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| Spell | Change Made | Notes |
|---|---|---|
| Aid | Temp HP dispel sorted with EffectRunScript. Counterspell: Add Doom. | |
| 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 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 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 |
Evocation
| 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, and that it's 1 missile/target and up to 15d6 damage to them. Hostile flag enabled. | Copied description from Firebrand. IE its the electrical version. |
| 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. |
| Dirge | Set 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 +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 | Just reused the Bioware calcs for now. Added icon for attack bonus. Temp HP sorted as per Aid. | Script: Egad where to begin? Test EffectModifyAttacks is a bit broken, so perhaps use SetBaseAttackBonus with an EffectRunScript to remove it. For now using EffectModifyAttacks just because. Meh. |
| 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 |
the save is now one save vs. Fire |
and the damage is halved as per Flame Strike. | The 3E spell is "Two 10-ft. cubes/level" and so "selective" in that regard, and pure fire damage no divine damage. Might make it pure fire because Druids also get this but the fact it's a better Flame Strike isn't the worst idea and druid spells are also divine. | |
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. |
| Light | Counterspell: Added Darkness. 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 | Not really any changes. | 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. |
Illusion
| Spell | Change Made | Notes |
|---|---|---|
| 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). |
| Displacement | New VFX sorted for this. | Need to think of what to do to make this worth using over Improved Invisibility besides its spell level. |
| Ethereal Visage | Component added: Somatic | Was 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 Invisibility | Counterspell: 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 forever. 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/Deafness | Counterspell: 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 Killer | Counterspell: True Seeing | |
| Shadow Shield | Updated 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. |
| Weird | Scripting: 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 |
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