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| Spell | Change Made | Notes |
|---|---|---|
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. |
Cause Fear (Was: Scare) | Renamed from Scare. Metmagic: Silent added. Counterspell: Added Remove Fear Hostile flag added. | Will apply the proper Fear effect. Cause Fear is the real spell name Bioware implemented. Scare name can be reused for the actual Scare spell. |
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 Changed to be a cone AOE as per 3E spell, makes it a bit more unique (might add back Scare in which is a more standard AOE). There wasn't any special VFX either. Updated casting visuals to be more necromatic. TODO: Needs a better cone VFX for it. Some suitably evil sound and perhaps a reskinned "mind" gaze (which it currently uses) would be enough. | Technically makes them "panicked" as per the Fear spell in 3E. We'll leave as is for now. |
Finger of Death | Script: Feedback when the immunity means no Clarified it is 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. Note even though finger is in the name it doesn't need a touch attack as per the original spell. The classic "save or die" spell. |
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. |
| 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. Removed the case where you could apply immunity to the effect due to the long VFX wind up time (3 seconds + a bit more depending on distance to centre) by making the death effect bypass immunities. |
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| Name | Subtype | Change Made | Notes |
|---|---|---|---|
| Captivating Song | Monster Ability | Spell School changed to General Personal (0) range from 20M Marked as hostile AI category changed to AOE Discriminate | |
Epic Spell: Epic Mage Armour | Epic Spell | School changed to Conjuration (For what it's worth) Made to be bonus Armor Enchantment AC not +5 of each type. Loses the dodge but gets the generally much more powerful +20 enchantment. | |
Epic Spell: Greater Ruin | Epic Spell | Added Hostile flag | |
Epic Spell: Epic Warding | Epic Spell | Removed Hostile flag AI Category changed to "Protection Self" Range changed to 0 Remove erroneous spell projectile | |
| Extract Brain | Monster Ability | Removed "master" of this spell | Messed up some GetHasSpell queries |
| Fire Stream | Polymorph Ability (Shifter, Azer Chieftain) | Removed erroneous metamagic, changed to General spell school | |
| Gaze, Petrification | Monster Ability | Copied settings from other Gaze abilities: Range: 20M → 8M Somatic component added Allow target area AI category updated to AOE Indiscriminate Spell targeting info updated to match | Seems a copy/paste mistake, taken most settings from other Gaze (cone) attacks |
| Gaze, Petrification (Shifter version) | Polymorph Ability | As above | Some errors as above. |
| Illithid Mind Blast (Monster version) | Monster Ability | Updated description to match effects Spell school set to General Updated icon | |
| Psionic Charm Monster | Monster Ability | Updated description to match effects Changed target flags/made cone AOE Spell school set to General Updated icon Remove concentration | Script also needs a few fixes (like the eGaze changing constantly in mixed PC/NPC environments) |
| Psionic Inertial Barrier (Monster and Shifter) | Monster Ability | Updated description to match effects Spell school set to General Updated icon (Although better would be to recolour a spell icon (eg Mage Armour) to yellow to make it easier to see. | This is a good thing: We should make all the monster versions the same as the shifter versions really. Or at least make them work better for non-shifters if used as a NPC. |
| Psionic Mind Blast (Monster version) | Monster Ability | Updated description to match effects Changed target flags/made cone AOE Spell school set to General Updated icon | |
| Psionic Mass Concussion (Monster version) | Monster Ability | Updated description to match effects Removed erroneous metamagic flags Fixed target flags Spell school set to General Updated icon | |
| Psionic Mind Blast Personal (Monster version) | Monster Ability | Updated description to match effects Fixed target flags (self only) Spell school set to General Updated icon Components updated to Somatic only (from just Verbal) to match other Psionic abilities | Was "Psionic Mind Blast 10m radius" which itself was wrong - it's a 15 meter radius! Perfect candidate for the new Psychic damage type |
| Shadow Strength Attack | Monster Ability (only used by Shadowdancer summoned Shadows) | Updated description to match effects No longer verbal Hostile flag enabled | |
| Shadowblend | Monster Ability | Updated description to match effects Fixed target flags (self only) and range (0M) Spell school set to General Updated icon (really needs a new one) Added AI Category: Protection (Self) | Left with no components. |
| Spectre Shadow Attack | Polymorph Ability (Spectre, Shifter Undead Shape) | Renamed to Spectre Shadow Attack Updated description to match effects. Removed "Uses Concentration" (has 0 cast time) Removed verbal component Hostile flag enabled | Reusable on other creatures. Does level drain damage on hit. |
Summon Baatezu Summon Celestial Summon Mephit Summon Slaad Summon Tanarri | Monster Ability | Updated description to what is actually spawned. Updated range to be a consistent 8M range. No hostile flag or concentration on any of them. | May want to standardise the actions of Slaad, Tanarri and Baatezu. Either we make them cast instantly ("free action") somehow (AI or otherwise) or we add some casting animations since why not. May want to update what the spells do (eg Mephits should, as the old description specified, summon one of their own. Same with the Slaad) and add new ones for custom content or other blueprints. |
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