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See also Overhaul Spells - Shadow Conjuration for the Shadow Conjuration/Greater Shadow Conjuration/Shades page.
| Spell | Change Made | Notes |
|---|---|---|
Acid Fog | Kept fortitude saves for half damage. Reworked scripts. | 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.) It is a level 6 spell but all those SRD penalties are a lot. Plus damage without save (although no on enter 4d6 damage). Hmm. |
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 | |
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 Restoration | Added Counterspell: Ghoul Touch | 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 Lesser Planar Binding Planar Binding Greater Planar Binding | Planar Ally: Updated description with what is summoned. 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. | Planar Ally: This is Planar Binding but for Clerics. Sorta. Ultimate expansion padding spell especially since no Lesser or Greater versions (could add them!). Greater Planar Binding: Alternative to 1/hour level is is we can lower the duration of all the Planar Binding spells, but the SRD is basically "forever"/until a task is completed. 1 hour/level makes more sense. The summons need some improvements quite likely, and some more variety added, maybe with a selection available. Compared to Summon Creature it should probably be more around special ability outsider users not pure melee damage. |
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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