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SpellChange MadeNotes

Acid Fog

Revised 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 1 round/level instead of 1 round/2 levels. Might have been done to limit AOE spam.

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

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 duration.

Cloud of Bewilderment

Spell School Evocation → Conjuration

Updated description: affects any creatures in the area if not immune to poison. Lasts for 1d4 + 1 rounds after exiting.

Changed from Stun to Daze with no Blind - it's a level 2 spell and now has less ways to be immune to it (ie not Mind Affecting).

Moved from Evocation - isn't even a damage dealing AOE. Makes a lot more sense under Conjuration.

3E version is Nausated so changed this to daze. Even then it's still quite the level 2 spell!

Improved quite a bit too even removing the Stun/Blind parts since the Daze is not going to consider Mind Affecting but will consider pure Daze immunity. It also lasts until they exit then 1d4 + 1 more rounds. TBH this might be overkill since the original Bioware version "just" did 1d6 rounds (again, repeatedly mind you). Will need AI updates to make it less powerful.

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)Standardised on 1d6 / round inside, up to 1000 damage.

Script improved as per other AOE effects to not affect apart from on a 5 second timer, and there is no SR etc.

The original 3E spell is weird and wonderful vermin/moving rules so nope. Using the Bioware implementation more or less.

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. Also no limit to number of tentacles but only one per creature.

The creatures will be stuck in place but not entangled if grappled. Still pretty much entangled mind you (lose dex etc.) but can cast spells fine.

Sort of a mix between 3.5E and 3.0E in the design.

https://www.dandwiki.com/wiki/3e_SRD:Black_Tentacles has notes on the tentacles being things that can be attacked. 3.5E version: https://www.dandwiki.com/wiki/SRD:Black_Tentacles

Just updated to be indiscriminate, tentacles are invincible (ie no mention they can be killed ala other AOEs) and no parlaysis just they get stuck in place it's a minor spell after all.

Could use a VFX pass to make the area of the AOE more visible - perhaps a blackened tentacle area.

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).

Added AOE option, if cast on the ground it'll target creatures in a colossal area. No max arrows per creature (more "balanced" due to fire damage / touch attacks).

Script: Add the fire damage to projectiles if cast on inventory item.

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

Leaving as-is for now but need tweaks as per below.

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!)

The Balor that is summoned is pretty powerful already mind you.

Grease

Added Counterspell: Freedom of Movement

Made it to follow the 3E spell more closely; https://www.dandwiki.com/wiki/3e_SRD:Grease

  • No SR or mantle checks (but immunities are checked)
  • Always get the slow
  • Reflex save to not be knocked down

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).

Updated to follow it a little more closely.

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).

Make it so it's save each round as per other paralysis spells (so if affected they can break out).

3E spell is similar to Evard's Black Tentacles. I wish this had the full VFX treatment! Stone hands sounds awesome.

For now we keep the Bioware version. The "cloud" probably could be better, as in more moving stone eruptions then cloud based, but leave for now.

Storm of Vengeance

Updated description to match effects.

3E spell is a bit weird, different effects per round. Keeping it to the Bioware version seems prudent (still lasts a set 10 rounds).

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!).

We're leaving this similar to the original Bioware spell except scripting stops overlapping movement speed decreases.

Reflex save every round is still quite powerful might change to ability checks if necessary.

...

SpellChange MadeNotes
Aid

Temp HP dispel sorted with EffectRunScript.

Counterspell: Add Doom.


Bane

Change targeting to Harm Enemies only. AI category changed to Harmful AOE (Discriminate). Hostile flag added.

Counters and dispels bless now.

"Counters and dispels bless" in the 3E version so added it here.
Bless

Spell script: No longer focused on self

Description: Added note about Bless Bolts.

Makes it work like Bane
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

Clarified that ability checks are not decreased (since NWN hasn't got this implemented).


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

Updated description to be clearer since it is -10 against all will saves (mind affecting or not).

Note the Bioware script does just decrease by 10 will, not just vs. mind spells, so it matches the 3E version more closely we just updated the description

Note: we could do "ability checks" as well given we should be scripting most of them.

Retained shorter duration as per other AOE spells where the game already makes them super powerful due to overlapping and general AI issues.

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

Note the original spell (which oddly is in a splatbook not the PHB) has a different effect; 1 round of fear when enemies are struck in melee. This is both better (it can last more than the set duration of fear of this spell if you keep hitting things) but also worse (the Bioware version is an AOE).

For now keeping it as the Bioware version, which is more sensible and easier to do and more useful overall.

Evocation

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, 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: Optimised/simplified loop. Hostile flag enabled.

Allowed to target the ground, it'll just randomly select targets up to the Max Targets, if targeted the original will be hit.


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 +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.

Replaced the VFX with a "new" one which is just the fireball VFX. Might update with something a bit more appropriate ala the Ball Lightning spell.

Flame Lash

Hostile flag enabled.

Seems to be made up by Bioware so keeping as-is. Is fine.

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.

https://www.dandwiki.com/wiki/3e_SRD:Flame_Strike

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.

Making discriminate, which seems fine and makes it more useful (original spell has 1 creature/3 levels, and "adjacent", could do something like this but it's way harder to do).

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

Touch attack added. Added 1 cold damage to everyone in a small area around the target even if it misses.

Possibly one candidate to extend out to level 20 at least for damage. Original 3E version adds the AOE damage.

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 MissileNot really any changes.Maybe add Shield as a counterspell?
Meteor Swarm

Description: clarified fire damage.

Hostile flag added.

If we do epic scaling this would be good to be 20d6 + 1d6 over caster level 20.
Prismatic Spray

Clarified description with saving throws needed etc. and how the 2nd effect is done.

Targeting: Ignores self


Searing Light

Clarified damage type. Made touch attack.


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 3E version did actual beams, albeit some per round for up to 5 rounds) 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. More thematic for a big ol' beam.

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.

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