints.

...