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| Spell | Change Made | Notes |
|---|---|---|
| Amplify | Added new counterspell: Silence Description and script: Dispels Silence. Applies an AOE that lowers Move Silently skill for those in the area and decreases sonic immunity. | Make it long range and able to dispel silence at range makes it much more useful. Even if limited to bards: https://dnd.arkalseif.info/spells/spell-compendium--86/amplify--3825/index.html Also made alterations to Silence to match. |
| Aura of Glory | Description and script: Apply the bonuses to skills and the Turn Undead bonus separately. Add note about healing 1HP to those in the area. Change the AOE to be smaller (Medium, 3.33M). Make a mobile AOE that applies the +2 save vs. Fear. | The +2 vs. Fear is +5 in the Bioware version so might just up it. Bit weak otherwise perhaps. Bioware did +4 Charisma which is sort of the same as adding to related skills and the Turn Undead checks, but also affects Divine Might. Maybe that's just the better option all round. Paladins don't get a lot of love. Will think about it. |
| Aura of Glory - Cursed | Disabled, unused in the game and just confusing. | |
| Aura of Vitality | Range: Touch → Short Description and script: Needs fixing to not centre on caster. Changed to Large radius as per PnP and added the limit of 1 creature per 3 levels (shouldn't be an issue tbh). | 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 to allow Maximize to work too. Note: The original spell could affect any animal, which is fine, and we might change to that but for now just leaving for animal companion. |
| Barkskin | Nothing really to fix but need to consider the item property to catch the thresholds. | |
| Balagarn's Iron Horn | Spell School Enchantment → Transmutation Marked as Hostile AI category changed from AOE Discriminate to AOE Indiscriminate Description, function and script: Change to a cone ala Cone of Cold. VISUAL EFFECT NEEDED AND ADDING OF HORN SOUND | It was obviously meant to be Transmutation since the PnP is Transmutation. Probably copy/paste error. Changed this to the cone effect since more cones with the new targeting is good. Also more unique. |
| Battletide | Removed Hostile flag Removed projectile (personal only) AI category changed to Persistent AOE | |
| Bestow Curse | Counterspell: Remove Curse Description and script, and setup: Add melee touch attack due to the increased strength of the spell (it's permanent after all). Have 8 options as subspells:
| We should add some better options options: https://www.dandwiki.com/wiki/3e_SRD:Bestow_Curse -6 for a specific statistic -4 attack rolls, saving throws 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 (it'd be mega annoying on this permanent one). Also need to add Break Enchantment. |
| Blackstaff | Description and script: Removal of prepared spells or slots on hit on a failed will save. Clarified Dispel check. | Full description: https://dnd.arkalseif.info/spells/magic-of-faerun--20/blackstaff--1737/index.html Changes we can now do is add the spell loss - which is quite a powerful function of the original spell!
You can target another creatures staff or magical staff - even the spell specifically says that can be done. We'll sort dispel magic to remove temporary item properties so this works. Another thing:
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| Blade Thirst | Description and script: Add light property, add blue flame VFX. Script: correct duration to be 1 round/level. | I love the description in the book: You touch a blade, and it catches fire. Unearthly blue flames crackle along its length while the weapon beneath remains cold and unharmed. You grant a slashing weapon a 3 enhancement bonus. The weapon sheds illumination as if it were a torch. So we can add a bit of that with a new weapon VFX (blue flames!) I think we can fix the script to match the description for duration. 1 round/level seems sensible. |
| Bless Weapon | Description: added note about casting on holts (Blessed Bolt) Script: correct duration to 1 turn/level. Make it so it replaces existing weapon enchantments entirely probably. | |
| Blood Frenzy | Will debate on adding Fatigue to rage. If so it'll apply to this spell as well. Note the 3.5E of this spell actually allows a use of the base Rage feat without using a use of it, and interesting use and might make this more useful if it was added as a feature ("If the target has the Rage ability they use it for free" kind of thing). | |
| Bull's Strength | Counterspell: Ray of Enfeeblement | |
| Burning Hands | Description: Clarified size of AOE | This is a perfect one we could extend at least up to caster level 10, at no real threat to higher spells due to the lower dice used (d4). Magic Missile even outpowers this quickly. |
| Camouflage | Description: Minor wording changes (removal of "competence" etc.) | |
| Cat's Grace | ||
| Crumble | Not much to say on this one. We could add the size limits of what you're affecting but meh. | |
| Deafening Clang | Description and script: Deafening effect can only happen once per round maximum, leave the other effects as usual. Script: Need to clarify when things are removed/replaced when adding temporary item properties. | This is a bit more powerful than the base book version which only has the deafness. Just want to tidy up the description really. The 3.5E of the spell lasts a mere round but gets the advantage of an improved save DC I guess for deafness, and +1d6 sonic damage. Book copy: You empower the touched weapon with magic that causes it to emit a loud clang when it is struck against a hard surface, such as a floor, wall, or creature. |
| Drown | Description and script: Clarify affected races and add Ooze to not affected. | Drown is pretty crazy. The actual spell in PnP is instant suffocation (instant go to 0HP!) which is crazier still. Compared to Slay Living and the like though about the same (save or die, in this case save or nearly die). Might also add some appearances that are unaffected. |
| Eagle's Splendor | ||
| Endurance | ||
| Entangle | Clarified description a little on what entangle does. | The famous entangle! Some engine fixes has solved the lack of AC. The other issue though is it affects the AI negatively - it interrupts their spellcasting (even if they're standing still). Might need to solve this - possibly script around it:
Keeping the low duration, the 1 turn/level of the 3.0E is crazy powerful in NWN's environments. |
| Evil Blight | Disabled | Unused by any spellbook and is basically Mass Bestow Curse sorta. To be honest it'd be more fun to reuse the icon for Bestow Curse, Greater, a high level spell with bigger curse penalties. Might put back as a mass curse that just applies the base Bestow Curse in an area but mmm. Does have a spell scroll I guess it'll just not have a property so be valueless. |
| Flesh to Stone | Clarified that it won't affect certain creatures | The Bioware "You have 1 round/level on Normal or below / it's gone when you rest" makes sense. It's not fully "to the spell" but I think makes it more workable. Especially if you stone a guy, and need items off them! Lot less broken modules that way! Other ways to remove might be a good idea, two come to mind, the ultimate cure-all Greater Restoration or the spell Break Enchantment which should be added anyway (to break some spells). |
| Fox's Cunning | ||
Greater Bull's Strength Greater Cat's Grace Greater Eagle's Splendor Greater Endurance Greater Fox's Cunning Greater Owl's Wisdom | No changes yet. May add back into spellbooks. | Not in any class spellbook not sure why but it hasn't got a standard description. Seems sensible enough but maybe was intended to be item only. 3.5E has the same spells as Sor/Wiz 5, Drd 5 (and a flat +1 / 2 caster levels bonus). Might be upped to a level 6 spell on both due to the innate level here. Need to think about it. |
| Greater Magic Weapon | Description: some clarifications on target. | |
| Greater Sanctuary | Description and script: Lasts up to 1 round per 4 caster levels. | I hate this spell. Players hate creatures that use this spell. It makes things so boring especially since the engine doesn't really work correctly regarding it since True Seeing can't actually let you attack them under it. Yes AOE spells work but come on... Basically then:
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| Greater Stoneskin | Kinda wish this had a different name so it fitted Transmutation better. Why it's Transmutation I don't know, given Abjuration isn't the opposition school of any other spell school (where Stoneskin lives) and Transmutation doesn't therefore need it. I guess adding it to Abjuration means it'll be available to those who take Conjuration...? Premonition being the 3rd version of the spell kinda makes sense - it's more replacing another level 9 spell (which is powerful but not possible to do in NWN). I guess this is just spreading spells out. | |
| Haste | Script: Remove movement speed increases - for now remove all existing ones (or supress them). | Haste is powerful but fine. 3.0E is being kept so 2 spells. It's a true DND spell and certainly speeds up the game (especially singleplayer) as a fighter and very much as a mage. More to the point need to think about movement speed. We might be upping everyone to have up to 300% speed limit akin to the monk. But we don't necessarily want everyone to easily get 300% speed. In fact spells like Haste remove some existing speed bonus spells! There are a few ways to do this;
The reason we want to allow 300% but not always implement movement speeds of over 150% is that then it works well with bonuses built into classes - primarily Barbarian and Monk. There may also be spells we want to be at 200% speed or higher, or overlap. |
| Hell Inferno | Creature Power not sure if used, might replace as a monster power that uses HD and drops spell resistance. Or just disable. | |
| Knock | Metamagic changed to Quicken/Silent instead of Quicken/Still | No 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 Flesh | Metamagic: Remove extend | Not needed metamagic |
| Ultravision | Metamagic: Added Quicken | Just was missing metamagic |
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