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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. 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

Standardised scripts.

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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