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):

  • Spells don't scale well past a limited amount of increased damage usually. Ice Storm for instance stands out as it scales past level 20 and suddenly is worth taking.
    • Need to think how best to do this - for now we'll cap Ice Storm so it's similar to other spells and think about it.
  • Review additional counterspells on some newer spells which don't seem to have any but should do

Need to also update descriptions en masse:

  • Standardise wording - make sure things are Proper Case and names of spells are. Things like Save: being "None", "Harmless" "No" and so on. Turns will be changed to Minutes.
    • Timings of durations will be standardised to Rounds, Minutes and Hours.
    • Descriptors: Add some in (Weapon Enchantment, Damage Shield), and most be the save type.
      • Make it clear what happens when descriptors interact (some will remove previous versions, some overlap, some affect saves etc.) in the glossary
    • Saves: Harmless for good spells, None if there is no save at all.
    • Spell Resistance: Yes or No.
  • Potentially update all the range and AOE size to have matching values (in meters most likely). A few spells specify feet distinctly.
    • This is probably better left in a glossary. In NWN you don't match squares up so it's a lot less necessary, and spell targeting can give the AOE in a clear visual form.
    • We might though go over any oddities like "30ft" being referenced and change it to meters, as the game uses.

Some opportunities for improvements on existing spells:

  • Additional subdial spells - up to 8 - allows for Polymorph and other spells to have some additional options;
    • Polymorph/Shapechange
    • Add for Contagion - allow which disease to be chosen (and if we want to follow 3.5, make the initial save DC in the script not from the diseases.2da line itself)
    • Bestow Curse - additional options
    • Delayed Blast Fireball - choose your timer!
  • Standardised spell scripts can allow custom Shades and Shadow Conjuration options; a proper replication of D&D (we can also replace the icons so it's clear what they are with SetTextureOverride)
  • Fixes for some spells, using EffectRunScript - cleanup of otherwise separate but "linked" effects (such as Temporary HP in Aid or similar)
  • Add vs. Law and vs. Chaos options to Protection From Evil etc. spells
  • Fix spells that don't use touch attacks to use them, such as Ray of Frost, which also deals more damage (or increase damage of others to match)

Might implement some VFX changes:

  • Split the VFX into duration effects (with long term sounds perhaps) and impact ones (for the effect appearing) such as Protection from Elements which just fires all. the. damn. time.

Major Spell Changes

Some things we have sorted:

  • Cantrip damage spells standardised to 1d4 + 1 like Ray of Frost
  • Due to new spells redone some spell schools of certain spells especially Divination spells
  • Find Traps no longer disables traps just reveals them, Knock uses caster level to unlock the target lock
  • Identify targets a single object, Legend Lore automatically identifies everything applicable at once
  • Heal and Harm made to match 3.5E (ie 10 / level, max 150)
  • Missile Storm spells (Issacs, Firebrand, etc.) limited to 5 missiles per target maximum. Spare missiles are lost not ploughed into the primary target.
  • Shadow Conjuration and related spells updated to be actually calling original Conjuration or Evocation spells, See Overhaul Spells - Shadow Spells for details
  • Damage Shield spells standardised more and damage adjusted
  • Dispel Magic works on Summoned creatures to dispel them
  • Mage Armor / Epic Mage Armor updated to be just AC enchantment bonus not a mix of AC bonuses that scale poorly
  • AOEs: Now more standardised approach with targets closest to the target location being targeted first if there is a limit, and some have been adjusted to affect allies or the caster when before they didn't before due to their increased power and EE AOE targeting
  • Persistent AOEs: More standardised with persistent effects like movement speed decreases not applying multiple times and should be more safely removed.
  • Feedback has been added to spells with Grapple, Bull Rush, and skills feedback has been added where necessary
  • More major changes to the effects of the underwhelming Earthquake,
  • Darkness now applies to the caster fully, meaning they don't get to see through their own darkness without Ultravision or True Seeing
  • Counterspells got a pass and fixed up to match Bioware's intent and any obvious omissions

Minor Spell Changes

  • Standardised

Changes To Think About

Some potential things here:

  • Greater Sanctuary (Etherealness) - Maybe rebalance a little, the effect is quite broken...
  • True Strike - can possibly remove in OnPhysicalAttacked AI scripts and any uses of TouchAttack() script functions, so it's one use only, but can last "longer" then possibly
    • Note for spells needing multiple TouchAttack it won't remove quick enough - eg Flame Arrow - so need to think about. DelayCommand possibly.
  • Black Blade of Disaster - simplify by having it not invincible but also not require concentration

Optional QoL changes:

  • Scaling - allow scaling into epic levels if we uncap the max caster levels for spells
  • Cantrips can be cast as many times as needed like 5E

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.

Entropic Shield

Standardised with the other Concealment spells. No real updates.


Freedom of Movement

Counterspell: Added Web

Bard: Added as level 4 spell

Clarified description (and in script) that it will only remove and stop magical effects.


Globe of Invulnerability

Counerspell: Added Greater Spell Breach as per description.

New EffectIcon for this and minor globe.


Glyph of WardingChanged to general AOE for the player version. The "placeable trap" one for module authors can stay as-is.

There are further options in the 3E version, specifically having spells tied to the spell to be cast. It will be more work and need NUI edits OR just 7 subspells. Some examples of what could be included from the Cleric list:

  • Scare
  • Inflict Wounds (Minor - Serious)
  • Summon Monster (1-3)
  • Bane
  • Darkness
  • Dispel Magic / Lesser Dispel
  • Sound Burst
  • Negative Energy Ray / Searing Light (although not sure how a glyph can do a ray attack (big grin) so probably not!)
  • Bestow Curse

The 3.5E of the spell also allows rogues to disable it as if it were a trap. This could be done - we just generate a trap object (which is roughly a circle to match the 2.5M sphere) as if the caster set it. Then put an (otherwise inactive) AOE over the top of it that can be activated by the trap.

For now just using an AOE object to be consistent and so it's easier.

Negative Energy Protection

Leaving pretty much as-is.

Note does +100% negative damage immunity, Ability Decrease and Negative Level immunities. This is both better and worse than the 3E equivalent.

Better: Total immunity (and Ability Decrease covers poison, disease, curse as well!).

Worse: Won't damage the attacker with positive damage.

We don't have any realistic way to do a whole "save vs. HD" system when we have item properties doing On Hit: Energy Drain/Ability Drain, but it is a shame that the immunity to ability damage nullifies a lot more effects then you'd expect.

Spell Breach

Greater Spell Breach

Greater Spell Breach: Counterspell: added Globe of Invulnerability, Greater Spell Mantle

Lesser Spell Breach: Counterspell: added Minor Globe of Invulnerability, Lesser Spell Mantle

Breach line can be edited in op_i_spells.nss

Lesser Spell Mantle

Spell Mantle

Greater Spell Mantle

Counterspells fixed and made consistent (Lesser/Greater Spell Breach).


Spell Resistance

No real updates needed

Also adding Mass Spell Resistance

Stoneskin

Greater Stoneskin

Greater Stoneskin: Moved to Abjuration spell school.

Not really much reason why Greater Stoneskin was in Transmutation. Maybe to block it from the spell school Conjuration? But they get Premonition anyway.

Premonition being the 3rd version of the spell kinda makes sense - it's more replacing another level 9 spell (which is powerful but not possible to do in NWN). I guess this is just spreading spells out.

Resistance

Protection from Spells

Resistance: Innate level set to 0

Protection from Spells: Made it level 8 and moved to Abjuration as per SRD. Might have been Enchantment for balance reasons but Enchantment will get a fair few new Overhaul spells anyway.

Added quick and dirty impact VFX

Resistance: Left at 2 minutes duration due to the NWN videogame effect of time losing out and it's only a +1 save and a cantrip.

Protection from Spells: Left the mini-VFX (should be "creatures touched") and 1 minute/level duration (is 10 minutes/level for the SRD spell). Should be fair.

Could really do with a different VFX (maybe recoloured or altered slightly) for Protection from Spells since it uses the same one as Spell Resistance currently (ie VFX_IMP_MAGIC_PROTECTION and VFX_DUR_MAGIC_RESISTANCE). We could also use a minor versions of VFX_IMP_MAGIC_PROTECTION for Resistance to keep it thematically the same but that's less of a worry.

Minor Globe of Invulnerability

Counterspell: Added Lesser and Greater Spell Breach (similar to Globe of Invulnerability)

New EffectIcon for this and normal globe.


Remove Curse

Can deal with new Curse effects (eg skill/attack decreases).


Remove Fear

Removed Hostile flag

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


Sanctuary


Really needs some fixes ala Etherealness too. Even if saved you can't target spells against them and can only "hear" them (being nearby) its just so buggy.

Undeath's Eternal Foe

Added immunity to death magic, fear, clarified it is +100% to negative immunity.

Level 9 buff spell and it doesn't cover death magic? the 3.5E version does! The 100% negative immunity is quite a bit might tune that to be the Protection from Negative Energies 10/- protection, and a +10 versus negative saving throws to balance it a little more.

Wounding Whispers

Metamagic: Remove Empower, Maximize

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

Mistakenly given Empower and Mazimize, even though no spell effects can use it

Note: Need to fix spell script so the damage shield is actually using randomised values each hit

Conjuration

SpellChange MadeNotes

Acid Fog

Revised description and effect: It will do 2d6 acid damage every round (starting On Enter) with no save. Plus no save for the movement speed decrease.

The SRD has 1 round/level instead of 1 round/2 levels. Might have been done to limit AOE spam.

Keeping the low duration but removing the saving throw makes it more distinct compared to the lower level Cloudkill and it actually can do some better damage for a level 6 spell!

Acid Splash

Updated to be 1d4 +1 points of damage similar to Ray of Frost. Updated spell casting visuals/sounds.

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

Made effects consistent with slightly clarified description for now. No more slow for starters.

Left as Acid Damage but making it be poison based (immunity to death doesn't count!) and can swap in poison damage easily.

Further changes once in place: Poison damage, potentially immunity only checked On Enter.

The death effect bypassing death immunity might be pretty strong but low HD creatures rarely had immunity to death magic anyway.

Compared to Bioware's this removes the movement speed penalty to make it different to the higher level Acid Fog! However it keeps the very short duration.

Cloud of Bewilderment

Spell School Evocation → Conjuration

Updated description: affects any creatures in the area if not immune to poison. Lasts for 1d4 + 1 rounds after exiting.

Changed from Stun to Daze with no Blind - it's a level 2 spell and now has less ways to be immune to it (ie not Mind Affecting).

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

3E version is Nausated so changed this to daze. Even then it's still quite the level 2 spell!

Improved quite a bit too even removing the Stun/Blind parts since the Daze is not going to consider Mind Affecting but will consider pure Daze immunity. It also lasts until they exit then 1d4 + 1 more rounds. TBH this might be overkill since the original Bioware version "just" did 1d6 rounds (again, repeatedly mind you). Will need AI updates to make it less powerful.

Creeping Doom

Various description updates. Standardised on 1d6 / round inside, up to 1000 damage.

Script improved as per other AOE effects to not affect apart from on a 5 second timer, and there is no SR etc.

The original 3E spell is weird and wonderful vermin/moving rules so nope. Using the Bioware implementation more or less.

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

Standardised into summon script.

Evard's Black Tentacles

Description updated: as if a +2 magical weapon. Also no limit to number of tentacles but only one per creature.

The creatures will be stuck in place but not entangled if grappled. Still pretty much entangled mind you (lose dex etc.) but can cast spells fine.

Sort of a mix between 3.5E and 3.0E in the design.

https://www.dandwiki.com/wiki/3e_SRD:Black_Tentacles has notes on the tentacles being things that can be attacked. 3.5E version: https://www.dandwiki.com/wiki/SRD:Black_Tentacles

Just updated to be indiscriminate, tentacles are invincible (ie no mention they can be killed ala other AOEs) and no parlaysis just they get stuck in place it's a minor spell after all.

Could use a VFX pass to make the area of the AOE more visible - perhaps a blackened tentacle area.

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).

Added AOE option, if cast on the ground it'll target creatures in a colossal area. No max arrows per creature (more "balanced" due to fire damage / touch attacks).

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

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

Leaving as-is for now but need tweaks as per below.

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!)

The Balor that is summoned is pretty powerful already mind you.

Grease

Added Counterspell: Freedom of Movement

Made it to follow the 3E spell more closely; https://www.dandwiki.com/wiki/3e_SRD:Grease

  • No SR or mantle checks (but immunities are checked)
  • Always get the slow
  • Reflex save to not be knocked down

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).

Updated to follow it a little more closely.

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

Greater 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.

Makes this and Greater version a lot more useful.

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

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.

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


Raise Dead

Resurrection


No real changes, copied over some Bioware code since apparently it could run on placeables (in XP2?)

Could use a tweaked Resurrection VFX so it's more flashy due to the higher level.

Maybe we can also implement a raise dead that works but only if they died really recently...

Monsterous Regeneration

Regenerate

AI category fix (self → single)

Renamed:

Monstrous Regeneration → Regenerate Serious Wounds

Regenerate → Regenerate Massive Wounds

Adjusted effects and added the various other ones in the line. Added those spells as per New Spells list.

Adjusted spell level - Monsterous Regeneration: 5 Cleric / 5 Druid to 5 Cleric / 4 Druid.

New range of Regeneration spells to be a bit more consistent plus it opens up this for lower level casters: https://www.dndtools.org/m/spells/masters-of-the-wild-a-guidebook-to-barbarians-druids-and-rangers--44/regenerate-light-wounds--1883/

Basically:

  • Regenerate Light / Moderate / Serious / Critical Wounds plus Regenerate Massive Wounds added as a final step.
  • 10 rounds + 1 round/level duration
  • 1, 2, 3, 4, 5 per round
  • Cleric level 2, 3, 5, 6, 7
  • Druid level 1, 2, 4, 5, 6

Monstrous Regeneration → Regenerate Serious Wounds

Regenerate → Regenerate Massive Wounds (newly named just a step up from Critical). The actual "Regenerate" spell in D&D is to regenerate lost limbs (and do in a pinch healing as if it was cure critical wounds basically) and is a level 7 (Cleric) or 9 (Druid) spell.

Applying a second regenerate spell of equal level extends the first spells duration by the full duration of the second spell.

NOTE: Will get new icons but the icons can be reused for the new Druid spells Regenerate Ring and Regenerate Circle.

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 since it now removes paralysis and slow. Paralysis on multiple people is meant to be additional saves made.

Paralysis is save every round but still a useful spell.

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...)

Stinking Cloud


Made into one save/resist

Stonehold

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

Make it so it's save each round as per other paralysis spells (so if affected they can break out).

3E spell is similar to Evard's Black Tentacles. I wish this had the full VFX treatment! Stone hands sounds awesome.

For now we keep the Bioware version. The "cloud" probably could be better, as in more moving stone eruptions then cloud based, but leave for now.

Storm of Vengeance

Updated description to match effects.

3E spell is a bit weird, different effects per round. Keeping it to the Bioware version seems prudent (still lasts a set 10 rounds).

Summon Creature I - IX

Standardised spell script. No more animal domain bonus.

Made the effects extraordinary but the summoned creatures themselves can be directly dispelled.


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

AOE for Camoflage updated since the antilight VFX being applied dozens of times just looks dumb and is wonky, so just changed to a single static one. Makes a lot more sense.

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

To be honest it might be easier to just have it be a better entangle ie:

  • Enemies: Always apply 50% movement speed decrease, save each round for Entangle effect
  • Always apply hide to allies

But the PnP one is similar to Bioware's implementation.

Not sure if that's almost too overpowered for it though. A longer duration and inherently higher DC for just Entangle is probably sufficient

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!).

We're leaving this similar to the original Bioware spell except scripting stops overlapping movement speed decreases.

Reflex save every round is still quite powerful might change to ability checks if necessary.

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" as per SRD but due to how LOS and stuff is tied to the player character this won't be viable without more engine changes (ie arbitrary possession).

We could jump the player itself around but meh.

Other options:

  • Reveal tiles on the map (more difficult due to the lack of pathfinding checks however)/some kind of NUI thing revealing creatures
  • Further information on creatures on inspection or via. NUI somehow
  • Longer duration or bigger effect to skill rolls
  • Seeing secret doors?
Feeblemind

Counterspell: Heal

Removed reference to touch attack.

Script and description: Made supernatural and removable only by specific healing spells.

Enchantment

Kept: This is kept as a Divination spell (for now at least, until a review of Divination spells is done, but there are not many!), and it's also of limited duration, enough for a fight though.

Really this sis the only "Offensive" divination spell. Need to have Spell Focus: Divination and so forth have some additional effect given this might be moved out of the school.

Find Traps

Innate Level 3 → 2

Metamagic: Removed Extend

Description and script: Remove the disarming of traps, just reveal them (since it's "Find Traps" not "Disarm Traps") when under DC 35 (rogue limit)


Now matches spell description better.

Note Find Traps and Knock probably need a bit of rework. For now Find Traps just finds them doesn't disarm them. It uses 35 as the limit. Could make it caster level dependent (maybe 10 + Caster Level + Search Skill?) up to 35.

The 3E version (which is just a cleric spell) just lets you "search as a rogue can" which in 3E is detecting traps higher than DC 20 which is quite a bit lower then the 35 for rogue limit that NWN has.

We could make it similar to that, but it'd need tuning traps quite a lot, quite common in NWN.

Identify

Innate level set to 1 (was 2)

Description and script: Only identifies a single magical item.



Legend Lore

Innate level 5 → 6

Altered description to match notes; we identify all items in inventory but at a higher lore skill.


The SRD version is a multi-minute casting spell to reveal information. Bioware's was a +bonus Lore skill. We've altered Identify to be strictly 1 item identified.

How about we just keep the usefulness of the bonus lore skill and remove the tedium of clicking on everything (or in SP just pausing and clicking on everything):

We automatically identify all items in the inventory we can instantly but with an increased Lore skill (Bioware used +10, +1 per 2 caster levels)

This means for a level 6 spell it's both a timesaver and keeps to Bioware's original version.

Power Word, KillCounterspell: Added Death WardConjuration

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

Power Word, StunCounterspell: Added ClarityConjuration


PremonitionCounterspell: FeeblemindMade up

This is another Bioware-only spell but sensible enough, and gives Divination something! Foresight is the only real SRD equivalent which is mainly some bonus AC and not being caught flat footed (nice but no DR makes it a lot less useful).

See Invisibility


True SeeingCounterspell: Greater Shadow Conjuration


True StrikeAs-is for now.
Might make this functionally 1 attack by removing the effect in the OnPhysicalAttacked script of creatures/touch attack usage.
Ultravision

Metamagic: Added Quicken

Moved from Transmutation to Divination

Technically originally Transmutation

It was probably in Transmutation since the 3E SRD spell Darkvision is exactly that. Instead we move to the maligned Divination since it makes sense for this specific spell.

Will add a separate Darkvision since it's simple.

Enchantment

SpellChange MadeNotes
Aid

Temp HP dispel sorted with EffectRunScript.

Counterspell: Add Doom.


Bane

Change targeting to Harm Enemies only. AI category changed to Harmful AOE (Discriminate). Hostile flag added.

Counters and dispels bless now.

"Counters and dispels bless" in the 3E version so added it here.
Bless

Spell script: No longer focused on self

Description: Added note about Bless Bolts.

Makes it work like Bane
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

Updated description with what confusion does using the simple Bioware "table" for now.

We could improve Confusion to take into account "Any confused creature who is attacked automatically attacks its attackers on its next turn." if we use the events properly.

Additionally "Attack" could mean just what it is right now (ActionAttack) but better might be to actually attack as in just treat the nearest creature as hostile and fire spells/abilities at them too.

Daze

Counterspell: Clarity. Updated casting sounds and visuals a little.

Left at 2 round duration since NWN is a bit more vague with rounds so 1 round is a bit of a waste.

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

Clarified that ability checks are not decreased (since NWN hasn't got this implemented).


Hold Animal

Hold Monster

Hold Person

Counterspell: Freedom of Movement

Added for all Paralysis effects a save-every-round to escape. It even gets the DC from ones applied from items.

The save-per-round is a 3.5E addition and I think suits the powerful nature of these effects.

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

Updated description to be clearer since it is -10 against all will saves (mind affecting or not).

Note the Bioware script does just decrease by 10 will, not just vs. mind spells, so it matches the 3E version more closely we just updated the description

Note: we could do "ability checks" as well given we should be scripting most of them.

Retained shorter duration as per other AOE spells where the game already makes them super powerful due to overlapping and general AI issues.

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

Note the original spell (which oddly is in a splatbook not the PHB) has a different effect; 1 round of fear when enemies are struck in melee. This is both better (it can last more than the set duration of fear of this spell if you keep hitting things) but also worse (the Bioware version is an AOE).

For now keeping it as the Bioware version, which is more sensible and easier to do and more useful overall.

Evocation

SpellChange MadeNotes
Aura of Hellfire

Disabled

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.

Disabled for now figuring out what uses it (probably not much) and will update then if needed.

Ball Lightning

Updated description with AOE size. Clarified how damage is done, and that it's 1 missile/target and up to 15d6 damage to them.

Hostile flag enabled.

Copied description from Firebrand. IE its the electrical version.

Bigby's Interposing Hand (5)

Bigby's Forceful Hand (6)

Bigby's Grasping Hand (7)

Bigby's Clenched Fist (8)

Bigby's Crushing Hand (9)

Clarified all descriptions with what checks are made.

All the checks are now done per-round, but the effects are not resistible (eg by having Stun immunity or Paralaysis immunity) except for the Knockdown.

Damage is all magical.

Made the damage type "magical" since the D&D spell is like that (untyped). The damage is a "nice extra" on this spell. They are high level spells after all.

TBH these probably need additional reworking. Potentially:

  • Grapple checks need to work on the range of grapple allowed (ie they're LARGE so can only affect MEDIUM, LARGE or HUGE)
  • Rework it so some of the checks for the spells are different, they overlap a lot right now
    • Forceful - the bull rush one - should really push around one creature a round not knock down, quite powerful for a level 6 spell. But it is at least every round now.

Could also do with projectiles to add more fervour of being bull rushed each round etc.


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: Optimised/simplified loop. Hostile flag enabled.

Allowed to target the ground, it'll just randomly select targets up to the Max Targets, if targeted the original will be hit.


Combust

Updated description with damage and duration info.

Hostile flag enabled.

Keeping the top duration of 10 + caster level so it will eventually end. Kept as DelayCommand since we lose the save vs. spells bonus otherwise (I think, needs testing, maybe a mini AOE if it fails).
Cone of Cold

Script: Made 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.

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.

Note the 3.5E just does away with blindness etc. and does a flat 20% concealment inside the area. It's frankly tempting to just do that and bin the orignal version entirely (and Ultravision along with it) since it's bother OP against the AI and buggy as hell.

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.

Dirge

Set to 0 range (personal anyway), left hostile flag on. Also removed erroneous spell projectile.

Removed stupid sound burst VFX used as impact effect, changed to negative ability score which is more thematic and sensible. However it is loud so might want to make it a silent VFX or change it slightly.

Need to really make a new custom set of VFX for this spell (singing, custom AOE marker etc.)

I'm going to keep the "leave area effects are removed" part for now. But it could be like Ray of Enfeeblement and just be a general magical ability score decrease.

Note that we will properly remove it if the person exits the game etc.

Divine Favor

AI category: Self enchantment.

Removed hostile flag.

Description: Updated to be up to +3 bonus max.

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

+3 is the 3.5E version and lowers the clerics power level slightly.
Divine Power

Just reused the Bioware calcs for now. Added icon for attack bonus.

Temp HP sorted as per Aid.

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

For now using EffectModifyAttacks just because. Meh.

Earthquake

Final description:

The caster causes a massive earthquake around themselves, causing 10d6 points of bludgeoning damage to all creatures in the area of effect. If they fail the reflex save they are also knocked down for 2 rounds.

In addition any spellcaster must make a concentration skill check (DC the spell save DC) or have 6 seconds of spell failure due to the moving earth, making them lose their current spell.

The caster is not affected by the earthquake.

Range updated to 0 since personal/self only spell.

Changed Druid level to 8 (matching 3.5E) for consistency.

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.

2 rounds of knockdown and 1 round of spell failure on failing a concentration skill check also added.

Electric Jolt

Increase damage to 1d4 + 1 from 1d3.

Hostile flag enabled. Spell casting visuals updated added projectile.


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 the save is now one save vs. Fire and the damage is halved as per Flame Strike.

The 3E spell is "Two 10-ft. cubes/level" and so "selective" in that regard, and pure fire damage no divine damage. Might make it pure fire because Druids also get this but the fact it's a better Flame Strike isn't the worst idea and druid spells are also divine.

Fireball

Scintillating Sphere

No major new changes

Going to make the AOE spells all pretty similar so going in the same script.

Could use Fireball to get a bit of a better VFX, maybe copy the "radius going out" of the Scintillating Sphere VFX which looks good. Maybe adjust the fireball size as well.

Firebrand

Description updated with correct AOE size.

Hostile flag enabled.

Replaced the VFX with a "new" one which is just the fireball VFX. Might update with something a bit more appropriate ala the Ball Lightning spell.

Flame Lash

Hostile flag enabled.

Seems to be made up by Bioware so keeping as-is. Is fine.

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.

https://www.dandwiki.com/wiki/3e_SRD:Flame_Strike

Flame Weapon


Now does just a flat 1d6 fire damage bonus on a melee weapon.

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

This now will be more like Burning Sword which it appears it is mostly based off. Also it now properly applies critical damage and doesn't just outright stack with existing weapon damage bonuses. For a level 2 spell it was super powerful!

Flame of Faith

(was: Darkfire)

This is renamed to Flame of Faith since Darkfire was a completely different spell.

Adds +1 enchantment over what Flame Weapon does to justify the +1 spell level (and matches the original spell more).

Corrected casting sounds as well.

Darkfire is meant to be a unique melee or ranged touch attack that does only fire damage. I think we can do this just fine with NUI support. For now we could just do a ranged touch attack for the given damage to keep it simple.

Gedlee's Electric Loop

Hostile flag enabled.

Making discriminate, which seems fine and makes it more useful (original spell has 1 creature/3 levels, and "adjacent", could do something like this but it's way harder to do).

Great Thunderclap

Clarified knockdown is for 1 round.

Removed "Ignores self" from targeting. Script applies proper VFX as well.

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.

Clarified description around knockdown length and effect on doors too.

Door effect is neat! need to work out forward/backward door animation though. Kept the same list of cloud spells for now, will put into a function later.

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). But leave as Daze for now.

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 about losing higher enchantment bonuses might be worth checking.

Horizikaul's Boom

Clarified the deafness cannot be subject to metamagic.


Ice Dagger

Touch attack added. Added 1 cold damage to everyone in a small area around the target even if it misses.

Possibly one candidate to extend out to level 20 at least for damage. Original 3E version adds the AOE damage.

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

Clarified creatures → objects for damage (affects doors and placeables).

No changes but noting the original does provide concealment/blindness. Not sure we want to add that AOEs in NWN are very powerful. It is a level 8 spell though so gives something we could add if it needed a boost.

Invisibility Purge

Amended description slightly.

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

Counterspell: Invisibility

As Bioware's removes from any person entering (even the caster).

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 Darkness. Updated impact VFX and casting visuals.Need to have a nice "impact VFX" currently using a bit of a placeholder.
Lightning BoltHostile flag added. Targeting: Cannot hit self.
Magic MissileNot really any changes.Maybe add Shield as a counterspell?
Meteor Swarm

Description: clarified fire damage.

Hostile flag added.

If we do epic scaling this would be good to be 20d6 + 1d6 over caster level 20.
Prismatic Spray

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

Targeting: Ignores self


Searing Light

Clarified damage type. Made touch attack.


Shelgarn's Persistent Blade

Metamagic: remove Empower, add Extend

Description: Clarified the attack bonus and DR penetration.

Should move the weapon onto the template (maybe at one point they were going to do many spells with different weapons?).

Also need to have the DR coded onto the hide (much easier) along with  "construct" immunities as well, like who can mind control a dagger?

Note the original version the bonus is only a pure attack bonus, doesn't penetrate DR, but I think we're fine with it here since it's such a minor bonus for a level 1 spell.

Sound Burst

Metamagic: add Empower (had Maximise already).

Adjusted description to make it clear you need to be able to hear to be affected by the stun (but not damage).

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.

Keeping the 2 rounds of stun since the spell is a bit weak if it was just 1 round with NWNs RTWP combat.

Sunbeam

Made to be Druid 7 (and Innate 7), removed from Cleric spell list, down from Druid 8/Cleric 8.

Metamagic: add Empower (had Maximise already)

Hostile flag enabled. Counterspell: Create Greater Undead.

Description and script: Made indiscriminate.

Made into a "Lightning bolt" style AOE to differentiate it from Sunburst and be more unique.

Druids get this AND sunburst very silly. This probably was originally Sunburst which is also in the SRD but renamed.

Decided this is redone (the original 3E version did actual beams, albeit some per round for up to 5 rounds). Have made it similar to Lightning Bolt so it's got a longer but narrower AOE (5M though compared to the lightning bolts 3M). More thematic for a big ol' beam.

Needs a new "Massive Sunbeam" VFX rather than the "linked beam" approach Lightning Bolt uses but that'll do for now.

Removing Cleric makes sense, and reverting to the original druid level 7 since why would they ever cast this otherwise with Sunburst available?

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 now is different to Sunbeam at least, as in it's a round AOE and the Sunbeam one is lightning bolt style. 3E version is similar.

Wall of Fire

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


Word of Faith

Component: Somatic.

Requires them to be able to hear. Keep the discriminate. Summons are unsummoned.

We then apply a per-HD effect, but noting that the Confusion is not 1d10 minutes but just 1 minute to "balance" it a little.

Again like some other spells this could be split into 4 variants (Blasphemy, Dictum, Holy Word, and Word of Chaos - affecting particular alignments) but meh.

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 Spells

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 forever.

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

InvisibilityCounterspell: Invisibility purge


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.

Added a VFX to the AOE since, well, how else can we see when allies leave? Based off Silence but extended to 5M.

Phantasmal Killer

Both saves are now vs. Fear. No Death Magic here!

Counterspell: True Seeing


Shadow ShieldUpdated description and clarified negative energy damage immunity.

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.

Weird

Updated description and script: Will and Fortitude save should be vs. Fear not Death Magic or Mind Spells. It's not technically death magic.

Counterspell: True Seeing

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!)

That and the SRD has a little stun effect (1 round) and 1d4 strength loss. It doesn't kill under 4HD. Let's keep the 4HD thing in and add the stun and strength loss.

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.

Cause Fear

(Was: Scare)

Renamed from Scare.

Metmagic: Silent added. Counterspell: Added Remove Fear

Hostile flag added.

Will apply the proper Fear effect. Cause Fear is the real spell name Bioware implemented.

Scare name can be reused for the actual Scare spell.

Circle of Death

Counterspell: Death Ward

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

Copied some of the descriptive text from the SRD which is clearly not just going to affect enemies only - instead it affects anyone.

Note that Undeath to Death is the same spell, but for Undead.

Circle of Doom

Counterspell: Healing Circle

Replaced 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!

For now leaving as is.

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 and implemented as per 3E. Added messy EffectDeath for extra guts due to the cool VFX it uses.

Removed Placeable targeting

Immunity to death now means immunity to the entire spell as per 3E and since we're trying to be sensible around save-or-die spells and make them a little harder to use.

Enervation

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.

Added beam VFX instead of projectile. No touch attack however.

Could use a new VFX to make it punchier.

Negative levels could go in a glossary but for now putting it there. Made it so they both have a permanent duration making them more attractive (also more painful for a player to remove).

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 better to make it a ray with a ranged touch attack instead of a fortitude save. Not sure.

Fear

Counterspell: Remove Fear

Changed to be a cone AOE as per 3E spell, makes it a bit more unique (might add back Scare in which is a more standard AOE). There wasn't any special VFX either.

Updated casting visuals to be more necromatic.

TODO: Needs a better cone VFX for it. Some suitably evil sound and perhaps a reskinned "mind" gaze (which it currently uses) would be enough.

Technically makes them "panicked" as per the Fear spell in 3E. We'll leave as is for now.

Finger of Death

Clarified it is negative damage.

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.

Note even though finger is in the name it doesn't need a touch attack as per the original spell. The classic "save or die" spell.

Ghoul Touch

Script: Only ever one save for entering the AOE.

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: Updated with save DC (static 18). It will not be removed by dispel magic anymore to make it similar to normal poisons (the effect is "instantaneous" in the SRD).

Until new effects for poison are done this can stay static DC and basically DOA again.

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).

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.

SRD has it have also a ranged touch attack - is tempting to add this in, to be more accurate, but it's a relatively weak spell regardless.

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

Change to a death effect that bypasses immunities rather than divine damage, and we just make it 1:1 identical to Circle of Death for now (smaller AOE, max 20d4, max 9 HD etc.).

Copied changes made to Circle of Death. Lower AOE size, similar description.

Note the original spell was 20M radius - that's 4 tiles across! Maybe can go back to that but needs a fresh VFX for it if so.

Vampiric Touch

Description clarified (living creature, melee touch attack)

Script properly checks what damage is done and applied the temp HP based off that damage.

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.

Removed the case where you could apply immunity to the effect due to the long VFX wind up time (3 seconds + a bit more depending on distance to centre) by making the death effect bypass immunities.

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. Acts like Slow/Haste kinda now.

Aura of Glory

Description and script: We basically keep it the same as Bioware's version but make the description accurate. Made it be 10M range.

3.0 Version has: +2 vs. Fear for those within 10 feet, and +2 on various Charisma skill checks and +2 on Turn Undead checks. Plus some healing.

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. This however is probably just fine since, well, Paladins don't get many good spells and this is still potentially worse then just drinking a potion of +Charisma.

Bioware also upped the saving throw vs. Fear effect, and made it a large single use area. We'll keep this it simplifies things.

Healing needs improving to the 3.0 version, 1d4 as per Heal Minor Wounds.

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).

VFX changed to Natures Balance for now, need a nature one of the right size (now large) to be used.

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

Updated to affect any animal. So animal companions and some summons. The 3E spell requires a saving throw we'll bin that, to keep it simpler, and keep the Bioware changes (attack bonus versus having +2 HD).

Range: Touch

Valid Targets: Self, Item

Awaken being more useful is always good.

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. Proper strength checks.

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 and to the original spells description.

Additionally clarified the description to match strength check rules.

This really needs a better VFX - have reused the "Sonic Cone" one, but maybe recolour it (and make more transparent) or reuse a "gaze" and recolour.

Battletide

Removed Hostile flag, removed projectile (personal only)

Script and effect: For now we just deal with it as Bioware did, free bonuses for the caster and negatives for those enemies entering. May improve later.

VFX: Updated VFX size to be 3.3M as per AOE entry.

Saving throw type changed to neutral though (not Negative, and certainly not Mind Affecting)

The 3.0E version has some better effects (bonus partial action - ie bonus attack) but it seems to be just a single fire-and-forget, no distance change needed. This would be more sensible to be honest!

The extra attack is quite powerful. Not sure we want to add that in.

3.5E is a bit different mainly clarifies the effects since 3.5E does some stuff to haste etc.

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 minute/level. Make it so it replaces existing weapon enchantments entirely probably.

Leaving as the usual vs. Undead damage. Might extend the duration depends.

Blindness/Deafness

Counterspell: Add Remove Blindness/Deafness

Moved to Transmutation as per 3E (from Enchantment).

Keep as a merged spell, makes it more viable. Or split for the rare times one immunity is present stopping the other?

Blood Frenzy

Ignore Immunity for the AC decrease, also probably will change to an enemy attack bonus (ie "misc AC").

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).

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

Mass Camouflage

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

Mass Camouflage: Changed to Medium range. Remove hostile flag.

Mass: Keep it nice and simple. Alternative is a mobile AOE that only applys the hide once, but removes it when someone exits the AOE.

We could use a better AOE effect

Crumble

Description: clarified it affects placeables and doors.

Not much to say on this one. We could add the size limits of what you're affecting as per the 3E version (up to 9th, large, up to 15th, huge, which is the max usual NWN size) but meh.

The 3.5E version downgrades the level to 3 which does make it more usable and is tempting...but limits the damage to 10d8.

Could use a new VFX, the current one is a blue magical explosion. A rocky explosion would be more appropriate.

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.

Could use a new VFX currently uses a really basic one given the damage done!

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, but for now just leave as-is.

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.

Expeditious Retreat

Updated to 1 minute/level. Made it a double increase in speed (+100%). Have script to check if haste items or haste spell is applied and if so remove.

The 3E spell doubles speed for 1 minute/level instead of the Bioware 1 round/level.

Alongside not applying if Haste is present, due to item haste we will have this check for haste-equipped items every 3 seconds and remove it then too.

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 and Break Enchantment. We've added Break Enchantment will review Greater Restoration sometime.

Could really do a better set of VFX for applying - it's kinda wimpy even though it's a really powerful effect.

Bull's Strength

Greater Bull's Strength

Cat's Grace

Greater Cat's Grace

Eagle's Splendor

Greater Eagle's Splendor

Endurance

Greater Endurance

Fox's Cunning

Greater Fox's Cunning

Owl's Wisdom

Greater Owl's Wisdom

Owl's Insight

Bull's Strength: Counterspell: Ray of Enfeeblement

Greater versions: No changes yet. May add back into spellbooks.

Owl's Insight: Corrected innate level in description.

Greater versions:

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 Sanctuary)

Ethereal Jaunt

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 (be it on my head...)
  • Rename to Ethereal Jaunt (ie a quick namechange) - and make it Cleric 7 / Wizard 7 ala NWN2/3.5E

The future will be:

  • Figure out the balance of Etherealness. Some counterspells and additional effects that area able to penetrate or remove it without the need for full on True Seeing?
  • Add Etherealness at level 9 for an AOE version. Technically this is that spell (the levels match) but 3.5E ups the levels to 9.
Haste

Description: Clarified interaction with Slow.

Script: Remove Expeditious Retreat.

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 ("NPC only spell for yaron"), might replace as a monster power that uses HD and drops spell resistance. Or just disable.

Currently left as a "Spell" but no real reason for it.

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 and damage types applied to now piercing and slashing.

Upgraded to be slashing or piercing since 3.0E has "The spell can be cast only on piercing or slashing weapons."

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. SRD for reference.

Need to rethink this spell. Possibly affect a certain DC only based on caster level, along with the single object.

Magic VestmentDescription: Clarified targeting of other creatures items.

Magic Weapon

Greater Magic Weapon

Description: 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 Blindness/Deafness

Counterspell: Remove Blindness/Deafness

Moved to Transmutation from Illusion.

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.

Mass Haste

Spell school Enchantment → Transmutation

Noted Haste specifics in description and the limit of 1/caster level.

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. Leaving Orange until we fix the blueprints (or replicate all the summons to be new blueprints). Otherwise done as Bioware's is.

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 and changed targeting distance to personal (0M) since it is self cast only.

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.

Frankly a filler spell (a few bonus skill points) could do with some improvements. Still better than the original that gave a measily +2!

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. Same poison effect as Poison at a higher spell level isn't great either. To fix once EffectPoison is improved.

Note that the 3E version is a thrown weapon (1d8 damage/then poison at the right DC with 1d6 strength/1d6 strength damage).

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.

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 or only do one save on enter? It is still by default close to SRD so keeping it as-is for now.

VFX: Needs a new VFX, this is the 3rd spell using Entangles VFX. A variation (maybe a different texture) might be enough.

Stone Bones

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

Added sound effects to casting.

VFX: Probably could do with a nicer VFX then the generic AC increase one.

Stone to FleshMetamagic: Remove extendCould do with a new VFX (currently uses Dispel Magic).
Tenser's Transformation

Description 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.

Added spell hook to catch item usage and spell failure 100% for that part.

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. 

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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.

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3.5E for comparison; it basically standardises the bonus stats and adds bonus constitution. I kind of like this version a bit better since it makes you a bit tankier.

You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks). 

Time StopNo real changes yet but ideas to the right.

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.

VirtueScript: Made it so it can stack, it's a cantrip. Updated spell casting visuals/sounds.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. (and is always available, ie not an opposition spell school).

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. Edit: This might be to apply the bonus vs. Spells for saving throws on Greater Ruin and Hellball. They are technically kind of spells even with no spell resistance or whatever. Might make new ones creature powers for this reason.

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

NameSubtypeChange MadeNotes

Aura of Blinding

Aura of Cold

Aura of Dragon Fear

Aura of Electricity

Aura of Fear

Aura of Fire

Aura of Menace

Aura of Protection

Aura of Stunning

Aura of Unearthly Visage

Aura of Unnatural

Troglodyte Stench

Horrific Appearance

Monster Ability

Descriptions made specific for each aura to help DMs copied actual stats from the old spell scripts which but modified a few to match the standard DCs and fixed some bugs.

Renamed "Aura, Dragon Fear" to "Aura of Dragon Fear". Made other dragons immune to it. Made it 10 + 1/2 Dragons HD + Charisma Modifier as well.


Captivating Song

Monster Ability

Spell School changed to General

Personal (0) range from 20M

Marked as hostile

AI category changed to AOE Discriminate


Epic Spell: Dragon Knight

Epic Spell

See Overhaul Epic Spells


Epic Spell: Epic Mage Armour

Epic Spell

See Overhaul Epic Spells


Epic Spell: Epic Warding

Epic Spell

See Overhaul Epic Spells


Epic Spell: Greater Ruin

Epic Spell

See Overhaul Epic Spells


Epic Spell: Hellball

Epic Spell

See Overhaul Epic Spells


Epic Spell: Mummy Dust

Epic Spell

See Overhaul Epic Spells


Extract Brain

Monster Ability

Removed "master" of this spell

Messed up some GetHasSpell queries
Fire Stream

Polymorph Ability (Shifter, Azer Chieftain)

Removed erroneous metamagic, changed to General spell school


Gaze, Petrification

Monster Ability

Copied settings from other Gaze abilities:

Range: 20M → 8M

Somatic component added

Allow target area

AI category updated to AOE Indiscriminate

Spell targeting info updated to match

Seems a copy/paste mistake, taken most settings from other Gaze (cone) attacks
Gaze, Petrification (Shifter version)

Polymorph Ability

As above

Some errors as above.
Illithid Mind Blast (Monster version)

Monster Ability

Updated description to match effects

Spell school set to General

Updated icon


Psionic Charm Monster

Monster Ability

Updated description to match effects

Changed target flags/made cone AOE

Spell school set to General

Updated icon

Remove concentration

Script also needs a few fixes (like the eGaze changing constantly in mixed PC/NPC environments)
Psionic Inertial Barrier (Monster and Shifter)

Monster Ability

Updated description to match effects

Spell school set to General

Updated icon (Although better would be to recolour a spell icon (eg Mage Armour) to yellow to make it easier to see.

This is a good thing: We should make all the monster versions the same as the shifter versions really. Or at least make them work better for non-shifters if used as a NPC.

Psionic Mind Blast (Monster version)

Monster Ability

Updated description to match effects

Changed target flags/made cone AOE

Spell school set to General

Updated icon


Psionic Mass Concussion (Monster version)

Monster Ability

Updated description to match effects

Removed erroneous metamagic flags

Fixed target flags

Spell school set to General

Updated icon


Psionic Mind Blast Personal (Monster version)

Monster Ability

Updated description to match effects

Fixed target flags (self only)

Spell school set to General

Updated icon

Components updated to Somatic only (from just Verbal) to match other Psionic abilities

Was "Psionic Mind Blast 10m radius" which itself was wrong - it's a 15 meter radius!

Perfect candidate for the new Psychic damage type

Shadow Strength AttackMonster Ability (only used by Shadowdancer summoned Shadows)

Updated description to match effects

No longer verbal

Hostile flag enabled


Shadowblend

Monster Ability

Updated description to match effects

Fixed target flags (self only) and range (0M)

Spell school set to General

Updated icon (really needs a new one)

Added AI Category: Protection (Self)

Left with no components.

Spectre Shadow Attack

Polymorph Ability (Spectre, Shifter Undead Shape)

Renamed to Spectre Shadow Attack

Updated description to match effects.

Removed "Uses Concentration" (has 0 cast time)

Removed verbal component

Hostile flag enabled

Reusable on other creatures. Does level drain damage on hit.

Summon Baatezu

Summon Celestial

Summon Mephit

Summon Slaad

Summon Tanarri

Monster Ability

Updated description to what is actually spawned.

Updated range to be a consistent 8M range.

No hostile flag or concentration on any of them.

May want to standardise the actions of Slaad, Tanarri and Baatezu. Either we make them cast instantly ("free action") somehow (AI or otherwise) or we add some casting animations since why not.

May want to update what the spells do (eg Mephits should, as the old description specified, summon one of their own. Same with the Slaad) and add new ones for custom content or other blueprints.

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 if ever used as a cheat-spell.
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
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