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  • Standardise wording - make sure things are Proper Case and names of spells are. Things like Save: being "None", "Harmless" "No" and "Harm
  • Add some descriptors (eg Weapon Enchantment, Damage Shield) and make it clear what happens when they interact (some will remove previous versions, some overlap etc.) in the glossary
  • Timings of durations should be probably standardised to Rounds, Minutes and Hours.
  • Potentially update all the range and AOE size to have matching values (in meters most likely). A few spells specify feet distinctly.
    • This is probably better left in a glossary. In NWN you don't match squares up so it's a lot less necessary, and spell targeting can give the AOE in a clear visual form.
    • We might though go over any oddities like "30ft" being referenced and change it to meters, as the game uses.

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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.

Cloud of Bewilderment

Spell School Evocation → Conjuration

Updated description: affects any creatures in the area if not immune to poison

Moved from Evocation - isn't even a damage dealing AOE. Makes a lot more sense under Conjuration.

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!

Note: We might need to add duplicates of these to allow Druids to cast Summon Nature's Ally spontaneously but to not cast these spontaneously. They'll be duplicates and fire off the same spell IDs.

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?

If not it might be good to limit the amount of arrows, although touch attacks help limit damage a little.

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.

As Cure spells - eg not healing constructs.

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.

Descriptor: Damage Shield added to this and others of it's type.

+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) but not done that yet, since it scales better into Epic.

We should remove all Damage Shield effect when a new one is applied.

Monsterous Regeneration

AI category fix (self → single)


Neutralize Poison

Updated description to add that ability score reductions are also removed.

We might be able to remove just poison based ones at some point.

Scripting: Don't remove diseases, there is Remove Disease for a reason!


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


RegenerateAI category fix (self → single)
Remove DiseaseCounterspell: Contagion
Remove Paralysis

Counterspell: Hold Person

Updated description and will update script to remove Paralysis and Slow effects. Paralysis on multiple people is meant to be additional saves made.

If we change Paralysis to be a save every round we'll update this a bit.


Restoration

Restoration - Other

Added skills and paralysis to the description.

The Restoration line of spells need a once over. If it isn't going to remove diseases or poisons the ability damage those inflicted also might not be removed (maybe...)

Stonehold

Update script so the saving throw is correct (vs. Paralysis not Mind Spells).


Storm of Vengeance

Updated description to match effects.

Script: also need to increase duration slightly (by 3 or so seconds) so it can apply the last bit of damage (might need to do this for other spells too).


Summon Creature I - IX

We could rename this (D&D calls it Summon Monster) but it's still different to Summon Natures Ally which we'll be adding for Druids.

There are some options here:

  • Allow one summon as it currently is with the longer duration (maybe 1 hour/level instead of 24 hours?)
  • Allow multiple summons but lower the duration to the PnP 1 round/level

Also we might:

  • Add options for different summoned creatures (radial spells)
Review creature templates as well

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.

Web

Counterspell: Freedom

Updated description to cover the movement speed decrease

Scripting: Need to make the movement speed decrease more reliable with better noting of overlapping AOEs (only apply once!).


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SpellChange MadeNotes
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
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 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:

  • -6 Strength
  • -6 Dexterity
  • -6 Constitution
  • -6 Intelligence
  • -6 Wisdom
  • -6 Charisma
  • -3 All Ability Scores
  • -4 Attack, Saving Throws and Skill Rolls

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!

  • Add: "Third, any spellcaster struck by a successful melee or melee touch attack with the blackstaff loses one prepared spell (or one unused spell slot, for spellcasters who do not prepare spells) of the highest spell level available."
  • A successful Will save negates the spell loss, but not any damage or dispel effects caused by a strike of the blackstaff.

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:

  • Do we increase the cap on the dispel check? If not leaving at +10 maximum is automatically in place.
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.
The item can create this noise once per round.
The clang has the effect of a thunderstone (see page 114 of the Player's Handbook) except that the caster and the weapon user are unaffected by the sound and the deafness lasts 1 minute.
If an attack with the weapon misses the target but was enough to make a touch attack, the weapon strikes the creature with sufficient force to activate the deafening clang.

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:

  • EffectRunScript which is "Entangle" (via EffectIcon). It'll activate if the creature is moving, or it'll activate at the start of the next OnCombatRoundEnd in the AI script

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:

  • Lower the duration (this seems sensible regardless!) going for a big nerf here to begin with.
  • Wait for engine fixes
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

Description: Clarified interaction with Slow.

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;

  • We note which spells are meant to boost speed and which of those can overlap and which shouldn't
  • The overlapping ones leave - just apply them!
  • The non-overlapping ones can be run through with EffectRunScript and EffectIcon, to be "inert" then add a movement speed bonus of the appropriate amount as effects are added and removed.
    • We can also make Haste apply no bonus movement speed and apply that separately.

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.

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
Inferno

Description and script: "Against creatures lacking flammable flesh, hair, clothing, and items, the spell has no effect" sort of thing. See other spells that don't affect elementals explicitly.

As per notes leave out "putting out" for now.

This is an odd one. It is actually reasonably to the rules but you can just extinguish the flames since it is normal fire.

Bioware's version is slightly better - no way to put it out, simply 1 round = 2d6 fire damage, for up to Caster Level rounds. So at level 20 it's potentially 40d6 damage to a single target.

It is a level 5 spell though and fire is the most resisted damage.

It does need this adding: "Against creatures lacking flammable flesh, hair, clothing, and items, the spell has no effect." so no affecting ghosts or golems or elementals...seems fair due to the other spells like this.

Extinguishing:

"After the first round, the target can take a full-round action to attempt to extinguish the flames before taking additional damage.

It takes a successful Reflex saving throw (DC 15) to extinguish the flames.

Rolling on the ground allows the character a +2 bonus.

Leaping into a lake or magically extinguishing the flames automatically smothers the flames."

We can certainly make certain spells cancel the flames. A water douse spell would help against this, and Combust. Control Water maybe but that's a high level spell without any real utility in NWN.

Keen Edge

Description: Minor clarification on targeting.

Do we want to make it so the spell works on non-slashing weapons too?

Knock

Metamagic changed to Quicken/Silent instead of Quicken/Still

Description and script: Updated to be single target. No caster level limit yet.

No somatic component only verbal so this makes more sense.

Need to rethink this spell. Possibly affect a certain DC only based on caster level, and only one object.

Magic VestmentDescription: Clarified targeting of other creatures items.
Magic WeaponDescription: Clarified targeting of other creatures items.Do we want to affect ammo? Or ranged weapons? (if we extend the item properties to the ranged weapons).
Mass Camouflage

Changed to Medium range.

Keep it nice and simple. Alternative is a mobile AOE that only applys the hide once, but removes it when someone exits the AOE.
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.
Mordenkainen's Sword

The creature blueprint needs some fixes - or at least the immunities on the hide of the creature, which point to invalid spells.

We have two options: keep as-is as a construct summon, or like Persistent Dagger and Black Blade of Disaster make it a invisible human appearance. The spell apparently isn't in 3E proper, only 3.5E, as something different.


Nature's Balance

Description: added duration, updated to say it won't heal undead or constructs.

Script: Fix healing undead and constructs (ala Cure spells).

Added Metamagic: Extend.

Corrected spell targeting.

The real spell is a rather boring level 4 moving 1d4+1 of your ability scores to someone else. Great for PnP "you take some of my intelligence Wizard" to buff beyond the usual ability buff spells but is pretty naff.

This level 8 version is much better; removal of spell resistance sometimes matters, and the healing is a nice little bonus. I'm going to leave as-is.

One with the Land

Description: Removed word "competence" since it's just another bonus.


Owl's Insight

Description: corrected innate level.


Owl's Wisdom



Polymorph Self

Innate spell level of subspells 3 → 4

Subspells added relevant metamagic (just in case we need a reference for it)

Could do with some more polymorph shapes for variety, plus fixes to them as needed.
Quillfire

Description: Noted poison DC

Need custom poison DCs for this to be more effective as it levels.
Shapechange

Corrected subspells to match parent spell (Concentration, metamagic, components)

Mainly need to review the polymorphs and maybe add some.
Slow

Description: Corrected what slow does and how it interacts with Haste.

Corrected description - slow actually sets your base attacks to 1! This is...quite a lot more powerful than I thought.

Spike Growth

Description and script: Clarify what happens, cure wounds can clear and need legs.

Script needs to not apply on enter AND next round.

Some issues:

  • Not removed by a Cure spell (as per the original spell description) although we can't have healing kits remove it sadly
  • Repeated saving throws for the movement speed decrease
  • 24 hour duration for the movement speed decrease
  • Affects creatures without legs

Maybe we reduce the duration and only do one save on enter?

Stone Bones

Description and script: Added corporeal requirement. Need some bones to stone!


Stone to FleshMetamagic: Remove extendNot needed metamagic
Tenser's TransformationDescription and script: Updated to SRD version. Can use spell failure + effect bonus feat now. Can put on temporary HP separately and a RunScript to remove it if the spell is dispelled.

This needs the overhaul with new effects we have. SRD Transformation spell used as basis.

The character gains 1d6 temporary hit points per caster level, a +4 natural armor bonus to AC, a +2d4 Strength enhancement bonus, a +2d4 Dexterity enhancement bonus, a +1 base attack bonus per two caster levels (which may give the character an extra attack), a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. The character attacks opponents with melee or ranged weapons if the character can, even resorting to unarmed attacks if that's all the character can do.

The character can't cast spells, even from magic items. 

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We might want to also make it so there is only ever 1 extra attack granted, not potentially several, or we use SetBaseAttackBonus to set the number of attacks.

Time Stop

The classic! There are two options here:

  • Simply leave as-is. Simpler and we can surprise players with some enemies having time stop immunity ala BG2.
  • Make it a buff-only spell, that fires off a number (say up to 5) buffs instantly as if they had paused time. These can even be setup in advance/sorted on a NUI panel.
UltravisionMetamagic: Added QuickenJust was missing metamagic
VirtueScript: Make it so it can stack.1 HP? Meh. At least let it stack!

General

Note no default game spells are General, although might move a few to it - not that it'll fix anything but keeps things standardised. Mainly affects the spell focus feats etc.

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