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SpellChange MadeNotes

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 WardingChanged to general AOE for the player version. The "placeable trap" one for module authors can stay as-is.

There are further options in the 3E version, specifically having spells tied to the spell to be cast. It will be more work and need NUI edits OR just 7 subspells. Some examples of what could be included from the Cleric list:

  • Scare
  • Inflict Wounds (Minor - Serious)
  • Summon Monster (1-3)
  • Bane
  • Darkness
  • Dispel Magic / Lesser Dispel
  • Sound Burst
  • Negative Energy Ray

The 3.5E of the spell also allows rogues to disable it as if it were a trap. This could be done - we just generate a trap object (which is roughly a circle to match the 2.5M sphere) as if the caster set it. Then store in the trap the relevant save DC, etc.

For now just using an AOE object to be consistent and so it's easier.

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).


ResistanceInnate level set to 0Incorrectly 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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Note that Divination has some spells from other schools/Bioware made up ones since even the PnP SRD list is tiny! https://www.dandwiki.com/wiki/3e_SRD:Divination_School even 3.5E and 5E don't have many more.

Possibly keep the Power Word spells here when adding more. We also could look at the Detect range of spells somewhat, but it's a bit of a faff. Maybe with Map Pins?

SpellChange MadeOriginal Spell SchoolNotes
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 LoreInnate level 5 → 6

Incorrectly was set to 5

Kept as is since Identify was changed to single item.

Power Word, KillCounterspell: Added Death WardConjuration

Keeping Power Word spells here for now. But may move later.

Power Word, StunCounterspell: Added ClarityConjuration


PremonitionCounterspell: FeeblemindMade 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).

True SeeingCounterspell: Greater Shadow Conjuration


True StrikeMight make this functionally 1 attack by removing the effect in the OnPhysicalAttacked script of creatures.


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SpellChange MadeNotes
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/DeafnessCounterspell: 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 MonsterCounterspell: 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

Dominate Person

Dominate Monster

Counterspell: Clarity on all

Dominate Person: Description and script: Expanded to Charm Person creatures (ie humanoids too).

Domination needs some engine fixes RE: NPC on PC domination, or NPC on NPC domination, alas.

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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SpellChange MadeNotes

Animate Dead

Counterspell: Sunbeam and Sunburst

Summons could do with a once over. The Necromancy ones in DND need a body, but we'd need to rework a lot of stuff to make that viable (ie keep corpses around, allow them to be essentially resurrected!). But it's a possibility.

Circle of Death

Counterspell: Death Ward

Amended description to have area be "Large" which seems sensible (matches VFX/script).


Circle of Doom

Counterspell: Healing Circle

Will replace with Mass Inflict Light Wounds similar to Healing Circle.

Contagion

Counterspell: Remove Disease

Hostile flag added.

Description: added filth fever.

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.

Could also have this be subspells with the various diseases, allowing targeting stat drains or effects instead of random ones, since even if used by NPCs its a bit naff!

Control Undead

Counterspell: Sunbeam, Sunburst

Note: We are not bothering to alter the duration or the AOE yet. We could force through more domination with cutscene domination but it's a bit wonky.

So leaving as single target with a long duration.

Create  Greater Undead

Counterspell: Sunbeam, Sunburst

Summons could do with a once over. The Necromancy ones in DND need a body, but we'd need to rework a lot of stuff to make that viable (ie keep corpses around, allow them to be essentially resurrected!). But it's a possibility.

Create ShadowFiend

Disabled

Spell that Bioware never finished for HotU. It's non-functional and not assigned to any class. The icon could be reused however, is a pretty basic ghastly skull-like thing (or ghost-like thing).

Create Undead

Counterspell: Sunbeam, Sunburst

Summons could do with a once over. The Necromancy ones in DND need a body, but we'd need to rework a lot of stuff to make that viable (ie keep corpses around, allow them to be essentially resurrected!). But it's a possibility.

Death Armor

Description and script: allow up to 1d6 +10 damage max, negative damage instead of magical damage.

Corrected description no will save or SR involved.

Descriptor: Damage Shield added to this and others of it's type. ("Magical Armor" removed)

The scaling on this is oddly low, even the PnP spell extends up to +10 damage, ie level 20.

Decided to up to 1d6 + 1/2 levels of negative damage, more thematically necrotic.

Death Ward

Counterspell: Finger of Death



Destruction

Description: added Death descriptor.

Removed Placeable targeting (and should in the script too!)

Need to think if this, or Finger of Death which is similar, should apply the damage if the creature is immune to death magic. Probably should be no damage tbh.

Energy Drain

Description: Noted what spells can restore the negative levels, and what happens to undead hit.

Noted what negative levels do.

Noted how you can die from too many negative levels.

Negative levels could go in a glossary but for now putting it there.

The SRD also has this noted if undead are hit "2d4 x5 temporary hit points for 1 hour". So why not, let's add it in case someone is silly enough to cast it on undead. Or want to buff their own undead I guess!

SRD notes a "ray" - might be fun to make it a ray with a ranged touch attack instead of a fortitude save. Not sure.

Enervation

Same as Energy Drain.

The temporary duration can stay, I think, but let's make it similar to Energy Drain and only removable by other big spells.

SRD has "If the ray strikes an undead creature, it gives that creature 5 temporary hit points per two caster levels (maximum 25 temporary hit points) for 1 hour."

Fear

Counterspell: Remove Fear


Finger of Death

Script: Feedback when the immunity means no negative damage would be good.

Could have this act like Destruction and apply the damage if they're immune to death magic. But probably not - better updating Destruction to be honest.

Ghoul Touch

Script: Fix the AOE to apply attack reduction. Fix the damage reduction to apply to physical damage types. Fix the AOE  save to be also negative. Have the AOE OnExit remove all the effects once the AOE goes.

Counterspell: Cure Light Wounds

Hostile flag added.

Odd how only Cure Light Wounds is a counter, maybe should add Cure Moderate Wounds as well.

Harm

Counterspell: Heal. Hostile flag added.

10 damage per level, will save for half, max 150 damage. Does not affect constructs.

Script same as the Inflict spell range.

Updated casting visuals (and Inflict range) to match the inverse of the Cure/Heal spells.

Main thing from 3.5E I'm stealing (along with the Mass version of spells). Clerics just become the defacto best damager if this is left as-is.

Healing Sting

Script and description: Updated with touch attack and removed Fortitude save. Increased damage to 1d12 and capped bonus damage to +10.

Hostile flag added.

We're going to use the PnP description for this. More touch attacks is good, since it adds some variety to spells that usually just use a basic saving throw.

"Focusing the power of negative energy, you deal 1d12 points of damage +1 per caster level (maximum 1d12+10) to a living creature and gain an equal amount of hit points if you make a successful melee touch attack. A healing sting cannot give you more hit points than your full normal total. Excess hit points are lost."

Horrid Wilting

Description: Removed Death descriptor. Clarified description on who is affected (living creatures).

Script: Should affect the caster. Silly not to with new spell targeting! Also affect Water Elementals with a bigger save DC.


Infestation of Maggots

Script: Add touch attack! Probably change it to a EffectRunScript as well.

Hostile flag added.

PnP version says:

"With a successful melee touch attack, you infest a creature with maggotlike creatures. They deal 1d4 points of temporary Constitution damage each round. The subject makes a new Fortitude save each round to negate the damage of that round and end the effect.

The infestation can be removed with a cure disease or heal spell."

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.

Hostile flag added.

Updated casting visuals (and Harm) to match the inverse of the Cure/Heal spells.

Damage VFX changed to VFX_IMP_NEGATIVE_ENERGY. Harm VFX was overused.

Still need to do a better "heal" VFX, but for now altered to match the VFX that Cure spells use.

Not many big changes (except not versus constructs) minor wounds actually made usable though!

Would be good to have "Inflict" versions of the damage and heal VFX (red with a different sound). Currently it uses the Healing VFX on undead (looks a bit weird tbh) and Harm VFX on every damage! (pretty lazy!)

Negative Energy Burst

Counterspell: Negative Energy Protection

Description and script: Clarified workings (Undead get a strength bonus) and made it so the strength penalty needs a failed save.

Actually better than the Tomb and Blood version in 3E, adding Strength damage and upping the damage cap. Neither are terrible changes - the spell is entirely outclassed by the basic Fireball regardless. But has a nice way to heal summoned undead at least.

Have added a saving throw for the negative strength.

Negative Energy Ray

Description and script: Add ranged touch attack.

Apparently the spell scroll item for this spell has no ability for Clerics to use, but Bards can.

Added Hostile flag.

The D&D version has a touch attack as well. This might be good both since you can crit on it, and it fits the spell!

Poison

Description and script: Add touch attack, make poison a custom one (but reuse the icon!) and have the effects be permanent magical ones from an EffectRunScript.

Added Hostile flag.

SRD states:

"The character inflicts the subject with a poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + one-half caster level + casters Wisdom modifier)."

This is both better (better effects/DC) and worse (DC lower than 18 at lower levels, simple implementation).

Can fix this with a better poison engine effect, or by doing an EffectRunScript with a "fake" poison.

The original spell left the poison effect as default, which in the engine does actually set it as Magical, oddly. So it can be dispelled. This is noted in the description.

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

Hostile flag added.

Has verbal components and fixed counterspell that was mentioned
Slay Living

Description and script: Removed Negative descriptor. Clarified damage is negative. But saving throw is vs. Death. Immunity to death will provide immunity to the damage as well.

Added Hostile flag.

Similar to Finger of Death and Destruction let's make things sensible and immunity to Death Magic means immunity to the spell as a whole.
Undeath to Death

Script: Fix LOS for AOE. Fix the distance checks (ie lowest distance first).

Change to a death effect that bypasses immunities, rather than, hilariously, Divine damage (even though it has a Negative descriptor!)

Keeping the caster level 20 cap for now, but the cap isn't on Circle of Death so...maybe should remove? (probably was to balance it against large single undead creatures?)
Vampiric Touch

Description clarified (living creature, melee touch attack)

Script can fix the damage → resisted → still get temp HP. Also don't remove all instances of temp HP. Maybe don't even remove any!

Counterspell: Negative Energy Protection

Hostile flag added.


Wail of the Banshee

Description and script: Made indiscriminate, will not affect deaf or silenced creatures. Removed Sonic descriptor since save was vs. Death only (Sonic can maybe be added later if multiple save types can be used).

Counterspell: Silence.

Spell targeting can still make it easy to not hit allies. This was pretty much the go-to high save DC save-or-die AOE spell and it's still powerful (still doesn't affect the caster!) but tones it down a little on Hardcore difficulty.

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