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SpellChange MadeNotes

Aura versus Alignment

Updated description: No spell resistance, damage is done to any alignment.

Updated to remove Empower and Maximize since the random damage cannot be affected.

This and any subspells the targeting corrected to be single target Helps allies only.


Banishment

Fixed script to do the correct targeting and sorts by HD to do least → most instead of randomly based on world position.

VFX updated to be a bigger "Unsummon" VFX.

New VFX might be a better idea (updated unsummon/recoloured/something).

Clarity

Lesser Mind Blank

Mind Blank

Clarity: Spell School: Necromancy → Abjuration. Counterspell: Added Charm Person

Lesser mind blank: Counterspell: Add confusion. Description: clarified effects removed

Mind Blank: Counterspell: Added Mass Charm. Removed Hostile flag

Clarity moved to same spell school as Lesser Mind Blank and Mind Blank and to match the spell description. While it's a "Bioware made up spell" it fits in the 3 spell structure.

Probably need to up what the Mind Blank spell removes (level 8 spell!) it is a bit tepid. At least remove Fear hah.


Dismissal

Major change: Made this single target, added it will affect Outsiders and script sorted with additional save DC modification.

Counterspell: Added Gate

Decided to make this "Banishment-lite" and allow outsiders BUT put it back to the SRD "single target" option.

This makes more sense since then it has a good use case (the save DC might be better than Banishment but it's single target only!) and doesn't just distinctly overlap with Banishment (and in Bioware's case with a much improved save DC).

Lesser Dispel

Dispel Magic

Greater Dispelling

Mordenkainen's Disjunction

Lesser Dispel: Description updated: Include Verbal, no spell resistance, and large radius. Innate level in description updated to 2. Metamagic: Quicken added

Dispel Magic: Updated description: No spell resistance and Large radius

Greater Dispelling: Updated description: No spell resistance and Large radius. Made spell Innate level 6 and this is also updated in Overhaul Gameplay (COUNTERSPELL_GREATER_DISPEL_THRESHOLD is set to 6).

Mordenkainen's: Updated description: Large radius

All the same spell script now.

Endure Elements

Resist Elements

Protection from Elements

Energy Buffer

Updated description: Innate Level: 1 for Endure and Innate level 3 on Protection.

All elemental protection spells are now 1 minute/level duration.

Using the "combined resistance" meaning you have a running total which counts all damage against it, no more 30 fire / 30 electricity all stopped by energy buffer it'll now clear it.

It's a set amount of protection so no benefit to having a higher caster level (except the duration) makes me want to adjust the total resisted based on caster level slightly. This might offset the "proper" combined damage protection.

Could maybe use a tweak to have the VFX actually look a bit different depending on the version applied. Make less fancy VFX if there is less protection maybe.

Entropic Shield

Standardised with the other Concealment spells. No real updates.


Freedom of Movement

Counterspell: Added Web

Bard: Added as level 4 spell

Clarified description (and in script) that it will only remove and stop magical effects.


Globe of Invulnerability

Counerspell: Added Greater Spell Breach as per description.

New EffectIcon for this and minor globe.


Glyph of WardingChanged to general AOE for the player version. The "placeable trap" one for module authors can stay as-is.

There are further options in the 3E version, specifically having spells tied to the spell to be cast. It will be more work and need NUI edits OR just 7 subspells. Some examples of what could be included from the Cleric list:

  • Scare
  • Inflict Wounds (Minor - Serious)
  • Summon Monster (1-3)
  • Bane
  • Darkness
  • Dispel Magic / Lesser Dispel
  • Sound Burst
  • Negative Energy Ray / Searing Light (although not sure how a glyph can do a ray attack (big grin) so probably not!)
  • Bestow Curse

The 3.5E of the spell also allows rogues to disable it as if it were a trap. This could be done - we just generate a trap object (which is roughly a circle to match the 2.5M sphere) as if the caster set it. Then put an (otherwise inactive) AOE over the top of it that can be activated by the trap.

For now just using an AOE object to be consistent and so it's easier.

Spell Breach

Greater Spell Breach

Greater Spell Breach: Counterspell: added Globe of Invulnerability, Greater Spell Mantle

Lesser Spell Breach: Counterspell: added Minor Globe of Invulnerability, Lesser Spell Mantle

Breach line can be edited in op_i_spells.nss

Lesser Spell Mantle

Spell Mantle

Greater Spell Mantle

Counterspells fixed and made consistent (Lesser/Greater Spell Breach).


Spell Resistance

No real updates needed

Also adding Mass Spell Resistance

Stoneskin

Greater Stoneskin

Greater Stoneskin: Moved to Abjuration spell school.

Not really much reason why Greater Stoneskin was in Transmutation. Maybe to block it from the spell school Conjuration? But they get Premonition anyway.

Premonition being the 3rd version of the spell kinda makes sense - it's more replacing another level 9 spell (which is powerful but not possible to do in NWN). I guess this is just spreading spells out.

Resistance

Protection from Spells

Resistance: Innate level set to 0

Protection from Spells: Made it level 8 and moved to Abjuration as per SRD. Might have been Enchantment for balance reasons but Enchantment will get a fair few new Overhaul spells anyway.

Added quick and dirty impact VFX

Resistance: Left at 2 minutes duration due to the NWN videogame effect of time losing out and it's only a +1 save and a cantrip.

Protection from Spells: Left the mini-VFX (should be "creatures touched") and 1 minute/level duration (is 10 minutes/level for the SRD spell). Should be fair.

Could really do with a different VFX (maybe recoloured or altered slightly) for Protection from Spells since it uses the same one as Spell Resistance currently (ie VFX_IMP_MAGIC_PROTECTION and VFX_DUR_MAGIC_RESISTANCE). We could also use a minor versions of VFX_IMP_MAGIC_PROTECTION for Resistance to keep it thematically the same but that's less of a worry.

Minor Globe of Invulnerability

Counterspell: Added Lesser and Greater Spell Breach (similar to Globe of Invulnerability)

New EffectIcon for this and normal globe.


Remove Curse

Can deal with new Curse effects (eg skill/attack decreases).


Remove Fear

Removed Hostile flag

The SRD has "new save" instead we just remove fear effects. May expand this if we rework fear/shaken/etc.


Undeath's Eternal Foe

Added immunity to death magic, fear, clarified it is +100% to negative immunity.

Level 9 buff spell and it doesn't cover death magic? the 3.5E version does! The 100% negative immunity is quite a bit might tune that to be the Protection from Negative Energies 10/- protection, and a +10 versus negative saving throws to balance it a little more.

Wounding Whispers

Metamagic: Remove Empower, Maximize

Descriptor: Damage Shield added to this and others of it's type.

Mistakenly given Empower and Mazimize, even though no spell effects can use it

Note: Need to fix spell script so the damage shield is actually using randomised values each hit

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