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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.

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), left hostile flag on. Also removed erroneous spell projectile.

Removed stupid sound burst VFX used as impact effect, changed to negative ability score which is more thematic and sensible. However it is loud so might want to make it a silent VFX or change it slightly.

Need to really make a new custom set of VFX for this spell (singing, custom AOE marker etc.)

I'm going to keep the "leave area effects are removed" part for now. But it could be like Ray of Enfeeblement and just be a general magical ability score decrease.

Note that we will properly remove it if the person exits the game etc.

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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