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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.

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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SpellChange MadeOriginal Spell SchoolNotes
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:

  • Reveal tiles on the map (more difficult due to the lack of pathfinding checks however)/some kind of NUI thing revealing creatures
  • Further information on creatures on inspection or via.
We could jump the player itself around but meh.
  • NUI somehow
  • Longer duration or bigger effect to skill rolls
  • Seeing secret doors?
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, KillCounterspell: Added Death WardConjuration

Keeping Power Word spells here for now. But may move later.

Power Word, StunCounterspell: Added ClarityConjuration


PremonitionCounterspell: FeeblemindMade 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 SeeingCounterspell: Greater Shadow Conjuration


True StrikeAs-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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NameSubtypeChange MadeNotes

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

See Overhaul Epic Spells


Epic Spell: Epic Mage Armour

Epic Spell

See Overhaul Epic Spells


Epic Spell: Epic Warding

Epic Spell

See Overhaul Epic Spells


Epic Spell: Greater Ruin

Epic Spell

See Overhaul Epic Spells


Epic Spell: Hellball

Epic Spell

See Overhaul Epic Spells


Epic Spell: Mummy Dust

Epic Spell

See Overhaul Epic Spells


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 AttackMonster 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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