Adding new spells can be great for spellcasters. 3E and 3.5E is pretty much caster heaven, there's a lot of source material.
Design Considerations
Some thoughts on new spells (and on rebalancing some existing spells):
- Following the NWN spell model we want to:
- Simplify spell target selection where possible (all, enemies only, allies only, mixed)
- Generally stick to 3.0E spells but 3.5E is doable with tweaks. Rarely we might update a spell to the 3.5E edition, but not really a huge need.
- Have no spells need a casting time longer than 1 round. Yes technically there are means and ways but they're all very janky.
- Concentration based spells should be avoided (Black Blade is already pretty janky and needs a pass at the concentration check).
- Utility spells that are useful would be good to add, especially short duration ones, but only if they do something. Disguise Self for instance wouldn't really be viable since no module would support recognising it.
- Adding spells that extend what is available to Domains would be good to target since we could expand the usefulness of underused domains
- Utilising some of the new effects and script commands in NWN:EE would be good (EffectRunScript, CreateArea, EffectIcon, etc.)
Also note on martial classes - we should think about adding more abilities they can use.
Epic Spells will probably live on another page. They're technically feats anyway.
Spell Sources
Obvious sources are other videogames:
- NWN2 - This is the most obvious choice since they've already considered the NWN engine design limitations (more or less). Noting they added new functions to deal with some advanced behaviours (mainly Warlock abilities) https://nwn2.fandom.com/wiki/Category:Spells
- Temple of Elemental Evil - a 3.5E turn based game, and limited to level 5 spells due to the level cap of the game. Example list: https://lilura1.blogspot.com/2020/03/The-Temple-of-Elemental-Evil-ToEE-Sorcerer-Wizard-Spells-List-Index.html
- Pathfinder: Kingmaker since Pathfinder is mostly 3.5E based: https://pathfinderkingmaker.fandom.com/wiki/Spells
Beyond that there are several 3.0E sourcebooks to look into before looking into 3.5E spells specifically.
Requirements for Spells
Materials needed for a spell primarily is a spell icon (and scroll icon) and of course the spell script(s). VFX and AOE, which may include sounds, may also be required.
New Spells List
A rough list which is in no particular order.
| Spell Name | Effects | Reasoning | Work Required |
|---|---|---|---|
| Spell Trigger | Allows a pre-cast spell or set of spells to be released instantly. | Mages get some more prepared defensive or offensive power and I like BG2 mages | |
| Spell Contingency | Allows a pre-set condition to be triggered for a contingency to apply. EG: Damaged by physical attacks, apply Stoneskin | Mages get some more prepared defensive or offensive power and I like BG2 mages | |
| Disintegrate | High magical damage to a single target if a touch attack hits | Pretty fun spell and Bioware made a beam for it. Can optionally also make a cool vfx to do the "disintegrate" | |
| Baleful Polymorph | Makes the target into something like a Chicken | Moderately high level, can script to not apply vs plot/immortal characters, shapeshifters etc. | Not really much, a new polymorph line and some coding around it (so AI can't "cancel it"). Note is quite powerful so may make 1 round/level, or reverts on X damage (maybe link to temporary HP/EffectRunScript) so it's more a disabling spell. Make sure it doesn't affect Immortal creatures. |
| Iron Body | Polymorph into Iron Golem, or apply a load of bonuses | Just a great defensive spell. | Might not add but might see how it goes. Can do a lot of the effects (and catch potion uses I guess) to allow 50% spell failure (can't just do arcane spell failure - unless creature hide). |
| Spell Immunity | Cleric spell to provide immunity to very specific enemy spells | Cleric power! Might be a bit cheesy though. | |
| Read Magic | Identifies an unidentified scroll | Nice little cantrip / low level spell for identification | Not much, new VFX might be nice. |
| Shield Other | Target gets +1 defelection AC and +1 to saves, and caster takes 50% of the damage they take | Would be fun to have OnDamaged used and do something semi useful | Can't account for being damaged to death, so need to note that. Would apply EffectHeal and EffectDamage on the various people involved. Easy enough except if the damage is high enough to kill a person outright. |
| Summon Natures Ally I - XI | Summoning creatures for Druids | This allows spontaneous casting of Summoning spells for Druids. | If added will need to have the base healing spells duplicated for Druids so they are not spontaneously castable by them. Bit of a faff annoyingly. This is unless the engine has support to limit what spells are spontaneously castable per class. |
| Lionheart |