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| Spell | Change Made | Notes |
|---|---|---|
Aura versus Alignment | Updated description: No spell resistance, damage is done to any alignment. Updated to remove Empower and Maximize since the random damage cannot be affected. This and any subspells the targeting corrected to be single target Helps allies only. | |
Banishment | Fixed script to do the correct targeting and sorts by HD to do least → most instead of randomly based on world position. VFX updated to be a bigger "Unsummon" VFX. | New VFX might be a better idea (updated unsummon/recoloured/something). |
Clarity Lesser Mind Blank Mind Blank | Clarity: Spell School: Necromancy → Abjuration. Counterspell: Added Charm Person Lesser mind blank: Counterspell: Add confusion. Description: clarified effects removed Mind Blank: Counterspell: Added Mass Charm. Removed Hostile flag | Clarity moved to same spell school as Lesser Mind Blank and Mind Blank and to match the spell description. While it's a "Bioware made up spell" it fits in the 3 spell structure. Probably need to up what the Mind Blank spell removes (level 8 spell!) it is a bit tepid. At least remove Fear hah. |
| Dismissal | Major change: Made this single target, added it will affect Outsiders and script sorted with additional save DC modification. Counterspell: Added Gate | Decided to make this "Banishment-lite" and allow outsiders BUT put it back to the SRD "single target" option. This makes more sense since then it has a good use case (the save DC might be better than Banishment but it's single target only!) and doesn't just distinctly overlap with Banishment (and in Bioware's case with a much improved save DC). |
Lesser Dispel Dispel Magic Greater Dispelling Mordenkainen's Disjunction | Lesser Dispel: Description updated: Include Verbal, no spell resistance, and large radius. Innate level in description updated to 2. Metamagic: Quicken added Dispel Magic: Updated description: No spell resistance and Large radius Greater Dispelling: Updated description: No spell resistance and Large radius. Made spell Innate level 6 and this is also updated in Overhaul Gameplay (COUNTERSPELL_GREATER_DISPEL_THRESHOLD is set to 6). Mordenkainen's: Updated description: Large radius | All the same spell script now. |
Endure Elements Resist Elements Protection from Elements Energy Buffer | Updated description: Innate Level: 1 for Endure and Innate level 3 on Protection. All elemental protection spells are now 1 minute/level duration. Using the "combined resistance" meaning you have a running total which counts all damage against it, no more 30 fire / 30 electricity all stopped by energy buffer it'll now clear it. | It's a set amount of protection so no benefit to having a higher caster level (except the duration) makes me want to adjust the total resisted based on caster level slightly. This might offset the "proper" combined damage protection. Could maybe use a tweak to have the VFX actually look a bit different depending on the version applied. Make less fancy VFX if there is less protection maybe. |
| Freedom of Movement | Counterspell: Added Web Bard: Added as level 4 spell Clarified description (and in script) that it will only remove and stop magical effects. | |
| Globe of Invulnerability | Counerspell: Added Greater Spell Breach as per description. New EffectIcon for this and minor globe. | |
| Glyph of Warding | Needs script fixes - the DC is set to 14 due to the placeable usage. Probably should be just a usual AOE? | |
Spell Breach Greater Spell Breach | Greater Spell Breach: Counterspell: added Globe of Invulnerability, Greater Spell Mantle Lesser Spell Breach: Counterspell: added Minor Globe of Invulnerability, Lesser Spell Mantle | Breach line can be edited in op_i_spells.nss |
Lesser Spell Mantle Spell Mantle Greater Spell Mantle | Counterspells fixed and made consistent (Lesser/Greater Spell Breach). | |
| Resistance | Innate level set to 0 | Incorrectly was set to 1 |
| Minor Globe of Invulnerability | Counterspell: Added Lesser and Greater Spell Breach (similar to Globe of Invulnerability) New EffectIcon for this and normal globe. | |
| Remove Fear | Removed Hostile flag The SRD has "new save" instead we just remove fear effects. May expand this if we rework fear/shaken/etc. | |
| Wounding Whispers | Metamagic: Remove Empower, Maximize Descriptor: Damage Shield added to this and others of it's type. | Mistakenly given Empower and Mazimize, even though no spell effects can use it Note: Need to fix spell script so the damage shield is actually using randomised values each hit |
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| Spell | Change Made | Notes |
|---|---|---|
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) You cause a rain of rocks to fall from the sky, burying your opponents. |
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 Cure Critical Wounds - Others | Script: remove affecting Constructs, updated description. Will save versus the damage for Undead. Counterspells: Added Inflict range, to be consistent with the Inflict range. Made Cure Critical Wounds - Others actually only able to target others. Not sure what this is used for tbh might remove. Updated conjuration visuals to be a little more consistent. Added sound FX. | 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).
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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:
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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 | Change to "Mass Cure Light Wounds" which it essentially was a prototype for. | This will be replaced by the Cure XXX Wounds, Mass spells for more variety. See Overhaul New Spells |
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 TouchDescription: 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 is 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. Might alter to be a simpler "apply the item property and just let Dispel Magic deal with it" but for now this will do. VFX could do with an update; currently just uses Aid VFX. | Makes this and Greater version a lot more useful. |
Mass Heal | Change as per heal (cap on healing / damage, and saving throw vs. damage). We keep the ranged touch attack (compared to the other Mass Cure XXX spells) for balance purposes (you get up to 250 damage!). Plus the will save on top. | |
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: Used 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 (Down from 1d6 + 2/level), 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 | |
| Regenerate | AI category fix (self → single) | |
| Remove Blindness/Deafness | Counterspell: Blindness/Deafness Made single target. Not sure why it was ever AOE. Moved from Divination to Conjuration. | The move to Conjuration just makes sense. Sorry Wizards! (odd how that only one was moved). |
| Remove Disease | Counterspell: 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. | |
Lesser Restoration Restoration Restoration - Other Greater restoration | Lesser Restoration: Added Counterspell: Ghoul Touch. Description: also removes damage immunity and skills. Restoration: Added skills and paralysis to the description. Greater Restoration: Removed healing. | 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:
Also we might:
| Review creature templates as well |
Vine Mine
| 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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| Spell | Change Made | Original Spell School | Notes | |||
|---|---|---|---|---|---|---|
| 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 Lore | Innate level 5 → 6 | Incorrectly was set to 5 Kept as is since Identify was changed to single item. | ||||
| Power Word, Kill | Counterspell: Added Death Ward | Conjuration | ||||
| Power Word, Stun | Counterspell: Added Clarity | Conjuration | ||||
| Premonition | Counterspell: Feeblemind | Made 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/Deafness | Counterspell: Blindness/Deafness | Conjuration |
| True Seeing | Counterspell: Greater Shadow Conjuration | |||||
| True Strike | Might make this functionally 1 attack by removing the effect in the OnPhysicalAttacked script of creatures. |
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| Spell | Change Made | Notes |
|---|---|---|
| Aid | Temp HP so needs adjustments for dispel magic. | |
| Bane | Change targeting to Harm Enemies only AI category changed to Harmful AOE (Discriminate) | |
| Bless | Spell script: No longer focused on self Description: Added note about Bless Bolts. | Makes it work like Bane |
| Blindness/Deafness | Counterspell: Add Remove Blindness/Deafness | Keep as a merged spell, makes it more viable. Originally this was Transmutation may want to move it back. NWN2 made it Illusion for some reason. Mass version would be good to add as well. |
| Charm Monster | Counterspell: Clarity | |
| Charm Person | Counterspell: Clarity Description: Clarified who is affected humanoid wise. Consistent now with Dominate Person. | |
| Charm Person or Animal | Counterspell: Clarity Description: Clarified who is affected humanoid wise. Consistent now with Dominate Person. | |
| 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 Description and script: Expanded to Charm Person creatures (ie humanoids too). | |
| 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 in script (which is a sensible number) and that it is only enemy humanoids affected. Script changes: Only affect enemies, 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 Added Ignore Immunity for knockdown. Immunity to mind spells is respected in new save function as well. Added Run Script to replace the knockdown animations with laughing version, and playing the laughter every 6 seconds | The spell is 1d3 rounds but usually 1 round/caster level (and is Bard 1) in 3.5E. It will be kept at 1d3 rounds until some feedback is obtained, since knockdown effect for 3 rounds is quite powerful (fair amount better than some other disabling effects!) |
| War Cry | Hostile flag added Counterspell: Added Silence | Hostile flag since the game can apply Fear in an AOE |
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