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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.

Entropic Shield

Standardised with the other Concealment spells. No real updates.


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 / Searing Light (although not sure how a glyph can do a ray attack (big grin) so probably not!)
  • Bestow Curse

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 put an (otherwise inactive) AOE over the top of it that can be activated by the trap.

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

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).


Spell Resistance

No real updates needed

Also adding Mass Spell Resistance

Stoneskin

Greater Stoneskin

Greater Stoneskin: Moved to Abjuration spell school.

Not really much reason why Greater Stoneskin was in Transmutation. Maybe to block it from the spell school Conjuration? But they get Premonition anyway.

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.

Resistance

Protection from Spells

Resistance: Innate level set to 0

Protection from Spells: Made it level 8 and moved to Abjuration as per SRD. Might have been Enchantment for balance reasons but Enchantment will get a fair few new Overhaul spells anyway.

Added quick and dirty impact VFX

Resistance: Left at 2 minutes duration due to the NWN videogame effect of time losing out and it's only a +1 save and a cantrip.

Protection from Spells: Left the mini-VFX (should be "creatures touched") and 1 minute/level duration (is 10 minutes/level for the SRD spell). Should be fair.

Could really do with a different VFX (maybe recoloured or altered slightly) for Protection from Spells since it uses the same one as Spell Resistance currently (ie VFX_IMP_MAGIC_PROTECTION and VFX_DUR_MAGIC_RESISTANCE). We could also use a minor versions of VFX_IMP_MAGIC_PROTECTION for Resistance to keep it thematically the same but that's less of a worry.

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.

Undeaths


Undeath's Eternal Foe

Added immunity to death magic, fear, clarified it is +100% to negative immunity.

Level 9 buff spell and it doesn't cover death magic? the 3.5E version does! The 100% negative immunity is quite a bit might tune that to be the Protection from Negative Energies 10/- protection, and a +10 versus negative saving throws to balance it a little more.

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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SpellChange MadeOriginal Spell SchoolNotes
Clairaudience/Clairvoyance

Counterspell: Blindness


This is kinda naff. We could make it a "see somewhere else" as per SRD 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).

We could jump the player itself around but meh.

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.

Really this sis the only "Offensive" divination spell. Need to have Spell Focus: Divination and so forth have some additional effect given this might be moved out of the school.

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") when under DC 35 (rogue limit)


Now matches spell description better.

Note Find Traps and Knock probably need a bit of rework. For now Find Traps just finds them doesn't disarm them. It uses 35 as the limit. Could make it caster level dependent (maybe 10 + Caster Level + Search Skill?) up to 35.

The 3E version (which is just a cleric spell) just lets you "search as a rogue can" which in 3E is detecting traps higher than DC 20 which is quite a bit lower then the 35 for rogue limit that NWN has.

We could make it similar to that, but it'd need tuning traps quite a lot, quite common in NWN.

Identify

Innate level set to 1 (was 2)

Description and script: Only identifies a single magical item.



Legend Lore

Innate level 5 → 6

Altered description to match notes; we identify all items in inventory but at a higher lore skill.


The SRD version is a multi-minute casting spell to reveal information. Bioware's was a +bonus Lore skill. We've altered Identify to be strictly 1 item identified.

How about we just keep the usefulness of the bonus lore skill and remove the tedium of clicking on everything (or in SP just pausing and clicking on everything):

We automatically identify all items in the inventory we can instantly but with an increased Lore skill (Bioware used +10, +1 per 2 caster levels)

This means for a level 6 spell it's both a timesaver and keeps to Bioware's original version.

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).

See Invisibility


True SeeingCounterspell: Greater Shadow Conjuration


True StrikeAs-is for now.
Might make this functionally 1 attack by removing the effect in the OnPhysicalAttacked script of creatures/touch attack usage.
Ultravision

Metamagic: Added Quicken

Moved from Transmutation to Divination

Technically originally Transmutation

It was probably in Transmutation since the 3E SRD spell Darkvision is exactly that. Instead we move to the maligned Divination since it makes sense for this specific spell.

Will add a separate Darkvision since it's simple.

...

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

...

Favour
SpellChange MadeNotes
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: Made 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.

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.

DirgeSet to 0 range (personal anyway), and not hostile. Also removed spell projectile.Personal spell so some copy/paste mistake.
Divine Favor

AI category: Self enchantment.

Removed hostile flag.

Description: Updated to be up to +6 3 bonus max.

Script: Update so the damage bonus is weapon damage, not magical damage.

+3 is the 3.5E version and lowers the clerics power level slightly.
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

Final description:

The caster causes a massive earthquake around themselves, causing 10d6 points of bludgeoning damage to all creatures in the area of effect. If they fail the reflex save they are also knocked down for 2 rounds.

In addition any spellcaster must make a concentration skill check (DC the spell save DC) or have 6 seconds of spell failure due to the moving earth, making them lose their current spell.

The caster is not affected by the earthquake.

Range updated to 0 since personal/self only spell.

Changed Druid level to 8 (matching 3.5E) for consistency.

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.

2 rounds of knockdown and 1 round of spell failure on failing a concentration skill check also added.

Electric Jolt

Increase damage to 1d4 + 1 from 1d3.

Hostile flag enabled. Spell casting visuals updated added 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

Scintillating Sphere

No major new changes

Going to make the AOE spells all pretty similar so going in the same script.

Could use Fireball to get a bit of a better VFX, maybe copy the "radius going out" of the Scintillating Sphere VFX which looks good. Maybe adjust the fireball size as well.

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


Now does just a flat 1d6 fire damage bonus on a melee weapon.

Description and script: Make it only affect weapons, not creature weapons. Note it is not affected by critical hits.

This now will be more like Burning Sword which it appears it is mostly based off. Also it now properly applies critical damage and doesn't just outright stack with existing weapon damage bonuses. For a level 2 spell it was super powerful!

Flame of Faith

(was: Darkfire)

This is renamed to Flame of Faith since Darkfire was a completely different spell.

Adds +1 enchantment over what Flame Weapon does to justify the +1 spell level (and matches the original spell more).

Corrected casting sounds as well.

Darkfire is meant to be a unique melee or ranged touch attack that does only fire damage. I think we can do this just fine with NUI support. For now we could just do a ranged touch attack for the given damage to keep it simple.

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 about losing higher enchantment bonuses might be worth checking.

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.

LightCounterspell: Added Darkness. Updated impact VFX and casting visuals.Need to have a nice "impact VFX" currently using a bit of a placeholder.
Lightning BoltHostile 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


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.

...

SpellChange MadeNotes
Color Spray

Targeting: Doesn't hurt self

Metamagic: No metamagic can change rolls for duration of effects, so removed the Empower and Maximize.

May update description + effects see notes.

The effects of the spell are a bit better than the SRD version but also a bit worse. Better when stunning only (stun seems much better than blindness!) but much better odds on a good Sleep duration (3 + 1d4 vs 2d4).

I'll leave as-is for now. But with EffectRunScript we can do some changes to effects (and clear them when the run script ends).

DisplacementNew VFX sorted for this.Need to think of what to do to make this worth using over Improved Invisibility besides its spell level.
Ethereal VisageComponent added: SomaticWas missing Somatic but was in description and fits other similar spells
Ghostly Visage
Made up by Bioware possibly to replace Blur and Mirror Image they never got in.

Greater Shadow Conjuration

Shades

Shadow Conjuration

Corrected spell schools of subspells to Illusion

Fixed some metamagic omissions

Scripts: Will point to the original spells but need to take into account some things like say, a potion of Shadow Conjuration and drinking the Magic Missile version!

Will be reviewing in more detail/adding more spells/something else in Overhaul Spells - Shadow Conjuration

Current levels are 4/5/6. Might upgrade things to be level 4 / 7 / 9 for a much better progression.

Potentially we should add in will saves to discount / lower damage if saves are made. Not sure.
Improved InvisibilityCounterspell: Invisibility purge

This could do with being reviewed. Possibly the duration (or improve Displacements duration).

Possibly "Once Invisibility is lost the concealment lasts for X rounds" (based on caster level) meaning it doesn't last foreververforever.

Note: The engine does support "proper" improved invisibility, ie the "you stay invisible even if a hostile action occurs" but that way is madness.

Invisibility Sphere

Counterspell: Invisibility purge

Updated description: Re-entering doesn't provide invisibility again, and you can't see your allies (engine limitation).

We can't really action the "can see allies in area" due to engine limitations.
Mass Blindness/DeafnessCounterspell: Remove Blindness/Deafness

Not sure why this is Illusion other than "they don't have many offensive spells". The base version is correctly Transmutation, and this one was made up by Bioware.

Tempted to move to Transmutation when the Shadow Conjuration spells are improved.

Phantasmal KillerCounterspell: True Seeing


Shadow ShieldUpdated description and clarified negative energy damage immunity.

Bioware original spell. Similar to Ghostly Visage and Ethreal Visage probably just making up some useful spells for Illusion which has limited non-complex options.

Silence

Updated description and script: Will save to negate when entering, interactions with amplify (Dispel/overlapping).

Counterspell: Amplify

We need a standard "Can vocalise" which includes a check for this used consistently for things like singing Bard Songs etc.

Updated once I noticed Amplify should counter/dispel it.

WeirdScripting: Fortitude save should be vs. Fear not Death Magic. It's not technically death magic.

Note SRD has the AOE at "Large" radius not "Colossal" but might be willing to give Weird the benefit of the doubt due to the cooler VFX and the fact Wail of the Banshee is just usually better (3.0E has this problem with several spells!)tz

...

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.

SRD has it have also a ranged touch attack - is tempting to add this in, to be more accurate, but it's a relatively weak spell regardless.

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.

...

Cunning
SpellChange MadeNotes
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).

VFX changed to Natures Balance for now, need a nature one of the right size (now large) to be used.

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
Level: Druid 7,
Components: V, S,
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature per 3 levels, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

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:

  • -6 Strength
  • -6 Dexterity
  • -6 Constitution
  • -6 Intelligence
  • -6 Wisdom
  • -6 Charisma
  • -3 All Ability Scores
  • -4 Attack, Saving Throws and Skill Rolls

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!

  • Add: "Third, any spellcaster struck by a successful melee or melee touch attack with the blackstaff loses one prepared spell (or one unused spell slot, for spellcasters who do not prepare spells) of the highest spell level available."
  • A successful Will save negates the spell loss, but not any damage or dispel effects caused by a strike of the blackstaff.

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:

  • Do we increase the cap on the dispel check? If not leaving at +10 maximum is automatically in place.
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 minute/level. Make it so it replaces existing weapon enchantments entirely probably.

Leaving as the usual vs. Undead damage. Might extend the duration depends.

Blood Frenzy

Ignore Immunity for the AC decrease, also probably will change to an enemy attack bonus (ie "misc AC").

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.
The item can create this noise once per round.
The clang has the effect of a thunderstone (see page 114 of the Player's Handbook) except that the caster and the weapon user are unaffected by the sound and the deafness lasts 1 minute.
If an attack with the weapon misses the target but was enough to make a touch attack, the weapon strikes the creature with sufficient force to activate the deafening clang.

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 SplendorEnduranceEntangle

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:

  • EffectRunScript which is "Entangle" (via EffectIcon). It'll activate if the creature is moving, or it'll activate at the start of the next OnCombatRoundEnd in the AI script

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

Bull's

Strength

Greater Bull's Strength

Cat's Grace

Greater Cat's Grace

Eagle's Splendor

Greater Eagle's Splendor

Endurance

Greater Endurance

Fox's Cunning

Greater Fox's Cunning

Owl's Wisdom

Greater Owl's Wisdom

Owl's Insight

Bull's Strength: Counterspell: Ray of Enfeeblement

Greater versions: No changes yet. May add back into spellbooks.

Owl's Insight: Corrected innate level in description.

Greater versions:

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 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:

  • Lower the duration (this seems sensible regardless!) going for a big nerf here to begin with.
  • Wait for engine fixes
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;

  • We note which spells are meant to boost speed and which of those can overlap and which shouldn't
  • The overlapping ones leave - just apply them!
  • The non-overlapping ones can be run through with EffectRunScript and EffectIcon, to be "inert" then add a movement speed bonus of the appropriate amount as effects are added and removed.
    • We can also make Haste apply no bonus movement speed and apply that separately.

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 and damage types applied to now piercing and slashing.

Upgraded to be slashing or piercing since 3.0E has "The spell can be cast only on piercing or slashing weapons."

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 VestmentDescription: Clarified targeting of other creatures items.

Magic Weapon

Greater 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:

  • Not removed by a Cure spell (as per the original spell description) although we can't have healing kits remove it sadly
  • Repeated saving throws for the movement speed decrease
  • 24 hour duration for the movement speed decrease
  • Affects creatures without legs

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 FleshMetamagic: Remove extendNot needed metamagic
Tenser's TransformationDescription 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:

  • Simply leave as-is. Simpler and we can surprise players with some enemies having time stop immunity ala BG2.
  • Make it a buff-only spell, that fires off a number (say up to 5) buffs instantly as if they had paused time. These can even be setup in advance/sorted on a NUI panel.

Could make it a subspell for the options involved.

Example description:

Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Transmutation
Descriptor(s):
Component(s): Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No

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:

  • Epic defensive spells
  • Haste spells
  • Spell Mantle spells
  • Stoneskin spells
  • Endure Element spells
  • Visage spells
  • Globe spells
  • Damage Shield spells
  • Invisibility spells
  • AC increasing spells
  • Save increasing spells

Note that no metamagic such as Extend will be applied to these spells.

VirtueScript: Made it so it can stack, it's a cantrip. Updated spell casting visuals/sounds.1 HP? Meh. At least let it stack!

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