This is a list of all the default NWN spells and most abilities and some changes made to them compared to base NWN. Any changes to TLK entries to include additional spellbooks will not be noted. Any huge changes to a whole selection of spells see subpages.

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!") but it's inconsistent across spells already.

Need to assess some other general changes (or make these options at least):

Need to also update descriptions en masse:

Some opportunities for improvements on existing spells:

Might implement some VFX changes:

Balance Changes

Some potential things here:

Optional QoL changes:

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

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.

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).


Resistance

Protection from Spells

Resistance: Innate level set to 0

Protection from Spells: Added impact VFX

Moved to Abjuration (as per SRD) not sure why it was Enchantment.

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 Fear

Removed Hostile flag

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


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

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.

Cloud of Bewilderment

Spell School Evocation → Conjuration

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

Moved from Evocation - isn't even a damage dealing AOE. Makes a lot more sense under Conjuration.

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

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


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?

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).

  • 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


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

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 and an EffectRunScript on the targeted creature that if dispelled will remove the creature items effects.

Might alter to be a simpler "apply the item property and just let Dispel Magic deal with it" but for now this will do.

VFX could do with an update; currently just uses Aid VFX.

Makes this and Greater version a lot more useful.

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.

Monsterous Regeneration

AI category fix (self → single)


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


RegenerateAI category fix (self → single)
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 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.


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...)

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.

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

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).

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)


Bless

Spell script: No longer focused on self

Description: Added note about Bless Bolts.

Makes it work like Bane
Blindness/DeafnessCounterspell: Add Remove Blindness/Deafness

Keep as a merged spell, makes it more viable.

Originally this was Transmutation may want to move it back. NWN2 made it Illusion for some reason. Mass version would be good to add as well.

Charm MonsterCounterspell: Clarity


Charm Person

Counterspell: Clarity

Description: Clarified who is affected humanoid wise. Consistent now with Dominate Person.


Charm Person or Animal

Counterspell: Clarity

Description: Clarified who is affected humanoid wise. Consistent now with Dominate Person.


Confusion

Counterspell: Clarity

Amended targeting to not harm allies. Is discriminate.


Daze

Counterspell: Clarity


Dominate Animal

Dominate Person

Dominate Monster

Counterspell: Clarity on all

Dominate Person: Description and script: Expanded to Charm Person creatures (ie humanoids too).

Domination needs some engine fixes RE: NPC on PC domination, or NPC on NPC domination, alas.

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 in script (which is a sensible number) and that it is only enemy humanoids affected.

Script changes: Only affect enemies, 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

Added Ignore Immunity for knockdown. Immunity to mind spells is respected in new save function as well.

Added Run Script to replace the knockdown animations with laughing version, and playing the laughter every 6 seconds

The spell is 1d3 rounds but usually 1 round/caster level (and is Bard 1) in 3.5E.

It will be kept at 1d3 rounds until some feedback is obtained, since knockdown effect for 3 rounds is quite powerful (fair amount better than some other disabling effects!)

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.
Ball Lightning

Updated description with AOE size. Clarified how damage is done.

Hostile flag enabled.

Copied description from Firebrand.
Bigby's Clenched Fist

Updated description with how the attack roll is made.

We might want to make the damage type "magical" since the D&D spell is like that. The damage is a "nice extra" on this spell.

Bigby's Crushing Hand

Updated description with how the attack roll and grapple check is made.

Script: can make the paralysis bypass immunities to always apply.

This is  an odd one - really the spell is made up of interposing, forceful and grasping/clenched. Bioware made this more a one-time hit with a very powerful stopping power but after 2 checks.

Bigby's Forceful Hand

Updated description with how the bull rush check is made.

Tempting since this one is actually usually more powerful than Clenched and Crushing to make the duration much shorter like 1 round / 2 caster levels or similar.

Bigby's Grasping Hand

Updated description with how the attack roll and grapple check is made.

Script: can make the paralysis bypass immunities to always apply.

Basically a slightly weaker Crushing hand.

Bigby's Interposing Hand


Might want to make this attack penalty only dispellable not removable by the Restoration line of spells, since itself isn't an "effect" as such, and makes the spell more usable in fights.

Blade Barrier

Updated description to state slashing damage.

Script: make it so when you enter it delays the next damage application (so you can't walk in and out quickly to get lots of damage)

We need to probably have AOEs not overlap. Can be very abusable. Or just have the timer so only one heartbeat will apply damage (timer set to 5.5 seconds or something).

Call Lightning

Hostile flag enabled.

No changes but do we want to make this essentially outdoor only? Would be thematic, and Druids shouldn't be utter powerhouses, but the game has probably a lot of mistagged areas. But might allow a bit more game system interaction along with allowing the Call Lightning Storm option.

Chain Lightning

Script: Optimise loop

Hostile flag enabled.


Combust

Updated description with damage and duration info.

Script: can move to EffectRunScript

Hostile flag enabled.

Keeping the top duration of 10 + caster level so it will eventually end.
Cone of Cold

Script: Make sure AOE can't affect self.

Description: Cone, 11M since that's how it's sized.

Oddly slightly different size to Burning Hands. Might standardise. Will see. Probably both are meant to be 10M or "RADIUS_SIZE_COLOSSAL" perhaps.
Continual Flame

School: Illusion → Evocation

Script: Just make it a "permanent" effect as in a very very long temporary duration. Can tag it to stop it being dispelled if we want to loop and dispel items too, but it won't affect item prices and won't affect ILR or UMD checks.

Odd one this; there is engine code for the item property being added and it being checked for "should it now be unequipped" (ie too high a level/wrong class/race/alignment type) but it still affects the price! Egad Bioware so silly.

Darkfire

Description and script: Make it only affect weapons, not creature weapons. Note it is not affected by critical hits.


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.
Delayed Blast Fireball

Subspells: Added 5 subspells for the delay until blast explosion is forced.

Script: Make it so only true enemies trigger it, or it explodes when it ends (on the last heartbeat) with a rounds + 2 seconds.

Updated targeting: does affect allies and made it 6.67 as in the area affected.

Subspells for the up to 5 rounds means the player can delay things properly. The AI choosing 1 round by default is fine.

DirgeSet to 0 range (personal anyway), and not hostile. Also removed spell projectile.Personal spell so some copy/paste mistake.
Divine Favour

AI category: Self enchantment.

Removed hostile flag.

Description: Updated to be up to +6 bonus.

Script: Update so the damage bonus is weapon damage, not magical damage.


Divine Power

Script: Egad where to begin?  Test EffectModifyAttacks is a bit broken, so perhaps use SetBaseAttackBonus with an EffectRunScript to remove it.

HP can also be tied to the spell with EffectRunScript and being supernatural.


Earthquake

Description and script: Update to be 10d6 flat damage, and if you fail the reflex save you are knocked down for 3 full rounds.

Range updated to 0 since personal/self only spell.

Hostile flag enabled.

The spell exists in the PHB but it's got some distinctly bigger effects - including if you fall in a fissure they close and the creature just...outright dies. Ouch.

The current spell isn't great since 10d6 damage is already reached when you get level 8 or 9 spells, and even though Clerics and Druids are not meant to be doing significant huge damage with spells, doing simply up to 60 basic bludgeoning damage - even in a large area - isn't really good. Meteor Swarm as a comparison does 20d6 fire damage - a much more useful damage type - and even has a small area it doesn't affect nearby for allies to stand in.

Obviously this doesn't have Spell Resistance checks as a bonus but that's hardly a killer feature in most cases.

The obvious route is to add additional penalties for failing the safe, vis-a-vis knockdown. This helps allies, and yourself, to attack those knocked down.

Electric Jolt

Increase damage to 1d4 + 1 from 1d3.

Hostile flag enabled.


Elemental Shield

Script changes: Remove all other damage shield effects.

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


Fire Storm

Script fixes: Cap damage to 20d6 similar to other spells, and fix the saving throw where it does 2 separate reflex saves (sigh!) to work out the damage done. It would be better to have just one save vs. Fire or better of Fire or Divine.


Might decide later to remove the "enemies only" part. Make it similar somewhat to Meteor Swarm in that way, with affecting everyone but not affecting the caster.

Fireball



Firebrand

Description updated with correct AOE size.

Hostile flag enabled.


Flame Lash

Hostile flag enabled.


Flame Strike

Description and script update: Divine damage can affect allies too. Can redo the script to apply one saving throw ala Fire Storm against fire, but half the damage to deal and deal that in divine. Really two saving throws is weird.

Hostile flag enabled.

Not sure why Bioware made the divine damage not affect allies. Removing this makes the cleric be a little more careful in where it hits.

Flame Weapon

Description and script: Make it only affect weapons, not creature weapons. Note it is not affected by critical hits.


Gedlee's Electric Loop

Hostile flag enabled.


Great Thunderclap

Clarified knockdown is for 1 round.

Removed "Ignores self" from targeting.

Could well be better but I guess 3 different saves for some relatively good effects is interesting. Should 100% affect the caster if it doesn't already.

Gust of Wind

Might put a specific list of spells covered but for now leaving as-is.


Hammer of the Gods

Description and script: All creatures in the area are affected, daze duration cannot be affected by metamagic (due to it being to do with durations, and cannot be extended since it's "instant")

This could be split into 4 different spells affecting different alignments (chaos hammer, holy smite, order's wrath, unholy blight) but not sure it's worthwhile. Everyone would just use the vs. evil one and they'd be good/neutral and ignore the damage.

Was originally stagger (take partial actions) in the original. Could do this by having, say, a penalty to the number of attacks and have them slowed (so no haste + less movement/walking only).

Holy Sword

Minor description updates clarifying what is affected (a single melee weapon).

Script: Should remove previous castings before the new one is applied (ie remove the temporary item property, then add the new one, since we can't alter the duration).

TBH keeping the effect as-is is fine. Notably some weird bug listed on the fandom wiki.

Horizikaul's Boom

Clarified the deafness cannot be subject to metamagic.


Ice Dagger

Description and script: Extend damage to 20d4 max.

Extended damage range up to level 20 makes this spell more viable then a simple throwaway.

Ice Storm

Description and script: Limited to CL 20 for damage (well level 18 which is 8d6 cold + 3d6 bludgeoning, with no save!).

Hostile flag added.

The 3E version just does a non-saveable 3d6 impact + 2d6 cold. Bioware made this one scale, actually entirely into epic levels, without having a save still.

For now we're capping it at level 20 for damage see about revision of many spells if we extend to epic levels.

Implosion

Scripting: Remove +3 to DC. Save or Die is already powerful enough. Also remove "not affecting self" since why would it not affect yourself?

Description and scripting: Add in gaseous/incorporeal check.

The AOE is low enough but may make it limited in number of targets affected as per original SRD version. Clerics shouldn't be killing stuff super easily.

Doesn't count as Death Magic too, hmm.

Incendiary Cloud


No changes but noting the original does provide concealment/blindness. Not sure we want to add that.

Invisibility Purge

Amended description slightly.

Also needs a heartbeat script adding so new invisibility effects can be removed.

Counterspell: Invisibility


Isaac's Greater Missile Storm

Isaac's Lesser Missile Storm

Description and script: Up to 5 missiles per creature at most.

The "kill anything not immune to magic damage" spell. No save, damage type you shouldn't be able to resist, and 1d6 or 2d6 damage.

Like other Ball spells (Firebrand etc.) we need to limit the amount of missiles per-person.

5 seems sensible - this is still 5d6 or 10d6 magical damage, and for Greater, for instance, you'd need 3 or less creatures for it to not throw out the most damage possible, at 4 or more you get the full damage.

Would be good to add some counterspells.

LightCounterspell: Added DarknessWas missing but is in description
Lightning BoltHostile flag added. Targeting: Cannot hit self.
Magic Missile
Maybe add Shield as a counterspell?
Meteor Swarm

Description: clarified fire damage.

Hostile flag added.


Prismatic Spray

Clarified description with saving throws needed etc. and how the 2nd effect is done.

Targeting: Ignores self


Scintillating Sphere
The Electric Fireball except it has a 20M not 40M range. Leaving for now.
Searing Light

Clarified damage type.

Script: Need to make undead damage 1d8 based.


Shelgarn's Persistent Blade

Metamagic: remove Empower, add Extend

Description: Clarified the attack bonus.


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.

Sunbeam

Metamagic: add Empower (had Maximise already)

Made to be Druid 7 (and Innate 7) only.

Hostile flag enabled.

Counterspell: Create Greater Undead.

Description and script: Made indiscriminate.

Druids get this AND sunburst haha.

Really this would be better redone (the original spell did actual beams) but needs a new VFX I think for that. Maybe make it similar to Lightning Bolt so it's got a longer but narrower AOE.

However removing Cleric makes sense, and reverting to the original druid level 7 since why would they ever cast this otherwise?

Sunburst

Description: Colossal area affected, and clarified it is all creatures affected.

Script: Need to make it standard hostile. No reason this shouldn't affect everyone caught in the area.

This is a better version of Sunbeam essentially, especially due to the clearer AOE in the SRD, but still can be indiscriminate.

Wall of Fire

Like other AOEs if you enter you should not take damage until 5.5 seconds later.


Word of Faith

Component: Somatic

Fixed visual targeting (discriminate, only affects allies)

Again like some other spells this could be split into 4 variants (affecting particular alignments) but meh.

To balance slightly the SRD version of effects might be used:

Deafened: The creature is struck deaf (see blindness/deafness) for 1d4 rounds.

Stunned: The creature is stunned for 1 round. A stunned creature can't act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment.

Killed: Living creatures die. Undead creatures are destroyed.

Illusion

SpellChange MadeNotes
Color Spray

Targeting: Doesn't hurt self

Metamagic: No metamagic can change rolls for duration of effects, so removed the Empower and Maximize.

May update description + effects see notes.

The effects of the spell are a bit better than the SRD version but also a bit worse. Better when stunning only (stun seems much better than blindness!) but much better odds on a good Sleep duration (3 + 1d4 vs 2d4).

I'll leave as-is for now. But with EffectRunScript we can do some changes to effects (and clear them when the run script ends).

DisplacementNew VFX sorted for this.Need to think of what to do to make this worth using over Improved Invisibility besides its spell level.
Ethereal VisageComponent added: SomaticWas missing Somatic but was in description and fits other similar spells
Ghostly Visage
Made up by Bioware possibly to replace Blur and Mirror Image they never got in.

Greater Shadow Conjuration

Shades

Shadow Conjuration

Corrected spell schools of subspells to Illusion

Fixed some metamagic omissions

Scripts: Will point to the original spells but need to take into account some things like say, a potion of Shadow Conjuration and drinking the Magic Missile version!

Will be reviewing in more detail/adding more spells/something else in Overhaul Spells - Shadow Conjuration

Current levels are 4/5/6. Might upgrade things to be level 4 / 7 / 9 for a much better progression.

Potentially we should add in will saves to discount / lower damage if saves are made. Not sure.
Improved InvisibilityCounterspell: Invisibility purge

This could do with being reviewed. Possibly the duration (or improve Displacements duration).

Possibly "Once Invisibility is lost the concealment lasts for X rounds" (based on caster level) meaning it doesn't last foreverver.

Note: The engine does support "proper" improved invisibility, ie the "you stay invisible even if a hostile action occurs" but that way is madness.

Invisibility Sphere

Counterspell: Invisibility purge

Updated description: Re-entering doesn't provide invisibility again, and you can't see your allies (engine limitation).

We can't really action the "can see allies in area" due to engine limitations.
Mass Blindness/DeafnessCounterspell: Remove Blindness/Deafness

Not sure why this is Illusion other than "they don't have many offensive spells". The base version is correctly Transmutation, and this one was made up by Bioware.

Tempted to move to Transmutation when the Shadow Conjuration spells are improved.

Phantasmal KillerCounterspell: True Seeing


Shadow Shield

Bioware original spell. Similar to Ghostly Visage and Ethreal Visage probably just making up some useful spells for Illusion which has limited non-complex options.

Silence

Updated description and script: Will save to negate when entering, interactions with amplify (Dispel/overlapping).

Counterspell: Amplify

We need a standard "Can vocalise" which includes a check for this used consistently for things like singing Bard Songs etc.

Updated once I noticed Amplify should counter/dispel it.

WeirdScripting: Fortitude save should be vs. Fear not Death Magic. It's not technically death magic.

Note SRD has the AOE at "Large" radius not "Colossal" but might be willing to give Weird the benefit of the doubt due to the cooler VFX and the fact Wail of the Banshee is just usually better (3.0E has this problem with several spells!)tz

Necromancy

SpellChange MadeNotes

Animate Dead

Counterspell: Sunbeam and Sunburst

Summons could do with a once over. The Necromancy ones in DND need a body, but we'd need to rework a lot of stuff to make that viable (ie keep corpses around, allow them to be essentially resurrected!). But it's a possibility.

Circle of Death

Counterspell: Death Ward

Amended description to have area be "Large" which seems sensible (matches VFX/script).


Circle of Doom

Counterspell: Healing Circle

Will replace with Mass Inflict Light Wounds similar to Healing Circle.

Contagion

Counterspell: Remove Disease

Hostile flag added.

Description: added filth fever.

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.

Could also have this be subspells with the various diseases, allowing targeting stat drains or effects instead of random ones, since even if used by NPCs its a bit naff!

Control Undead

Counterspell: Sunbeam, Sunburst

Note: We are not bothering to alter the duration or the AOE yet. We could force through more domination with cutscene domination but it's a bit wonky.

So leaving as single target with a long duration.

Create  Greater Undead

Counterspell: Sunbeam, Sunburst

Summons could do with a once over. The Necromancy ones in DND need a body, but we'd need to rework a lot of stuff to make that viable (ie keep corpses around, allow them to be essentially resurrected!). But it's a possibility.

Create ShadowFiend

Disabled

Spell that Bioware never finished for HotU. It's non-functional and not assigned to any class. The icon could be reused however, is a pretty basic ghastly skull-like thing (or ghost-like thing).

Create Undead

Counterspell: Sunbeam, Sunburst

Summons could do with a once over. The Necromancy ones in DND need a body, but we'd need to rework a lot of stuff to make that viable (ie keep corpses around, allow them to be essentially resurrected!). But it's a possibility.

Death Armor

Description and script: allow up to 1d6 +10 damage max, negative damage instead of magical damage.

Corrected description no will save or SR involved.

Descriptor: Damage Shield added to this and others of it's type. ("Magical Armor" removed)

The scaling on this is oddly low, even the PnP spell extends up to +10 damage, ie level 20.

Decided to up to 1d6 + 1/2 levels of negative damage, more thematically necrotic.

Death Ward

Counterspell: Finger of Death



Destruction

Description: added Death descriptor.

Removed Placeable targeting (and should in the script too!)

Need to think if this, or Finger of Death which is similar, should apply the damage if the creature is immune to death magic. Probably should be no damage tbh.

Energy Drain

Description: Noted what spells can restore the negative levels, and what happens to undead hit.

Noted what negative levels do.

Noted how you can die from too many negative levels.

Negative levels could go in a glossary but for now putting it there.

The SRD also has this noted if undead are hit "2d4 x5 temporary hit points for 1 hour". So why not, let's add it in case someone is silly enough to cast it on undead. Or want to buff their own undead I guess!

SRD notes a "ray" - might be fun to make it a ray with a ranged touch attack instead of a fortitude save. Not sure.

Enervation

Same as Energy Drain.

The temporary duration can stay, I think, but let's make it similar to Energy Drain and only removable by other big spells.

SRD has "If the ray strikes an undead creature, it gives that creature 5 temporary hit points per two caster levels (maximum 25 temporary hit points) for 1 hour."

Fear

Counterspell: Remove Fear


Finger of Death

Script: Feedback when the immunity means no negative damage would be good.

Could have this act like Destruction and apply the damage if they're immune to death magic. But probably not - better updating Destruction to be honest.

Ghoul Touch

Script: Fix the AOE to apply attack reduction. Fix the damage reduction to apply to physical damage types. Fix the AOE  save to be also negative. Have the AOE OnExit remove all the effects once the AOE goes.

Counterspell: Cure Light Wounds

Hostile flag added.

Odd how only Cure Light Wounds is a counter, maybe should add Cure Moderate Wounds as well.

Harm

Counterspell: Heal. Hostile flag added.

10 damage per level, will save for half, max 150 damage. Does not affect constructs.

Script same as the Inflict spell range.

Updated casting visuals (and Inflict range) to match the inverse of the Cure/Heal spells.

Main thing from 3.5E I'm stealing (along with the Mass version of spells). Clerics just become the defacto best damager if this is left as-is.

Healing Sting

Script and description: Updated with touch attack and removed Fortitude save. Increased damage to 1d12 and capped bonus damage to +10.

Hostile flag added.

We're going to use the PnP description for this. More touch attacks is good, since it adds some variety to spells that usually just use a basic saving throw.

"Focusing the power of negative energy, you deal 1d12 points of damage +1 per caster level (maximum 1d12+10) to a living creature and gain an equal amount of hit points if you make a successful melee touch attack. A healing sting cannot give you more hit points than your full normal total. Excess hit points are lost."

Horrid Wilting

Description: Removed Death descriptor. Clarified description on who is affected (living creatures).

Script: Should affect the caster. Silly not to with new spell targeting! Also affect Water Elementals with a bigger save DC.


Infestation of Maggots

Script: Add touch attack! Probably change it to a EffectRunScript as well.

Hostile flag added.

PnP version says:

"With a successful melee touch attack, you infest a creature with maggotlike creatures. They deal 1d4 points of temporary Constitution damage each round. The subject makes a new Fortitude save each round to negate the damage of that round and end the effect.

The infestation can be removed with a cure disease or heal spell."

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.

Hostile flag added.

Updated casting visuals (and Harm) to match the inverse of the Cure/Heal spells.

Damage VFX changed to VFX_IMP_NEGATIVE_ENERGY. Harm VFX was overused.

Still need to do a better "heal" VFX, but for now altered to match the VFX that Cure spells use.

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

Would be good to have "Inflict" versions of the damage and heal VFX (red with a different sound). Currently it uses the Healing VFX on undead (looks a bit weird tbh) and Harm VFX on every damage! (pretty lazy!)

Negative Energy Burst

Counterspell: Negative Energy Protection

Description and script: Clarified workings (Undead get a strength bonus) and made it so the strength penalty needs a failed save.

Actually better than the Tomb and Blood version in 3E, adding Strength damage and upping the damage cap. Neither are terrible changes - the spell is entirely outclassed by the basic Fireball regardless. But has a nice way to heal summoned undead at least.

Have added a saving throw for the negative strength.

Negative Energy Ray

Description and script: Add ranged touch attack.

Apparently the spell scroll item for this spell has no ability for Clerics to use, but Bards can.

Added Hostile flag.

The D&D version has a touch attack as well. This might be good both since you can crit on it, and it fits the spell!

Poison

Description and script: Add touch attack, make poison a custom one (but reuse the icon!) and have the effects be permanent magical ones from an EffectRunScript.

Added Hostile flag.

SRD states:

"The character inflicts the subject with a poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + one-half caster level + casters Wisdom modifier)."

This is both better (better effects/DC) and worse (DC lower than 18 at lower levels, simple implementation).

Can fix this with a better poison engine effect, or by doing an EffectRunScript with a "fake" poison.

The original spell left the poison effect as default, which in the engine does actually set it as Magical, oddly. So it can be dispelled. This is noted in the description.

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

Hostile flag added.

Has verbal components and fixed counterspell that was mentioned
Slay Living

Description and script: Removed Negative descriptor. Clarified damage is negative. But saving throw is vs. Death. Immunity to death will provide immunity to the damage as well.

Added Hostile flag.

Similar to Finger of Death and Destruction let's make things sensible and immunity to Death Magic means immunity to the spell as a whole.
Undeath to Death

Script: Fix LOS for AOE. Fix the distance checks (ie lowest distance first).

Change to a death effect that bypasses immunities, rather than, hilariously, Divine damage (even though it has a Negative descriptor!)

Keeping the caster level 20 cap for now, but the cap isn't on Circle of Death so...maybe should remove? (probably was to balance it against large single undead creatures?)
Vampiric Touch

Description clarified (living creature, melee touch attack)

Script can fix the damage → resisted → still get temp HP. Also don't remove all instances of temp HP. Maybe don't even remove any!

Counterspell: Negative Energy Protection

Hostile flag added.


Wail of the Banshee

Description and script: Made indiscriminate, will not affect deaf or silenced creatures. Removed Sonic descriptor since save was vs. Death only (Sonic can maybe be added later if multiple save types can be used).

Counterspell: Silence.

Spell targeting can still make it easy to not hit allies. This was pretty much the go-to high save DC save-or-die AOE spell and it's still powerful (still doesn't affect the caster!) but tones it down a little on Hardcore difficulty.

Transmutation

SpellChange MadeNotes
Amplify

Added new counterspell: Silence

Description and script: Dispels Silence. Applies an AOE that lowers Move Silently skill for those in the area and decreases sonic immunity.

Make it long range and able to dispel silence at range makes it much more useful. Even if limited to bards: https://dnd.arkalseif.info/spells/spell-compendium--86/amplify--3825/index.html

Also made alterations to Silence to match.

Aura of Glory

Description and script: Apply the bonuses to skills and the Turn Undead bonus separately. Add note about healing 1HP to those in the area. Change the AOE to be smaller (Medium, 3.33M). Make a mobile AOE that applies the +2 save vs. Fear.

The +2 vs. Fear is +5 in the Bioware version so might just up it. Bit weak otherwise perhaps.

Bioware did +4 Charisma which is sort of the same as adding to related skills and the Turn Undead checks, but also affects Divine Might. Maybe that's just the better option all round. Paladins don't get a lot of love.

Will think about it.

Aura of Glory - Cursed

Disabled, unused in the game and just confusing.


Aura of Vitality

Range: Touch → Short

Description and script: Needs fixing to not centre on caster. Changed to Large radius as per PnP and added the limit of 1 creature per 3 levels (shouldn't be an issue tbh).

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 to allow Maximize to work too.

Note: The original spell could affect any animal, which is fine, and we might change to that but for now just leaving for animal companion.

Barkskin


Nothing really to fix but need to consider the item property to catch the thresholds.

Balagarn's Iron Horn

Spell School Enchantment → Transmutation

Marked as Hostile

AI category changed from AOE Discriminate to AOE Indiscriminate

Description, function and script: Change to a cone ala Cone of Cold.

VISUAL EFFECT NEEDED AND ADDING OF HORN SOUND

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

Changed this to the cone effect since more cones with the new targeting is good. Also more unique.

Battletide

Removed Hostile flag

Removed projectile (personal only)

AI category changed to Persistent AOE


Bestow Curse

Counterspell: Remove Curse

Description and script, and setup: Add melee touch attack due to the increased strength of the spell (it's permanent after all).

Have 8 options as subspells:

  • -6 Strength
  • -6 Dexterity
  • -6 Constitution
  • -6 Intelligence
  • -6 Wisdom
  • -6 Charisma
  • -3 All Ability Scores
  • -4 Attack, Saving Throws and Skill Rolls

We should add some better options options: https://www.dandwiki.com/wiki/3e_SRD:Bestow_Curse

-6 for a specific statistic

-4 attack rolls, saving throws 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 (it'd be mega annoying on this permanent one).

Also need to add Break Enchantment.

Blackstaff

Description and script: Removal of prepared spells or slots on hit on a failed will save. Clarified Dispel check.

Full description: https://dnd.arkalseif.info/spells/magic-of-faerun--20/blackstaff--1737/index.html

Changes we can now do is add the spell loss - which is quite a powerful function of the original spell!

  • Add: "Third, any spellcaster struck by a successful melee or melee touch attack with the blackstaff loses one prepared spell (or one unused spell slot, for spellcasters who do not prepare spells) of the highest spell level available."
  • A successful Will save negates the spell loss, but not any damage or dispel effects caused by a strike of the blackstaff.

You can target another creatures staff or magical staff - even the spell specifically says that can be done. We'll sort dispel magic to remove temporary item properties so this works.

Another thing:

  • Do we increase the cap on the dispel check? If not leaving at +10 maximum is automatically in place.
Blade Thirst

Description and script: Add light property, add blue flame VFX.

Script: correct duration to be 1 round/level.

I love the description in the book:

You touch a blade, and it catches fire. Unearthly blue flames crackle along its length while the weapon beneath remains cold and unharmed.

You grant a slashing weapon a 3 enhancement bonus. The weapon sheds illumination as if it were a torch.

So we can add a bit of that with a new weapon VFX (blue flames!)

I think we can fix the script to match the description for duration. 1 round/level seems sensible.

Bless Weapon

Description: added note about casting on holts (Blessed Bolt)

Script: correct duration to 1 turn/level. Make it so it replaces existing weapon enchantments entirely probably.


Blood Frenzy


Will debate on adding Fatigue to rage. If so it'll apply to this spell as well.

Note the 3.5E of this spell actually allows a use of the base Rage feat without using a use of it, and interesting use and might make this more useful if it was added as a feature ("If the target has the Rage ability they use it for free" kind of thing).

Bull's Strength

Counterspell: Ray of Enfeeblement


Burning Hands

Description: Clarified size of AOE

This is a perfect one we could extend at least up to caster level 10, at no real threat to higher spells due to the lower dice used (d4). Magic Missile even outpowers this quickly.

Camouflage

Description: Minor wording changes (removal of "competence" etc.)


Cat's Grace



Crumble


Not much to say on this one. We could add the size limits of what you're affecting but meh.

Deafening Clang

Description and script: Deafening effect can only happen once per round maximum, leave the other effects as usual.

Script: Need to clarify when things are removed/replaced when adding temporary item properties.

This is a bit more powerful than the base book version which only has the deafness.

Just want to tidy up the description really. The 3.5E of the spell lasts a mere round but gets the advantage of an improved save DC I guess for deafness, and +1d6 sonic damage.

Book copy:

You empower the touched weapon with magic that causes it to emit a loud clang when it is struck against a hard surface, such as a floor, wall, or creature.
The item can create this noise once per round.
The clang has the effect of a thunderstone (see page 114 of the Player's Handbook) except that the caster and the weapon user are unaffected by the sound and the deafness lasts 1 minute.
If an attack with the weapon misses the target but was enough to make a touch attack, the weapon strikes the creature with sufficient force to activate the deafening clang.

Drown

Description and script: Clarify affected races and add Ooze to not affected.

Drown is pretty crazy. The actual spell in PnP is instant suffocation (instant go to 0HP!) which is crazier still.

Compared to Slay Living and the like though about the same (save or die, in this case save or nearly die).

Might also add some appearances that are unaffected.

Eagle's Splendor



Endurance



Entangle

Clarified description a little on what entangle does.

The famous entangle! Some engine fixes has solved the lack of AC. The other issue though is it affects the AI negatively - it interrupts their spellcasting (even if they're standing still). Might need to solve this - possibly script around it:

  • EffectRunScript which is "Entangle" (via EffectIcon). It'll activate if the creature is moving, or it'll activate at the start of the next OnCombatRoundEnd in the AI script

Keeping the low duration, the 1 turn/level of the 3.0E is crazy powerful in NWN's environments.

Evil Blight

Disabled

Unused by any spellbook and is basically Mass Bestow Curse sorta. To be honest it'd be more fun to reuse the icon for Bestow Curse, Greater, a high level spell with bigger curse penalties.

Might put back as a mass curse that just applies the base Bestow Curse in an area but mmm.

Does have a spell scroll I guess it'll just not have a property so be valueless.

Flesh to Stone

Clarified that it won't affect certain creatures

The Bioware "You have 1 round/level on Normal or below / it's gone when you rest" makes sense. It's not fully "to the spell" but I think makes it more workable. Especially if you stone a guy, and need items off them! Lot less broken modules that way!

Other ways to remove might be a good idea, two come to mind, the ultimate cure-all Greater Restoration or the spell Break Enchantment which should be added anyway (to break some spells).

Fox's Cunning

Greater Bull's Strength

Greater Cat's Grace

Greater Eagle's Splendor

Greater Endurance

Greater Fox's Cunning

Greater Owl's Wisdom

No changes yet. May add back into spellbooks.

Not in any class spellbook not sure why but it hasn't got a standard description.

Seems sensible enough but maybe was intended to be item only.

3.5E has the same spells as Sor/Wiz 5, Drd 5 (and a flat +1 / 2 caster levels bonus). Might be upped to a level 6 spell on both due to the innate level here. Need to think about it.

Greater Magic Weapon

Description: some clarifications on target.


Greater Sanctuary

Description and script: Lasts up to 1 round per 4 caster levels.

I hate this spell. Players hate creatures that use this spell. It makes things so boring especially since the engine doesn't really work correctly regarding it since True Seeing can't actually let you attack them under it. Yes AOE spells work but come on...

Basically then:

  • Lower the duration (this seems sensible regardless!) going for a big nerf here to begin with.
  • Wait for engine fixes
Greater Stoneskin


Kinda wish this had a different name so it fitted Transmutation better. Why it's Transmutation I don't know, given Abjuration isn't the opposition school of any other spell school (where Stoneskin lives) and Transmutation doesn't therefore need it.

I guess adding it to Abjuration means it'll be available to those who take Conjuration...?

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.

Haste

Description: Clarified interaction with Slow.

Script: Remove movement speed increases - for now remove all existing ones (or supress them).

Haste is powerful but fine. 3.0E is being kept so 2 spells. It's a true DND spell and certainly speeds up the game (especially singleplayer) as a fighter and very much as a mage.

More to the point need to think about movement speed. We might be upping everyone to have up to 300% speed limit akin to the monk. But we don't necessarily want everyone to easily get 300% speed. In fact spells like Haste remove some existing speed bonus spells!

There are a few ways to do this;

  • We note which spells are meant to boost speed and which of those can overlap and which shouldn't
  • The overlapping ones leave - just apply them!
  • The non-overlapping ones can be run through with EffectRunScript and EffectIcon, to be "inert" then add a movement speed bonus of the appropriate amount as effects are added and removed.
    • We can also make Haste apply no bonus movement speed and apply that separately.

The reason we want to allow 300% but not always implement movement speeds of over 150% is that then it works well with bonuses built into classes - primarily Barbarian and Monk.

There may also be spells we want to be at 200% speed or higher, or overlap.

Hell Inferno


Creature Power not sure if used, might replace as a monster power that uses HD and drops spell resistance. Or just disable.

Inferno

Description and script: "Against creatures lacking flammable flesh, hair, clothing, and items, the spell has no effect" sort of thing. See other spells that don't affect elementals explicitly.

As per notes leave out "putting out" for now.

This is an odd one. It is actually reasonably to the rules but you can just extinguish the flames since it is normal fire.

Bioware's version is slightly better - no way to put it out, simply 1 round = 2d6 fire damage, for up to Caster Level rounds. So at level 20 it's potentially 40d6 damage to a single target.

It is a level 5 spell though and fire is the most resisted damage.

It does need this adding: "Against creatures lacking flammable flesh, hair, clothing, and items, the spell has no effect." so no affecting ghosts or golems or elementals...seems fair due to the other spells like this.

Extinguishing:

"After the first round, the target can take a full-round action to attempt to extinguish the flames before taking additional damage.

It takes a successful Reflex saving throw (DC 15) to extinguish the flames.

Rolling on the ground allows the character a +2 bonus.

Leaping into a lake or magically extinguishing the flames automatically smothers the flames."

We can certainly make certain spells cancel the flames. A water douse spell would help against this, and Combust. Control Water maybe but that's a high level spell without any real utility in NWN.

Keen Edge

Description: Minor clarification on targeting.

Do we want to make it so the spell works on non-slashing weapons too?

Knock

Metamagic changed to Quicken/Silent instead of Quicken/Still

Description and script: Updated to be single target. No caster level limit yet.

No somatic component only verbal so this makes more sense.

Need to rethink this spell. Possibly affect a certain DC only based on caster level, and only one object.

Magic VestmentDescription: Clarified targeting of other creatures items.
Magic WeaponDescription: Clarified targeting of other creatures items.Do we want to affect ammo? Or ranged weapons? (if we extend the item properties to the ranged weapons).
Mass Camouflage

Changed to Medium range.

Keep it nice and simple. Alternative is a mobile AOE that only applys the hide once, but removes it when someone exits the AOE.
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.
Mordenkainen's Sword

The creature blueprint needs some fixes - or at least the immunities on the hide of the creature, which point to invalid spells.

We have two options: keep as-is as a construct summon, or like Persistent Dagger and Black Blade of Disaster make it a invisible human appearance. The spell apparently isn't in 3E proper, only 3.5E, as something different.


Nature's Balance

Description: added duration, updated to say it won't heal undead or constructs.

Script: Fix healing undead and constructs (ala Cure spells).

Added Metamagic: Extend.

Corrected spell targeting.

The real spell is a rather boring level 4 moving 1d4+1 of your ability scores to someone else. Great for PnP "you take some of my intelligence Wizard" to buff beyond the usual ability buff spells but is pretty naff.

This level 8 version is much better; removal of spell resistance sometimes matters, and the healing is a nice little bonus. I'm going to leave as-is.

One with the Land

Description: Removed word "competence" since it's just another bonus.


Owl's Insight

Description: corrected innate level.


Owl's Wisdom



Polymorph Self

Innate spell level of subspells 3 → 4

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

Could do with some more polymorph shapes for variety, plus fixes to them as needed.
Quillfire

Description: Noted poison DC

Need custom poison DCs for this to be more effective as it levels.
Shapechange

Corrected subspells to match parent spell (Concentration, metamagic, components)

Mainly need to review the polymorphs and maybe add some.
Slow

Description: Corrected what slow does and how it interacts with Haste.

Corrected description - slow actually sets your base attacks to 1! This is...quite a lot more powerful than I thought.

Spike Growth

Description and script: Clarify what happens, cure wounds can clear and need legs.

Script needs to not apply on enter AND next round.

Some issues:

  • Not removed by a Cure spell (as per the original spell description) although we can't have healing kits remove it sadly
  • Repeated saving throws for the movement speed decrease
  • 24 hour duration for the movement speed decrease
  • Affects creatures without legs

Maybe we reduce the duration and only do one save on enter?

Stone Bones

Description and script: Added corporeal requirement. Need some bones to stone!


Stone to FleshMetamagic: Remove extendNot needed metamagic
Tenser's TransformationDescription and script: Updated to SRD version. Can use spell failure + effect bonus feat now. Can put on temporary HP separately and a RunScript to remove it if the spell is dispelled.

This needs the overhaul with new effects we have. SRD Transformation spell used as basis.

The character gains 1d6 temporary hit points per caster level, a +4 natural armor bonus to AC, a +2d4 Strength enhancement bonus, a +2d4 Dexterity enhancement bonus, a +1 base attack bonus per two caster levels (which may give the character an extra attack), a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. The character attacks opponents with melee or ranged weapons if the character can, even resorting to unarmed attacks if that's all the character can do.

The character can't cast spells, even from magic items. 

---

We might want to also make it so there is only ever 1 extra attack granted, not potentially several, or we use SetBaseAttackBonus to set the number of attacks.

Time Stop

The classic! There are two options here:

  • Simply leave as-is. Simpler and we can surprise players with some enemies having time stop immunity ala BG2.
  • Make it a buff-only spell, that fires off a number (say up to 5) buffs instantly as if they had paused time. These can even be setup in advance/sorted on a NUI panel.

Could make it a subspell for the options involved.

Example description:

Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Transmutation
Descriptor(s):
Component(s): Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No

The caster is able to defy the sands of time and is able to cast 5 defensive spells instantly they currently have memorised. If a spell of a particular type (such as Stoneskin) it will not be cast again. The order of defences are as determined by the caster, but if no preferences are set it will automatically try and do these spells:

  • Epic defensive spells
  • Haste spells
  • Spell Mantle spells
  • Stoneskin spells
  • Endure Element spells
  • Visage spells
  • Globe spells
  • Damage Shield spells
  • Invisibility spells
  • AC increasing spells
  • Save increasing spells

Note that no metamagic such as Extend will be applied to these spells.

UltravisionMetamagic: Added QuickenJust was missing metamagic
VirtueScript: Make it so it can stack.1 HP? Meh. At least let it stack!

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 the spell focus feats etc.

SpellChange MadeNotes



Spell Abilities / Monster Abilities (Type: 2)

I've decided to consolidate the Shifter abilities into the base monster abilities. This is for three reasons:

  1. Reduces bugs - there are dozens of little issues in 2das and scripts that add up, why not just combine them to cut down the bugs?
  2. Cuts down the duplicates in the toolset and stops adding shifter-only versions by accident
  3. Makes it easier to see the real abilities side by side with the shifter versions and tweak as needed

We are also making the Shifter-only abilities more generic both to allow them for modders and the side-by-side thing again. Eg: Fire Stream for Azers - why don't we let the real Azers use it?

All shifter versions of spells are moved back to being proper spells (eg Darkness, Invisibility) since no reason to run them as separate versions again adding duplicates.

Epic Spells are being left as these in case Bioware ever used them on creatures, but probably will move to Feat category eventually.

We should be able to scan modules for creatures that use these now-disabled abilities using nasher.

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

Remove erroneous spell projectile


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.

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! Might need to search modules where these were used on creature blueprints.

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