...
| 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. Updated spell casting visuals/sounds. | 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).
|
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:
|
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!). |
...
| 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. Updated casting sounds and visuals a little. | Left at 2 round duration since NWN is a bit more vague with rounds so 1 round is a bit of a waste. |
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 |
...
| Spell | Change Made | Notes |
|---|---|---|
| Aura of Hellfire | Persistent AOE AI category | This is a rare creature only spell not tied to a spellbook so needs to stay as a "Spell" to have creatures assigned it with a caster level work correctly. |
| Ball Lightning | Updated description with AOE size. Clarified how damage is done. Hostile flag enabled. | Copied description from Firebrand. |
| Bigby's Clenched Fist | Updated description with how the attack roll is made. | We might want to make the damage type "magical" since the D&D spell is like that. The damage is a "nice extra" on this spell. |
| Bigby's Crushing Hand | Updated description with how the attack roll and grapple check is made. Script: can make the paralysis bypass immunities to always apply. | This is an odd one - really the spell is made up of interposing, forceful and grasping/clenched. Bioware made this more a one-time hit with a very powerful stopping power but after 2 checks. |
| Bigby's Forceful Hand | Updated description with how the bull rush check is made. | Tempting since this one is actually usually more powerful than Clenched and Crushing to make the duration much shorter like 1 round / 2 caster levels or similar. |
| Bigby's Grasping Hand | Updated description with how the attack roll and grapple check is made. Script: can make the paralysis bypass immunities to always apply. | Basically a slightly weaker Crushing hand. |
| Bigby's Interposing Hand | Might want to make this attack penalty only dispellable not removable by the Restoration line of spells, since itself isn't an "effect" as such, and makes the spell more usable in fights. | |
| Blade Barrier | Updated description to state slashing damage. Script: make it so when you enter it delays the next damage application (so you can't walk in and out quickly to get lots of damage) | We need to probably have AOEs not overlap. Can be very abusable. Or just have the timer so only one heartbeat will apply damage (timer set to 5.5 seconds or something). |
| Call Lightning | Hostile flag enabled. | No changes but do we want to make this essentially outdoor only? Would be thematic, and Druids shouldn't be utter powerhouses, but the game has probably a lot of mistagged areas. But might allow a bit more game system interaction along with allowing the Call Lightning Storm option. |
| Chain Lightning | Script: Optimise loop Hostile flag enabled. | |
| Combust | Updated description with damage and duration info. Script: can move to EffectRunScript Hostile flag enabled. | Keeping the top duration of 10 + caster level so it will eventually end. |
| Cone of Cold | Script: Make sure AOE can't affect self. Description: Cone, 11M since that's how it's sized. | Oddly slightly different size to Burning Hands. Might standardise. Will see. Probably both are meant to be 10M or "RADIUS_SIZE_COLOSSAL" perhaps. |
| Continual Flame | School: Illusion → Evocation Script: Just make it a "permanent" effect as in a very very long temporary duration. Can tag it to stop it being dispelled if we want to loop and dispel items too, but it won't affect item prices and won't affect ILR or UMD checks. | Odd one this; there is engine code for the item property being added and it being checked for "should it now be unequipped" (ie too high a level/wrong class/race/alignment type) but it still affects the price! Egad Bioware so silly. |
| Darkfire | Description and script: Make it only affect weapons, not creature weapons. Note it is not affected by critical hits. | |
| Darkness | Hostile flag added Counterspell: Added Light | Spell script will need fixes for Spell Resistance checks. Checks "Immunity" only. Mmm. Just make it a normal ResistSpell check tbh. Game already bugs out with this quite a bit. |
| Delayed Blast Fireball | Subspells: Added 5 subspells for the delay until blast explosion is forced. Script: Make it so only true enemies trigger it, or it explodes when it ends (on the last heartbeat) with a rounds + 2 seconds. Updated targeting: does affect allies and made it 6.67 as in the area affected. | Subspells for the up to 5 rounds means the player can delay things properly. The AI choosing 1 round by default is fine. |
| Dirge | Set to 0 range (personal anyway), and not hostile. Also removed spell projectile. | Personal spell so some copy/paste mistake. |
| Divine Favour | AI category: Self enchantment. Removed hostile flag. Description: Updated to be up to +6 bonus. Script: Update so the damage bonus is weapon damage, not magical damage. | |
| Divine Power | Script: Egad where to begin? Test EffectModifyAttacks is a bit broken, so perhaps use SetBaseAttackBonus with an EffectRunScript to remove it. HP can also be tied to the spell with EffectRunScript and being supernatural. | |
| Earthquake | Description and script: Update to be 10d6 flat damage, and if you fail the reflex save you are knocked down for 3 full rounds. Range updated to 0 since personal/self only spell. Hostile flag enabled. | The spell exists in the PHB but it's got some distinctly bigger effects - including if you fall in a fissure they close and the creature just...outright dies. Ouch. The current spell isn't great since 10d6 damage is already reached when you get level 8 or 9 spells, and even though Clerics and Druids are not meant to be doing significant huge damage with spells, doing simply up to 60 basic bludgeoning damage - even in a large area - isn't really good. Meteor Swarm as a comparison does 20d6 fire damage - a much more useful damage type - and even has a small area it doesn't affect nearby for allies to stand in. Obviously this doesn't have Spell Resistance checks as a bonus but that's hardly a killer feature in most cases. The obvious route is to add additional penalties for failing the safe, vis-a-vis knockdown. This helps allies, and yourself, to attack those knocked down. |
| Electric Jolt | Increase damage to 1d4 + 1 from 1d3. Hostile flag enabled. Spell casting visuals updated addded projectile. | |
| Elemental Shield | Script changes: Remove all other damage shield effects. Descriptor: Damage Shield added to this and others of it's type. | |
| Fire Storm | Script fixes: Cap damage to 20d6 similar to other spells, and fix the saving throw where it does 2 separate reflex saves (sigh!) to work out the damage done. It would be better to have just one save vs. Fire or better of Fire or Divine. | Might decide later to remove the "enemies only" part. Make it similar somewhat to Meteor Swarm in that way, with affecting everyone but not affecting the caster. |
| Fireball | ||
| Firebrand | Description updated with correct AOE size. Hostile flag enabled. | |
| Flame Lash | Hostile flag enabled. | |
| Flame Strike | Description and script update: Divine damage can affect allies too. Can redo the script to apply one saving throw ala Fire Storm against fire, but half the damage to deal and deal that in divine. Really two saving throws is weird. Hostile flag enabled. | Not sure why Bioware made the divine damage not affect allies. Removing this makes the cleric be a little more careful in where it hits. |
| Flame Weapon | Description and script: Make it only affect weapons, not creature weapons. Note it is not affected by critical hits. | |
| Gedlee's Electric Loop | Hostile flag enabled. | |
| Great Thunderclap | Clarified knockdown is for 1 round. Removed "Ignores self" from targeting. | Could well be better but I guess 3 different saves for some relatively good effects is interesting. Should 100% affect the caster if it doesn't already. |
| Gust of Wind | Might put a specific list of spells covered but for now leaving as-is. | |
| Hammer of the Gods | Description and script: All creatures in the area are affected, daze duration cannot be affected by metamagic (due to it being to do with durations, and cannot be extended since it's "instant") | This could be split into 4 different spells affecting different alignments (chaos hammer, holy smite, order's wrath, unholy blight) but not sure it's worthwhile. Everyone would just use the vs. evil one and they'd be good/neutral and ignore the damage. Was originally stagger (take partial actions) in the original. Could do this by having, say, a penalty to the number of attacks and have them slowed (so no haste + less movement/walking only). |
| Holy Sword | Minor description updates clarifying what is affected (a single melee weapon). Script: Should remove previous castings before the new one is applied (ie remove the temporary item property, then add the new one, since we can't alter the duration). | TBH keeping the effect as-is is fine. Notably some weird bug listed on the fandom wiki. |
| Horizikaul's Boom | Clarified the deafness cannot be subject to metamagic. | |
| Ice Dagger | Description and script: Extend damage to 20d4 max. | Extended damage range up to level 20 makes this spell more viable then a simple throwaway. |
| Ice Storm | Description and script: Limited to CL 20 for damage (well level 18 which is 8d6 cold + 3d6 bludgeoning, with no save!). Hostile flag added. | The 3E version just does a non-saveable 3d6 impact + 2d6 cold. Bioware made this one scale, actually entirely into epic levels, without having a save still. For now we're capping it at level 20 for damage see about revision of many spells if we extend to epic levels. |
| Implosion | Scripting: Remove +3 to DC. Save or Die is already powerful enough. Also remove "not affecting self" since why would it not affect yourself? Description and scripting: Add in gaseous/incorporeal check. | The AOE is low enough but may make it limited in number of targets affected as per original SRD version. Clerics shouldn't be killing stuff super easily. Doesn't count as Death Magic too, hmm. |
| Incendiary Cloud | No changes but noting the original does provide concealment/blindness. Not sure we want to add that. | |
| Invisibility Purge | Amended description slightly. Also needs a heartbeat script adding so new invisibility effects can be removed. Counterspell: Invisibility | |
Isaac's Greater Missile Storm Isaac's Lesser Missile Storm | Description and script: Up to 5 missiles per creature at most. | The "kill anything not immune to magic damage" spell. No save, damage type you shouldn't be able to resist, and 1d6 or 2d6 damage. Like other Ball spells (Firebrand etc.) we need to limit the amount of missiles per-person. 5 seems sensible - this is still 5d6 or 10d6 magical damage, and for Greater, for instance, you'd need 3 or less creatures for it to not throw out the most damage possible, at 4 or more you get the full damage. Would be good to add some counterspells. |
| Light | Counterspell: Added DarknessWas missing but is in description. Updated impact VFX and casting visuals. | Need to have a nice "impact VFX" currently using a bit of a placeholder. |
| Lightning Bolt | Hostile flag added. Targeting: Cannot hit self. | |
| Magic Missile | Maybe add Shield as a counterspell? | |
| Meteor Swarm | Description: clarified fire damage. Hostile flag added. | |
| Prismatic Spray | Clarified description with saving throws needed etc. and how the 2nd effect is done. Targeting: Ignores self | |
| Scintillating Sphere | The Electric Fireball except it has a 20M not 40M range. Leaving for now. | |
| Searing Light | Clarified damage type. Script: Need to make undead damage 1d8 based. | |
| Shelgarn's Persistent Blade | Metamagic: remove Empower, add Extend Description: Clarified the attack bonus. | |
| Sound Burst | Metamagic: add Empower (had Maximise already) | Not adding Extend since the spell effect is "Instant" not "Temporary" which is just how D&D is sometimes. It'd also make the spell quite powerful for a level 2 AOE stun spell. May need description adjustments so the stun doesn't affect deaf/unable to hear people. |
| Sunbeam | Metamagic: add Empower (had Maximise already) Made to be Druid 7 (and Innate 7) only. Hostile flag enabled. Counterspell: Create Greater Undead. Description and script: Made indiscriminate. | Druids get this AND sunburst haha. Really this would be better redone (the original spell did actual beams) but needs a new VFX I think for that. Maybe make it similar to Lightning Bolt so it's got a longer but narrower AOE. However removing Cleric makes sense, and reverting to the original druid level 7 since why would they ever cast this otherwise? |
| Sunburst | Description: Colossal area affected, and clarified it is all creatures affected. Script: Need to make it standard hostile. No reason this shouldn't affect everyone caught in the area. | This is a better version of Sunbeam essentially, especially due to the clearer AOE in the SRD, but still can be indiscriminate. |
| Wall of Fire | Like other AOEs if you enter you should not take damage until 5.5 seconds later. | |
| Word of Faith | Component: Somatic Fixed visual targeting (discriminate, only affects allies) | Again like some other spells this could be split into 4 variants (affecting particular alignments) but meh. To balance slightly the SRD version of effects might be used: Deafened: The creature is struck deaf (see blindness/deafness) for 1d4 rounds. Stunned: The creature is stunned for 1 round. A stunned creature can't act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it. Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment. Killed: Living creatures die. Undead creatures are destroyed. |
...
| 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:
|
| 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:
|
| 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;
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. | |
| 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 Vestment | Description: Clarified targeting of other creatures items. | |
| Magic Weapon | Description: 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:
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 Flesh | Metamagic: Remove extend | Not needed metamagic |
| Tenser's Transformation | Description 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. --- 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:
Could make it a subspell for the options involved. Example description: Caster Level(s): Wizard / Sorcerer 9 The caster is able to defy the sands of time and is able to cast 5 defensive spells instantly they currently have memorised. If a spell of a particular type (such as Stoneskin) it will not be cast again. The order of defences are as determined by the caster, but if no preferences are set it will automatically try and do these spells:
Note that no metamagic such as Extend will be applied to these spells. | |
| Ultravision | Metamagic: Added Quicken | Just was missing metamagic |
| Virtue | Script: Make Made it so it can stack, it's a cantrip. Updated spell casting visuals/sounds. | 1 HP? Meh. At least let it stack! |
...
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. (and is always available, ie not an opposition spell school).
| Spell | Change Made | Notes |
|---|---|---|
Spell Abilities / Monster Abilities (Type: 2)
...