...
| Spell | Change Made | Notes |
|---|---|---|
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 Warding | Changed 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:
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. |
Negative Energy Protection | Leaving pretty much as-is. | Note does +100% negative damage immunity, Ability Decrease and Negative Level immunities. This is both better and worse than the 3E equivalent. Better: Total immunity (and Ability Decrease covers poison, disease, curse as well!). Worse: Won't damage the attacker with positive damage. We don't have any realistic way to do a whole "save vs. HD" system when we have item properties doing On Hit: Energy Drain/Ability Drain, but it is a shame that the immunity to ability damage nullifies a lot more effects then you'd expect. |
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. | |
| Sanctuary | Really needs some fixes ala Etherealness too. Even if saved you can't target spells against them and can only "hear" them (being nearby) its just so buggy. | |
| 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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| Spell | Change Made | Notes |
|---|---|---|
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) You cause a rain of rocks to fall from the sky, burying your opponents. |
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. 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).
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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:
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
| 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 | |
Raise Dead Resurrection | No real changes, copied over some Bioware code since apparently it could run on placeables (in XP2?) Could use a tweaked Resurrection VFX so it's more flashy due to the higher level. Maybe we can also implement a raise dead that works but only if they died really recently... | |
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:
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 Disease | Counterspell: Contagion | |
| Remove Paralysis | Counterspell: Hold Person Updated description since it now removes paralysis and slow. Paralysis on multiple people is meant to be additional saves made. | Paralysis is save every round but still a useful spell. |
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...) |
Stinking Cloud | Made into one save/resist | |
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:
Also we might:
Review creature templates as well |
Vine Mine
| All made conjuration spell school as parent All made level 5 AOE for Camoflage updated since the antilight VFX being applied dozens of times just looks dumb and is wonky, so just changed to a single static one. Makes a lot more sense. | Might want some buffs since these are not...great spells. Some bug fixes in the script too. To be honest it might be easier to just have it be a better entangle ie:
But the PnP one is similar to Bioware's implementation. Not sure if that's almost too overpowered for it though. A longer duration and inherently higher DC for just Entangle is probably sufficient |
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. |
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| Spell | Change Made | Original Spell School | Notes |
|---|---|---|---|
| Clairaudience/Clairvoyance | Counterspell: Blindness | This is kinda naff. We could make it a "see somewhere else" as per SRD but due to how LOS and stuff is tied to the player character this won't be viable without more engine changes (ie arbitrary possession). We could jump the player itself around but meh. Other options:
| |
| Feeblemind | Counterspell: Heal Removed reference to touch attack. Script and description: Made supernatural and removable only by specific healing spells. | Enchantment | Kept: This is kept as a Divination spell (for now at least, until a review of Divination spells is done, but there are not many!), and it's also of limited duration, enough for a fight though. Really this sis the only "Offensive" divination spell. Need to have Spell Focus: Divination and so forth have some additional effect given this might be moved out of the school. |
| Find Traps | Innate Level 3 → 2 Metamagic: Removed Extend Description and script: Remove the disarming of traps, just reveal them (since it's "Find Traps" not "Disarm Traps") when under DC 35 (rogue limit) | Now matches spell description better. Note Find Traps and Knock probably need a bit of rework. For now Find Traps just finds them doesn't disarm them. It uses 35 as the limit. Could make it caster level dependent (maybe 10 + Caster Level + Search Skill?) up to 35. The 3E version (which is just a cleric spell) just lets you "search as a rogue can" which in 3E is detecting traps higher than DC 20 which is quite a bit lower then the 35 for rogue limit that NWN has. We could make it similar to that, but it'd need tuning traps quite a lot, quite common in NWN. | |
| Identify | Innate level set to 1 (was 2) Description and script: Only identifies a single magical item. | ||
| Legend Lore | Innate level 5 → 6 Altered description to match notes; we identify all items in inventory but at a higher lore skill. | The SRD version is a multi-minute casting spell to reveal information. Bioware's was a +bonus Lore skill. We've altered Identify to be strictly 1 item identified. How about we just keep the usefulness of the bonus lore skill and remove the tedium of clicking on everything (or in SP just pausing and clicking on everything): We automatically identify all items in the inventory we can instantly but with an increased Lore skill (Bioware used +10, +1 per 2 caster levels) This means for a level 6 spell it's both a timesaver and keeps to Bioware's original version. | |
| Power Word, Kill | Counterspell: Added Death Ward | Conjuration | Keeping Power Word spells here for now. But may move later. |
| Power Word, Stun | Counterspell: Added Clarity | Conjuration | |
| Premonition | Counterspell: Feeblemind | Made up | This is another Bioware-only spell but sensible enough, and gives Divination something! Foresight is the only real SRD equivalent which is mainly some bonus AC and not being caught flat footed (nice but no DR makes it a lot less useful). |
| See Invisibility | |||
| True Seeing | Counterspell: Greater Shadow Conjuration | ||
| True Strike | As-is for now. | Might make this functionally 1 attack by removing the effect in the OnPhysicalAttacked script of creatures/touch attack usage. | |
| Ultravision | Metamagic: Added Quicken Moved from Transmutation to Divination | Technically originally Transmutation | It was probably in Transmutation since the 3E SRD spell Darkvision is exactly that. Instead we move to the maligned Divination since it makes sense for this specific spell. Will add a separate Darkvision since it's simple. |
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| Name | Subtype | Change Made | Notes |
|---|---|---|---|
Aura of Blinding Aura of Cold Aura of Dragon Fear Aura of Electricity Aura of Fear Aura of Fire Aura of Menace Aura of Protection Aura of Stunning Aura of Unearthly Visage Aura of Unnatural Troglodyte Stench Horrific Appearance | Monster Ability | Descriptions made specific for each aura to help DMs copied actual stats from the old spell scripts which but modified a few to match the standard DCs and fixed some bugs. Renamed "Aura, Dragon Fear" to "Aura of Dragon Fear". Made other dragons immune to it. Made it 10 + 1/2 Dragons HD + Charisma Modifier as well. | |
| Captivating Song | Monster Ability | Spell School changed to General Personal (0) range from 20M Marked as hostile AI category changed to AOE Discriminate | |
Epic Spell: Dragon Knight | Epic Spell | ||
Epic Spell: Epic Mage Armour | Epic Spell | ||
Epic Spell: Epic Warding | Epic Spell | ||
Epic Spell: Greater Ruin | Epic Spell | ||
Epic Spell: Hellball | Epic Spell | ||
Epic Spell: Mummy Dust | Epic Spell | ||
| Extract Brain | Monster Ability | Removed "master" of this spell | Messed up some GetHasSpell queries |
| Fire Stream | Polymorph Ability (Shifter, Azer Chieftain) | Removed erroneous metamagic, changed to General spell school | |
| Gaze, Petrification | Monster Ability | Copied settings from other Gaze abilities: Range: 20M → 8M Somatic component added Allow target area AI category updated to AOE Indiscriminate Spell targeting info updated to match | Seems a copy/paste mistake, taken most settings from other Gaze (cone) attacks |
| Gaze, Petrification (Shifter version) | Polymorph Ability | As above | Some errors as above. |
| Illithid Mind Blast (Monster version) | Monster Ability | Updated description to match effects Spell school set to General Updated icon | |
| Psionic Charm Monster | Monster Ability | Updated description to match effects Changed target flags/made cone AOE Spell school set to General Updated icon Remove concentration | Script also needs a few fixes (like the eGaze changing constantly in mixed PC/NPC environments) |
| Psionic Inertial Barrier (Monster and Shifter) | Monster Ability | Updated description to match effects Spell school set to General Updated icon (Although better would be to recolour a spell icon (eg Mage Armour) to yellow to make it easier to see. | This is a good thing: We should make all the monster versions the same as the shifter versions really. Or at least make them work better for non-shifters if used as a NPC. |
| Psionic Mind Blast (Monster version) | Monster Ability | Updated description to match effects Changed target flags/made cone AOE Spell school set to General Updated icon | |
| Psionic Mass Concussion (Monster version) | Monster Ability | Updated description to match effects Removed erroneous metamagic flags Fixed target flags Spell school set to General Updated icon | |
| Psionic Mind Blast Personal (Monster version) | Monster Ability | Updated description to match effects Fixed target flags (self only) Spell school set to General Updated icon Components updated to Somatic only (from just Verbal) to match other Psionic abilities | Was "Psionic Mind Blast 10m radius" which itself was wrong - it's a 15 meter radius! Perfect candidate for the new Psychic damage type |
| Shadow Strength Attack | Monster Ability (only used by Shadowdancer summoned Shadows) | Updated description to match effects No longer verbal Hostile flag enabled | |
| Shadowblend | Monster Ability | Updated description to match effects Fixed target flags (self only) and range (0M) Spell school set to General Updated icon (really needs a new one) Added AI Category: Protection (Self) | Left with no components. |
| Spectre Shadow Attack | Polymorph Ability (Spectre, Shifter Undead Shape) | Renamed to Spectre Shadow Attack Updated description to match effects. Removed "Uses Concentration" (has 0 cast time) Removed verbal component Hostile flag enabled | Reusable on other creatures. Does level drain damage on hit. |
Summon Baatezu Summon Celestial Summon Mephit Summon Slaad Summon Tanarri | Monster Ability | Updated description to what is actually spawned. Updated range to be a consistent 8M range. No hostile flag or concentration on any of them. | May want to standardise the actions of Slaad, Tanarri and Baatezu. Either we make them cast instantly ("free action") somehow (AI or otherwise) or we add some casting animations since why not. May want to update what the spells do (eg Mephits should, as the old description specified, summon one of their own. Same with the Slaad) and add new ones for custom content or other blueprints. |
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