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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/Deafness

Counterspell: Add Remove Blindness/Deafness

NOTE: May move back to Transmutation

Keep as a merged spell, makes it more viable. Or split for the rare times one immunity is present stopping the other?

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

Updated description with what confusion does using the simple Bioware "table" for now.

We could improve Confusion to take into account "Any confused creature who is attacked automatically attacks its attackers on its next turn." if we use the events properly.

Additionally "Attack" could mean just what it is right now (ActionAttack) but better might be to actually attack as in just treat the nearest creature as hostile and fire spells/abilities at them too.

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

Hold Monster

Hold Person

Counterspell: Freedom of Movement

Added for all Paralysis effects a save-every-round to escape. It even gets the DC from ones applied from items.

The save-per-round is a 3.5E addition and I think suits the powerful nature of these effects.

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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