This is a list of all the default NWN spells and abilities and some minor changes made to them compared to base NWN.

Any changes to TLK entries to include additional spellbooks will not be noted.

Major rewrites of spells will be under another page.

General changes

The TargetType will be updated to include Doors if Placeables are included (primarily damage dealing spells). Removing Placeables and Doors from spells may be problematic if used by scripts (Eg "Cast cure light wounds on this alter!" or "cast neutralise poison on this body placeable!").

Spells (Type: 1)

Abjuration

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

Needs script fixes - should fire at target point not on self


Clarity

Spell School: Moved to Abjuration from Necromancy

Counterspell: Added Charm Person

Moved to same spell school as Lesser Mind Blank and Mind Blank and to match the spell description.
Dismissal

Needs script fixes - should fire at target point not on self

Counterspell: Added Gate


Dispel MagicUpdated description: No spell resistance and Large radius
Endure ElementsUpdated description: Innate Level: 1
Freedom of MovementCounterspell: Added Web
Globe of Invulnerability

Glyph of WardingNeeds script fixes - the DC is set to 14 due to the placeable usage. Probably should be just a usual AOE?
Greater DispellingUpdated description: No spell resistance and Large radius
Greater Spell BreachCounterspell: added Globe of Invulnerability, Greater Spell MantleMentioned in the spell description but not implemented
Greater Spell MantleCounterspell: added Greater Spell BreachMentioned in the spell description but not implemented
Mordenkainen's DisjunctionUpdated description: Large radius
ResistanceInnate level set to 0Incorrectly was set to 1
Lesser Dispel

Description updated: Include Verbal, no spell resistance, and large radius

Innate level in description updated to 2

Metamagic: Quicken added

All other dispel spells include Verbal, and NWN2 was updated to be the same. Makes sense!
Lesser Mind Blank

Counterspell: Add confusion

Description: clarified effects removed


Lesser Spell Mantle

Counterspell: Lesser Spell Breach, Lesser Spell Mantle


Mind Blank

Counterspell: Added Mass Charm

Removed Hostile flag

Script needs fixing to remove more mind effects really - it's a level 8 spell! Should also make the list explicit.
Protection from Elements

Description: Innate level 3


Remove Fear

Removed Hostile flag


Spell Mantle

Counterspell: added Lesser Spell Breach and Greater Spell Breach

Mentioned in the spell description but not implemented, added both since obviously just "Breach" is a lower powered version anyway

Wounding Whispers

Metamagic: Remove Empower, Maximize

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

Conjuration

See also Overhaul Spells - Shadow Conjuration for the Shadow Conjuration/Greater Shadow Conjuration/Shades page.

SpellChange MadeNotes

Acid Fog

Scripts can be updated to remove the fortitude check every round, just deal damage instead.

The SRD has 1 round/level instead of 1 round/2 levels. Might have been done to limit AOE spam. Will possibly revise to increase the duration since it is incredibly low (thus very low damage) especially since the SRD version adds all kinds of negatives just for moving through it (penalties to seeing, attack rolls etc.)

Acid Splash

Updated to be 1d4 +1 points of damage similar to Ray of Frost.

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)
Level: Druid 8,
Components: V, S, AF,
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 15-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes

You cause a rain of rocks to fall from the sky, burying your opponents.
You designate the spot on which the burst is centered.
Each creature in the area that fails a Reflex saving throw takes 1d8 points of damage per caster level (maximum 20d8) and is buried under rubble (see Avalanches, page 90 of the Dungeon Master's Guide).
A successful save halves the damage and avoids burial.
Buried subjects are subject to suffocation (see page 304 of the Dungeon Master's Guide) until they climb out from under the rocks (a full-round action).
Focus: A quartz crystal embedded in rock.

Cloudkill

Script fixes as per fandom wiki

May do further updates eg making it really Poison damage so it's not blocked by Endure Elements etc.

Basically a better version of Acid Fog since it's doing Poison damage and 1d10 per round. Could add a fortitude save to negate the damage.

Creeping Doom

Various description updates.

Script changes needed to improve the way things are done; no SR, all damage dealt is counted, probably do an OnEnter damage then they'll next be damaged a minimum of 5 seconds after (use a timer).


Cure Minor Wounds

Cure Light Wounds

Cure Moderate Wounds

Cure Serious Wounds

Cure Critical Wounds

Script: remove affecting Constructs, updated description.

Will save versus the damage for Undead.

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


Evard's Black Tentacles

Description updated: as if a +2 magical weapon

Script changes: indiscriminate attacks, need to limit the amount of grapple checks per creature.

https://www.dandwiki.com/wiki/3e_SRD:Black_Tentacles has notes on the tentacles being things that can be attacked.

This means we could balance this a little by having failed grapple attacks remove the tentacle or similar? Or have AOE damaging spells kill the AOE? (like Fireball).

For now make it indiscriminate and have it limit the number of tentacles to half the total amount per creature.

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).

Script: Add the fire damage to projectiles if cast on inventory item.

May add subspells for the AOE and ammunition options.

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?

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).

  • We could put a subspell for this option be touch range, allow ally targeting and auto-choose ammunition to improve.
  • Subspell could add in the AOE version as well!

Gate

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:

  • Balor (as it is now)
  • Hezrou (would need a buff)
  • Pit Fiend
  • Orcus (maybe too powerful!)

Grease

Script needs updating.

Spell Resistance check only on enter, applies the 50% movement speed penalty through a more complex EffectRunScript that applies 50% only even if overlapping areas.

Added Counterspell: Freedom of Movement

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).

I think it's not awful as-is.

Greater Magic Fang

See Magic Fang


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.

Alternative is we can lower the duration of all the Planar Binding spells, but the SRD is basically "forever". 1 hour/level makes more sense.

The summons need some improvements quite likely, and some more variety added, maybe with a selection available.

Heal

Clears more effects from 3.5E version, and caps healing/damage to 150.



Like Harm the cap helps stop them demolishing enemies (in this case undead) and it'll affect Mass Heal as well.

Healing Circle


This will be replaced by the Cure XXX Wounds, Mass spells for more variety.

Lesser Planar Binding

Summon duration stated as 1 hour/level.

The summons need some improvements quite likely, and some more variety added, maybe with a selection available.

Lesser Restoration

Added Counterspell: Ghoul Touch

Description: also removes damage immunity and skills.

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

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'll be applied as a temporary item property on the creature weapons and an EffectRunScript on the targeted creature that if dispelled will remove the creature items effects.

Makes this and Greater version a lot more useful.

Mass Heal

Change as per heal (cap on healing / damage, and saving throw vs. damage)


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: Can use 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, plus added 50% Acid resistance.

+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).

We should remove all Damage Shield effect when a new one is applied.

Monsterous Regeneration

AI category fix (self → single)


Neutralize Poison

Updated description to add that disease and ability score reductions are also removed


Planar Ally

Updated description with what is summoned.

This is a silly spell, it's Planar Binding but for Clerics. Ultimate expansion padding spell.

As other Planar Binding spells mainly need to review summons.

Planar Binding


As other Planar Binding spells mainly need to review summons.

Prayer

Scripting: improve so enemies are selectively chosen.

Counterspell: Bestow Curse


RegenerateAI category fix (self → single)
Remove DiseaseCounterspell: Contagion
Remove Paralysis

Counterspell: Hold Person

Updated description and will update script to remove Paralysis and Slow effects. Paralysis on multiple people is meant to be additional saves made.

If we change Paralysis to be a save every round we'll update this a bit.


Restoration

Restoration - Other

Added skills and paralysis to the description.

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...)

Stonehold

Update script so the saving throw is correct (vs. Paralysis not Mind Spells).


Storm of Vengeance

Updated description to match effects.

Script: also need to increase duration slightly (by 3 or so seconds) so it can apply the last bit of damage (might need to do this for other spells too).


Summon Creature I - IX

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:

  • Allow one summon as it currently is with the longer duration (maybe 1 hour/level instead of 24 hours?)
  • Allow multiple summons but lower the duration to the PnP 1 round/level

Also we might:

  • Add options for different summoned creatures (radial spells)
Review creature templates as well

Vine Mine

  • Entangle
  • Hamper Movement
  • Camouflage

All made conjuration spell school as parent

All made level 5

Might want some buffs since these are not...great spells. Some bug fixes in the script too.

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!).


Divination

Note that Divination has some spells from other schools/Bioware made up ones since even the PnP SRD list is tiny! https://www.dandwiki.com/wiki/3e_SRD:Divination_School even 3.5E and 5E don't have many more.

Possibly keep the Power Word spells here when adding more. We also could look at the Detect range of spells somewhat, but it's a bit of a faff. Maybe with Map Pins?

SpellChange MadeOriginal Spell SchoolNotes
Clairaudience/Clairvoyance

Counterspell: Blindness


This is kinda naff. We could make it a "see somewhere else" 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).

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.

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")


Now matches spell description.

Note Find Traps and Knock probably need a bit of rework. For now Find Traps just finds them doesn't disarm them.

Identify

Innate level set to 1

Description and script: Only identifies a single magical item.


Incorrectly was set to 2

Legend LoreInnate level 5 → 6

Incorrectly was set to 5

Kept as is since Identify was changed to single item.

Power Word, KillCounterspell: Added Death WardConjuration


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).

Remove Blindness/DeafnessCounterspell: Blindness/DeafnessConjuration


True SeeingCounterspell: Greater Shadow Conjuration


True StrikeMight make this functionally 1 attack by removing the effect in the OnPhysicalAttacked script of creatures.


Enchantment

SpellChange MadeNotes
Aid

Temp HP so needs adjustments for dispel magic.


Bane

Change targeting to Harm Enemies only

AI category changed to Harmful AOE (Discriminate)


BlessSpell script: No longer focused on selfMakes it work like Bane
Blindness/DeafnessCounterspell: Add Remove Blindness/Deafness

Keep as a merged spell, makes it more viable.

Charm MonsterCounterspell: Clarity


Charm PersonCounterspell: Clarity


Charm Person or AnimalCounterspell: Clarity


Confusion

Counterspell: Clarity

Amended targeting to not harm allies. Is discriminate.


Daze

Counterspell: Clarity


Dominate Animal

Counterspell: Clarity


Dominate Monster

Script: Duration needs fixing.


Dominate Person

Counterspell: Clarity

Clarified what a "person" is.


Doom

Counterspell: Bless

Save and SR checks need reordering.


Hold Animal

Counterspell: Freedom of Movement


Hold Monster

Counterspell: Freedom of Movement


Hold Person

Counterspell: Freedom of Movement


Mass Charm

Updated description to match duration.

Script changes needed: Better analysis of who to affect (ie not casters party), change Charm to Daze for PC or associates.


Mind Fog

Script changes: needs some fixes.

Should we extend the saving throw penalty to include any will save not just ones against mind-affecting spells?

Sleep

Counterspell: Clarity

Updated description duration is actually 5 + 1 / caster level rounds

Usually 1 turn/level so rounds/level is more balanced.

Tasha's Hideous Laughter

Metamagic remove Empower, Maximise

Note: script needs some immunity check fixes

These are not used for variable duration rolls

War Cry

Hostile flag added

Counterspell: Added Silence

Hostile flag since the game can apply Fear in an AOE

Evocation

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.
Cloud of Bewilderment

Updated description: affects any creatures in the area if not immune to poison


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.
DirgeSet to 0 range (personal anyway), and not hostile. Also removed spell projectile.Personal spell so some copy/paste mistake.
LightCounterspell: Added DarknessWas missing but is in description
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.

Shelgarn's Persistent Blade

Metamagic: remove Empower, add Extend


Sunbeam

Metamagic: add Empower (had Maximise already)

Missing metamagic.

Word of Faith

Added Somatic component which appeared to be missing

Fixed visual targeting (discriminate, only affects allies)


Illusion

SpellChange MadeNotes
Ethereal VisageComponent added: SomaticWas missing Somatic but was in description and fits other similar spells

Necromancy

SpellChange MadeNotes

Circle of Doom

Counterspell: Healing Circle


Contagion

Counterspell: Remove Disease

Would be nice to have variable DC's for the Disease application so it scales better. Either lots of disease.2da lines or some new engine method.

Harm

Counterspell: Heal

10 damage per level, will save for half, max 150 damage.

Does not affect constructs.

Main thing from 3.5E I'm stealing. Clerics just become the defacto best damager if this is left as-is.

Inflict Minor Wounds

Inflict Light Wounds

Inflict Moderate Wounds

Inflict Serious Wounds

Inflict Critical Wounds

AI Category changed to Harmful Touch from nothing (except critical, already set to that)

Added counterspells (equivalent Cure spells)

Minor Wounds: Increased to 4 base damage (will for half).

Does not affect constructs.

Not many big changes (except not versus constructs) minor wounds actually made usable though!
Ray of Enfeeblement

Counterspell: Added Bull's Strength

Metamagic: Silent removed

Description: Changed to "Maximum of +5" and Negative as the descriptor

Somatic only, plus counterspell wasn't added.
Scare

Metmagic: Silent added

Counterspell: Added Remove Fear

Has verbal components and fixed counterspell that was mentioned

Transmutation

SpellChange MadeNotes
Aura of VitalityRange: Touch → Short

As noted in the description. Note spell script also needs fixing (centres on caster anyway). This is how the 3E spell works: https://dndtools.org/spells/magic-of-faerun--20/aura-of-vitality--1732/

Transmutation
Level: Druid 7,
Components: V, S,
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature per 3 levels, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

All targets receive a +4 enhancement bonus to Strength, Dexterity, and Constitution scores.

Awaken

Range: Touch → Self

Valid Targets: Self, Item

Changed to self-targeting for ease of use. It just affects your animal companion after all.

This needs some scripted fixes toa llow Maximize to work too.

Balagarn's Iron Horn

Changed from Enchantment to Transmutation

Marked as Hostile

AI category changed from AOE Discriminate to AOE Indiscriminate

It was obviously meant to be Transmutation since the PnP is Transmutation. Probably copy/paste error.

Things we might want to do to improve it is change it from a personal circle to a close ranged cone, ala Burning Hands style. Better since can not hit allies then.

Battletide

Removed Hostile flag

Removed projectile (personal only)

AI category changed to Persistent AOE

Minor fixes

Bestow Curse

Counterspell: Remove Curse

Possibly change to subspells for options to make this more useful.

It's tempting to add all the options: https://www.dandwiki.com/wiki/3e_SRD:Bestow_Curse

-6 for a specific statistic

-4 attack rolls and skill rolls

50% chance to act normally 50% not.

8 options for subspells means we can have the 6 attributes at -6, -4 to attack rolls and skill rolls, and -3 to all stats (a better buff then -2) to reflect the original spell. The 50% to not act is more like Confusion and probably best leaving that to a shorter duration spell.

KnockMetamagic changed to Quicken/Silent instead of Quicken/StillNo somatic component only verbal so this makes more sense.
Mass Haste

Spell school Enchantment → Transmutation

Noted Haste specifics in description.

Will remove the amount of creatures limit since the level you get this is so high it might as well be everyone.

Moved to Transmutation not sure why it was in Enchantment which already has lots of good (albeit disabling) spells.
Polymorph Self

Innate spell level of subspells 3 → 4

Subspells added relevant metamagic (just in case we need a reference for it)

Minor fix to the level, mainly may affect opposing counter spells or spellcraft checks
Stone to FleshMetamagic: Remove extendNot needed metamagic
UltravisionMetamagic: Added QuickenJust was missing metamagic

General

Note no default game spells are General, although might move a few to it - not that it'll fix anything but keeps things standardised. Mainly affects

SpellChange MadeNotes



Spell Abilities / Monster Abilities (Type: 2)

These are several here which are Druid or Shifter abilities. Most Shifter Polymorph abilities should be usually separated from the spells because:

Although TBH it's not that overpowered to leave them in.

Epic Spells are being left as these in case Bioware ever used them on creatures. Toolset may clean the spells off if not left as creature spells.

NameSubtypeChange MadeNotes
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: Epic Mage Armour

Epic Spell

School changed to Conjuration (For what it's worth)


Epic Spell: Greater Ruin

Epic Spell

Added Hostile flag


Epic Spell: Epic Warding

Epic Spell

Removed Hostile flag

AI Category changed to "Protection Self"

Range changed to 0


Extract Brain

Monster Ability

Removed "master" of this spell

Messed up some GetHasSpell queries
Fire Stream (Shifter, Azer Chieftain)

Polymorph Ability

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.
Invisibility (Shifter - Spectre/Kobold form)

Polymorph Ability

Removed erroneous metamagic, added Invisibility Purge as counterspell


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

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.

Feat Spells (Type: 3)

Several things moved to this. It stops them being in the Toolset which clears up that list massively. Give them the feat if they need it.

NameSubtypeChange MadeNotes
Blinding SpeedGeneral

Remove Concentration

Remove hostile flag

Fix AI Category (Self Enchantment)

Type changed to Feat

Spell School changed to General

No idea why it has Concentration or the Hostile flag. Might not affect it but better left as this.
Death Domain, Negative Plane AvatarDomain

Changed to Feat category and General spell school

AI Category changed to Summon (although probably needs feat version changed too)

Removes it from the creature abilities list in the toolset, but that's not a bad thing (should have the feat instead)

Deathless Master Touch

Class

Remove Verbal component

Type changed to Feat

Spell School changed to General


Divine MightGeneralRange changed to PersonalAs per feat (only affects self)
Divine ShieldGeneralRange changed to PersonalAs per feat (only affects self)
Dragon Breath (Red Dragon Disciple)Class

Range changed from Touch to Close (8M)

Changed to Feat category and General spell school

Removed unneeded metamagic

Better range because 10M cone and the AOE display helps target for players
Imbue ArrowClass

Type changed to Feat from Creature Power

Target creatures, doors, placeables and ground (fireball arrow after all)

Removed Verbal component left Somatic

Spell School changed to General

AI category changed to Harmful AOE (indiscriminate)

Script changes would benefit the fireball effect being, well, a fireball that can damage allies potentially.

Oath of Wrath

Class

Type changed to Feat from Spell

Removed targeting items

Spell School set to General


Protection Domain, Divine ProtectionDomainChanged to Feat category and General spell schoolRemoves it from the creature abilities list in the toolset, but that's not a bad thing (should have the feat instead)
Strength Domain, Divine StrengthDomain

Changed to Feat category and General spell school

Removes it from the creature abilities list in the toolset, but that's not a bad thing (should have the feat instead)
Trickery Domain, Divine TrickeryDomain

Changed to Feat category and General spell school

Removes it from the creature abilities list in the toolset, but that's not a bad thing (should have the feat instead)
War Domain, Battle MasteryDomain

Changed to Feat category and General spell school

Removes it from the creature abilities list in the toolset, but that's not a bad thing (should have the feat instead)

Other (Type: 4)

Generally items, anything else not to be listed in the toolset like cutscene only or cheat-cast only stuff.

Also can apply to polymorph-only Shifter spells, which is useful for hiding these odd ones from the toolset.

NameSubtypeChange MadeNotes

Rogue's Cunning

Item Spell

Type changed to Other (Item ability) from Spell

Seems originally was going to be a spell potentially so just a Bioware mistake. Unlikely to affect any NPC content.

Disabled

These were removed due to addition of spellbooks.

NameClassNotes
SleepHarper
InvisibilityHarper
Cat's GraceHarper
Eagle's SplendorHarper
Golem SlamMonsterBit broken may disable/remove need to check if it is used by anything possibly a HotU special monster