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  • Standardise wording - make sure things are Proper Case and names of spells are. Things like Save: being "None", "Harmless" "No" and so on. Turns will be changed to Minutes.
    • Timings of durations will be standardised to Rounds, Minutes and Hours.
    • Descriptors: Add some
    descriptors
    • in (
    eg
    • Weapon Enchantment, Damage Shield)
    and make
    • , and most be the save type.
      • Make it clear what happens when
    they
      • descriptors interact (some will remove previous versions, some overlap, some affect saves etc.) in the glossary
    • Saves: Harmless for good spells, None if there is no save at all.
    • Spell Resistance: Yes or No.
  • Potentially update all the range and AOE size to have matching values (in meters most likely). A few spells specify feet distinctly.
    • This is probably better left in a glossary. In NWN you don't match squares up so it's a lot less necessary, and spell targeting can give the AOE in a clear visual form.
    • We might though go over any oddities like "30ft" being referenced and change it to meters, as the game uses.

...

SpellChange MadeNotes

Acid Fog

Kept fortitude saves for half damage. Reworked scriptsRevised description and effect: It will do 2d6 acid damage every round (starting On Enter) with no save. Plus no save for the movement speed decrease.

The SRD has 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.

Keeping the low duration but removing the saving throw makes it more distinct compared to the lower level Cloudkill and it actually can do some better damage for a level 6 spell!

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)
Level: Druid 8,
Components: V, S, AF,
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 15-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes

You cause a rain of rocks to fall from the sky, burying your opponents.
You designate the spot on which the burst is centered.
Each creature in the area that fails a Reflex saving throw takes 1d8 points of damage per caster level (maximum 20d8) and is buried under rubble (see Avalanches, page 90 of the Dungeon Master's Guide).
A successful save halves the damage and avoids burial.
Buried subjects are subject to suffocation (see page 304 of the Dungeon Master's Guide) until they climb out from under the rocks (a full-round action).
Focus: A quartz crystal embedded in rock.

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.

Made effects consistent with slightly clarified description for now. No more slow for starters.

Left as Acid Damage but making it be poison based (immunity to death doesn't count!) and can swap in poison damage easily.

Further changes once in place: Poison damage, potentially immunity only checked On Enter.

The death effect bypassing death immunity might be pretty strong but low HD creatures rarely had immunity to death magic anyway.

Compared to Bioware's this removes the movement speed penalty to make it different to the higher level Acid Fog! However it keeps the very short durationBasically 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

Standardised into summon script.

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).

  • We could put a subspell for this option be touch range, allow ally targeting and auto-choose ammunition to improve.
  • Subspell could add in the AOE version as well!

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:

  • Balor (as it is now)
  • Hezrou (would need a buff)
  • Pit Fiend
  • Orcus (maybe too powerful!)

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.

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

Greater 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.

Makes this and Greater version a lot more useful.

VFX could do with an update; currently just uses Aid VFX.

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.

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


Monsterous Regeneration

Regenerate

AI category fix (self → single)

Renamed:

Monstrous Regeneration → Regenerate Serious Wounds

Regenerate → Regenerate Massive Wounds

Adjusted effects and added the various other ones in the line. Added those spells as per New Spells list.

Adjusted spell level - Monsterous Regeneration: 5 Cleric / 5 Druid to 5 Cleric / 4 Druid.

New range of Regeneration spells to be a bit more consistent plus it opens up this for lower level casters: https://www.dndtools.org/m/spells/masters-of-the-wild-a-guidebook-to-barbarians-druids-and-rangers--44/regenerate-light-wounds--1883/

Basically:

  • Regenerate Light / Moderate / Serious / Critical Wounds plus Regenerate Massive Wounds added as a final step.
  • 10 rounds + 1 round/level duration
  • 1, 2, 3, 4, 5 per round
  • Cleric level 2, 3, 5, 6, 7
  • Druid level 1, 2, 4, 5, 6

Monstrous Regeneration → Regenerate Serious Wounds

Regenerate → Regenerate Massive Wounds (newly named just a step up from Critical). The actual "Regenerate" spell in D&D is to regenerate lost limbs (and do in a pinch healing as if it was cure critical wounds basically) and is a level 7 (Cleric) or 9 (Druid) spell.

Applying a second regenerate spell of equal level extends the first spells duration by the full duration of the second spell.

NOTE: Will get new icons but the icons can be reused for the new Druid spells Regenerate Ring and Regenerate Circle.

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 DiseaseCounterspell: 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

Standardised spell script. No more animal domain bonus.

Made the effects extraordinary but the summoned creatures themselves can be directly dispelled.


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:

  • Allow one summon as it currently is with the longer duration (maybe 1 hour/level instead of 24 hours?)
  • Allow multiple summons but lower the duration to the PnP 1 round/level

Also we might:

  • Add options for different summoned creatures (radial spells)

Review creature templates as well

Vine Mine

  • Entangle
  • Hamper Movement
  • Camouflage

All made conjuration spell school as parent

All made level 5

Might want some buffs since these are not...great spells. Some bug fixes in the script too.

Web

Counterspell: Freedom

Updated description to cover the movement speed decrease

Scripting: Need to make the movement speed decrease more reliable with better noting of overlapping AOEs (only apply once!).


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