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| 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: 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. Hostile flag enabled. | Keeping the top duration of 10 + caster level so it will eventually end. Kept as DelayCommand since we lose the save vs. spells bonus otherwise (I think, needs testing, maybe a mini AOE if it fails). |
| 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. | 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. |
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. |
| 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. | 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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| Spell | Change Made | Notes |
|---|---|---|
| Amplify | Added new counterspell: Silence Description and script: Dispels Silence. Applies an AOE that lowers Move Silently skill for those in the area and decreases sonic immunity. | Make it long range and able to dispel silence at range makes it much more useful. Even if limited to bards: https://dnd.arkalseif.info/spells/spell-compendium--86/amplify--3825/index.html Also made alterations to Silence to match. |
| Aura of Glory | Description and script: Apply the bonuses to skills and the Turn Undead bonus separately. Add note about healing 1HP to those in the area. Change the AOE to be smaller (Medium, 3.33M). Make a mobile AOE that applies the +2 save vs. Fear. | The +2 vs. Fear is +5 in the Bioware version so might just up it. Bit weak otherwise perhaps. Bioware did +4 Charisma which is sort of the same as adding to related skills and the Turn Undead checks, but also affects Divine Might. Maybe that's just the better option all round. Paladins don't get a lot of love. Will think about it. |
| Aura of Glory - Cursed | Disabled, unused in the game and just confusing. | |
| Aura of Vitality | Range: Touch → Short Description and script: Needs fixing to not centre on caster. Changed to Large radius as per PnP and added the limit of 1 creature per 3 levels (shouldn't be an issue tbh). VFX changed to Natures Balance for now, need a nature one of the right size (now large) to be used. | As noted in the description. Note spell script also needs fixing (centres on caster anyway). This is how the 3E spell works: https://dndtools.org/spells/magic-of-faerun--20/aura-of-vitality--1732/ Transmutation All targets receive a +4 enhancement bonus to Strength, Dexterity, and Constitution scores. |
| Awaken | Updated to affect any animal. So animal companions and some summons. The 3E spell requires a saving throw we'll bin that, to keep it simpler, and keep the Bioware changes (attack bonus versus having +2 HD). Range: Touch Valid Targets: Self, Item | Awaken being more useful is always good. |
| Barkskin | Nothing really to fix but need to consider the item property to catch the thresholds. | |
| Balagarn's Iron Horn | Spell School Enchantment → Transmutation, Marked as Hostile AI category changed from AOE Discriminate to AOE Indiscriminate Description, function and script: Change to a cone ala Cone of Cold. Proper strength checks. | It was obviously meant to be Transmutation since the PnP is Transmutation. Probably copy/paste error. Changed this to the cone effect since more cones with the new targeting is good. Also more unique and to the original spells description. Additionally clarified the description to match strength check rules. This really needs a better VFX - have reused the "Sonic Cone" one, but maybe recolour it (and make more transparent) or reuse a "gaze" and recolour. |
| Battletide | Removed Hostile flag Removed projectile (personal only) AI category changed to Persistent AOE | |
| Bestow Curse | Counterspell: Remove Curse Description and script, and setup: Add melee touch attack due to the increased strength of the spell (it's permanent after all). Have 8 options as subspells:
| We should add some better options options: https://www.dandwiki.com/wiki/3e_SRD:Bestow_Curse -6 for a specific statistic -4 attack rolls, saving throws and skill rolls 50% chance to act normally 50% not. 8 options for subspells means we can have the 6 attributes at -6, -4 to attack rolls and skill rolls, and -3 to all stats (a better buff then -2) to reflect the original spell. The 50% to not act is more like Confusion and probably best leaving that to a shorter duration spell (it'd be mega annoying on this permanent one). Also need to add Break Enchantment. |
| Blackstaff | Description and script: Removal of prepared spells or slots on hit on a failed will save. Clarified Dispel check. | Full description: https://dnd.arkalseif.info/spells/magic-of-faerun--20/blackstaff--1737/index.html Changes we can now do is add the spell loss - which is quite a powerful function of the original spell!
You can target another creatures staff or magical staff - even the spell specifically says that can be done. We'll sort dispel magic to remove temporary item properties so this works. Another thing:
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| Blade Thirst | Description and script: Add light property, add blue flame VFX. Script: correct duration to be 1 round/level. | I love the description in the book: You touch a blade, and it catches fire. Unearthly blue flames crackle along its length while the weapon beneath remains cold and unharmed. You grant a slashing weapon a 3 enhancement bonus. The weapon sheds illumination as if it were a torch. So we can add a bit of that with a new weapon VFX (blue flames!) I think we can fix the script to match the description for duration. 1 round/level seems sensible. |
| Bless Weapon | Description: added note about casting on holts (Blessed Bolt) Script: correct duration to 1 minute/level. Make it so it replaces existing weapon enchantments entirely probably. | Leaving as the usual vs. Undead damage. Might extend the duration depends. |
| Blindness/Deafness | Counterspell: Add Remove Blindness/Deafness Moved to Transmutation as per 3E (from Enchantment). | Keep as a merged spell, makes it more viable. Or split for the rare times one immunity is present stopping the other? |
| Blood Frenzy | Ignore Immunity for the AC decrease, also probably will change to an enemy attack bonus (ie "misc AC"). | Will debate on adding Fatigue to rage. If so it'll apply to this spell as well. Note the 3.5E of this spell actually allows a use of the base Rage feat without using a use of it, and interesting use and might make this more useful if it was added as a feature ("If the target has the Rage ability they use it for free" kind of thing). |
| Burning Hands | Description: Clarified size of AOE | This is a perfect one we could extend at least up to caster level 10, at no real threat to higher spells due to the lower dice used (d4). Magic Missile even outpowers this quickly. |
Camouflage Mass Camouflage | Camouflage: Description: Minor wording changes (removal of "competence" etc.) Mass Camouflage: Changed to Medium range. Remove hostile flag. | Mass: Keep it nice and simple. Alternative is a mobile AOE that only applys the hide once, but removes it when someone exits the AOE. We could use a better AOE effect |
| Crumble | Not much to say on this one. We could add the size limits of what you're affecting but meh. | |
| Deafening Clang | Description and script: Deafening effect can only happen once per round maximum, leave the other effects as usual. Script: Need to clarify when things are removed/replaced when adding temporary item properties. | This is a bit more powerful than the base book version which only has the deafness. Just want to tidy up the description really. The 3.5E of the spell lasts a mere round but gets the advantage of an improved save DC I guess for deafness, and +1d6 sonic damage. Book copy: You empower the touched weapon with magic that causes it to emit a loud clang when it is struck against a hard surface, such as a floor, wall, or creature. |
| Drown | Description and script: Clarify affected races and add Ooze to not affected. | Drown is pretty crazy. The actual spell in PnP is instant suffocation (instant go to 0HP!) which is crazier still. Compared to Slay Living and the like though about the same (save or die, in this case save or nearly die). Might also add some appearances that are unaffected. |
| Entangle | Clarified description a little on what entangle does. | The famous entangle! Some engine fixes has solved the lack of AC. The other issue though is it affects the AI negatively - it interrupts their spellcasting (even if they're standing still). Might need to solve this - possibly script around it:
Keeping the low duration, the 1 turn/level of the 3.0E is crazy powerful in NWN's environments. |
| Evil Blight | Disabled | Unused by any spellbook and is basically Mass Bestow Curse sorta. To be honest it'd be more fun to reuse the icon for Bestow Curse, Greater, a high level spell with bigger curse penalties. Might put back as a mass curse that just applies the base Bestow Curse in an area but mmm. Does have a spell scroll I guess it'll just not have a property so be valueless. |
Expeditious Retreat | Updated to 1 minute/level. Made it a double increase in speed (+100%). Have script to check if haste items or haste spell is applied and if so remove. | The 3E spell doubles speed for 1 minute/level instead of the Bioware 1 round/level. Alongside not applying if Haste is present, due to item haste we will have this check for haste-equipped items every 3 seconds and remove it then too. |
| Flesh to Stone | Clarified that it won't affect certain creatures | The Bioware "You have 1 round/level on Normal or below / it's gone when you rest" makes sense. It's not fully "to the spell" but I think makes it more workable. Especially if you stone a guy, and need items off them! Lot less broken modules that way! Other ways to remove might be a good idea, two come to mind, the ultimate cure-all Greater Restoration or the spell Break Enchantment which should be added anyway (to break some spells). |
Bull's Strength Greater Bull's Strength Cat's Grace Greater Cat's Grace Eagle's Splendor Greater Eagle's Splendor Endurance Greater Endurance Fox's Cunning Greater Fox's Cunning Owl's Wisdom Greater Owl's Wisdom Owl's Insight | Bull's Strength: Counterspell: Ray of Enfeeblement Greater versions: No changes yet. May add back into spellbooks. Owl's Insight: Corrected innate level in description. | Greater versions: Not in any class spellbook not sure why but it hasn't got a standard description. Seems sensible enough but maybe was intended to be item only. 3.5E has the same spells as Sor/Wiz 5, Drd 5 (and a flat +1 / 2 caster levels bonus). Might be upped to a level 6 spell on both due to the innate level here. Need to think about it. |
| Greater Sanctuary | Description and script: Lasts up to 1 round per 4 caster levels. | I hate this spell. Players hate creatures that use this spell. It makes things so boring especially since the engine doesn't really work correctly regarding it since True Seeing can't actually let you attack them under it. Yes AOE spells work but come on... Basically then:
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| Haste | Description: Clarified interaction with Slow. Script: Remove Expeditious Retreat. | Haste is powerful but fine. 3.0E is being kept so 2 spells. It's a true DND spell and certainly speeds up the game (especially singleplayer) as a fighter and very much as a mage. More to the point need to think about movement speed. We might be upping everyone to have up to 300% speed limit akin to the monk. But we don't necessarily want everyone to easily get 300% speed. In fact spells like Haste remove some existing speed bonus spells! There are a few ways to do this;
The reason we want to allow 300% but not always implement movement speeds of over 150% is that then it works well with bonuses built into classes - primarily Barbarian and Monk. There may also be spells we want to be at 200% speed or higher, or overlap. |
| Hell Inferno | Creature Power not sure if used, might replace as a monster power that uses HD and drops spell resistance. Or just disable. | |
| Inferno | Description and script: "Against creatures lacking flammable flesh, hair, clothing, and items, the spell has no effect" sort of thing. See other spells that don't affect elementals explicitly. As per notes leave out "putting out" for now. | This is an odd one. It is actually reasonably to the rules but you can just extinguish the flames since it is normal fire. Bioware's version is slightly better - no way to put it out, simply 1 round = 2d6 fire damage, for up to Caster Level rounds. So at level 20 it's potentially 40d6 damage to a single target. It is a level 5 spell though and fire is the most resisted damage. It does need this adding: "Against creatures lacking flammable flesh, hair, clothing, and items, the spell has no effect." so no affecting ghosts or golems or elementals...seems fair due to the other spells like this. Extinguishing: "After the first round, the target can take a full-round action to attempt to extinguish the flames before taking additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus. Leaping into a lake or magically extinguishing the flames automatically smothers the flames." We can certainly make certain spells cancel the flames. A water douse spell would help against this, and Combust. Control Water maybe but that's a high level spell without any real utility in NWN. |
| Keen Edge | Description: Minor clarification on targeting and damage types applied to now piercing and slashing. | Upgraded to be slashing or piercing since 3.0E has "The spell can be cast only on piercing or slashing weapons." |
| Knock | Metamagic changed to Quicken/Silent instead of Quicken/Still Description and script: Updated to be single target. No caster level limit yet. | No somatic component only verbal so this makes more sense. Need to rethink this spell. Possibly affect a certain DC only based on caster level, and only one object. |
| Magic Vestment | Description: Clarified targeting of other creatures items. | |
Magic Weapon Greater Magic Weapon | Description: Clarified targeting of other creatures items. | Do we want to affect ammo? Or ranged weapons? (if we extend the item properties to the ranged weapons). |
| Mass Blindness/Deafness | Counterspell: Remove Blindness/Deafness Moved to Transmutation from Illusion. | 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. |
| Mass Haste | Spell school Enchantment → Transmutation Noted Haste specifics in description and the limit of 1/caster level. | Moved to Transmutation not sure why it was in Enchantment which already has lots of good (albeit disabling) spells. |
| Mordenkainen's Sword | The creature blueprint needs some fixes - or at least the immunities on the hide of the creature, which point to invalid spells. | We have two options: keep as-is as a construct summon, or like Persistent Dagger and Black Blade of Disaster make it a invisible human appearance. The spell apparently isn't in 3E proper, only 3.5E, as something different. |
| Nature's Balance | Description: added duration, updated to say it won't heal undead or constructs. Script: Fix healing undead and constructs (ala Cure spells). Added Metamagic: Extend. Corrected spell targeting. | The real spell is a rather boring level 4 moving 1d4+1 of your ability scores to someone else. Great for PnP "you take some of my intelligence Wizard" to buff beyond the usual ability buff spells but is pretty naff. This level 8 version is much better; removal of spell resistance sometimes matters, and the healing is a nice little bonus. I'm going to leave as-is. |
| One with the Land | Description: Removed word "competence" since it's just another bonus. | |
| Polymorph Self | Innate spell level of subspells 3 → 4 Subspells added relevant metamagic (just in case we need a reference for it) | Could do with some more polymorph shapes for variety, plus fixes to them as needed. |
| Quillfire | Description: Noted poison DC | Need custom poison DCs for this to be more effective as it levels. |
| Shapechange | Corrected subspells to match parent spell (Concentration, metamagic, components) | Mainly need to review the polymorphs and maybe add some. |
| Slow | Description: Corrected what slow does and how it interacts with Haste. | Corrected description - slow actually sets your base attacks to 1! This is...quite a lot more powerful than I thought. |
| Spike Growth | Description and script: Clarify what happens, cure wounds can clear and need legs. Script needs to not apply on enter AND next round. | Some issues:
Maybe we reduce the duration and only do one save on enter? |
| Stone Bones | Description and script: Added corporeal requirement. Need some bones to stone! | |
| Stone to Flesh | Metamagic: Remove extend | Not needed metamagic |
| Tenser's Transformation | Description and script: Updated to SRD version. Can use spell failure + effect bonus feat now. Can put on temporary HP separately and a RunScript to remove it if the spell is dispelled. Added spell hook to catch item usage and spell failure 100% for that part. | This needs the overhaul with new effects we have. SRD Transformation spell used as basis. The character gains 1d6 temporary hit points per caster level, a +4 natural armor bonus to AC, a +2d4 Strength enhancement bonus, a +2d4 Dexterity enhancement bonus, a +1 base attack bonus per two caster levels (which may give the character an extra attack), a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. The character attacks opponents with melee or ranged weapons if the character can, even resorting to unarmed attacks if that's all the character can do. The character can't cast spells, even from magic items. --- We might want to also make it so there is only ever 1 extra attack granted, not potentially several, or we use SetBaseAttackBonus to set the number of attacks. --- 3.5E for comparison; it basically standardises the bonus stats and adds bonus constitution. I kind of like this version a bit better since it makes you a bit tankier. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks). |
| Time Stop | No real changes yet but ideas to the right. | The classic! There are two options here:
Could make it a subspell for the options involved. Example description: Caster Level(s): Wizard / Sorcerer 9 The caster is able to defy the sands of time and is able to cast 5 defensive spells instantly they currently have memorised. If a spell of a particular type (such as Stoneskin) it will not be cast again. The order of defences are as determined by the caster, but if no preferences are set it will automatically try and do these spells:
Note that no metamagic such as Extend will be applied to these spells. |
| Virtue | Script: Made it so it can stack, it's a cantrip. Updated spell casting visuals/sounds. | 1 HP? Meh. At least let it stack! |
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