Author Topic: Spell Changes.  (Read 22982 times)

Midnight

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Spell Changes.
« on: March 30, 2006, 01:48:31 PM »
Through careful observation we have come to the conclusion that the following spells needed to be reworked to better fit in with our module.  The following is a listing of spell changes that have taken place.


Animate Dead
Caster Level: Cleric 3, Wizard/Sorcerer 5 (Gained at level - 5/Cleric,  9/Wizard, 10/Sorcerer)
Innate Level: 3 School: Necromancy
Component(s): V, S Range: Short
Save: None - Spell Resistance: No
Area of Effect/Target: Point
Duration: 1 Turn + 1 Round/ Level
Description: The caster animates an undead servant, who's power is based on the caster's level.

• Level 5  Tyrantfog Zombie
• Level 6-9  Skeleton Warrior
• Level 10+  Skeleton Chieftain


Darkfire
Caster Level: Cleric 3   (Gained at level - 5/Cleric)
Innate Level: 3 School: Evocation
Component(s): V, S Range: Touch
Save: None - Spell Resistance: No
Area of Effect/Target: Creature, Melee Weapon
Duration: 1 Turn + 1 Turn / Level
Description: This spell allows the caster to immolate a non-magical weapon. The weapon will do 1d6 points of fire damage. The caster can either target a specific melee weapon in his inventory or a creature to enchant the weapon the creature is wielding.


Find Traps
Spell Level: Bard 3, Cleric 2, Wiz/Sorc 3
Innate Level: 2
School: Divination
Component(s): Verbal, Somatic
Range: Personal
Save: No (harmless)
Spell Resistance: No (harmless)
Area of Effect/Target: Caster
Duration: 1 Turn + 1 Round/Level
Description: The target of this spell gains a +10 bonus to their Search Skill.


Firebrand
Caster Level: Wizard/Sorcerer 5  (Gained at level 9/Wizard, 10/Sorcerer)
Innate Level: 5 School: Evocation
Component(s): V, S Range: Medium
Save: Reflex ½ - Spell Resistance: Yes
Immunity Type: Fire
Area of Effect/Target: Colossal
Duration: Instant
Description: Masses of flame (one per caster level) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of damage per caster level (max 10d6).

• Level 5 5d6 damage
• Level 6 6d6 damage
• Level 7 7d6 damage
• Level 8 8d6 damage
• Level 9 9d6 damage
• Level 10 10d6 damage


Flame Weapon
Caster Level: Wizard/Sorcerer 2  (Gained at level 3/Wizard, 4/Sorcerer)
Innate Level: 2 School: Evocation
Component(s): V, S Range: Touch
Save: None - Spell Resistance: No
Area of Effect/Target: Creature or Melee Weapon
Duration: 1 Turn + 1 Turn / Level
Description: Sets a melee weapon aflame, granting 1d4 points of fire damage. You can target a specific weapon or a creature with this spell.


Greater Magic Fang
Caster Level: Druid 3, Ranger 3  (Gained at level - 5/Druid, 12/Ranger)
Innate Level: 3 School: Conjuration
Component(s): V, S Range: Touch
Save: None - Spell Resistance: No
Area of Effect/Target: Caster
Duration: 1 Turn + 1 turn / level
Description: This spell strengthens the caster's animal companion, giving it +1 to hit and +1 to damage for every six levels of the caster (maximum of +3). It also grants the creature an enchantment bonus equal to the hit/damage bonus given.

• Level 5 +1 hit/damage/enchantment
• Level 11 +2 hit/damage/enchantment
• Level 17 +3 hit/damage/enchantment


Greater Magic Weapon
Caster Level: Bard 3, Cleric 4, Paladin 3, Wizard/Sorcerer 3  (Gained at level - 8/Bard, 7/Cleric, 12/Paladin, 5/Wizard, 6/Sorcerer)
Innate Level: 3 School: Transmutation
Component(s): V, S Range: Touch
Save: None - Spell Resistance: No
Area of Effect/Target: Creature or Melee Weapon
Duration: 1 Turn + 1 Turn / Level
Description: You empower the touched weapon with a +1 enhancement bonus per 4 caster levels (maximum of +4). You can either directly target the weapon you want to cast this spell on, or you can target a creature, affecting the creature's main hand weapon.

• Level 4 +1 enhancement
• Level 8 +2 enhancement
• Level 12 +3 enhancement
• Level 16 +4 enhancement



Harm
Caster Level: Cleric 6
Innate Level: 6 School: Necromancy
Component(s): V, S Range: Touch
Save: Will for Half Damage - Spell Resistance: No
Area of Effect/Target: Creature
Duration: Instantaneous
Description: Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount, but it cannot reduce the target’s hit points to less than 1.

If used on an undead creature, harm acts like heal.



Heal
Caster Level: Cleric 6, Druid 7
Innate Level: 6 School: Healing
Component(s): V, S Range: Touch
Save: Will Half - Spell Resistance: No
Area of Effect/Target: Creature
Duration: Instantaneous
Description: Heal brings the target back to full hit points.

If used on an undead creature, harm acts like harm.



Isaac's Greater Missile Storm
Caster Level: Wizard/Sorcerer 6  (Gained at level 11/Wizard, 12/Sorcerer)
Innate Level: 6 School: Evocation
Component(s): V, S Range: Long
Save: None - Spell Resistance: Yes
Area of Effect/Target: Gargantuan
Duration: Instant
Description: A number of energy missiles (one per caster level but to a maximum of 20) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the creatures will be hit with multiple missiles. Each missile does 1d4 +1 points of damage.

• Level 11 11 missiles
• Level 12 12 missiles
• Level 13 13 missiles
• Level 14 14 missiles
• Level 15 15 missiles
• Level 16 16 missiles
• Level 17 17 missiles
• Level 18 18 missiles
• Level 19 19 missiles
• Level 20+ 20 missiles


Keen Edge
Caster Level: Bard 3, Wizard/Sorcerer 3  (Gained at level – 7/Bard, 5/Wizard, 6/Sorcerer)
Innate Level: 3 School: Transmutation
Component(s): V, S Range: Touch
Save: None - Spell Resistance: No
Immunity Type: Weapon Enchantment
Area of Effect/Target: Creature or Slashing Weapon
Duration: 1 Turn + 1 Turn / Level
Description: Adds the Keen property to the targeted slashing weapon, increasing its critical threat range.


Knock
Spell Level: Wiz/Sorc 2, Knowledge 2
Innate Level: 2
School: Transmutation
Component(s): Verbal
Range: Touch?
Save: No (harmless)
Spell Resistance: No (harmless)
Area of Effect/Target: Single
Duration: 1 Turn + 1 Round/Level
Description: The target of this spell gains a bonus to their Open Lock Skill equal to Caster's Level / 2.


Magic Vestment
Caster Level: Cleric 3 (Gained at level 5/Cleric)
Innate Level: 3 School: Transmutation
Component(s): V, S Range: Touch
Save: None - Spell Resistance: No
Area of Effect/Target: Creature, Armor or Shield
Duration: 1 Turn + 1 Turn / Level
Description: You empower the touched armor or shield with a +1 AC bonus per 4 caster levels (minimum of +1).

• Level 1 +1AC
• Level 8 +2AC
• Level 12 +3AC
• Level 16 +4AC
• Level 20 +5AC


Magic Weapon
Caster Level: Bard 1, Cleric 1, Paladin 1, Wizard/Sorcerer 1  (Gained at level – 2/Bard, 1/Cleric, Wizard & Sorcerer, 6/Paladin)
Innate Level: 1 School: Transmutation
Component(s): V, S Range: Touch
Save: None - Spell Resistance: No
Area of Effect/Target: Melee Weapon or Creature
Duration: 1 Turn + 1 Turn / Level
Description: You empower the touched weapon with a +1 enhancement bonus.


Mass Heal
Caster Level: Cleric 9
Innate Level: 9 School: Healing
Component(s): V, S Range: Close
Save: Will Half - Spell Resistance: No
Area of Effect/Target: One or more creatures within a 30 ft radius
Duration: Instantaneous
Description: This spell functions like heal, except as noted above. Against undead, it works like the spell Harm.


Summon Creature I
Caster Level: Bard 1, Cleric 1, Druid 1, Ranger 1, Wizard/Sorcerer 1 (Gained at level - 3/Bard, 1/Cleric, 1/Druid, 6/Ranger, 1/Wizard, 1/Sorcerer)
Innate Level: 1 School: Conjuration
Component(s): V, S Range: Short
Save: None - Spell Resistance: No
Area of Effect/Target: Point
Duration: 1 Turn + 1 Round/ Level
Description: The caster summons a dire badger to be a faithful and loyal servant.


Summon Creature II
Caster Level: Bard 2, Cleric 2, Druid 2, Ranger 2, Wizard/Sorcerer 2 (Gained at level - 5/Bard, 3/Cleric, 3/Druid, 10/Ranger, 3/Wizard, 4/Sorcerer)
Innate Level: 2 School: Conjuration
Component(s): V, S Range: Short
Save: None - Spell Resistance: No
Area of Effect/Target: Point
Duration: 1 Turn + 1 Round/ Level
Description: The caster summons a dire boar to be a faithful and loyal servant.


Summon Creature III
Caster Level: Bard 3, Cleric 3, Druid 3, Ranger 3, Wizard/Sorcerer 3 (Gained at level - 8/Bard, 5/Cleric, 5/Druid, 12/Ranger, 5/Wizard, 6/Sorcerer)
Innate Level: 3 School: Conjuration
Component(s): V, S Range: Short
Save: None - Spell Resistance: No
Area of Effect/Target: Point
Duration: 1 Turn + 1 Round/ Level
Description: The caster summons a dire wolf to be a faithful and loyal servant.


Summon Creature IV
Caster Level: Bard 4, Cleric 4, Druid 4, Ranger 4, Wizard/Sorcerer 4 (Gained at level - 10/Bard, 7/Cleric, 7/Druid, 15/Ranger, 7/Wizard, 8/Sorcerer)
Innate Level: 4 School: Conjuration
Component(s): V, S Range: Short
Save: None - Spell Resistance: No
Area of Effect/Target: Point
Duration: 1 Turn + 1 Round/ Level
Description: The caster summons a dire spider to be a faithful and loyal servant.


Summon Creature V
Caster Level: Bard 5, Cleric 5, Druid 5, Wizard/Sorcerer 5 (Gained at level - 14/Bard, 9/Cleric, 9/Druid, 9/Wizard, 10/Sorcerer)
Innate Level: 5 School: Conjuration
Component(s): V, S Range: Short
Save: None - Spell Resistance: No
Area of Effect/Target: Point
Duration: 1 Turn + 1 Round/ Level
Description: The caster summons a dire bear to be a faithful and loyal servant.


Summon Creature VI
Caster Level: Bard 6, Cleric 6, Druid 6, Wizard/Sorcerer 6 (Gained at level - 17/Bard, 11/Cleric, 11/Druid, 11/Wizard, 12/Sorcerer)
Innate Level: 6 School: Conjuration
Component(s): V, S Range: Short
Save:
None - Spell Resistance: No
Area of Effect/Target: Point
Duration: 1 Turn + 1 Round/ Level
Description: The caster summons a dire tiger to be a faithful and loyal servant.


Summon Creature VII
Caster Level: Cleric 7, Druid 7, Wizard/Sorcerer 7 (Gained at level - 13/Cleric, 13/Druid, 13/Wizard, 14/Sorcerer)
Innate Level: 7 School: Conjuration
Component(s): V, S Range: Short
Save: None - Spell Resistance: No
Area of Effect/Target: Point
Duration: 1 Turn + 1 Round/ Level
Description: The caster summons a random huge elemental to be a faithful and loyal servant.


Summon Creature VIII
Caster Level: Cleric 8, Druid 8, Wizard/Sorcerer 8 (Gained at level - 15/Cleric, 15/Druid, 15/Wizard, 16/Sorcerer)
Innate Level: 8 School: Conjuration
Component(s): V, S Range: Short
Save: None - Spell Resistance: No
Area of Effect/Target: Point
Duration: 1 Turn + 1 Round/ Level
Description: The caster summons a random greater elemental to be a faithful and loyal servant.


Summon Creature IX
Caster Level: Cleric 9, Druid 9, Wizard/Sorcerer 9 (Gained at level - 17/Cleric, 17/Druid, 17/Wizard, 18/Sorcerer)
Innate Level: 9 School: Conjuration
Component(s): V, S Range: Short
Save: None - Spell Resistance: No
Area of Effect/Target: Point
Duration: 1 Turn + 1 Round/ Level
Description: The caster summons a random elder elemental to be a faithful and loyal servant.


True Seeing
Spell Level: Cleric 5, Druid 7, Wiz/Sorc 2, Animal 3, Knowledge 4
Innate Level: 5
School: Divination
Component(s): Verbal, Somatic
Range: Touch
Save: No (harmless)
Spell Resistance: No (harmless)
Area of Effect/Target: Single
Duration: 1 Turn + 1 Turn/Level
Description: The target recieves the ability to see through invisibility and magical darkness, and also gains a bonus to their spot and search equivalent to their level. They also receive immunity to illusion spells such as Phantasmal Killer and Weird.


Undeath to Death
Spell Level: Cleric 6, Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Component(s): Verbal, Somatic
Range: Medium
Save: Will negates
Spell Resistance: Yes
Area of Effect/Target: Colossal
Duration: Instantaneous
Description: This spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first. Creatures with 9 or more hit dice are unaffected.


If there are any issues or discussion that you would like to make about the changes, please feel free to make a separate thread either here, or in the Beta Bug Reports.
« Last Edit: July 14, 2016, 05:29:57 PM by Apsalar »

Zarathustra217

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Re: Spell Changes.
« Reply #1 on: November 20, 2007, 07:33:59 AM »
New additional changes:

Death Armor, Elemental Shield, Mestil's Acid Sheath and Wounding Whispers

Change: Spells will not stack with eachother.

Bull's Strength, Cat's Grace, Eagle's Splendor, Endurance, Fox's Cunning, Owl's Wisdom

Change: Duration changed to 1 turn + 1 turn/level.

Zarathustra217

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Re: Spell Changes.
« Reply #2 on: January 26, 2009, 12:37:44 PM »
More changed spells:

Tenser's Transformation

Change: The spell gives +4 ability bonus to strength, dexterity and constitution rather than setting fixed stats. The weapon equipped is now a +1 Greatsword. The number of attacks won't change to equal level as fighter (due to NWN limitation), but the AB will.

Polymorph Self

Change: When polymorphing, the caster only gains the attacks of the shape, and not the special qualities.

Shapechange

Change: A few shapes have been changed to better match those of the actual shape.

Divine Power

Change: The spell won't grant extra attacks (due to NWN limitation).
« Last Edit: April 16, 2009, 10:13:11 AM by Zarathustra217 »

Zarathustra217

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Re: Spell Changes.
« Reply #3 on: May 30, 2011, 05:09:13 AM »
Circle of Protection, Invisibility Sphere, Battletide

These spells now apply their effects to all within 10' radius of target location when the spell is cast.
« Last Edit: May 30, 2011, 05:27:37 AM by Zarathustra217 »

Zarathustra217

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Re: Spell Changes.
« Reply #4 on: February 21, 2012, 07:47:51 AM »
Divine Favor

The spell now caps at +3.

Knas

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Re: Spell Changes.
« Reply #5 on: November 01, 2013, 04:46:36 AM »
The following spells with fortitude saves have been changed not to affect undead (including MPCs):

Acid fog - still does acid damage, but undead are immune to the slowing effect
Blindness/deafness
Cloudkill
Dirge
Drown
Flesh to stone
Great thunderclap
(this spell actually has 3 components, each requiring one of the 3 saves - undead are only immune to the Fort save portion)
Healing sting
Horrid wilting
Implosion
Infestation of maggots
Mass blindness/deafness
Ray of enfeeblement
Stinking cloud
« Last Edit: November 01, 2013, 12:38:09 PM by Bluebomber4evr »

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Re: Spell Changes.
« Reply #6 on: November 07, 2013, 02:16:10 PM »
Sunburst now works properly on MPC vampires and NPC vampires that use non-standard appearances (i.e. destroys them instantly if they fail a Reflex save)!

The following spells also now work on undead MPCs:

Sunbeam
Control Undead
Searing Light
Undeath to Death
Sunburst

Bluebomber4evr: The Justice, not you, since 2002

Bad_Bud

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Re: Spell Changes.
« Reply #7 on: November 24, 2013, 08:51:16 PM »
Aura of Vitality
Spell level: druid 7; cleric with war domain 7
Innate level: 7
School: transmutation
Components: verbal, somatic
Range: short touch
Area of effect: colossal (10 meter radius)
Duration: 1 turn + 1 turn / level
Save: harmless
Spell resistance: no
Description: All allies within the area of effect receive a +4 bonus to constitution, dexterity, and strength.


Crumble
Spell level: druid 6
Innate level: 6
School: transmutation
Components: verbal, somatic
Range: medium (20 meters)
Area of effect: one construct
Duration: instantaneous
Save: no
Spell resistance: no
Description: This spell inflicts 1d8 points of damage per caster level to a selected inert object or construct (to a maximum of 10d8). This spell does not affect living creatures.


Divine Power
Spell level: cleric 4; cleric with strength domain 3
Innate level: 4
School: evocation
Components: verbal, somatic
Range: personal
Area of effect: caster
Duration: 1 turn + 1 round / level
Save: harmless
Spell resistance: no
Description: The caster gains the following bonuses: 1 extra hit point per caster level, strength is raised by 4, and base attack bonus improves to that of a fighter of the same level.


Drown
Spell level: druid 6
Innate level: 6
School: transmutation
Components: verbal, somatic
Range: short (8 meters)
Area of effect: single
Duration: instant
Save: fortitude negates
Spell resistance: yes
Description: The caster creates water in the lungs of a target creature. If the target creature fails a fortitude save, it is incapacitated for one round. After one round, the target creature's hit points are reduced to -1. Golems and other nonliving creatures cannot be drowned.


Flame Lash
Spell level: druid 2
Innate level: 2
School: evocation
Descriptor: fire
Components: verbal, somatic
Range: short (8 meters)
Area of effect: single
Duration: instant
Save: none
Spell resistance: yes
Description: The druid lashes forward with a whip of liquid fire. On a successful melee touch attack, the whip deals 1d6 points of physical damage (strength modified), and 1d6 fire damage for every 2 levels above 1 (max 4d6 fire damage at level 9).


Keen Edge
Spell level: bard 3; sorcerer/wizard 3
Innate level: 3
School: transmutation
Descriptor: weapon enchantment
Components: verbal, somatic
Range: short touch
Area of effect: creature or weapon
Duration: 1 turn + 1 turn / level
Save: none
Spell resistance: no
Description: Adds the Keen property to the targeted weapon, increasing its critical threat range.
« Last Edit: November 10, 2014, 05:43:21 PM by Bad_Bud »


Bad_Bud

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Re: Spell Changes.
« Reply #8 on: February 10, 2014, 07:27:56 PM »
Hold Animal, Hold Person, and Hold Monster:
Changed saving throw type to versus mind effects.

Clarity:
The 5 round base duration is now taken into consideration when extending the spell.

Phantasmal Killer:
The fortitude saving throw is now made versus fear rather than versus death (a failure still results in instant death).

Implosion:
The arbitrary +3 bonus to the DC has been removed, and the saving throw is no longer made versus the death descriptor.

Undeath's Eternal Foe:
The +4 AC bonus will no longer stack on multiple castings of this spell.


Bad_Bud

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Re: Spell Changes.
« Reply #9 on: February 10, 2014, 07:59:35 PM »
Aura Versus Alignment
Spell level: cleric 8
Innate level: 8
School: abjuration
Components: verbal, somatic
Range: personal
Area of effect: huge (6.67 meter radius)
Duration: 1 round / level
Save: harmless
Spell resistance: no
Description: When this spell is cast, the caster chooses to be protected from either good or evil.  The caster and all allies within 20 feet receive spell resistance 25 against spells cast by creatures of the chosen alignment.  As well, the caster and each ally receives a +4 deflection bonus to AC, a +4 bonus to saving throws, and immunity to charm and domination effects against creatures of any alignment.  Finally, any time a creature under the protection of this spell is struck by a melee weapon, the attacker is dealt 1d8 + 6 damage.

Continual Flame
Spell level: cleric 3; sorcerer/wizard 2
Innate level: 2
School: evocation
Components: verbal, somatic
Range: touch
Area of effect: huge (6.67 meter radius)
Duration: instant
Save: harmless
Spell resistance: no
Description: Continual Flame illuminates all nearby allies with a color of light.  The color scatters and changes between each target as if the light were cast through a prism.  The effect persists indefinitely until the illuminated target rests, and is not dependent on the rest cycle of the caster.

Death Armor
Spell level: sorcerer/wizard 2
Innate level: 2
School: necromancy
Components: verbal, somatic
Range: personal
Area of effect: single
Duration: 1 round / level
Save: harmless
Spell resistance: no
Description: A magical aura surrounds the caster — injuring creatures that touch it. Any creature striking the caster takes 1d4 points of negative energy damage +1 point per 2 caster levels (maximum +10).

Feeblemind
Spell level: sorcerer/wizard 5
Innate level: 5
School: enchantment
Descriptor: mind-affecting
Components: verbal, somatic
Range: medium (20 meters)
Area of effect: single
Duration: instant
Save: will
Spell resistance: yes
Description: If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 3, giving it roughly the intellect of a lizard.  The creature still knows who its friends are and can follow them and even protect them.  The creature remains in this state until a Remove Curse or Greater Restoration is used to cancel the effect of the Feeblemind.  When used against a creature that can cast arcane spells, such as a sorcerer or a wizard, the DC of the saving throw increases by 4.
Note that the spell school for this spell should be Enchantment.  This will change in a future hak update.

Magic Circle Against Alignment
Spell level: bard 3; cleric 3; paladin 3; sorcerer/wizard 3
Innate level: 3
School: abjuration
Components: verbal, somatic
Range: personal
Area of effect: colossal (10 meter radius)
Duration: 1 hour / level
Save: harmless
Spell resistance: no
Description: When this spell is cast, the caster chooses to be protected from either good or evil. The spell target and all allies within 10 meters receive a +2 deflection bonus to AC and +2 to all saving throws against creatures of the chosen alignment.  As well, the target and each ally is protected against all Charm and Domination effects used by creatures of any alignment.

Protection from Alignment
Spell level: bard 1; cleric 1; paladin 1; sorcerer/wizard 1
Innate level: 1
School: abjuration
Components: verbal, somatic
Range: touch
Area of effect: single
Duration: 1 hour / level
Save: harmless
Spell resistance: no
Description: When this spell is cast, the caster chooses a target to be protected from either good or evil. The target receives a +2 deflection bonus to AC and +2 to all saving throws against creatures of the chosen alignment.  As well, the target is protected against all Charm and Domination effects used by creatures of any alignment.
« Last Edit: March 06, 2014, 10:36:51 PM by Bad_Bud »


Bad_Bud

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Re: Spell Changes.
« Reply #10 on: March 01, 2014, 09:57:32 AM »
Magic Vestment

When a character's armor already has a Magic Vestment or magical varnish bonus, Magic Vestment will target the character's equipped shield, if there is one.


Bad_Bud

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Re: Spell Changes.
« Reply #11 on: March 06, 2014, 06:11:18 PM »
Cloud of Bewilderment
Immunity to poison no longer negates this spell.  Fixed a bug that caused the blindness and stun effects to negate each other in certain situations.

Neutralize Poison
Neutralize Poison now grants poison immunity to the target for 1 hour + 1 turn / level.

Stinking Cloud
Spell level: sorcerer/wizard 3; cleric with destruction domain 3
Innate level: 3
School: conjuration
Components: verbal, somatic
Range: medium (20 meters)
Area of effect: huge (6.67 meter radius)
Duration: 1 round / level (max 10)
Save: fortitude negates
Spell resistance: no
Description: All creatures caught within the area of effect must make a fortitude saving throw or become dazed for 1d4 + 1 rounds. Creatures within the cloud receive 20% concealment versus melee attacks and 50% concealment versus ranged attacks.

Darkness
Spell level: bard 2; cleric 2; sorcerer/wizard 2
Innate level: 2
School: evocation
Components: verbal
Range: long (40 meters)
Area of effect: huge (6.67 meter radius)
Duration: 5 rounds
Save: none
Spell resistance: no
Description: All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced using ultravision.

Wall of Fire
Spell level: druid 5; sorcerer/wizard 4; cleric with fire domain 4
Innate level: 4
School: evocation
Components: verbal, somatic
Range: medium (20 meters)
Area of effect: wall 3 meters long
Duration: 1 round / level (max 10)
Save: none
Spell resistance: yes
Description: This spell creates a curtain of fire that deals 2d6 + 1 per caster level (max +20) points of fire damage to any creature that attempts to pass through it.  When cast, the wall creates a wave of heat, dealing 2d4 fire damage to all nearby creatures.

Mind Fog
Spell level: bard 5; sorcerer/wizard 5
Innate level: 5
School: enchantment
Descriptor: mind-affecting
Components: verbal, somatic
Range: long (40 meters)
Area of effect: large (5 meter radius)
Duration: 1 hour
Save: will negates
Spell resistance: yes
Description: This spell creates a bank of blue fog that saps the will of all those who enter it. Victims take a -10 penalty on will saving throws against mind-affecting spells and effects. This penalty persists for as long as the creature remains in the fog and for an additional 2d6 rounds upon leaving.

Cloudkill
Spell level: sorcerer/wizard 5
Innate level: 5
School: conjuration
Descriptor: poison
Components: verbal, somatic
Range: long (40 meters)
Area of effect: large (5 meter radius)
Duration: 1 round / level (max 10)
Save: fortitude special
Spell resistance: no
Description: A billowing cloud of noxious vapors settles over the area. Its effects vary according to the hit dice of the affected creatures:

Hit DiceEffects
1-3instant death
4-6fortitude save or death; on a successful save, target takes 1d4 constitution damage
7+ 1d4 constitution damage per round; on a successful save, target reduces constitution damage by half

Creatures within the cloud receive 20% concealment versus melee attacks and 50% concealment versus ranged attacks.  Creatures immune to poison are unaffected by Cloudkill.

Acid Fog
Spell level: sorcerer/wizard 6; cleric with destruction domain 6
Innate level: 6
School: conjuration
Components: verbal, somatic
Range: long (40 meters)
Area of effect: large (5 meter radius)
Duration: 1 round / level (max 10)
Save: none
Spell resistance: no
Description: Acid fog creates a thick, clinging, greenish cloud.  Creatures inside the fog have their movement speed reduced by 75%.  Every round a creature spends in the cloud, it suffers 2d4 + 1 / 2 levels (max +10) acid damage.  Creatures in the fog also receive a penalty of -2 to attack bonus, 20% concealment versus melee attacks, and 100% concealment versus ranged attacks, as the fog is too thick for projectiles to pass through.

Incendiary Cloud
Spell level: sorcerer/wizard 8
Innate level: 8
School: conjuration
Components: verbal, somatic
Range: long (40 meters)
Area of effect: large (5 meter radius)
Duration: 1 round / level (max 10)
Save: reflex special
Spell resistance: no
Description:
The caster creates a swirling cloud of burning plasma that causes 4d6 points of fire damage + 1 per caster level (max +20) each round to all creatures within the area of effect. In addition, creatures within the cloud must make a reflex saving throw to avoid taking an additional 2d4 points of fire damage and becoming lit on fire.

When a creature is lit on fire by Incendiary Cloud, it receives 2d4 fire damage + per caster level (max +20) each round until either a reflex save is passed, or ten rounds have elapsed. The effects of being lit on fire are suppressed until the target leaves the cloud. Creatures within the cloud gain 20% concealment versus melee attacks and 50% concealment versus ranged attacks.
« Last Edit: March 10, 2014, 12:35:28 AM by Bad_Bud »


Bad_Bud

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Re: Spell Changes.
« Reply #12 on: March 24, 2014, 11:50:15 AM »
Negative Energy Ray, Ray of Frost, Searing Light:
The caster must now succeed in a ranged touch attack for these spells to work.  As a consequence, these spells can now land critical hits, and Negative Energy Ray no longer has a saving throw.

Vampiric Touch:
Vampiric Touch can now land a critical hit and the temporary hit points last 12 hours.

Negative Energy Protection:
Now grants immunity to Ray of Enfeeblement.


Bad_Bud

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Re: Spell Changes.
« Reply #13 on: March 24, 2014, 12:22:06 PM »
Energy Drain
Spell level: cleric 9; sorcerer/wizard 9
Innate level: 9
School: necromancy
Components: verbal, somatic
Range: short (8 meters)
Area of effect: single
Duration: permanent
Save: none
Spell resistance: yes
Description: If the caster succeeds in a ranged touch attack, the target creature permanently gains 2d4 negative levels.  These levels can be restored through Restoration or Greater Restoration.  An undead creature struck by the ray gains 2d4 x 5 temporary hit points for 15 hours.

Enervation
Spell level: sorcerer/wizard 4; cleric with death domain 5, evil domain 5
Innate level: 4
School: necromancy
Components: verbal, somatic
Range: short (8 meters)
Area of effect: single
Duration: 1 hour / level (max 15)
Save: none
Spell resistance: yes
Description: If the caster succeeds in a ranged touch attack, the target creature temporarily gains 1d4 negative levels.  These levels can be restored through Restoration or Greater Restoration, and will also dissipate if the target rests.  An undead creature struck by the ray gains 1d4 x 5 temporary hit points for 1 hour / level (max 15).

Healing Sting
Spell level: druid 3
Innate level: 3
School: necromancy
Components: verbal, somatic
Range: touch
Area of effect: single
Duration: instantaneous
Save: none
Spell resistance: yes
Description: On a successful touch attack, you inflict 1d12 points of damage, +1 per caster level (max 10), to the living creature touched and gain an equal amount of hit points. You may not gain more hit points than your maximum with the healing sting.

Ice Dagger
Spell level: sorcerer/wizard 1
Innate level: 1
School: evocation
Components: verbal, somatic
Range: short (8 meters)
Area of effect: small (1.67 meter radius)
Duration: instantaneous
Save: none
Spell resistance: yes
Description: You create a piece of ice that flies toward the target and deals 1d4 points of cold damage per level (max 5d4) on a successful ranged touch attack.  The dagger shatters on impact and deals 1 cold damage to any creature adjacent to the target.

Melf's Acid Arrow
Spell level: sorcerer/wizard 2; cleric with magic domain 2
Innate level: 2
School: conjuration
Components: verbal, somatic
Range: long (40 meters)
Area of effect: single
Duration: 1 round + 1 round / 3 levels
Save: none
Spell resistance: no
Description: On a successful ranged touch attack, the target is struck with a bolt that deals 2d4 acid damage. The acid persists after the initial impact and continues dealing 2d4 points of acid damage per round until the spell expires.

Meteor Swarm
Spell level: sorcerer/wizard 9
Innate level: 9
School: evocation
Components: verbal, somatic
Range: personal
Area of effect: colossal (10 meter radius)
Duration: instant
Save: reflex 1/2
Spell resistance: yes
Description: The caster calls down four flaming meteors and directs them to random enemy targets within the area of effect.  The caster performs a ranged touch attack against one target per meteor, and a target may be struck by more than one meteor.  If a ranged touch attack succeeds, a meteor strikes the target and deals 2d6 points of bludgeoning damage (no save), and the target receives no reflex saving throw against that meteor's fire damage. Once a meteor reaches its target (whether the touch attack hits or not), the meteor explodes, dealing 6d6 fire damage to all creatures in the area.

Ray of Enfeeblement
Spell level: sorcerer/wizard 1
Innate level: 1
School: necromancy
Components: verbal, somatic
Range: short (8 meters)
Area of effect: single
Duration: 2 rounds / level
Save: fortitude 1/2
Spell resistance: yes
Description: The caster fires a crippling ray at the target creature.  On a successful ranged touch attack, the ray deals 1d6 strength damage, +1 per 2 levels (max 5).

Tasha's Hideous Laughter
Spell level: bard 2; sorcerer/wizard 2
Innate level: 2
School: enchantment
Components: verbal, somatic
Range: short (8 meters)
Area of effect: single
Duration: 1 round / level
Save: will negates
Spell resistance: yes
Description: This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing. The DC decreases by 4 against creatures whose racial type is different from the caster's because humor doesn't 'translate' well.
« Last Edit: March 26, 2017, 08:59:39 AM by EO »


Bad_Bud

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Re: Spell Changes.
« Reply #14 on: September 14, 2014, 06:44:10 PM »
Prismatic Spray
Spell level: sorcerer/wizard 7
Innate level: 7
School: evocation
Components: verbal, somatic
Range: short (8 meters)
Area of effect: 11 meter cone
Duration: instant
Save: special
Spell resistance: yes
Description: All creatures within the area of effect randomly experience 1 or 2 of the following effects:

  • 20 fire damage (Reflex half)
  • 40 acid damage (Reflex half)
  • 80 electrical damage (Reflex half)
  • Poison (Kills; Fortitude prevents death, target takes 1d6 points of Con damage instead)
  • Turned to stone (Fortitude negates)
  • Permanent confusion (Will negates)

There is a 6 in 7 chance the target will experience 1 effect, and a 1 in 7 chance the target will experience 2 effects.


Bad_Bud

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Re: Spell Changes.
« Reply #15 on: September 26, 2014, 08:01:02 PM »
Magic Fang / Greater Magic Fang
Magic Fang and Greater Magic Fang will apply the buff to the caster's animal companion and any animal summons the caster may have. Further, an inert buff will be placed on the caster. If the caster enters Wildshape under the effects of this buff, the caster will also be given (Greater) Magic Fang for the duration of Wildshape. (This is for a limited time only. This spell will changed to a single target version in a hak update, but will continue to buff Wildshape forms.)

Awaken
Can be cast on any animal. It can't be used to buff Druids in Wildshape because Druids are already sentient.

Weird
Spell Level: Sorcerer / Wizard 9
Innate Level: 9
School: Illusion
Components: Verbal, Somatic
Range: Short
Area of Effect: Colossal
Duration: Instant
Save: Will and Fortitude
Spell Resistance: Yes
Description: Targets must make a will save or be touched by a horrible phantasm. Targets must first make a will save to resist the touch of the phantasm. Targets that fail the will save are stunned for 1 round, ability drained for 1d4 strength, suffer 3d6 magic damage, and are forced to make a fortitude save. Targets that fail the fortitude save are slain.

Bombardment
Spell Level: Druid 8
Innate Level: 8
School: Conjuration
Components: Verbal, Somatic
Range: Long
Area of Effect: Large
Duration: Instant
Save: Reflex Special
Spell Resistance: No
Description: Rocks fall from the sky, causing 1d8 points of bludgeoning damage per caster level (to a maximum of 20d8) to all enemies in the area. Targets that succeed on a reflex save take half damage. Targets that fail the reflex save are knocked prone for one round, buried under the rubble.

Inferno
Spell Level: Druid 5
Innate Level: 5
School: Transmutation
Components: Verbal, Somatic
Range: Short
Area of Effect: Single
Duration: 1 Round + 1 Round / 3 Levels
Save: Fortitude Negates / Reflex Half
Spell Resistance: Yes
Description: On a failed fortitude save, the target ignites, taking 6d6 points of fire damage. The target takes 1d6 points fewer damage each round, with a minimum of 2d6 damage dealt per round, until the spell expires. Each round, the ignited target makes a reflex save to take half damage. Those who succeed on the initial fortitude save only suffer 1d4 fire damage, and the spell immediately ends.

**Note: damage progression at level 18 would be like this: 6d6 -> 5d6 -> 4d6 -> 3d6 -> 2d6 -> 2d6 -> 2d6
**Since this spell now requires a fortitude save to ignite a target, it no longer can be used against undead as a result.


Bad_Bud

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Re: Spell Changes.
« Reply #16 on: October 02, 2014, 10:00:16 AM »
Sunbeam/Sunburst
Sunbeam and Sunburst now deal damage to oozes as if they were undead. Sunbeam's blindness duration is now permanent.

Blindness/Deafness and Mass Blindness/Deafness
Duration is permanent.

Call Lightning
Spell Level: Druid 3
Innate Level: 3
School: Evocation
Descriptor: Electricity
Component: Verbal, Somatic
Range: Long
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells:
Save: Reflex Half
Spell Resistance: Yes

Each enemy within the area of effect is struck by lightning. A lightning bolt deals 1d4 points of electrical damage per caster level, to a maximum of 10d4. If cast outdoors, the damage die increases to d6. If cast outdoors during a storm, the damage die increases to d8.
« Last Edit: October 27, 2014, 01:43:33 AM by Bad_Bud »


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Re: Spell Changes.
« Reply #17 on: November 07, 2014, 10:23:27 AM »
Creeping Doom

Made it more accurate to its spell description. It should do what the spell says now. Small differences are: the maximum damage for a creature is 16d6 per round (starts on the 6th round a creature is in the swarm) and the maximum duration for the spell is 10 rounds (20 if extended).

Ball Lightning

Spell Level: Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor: Electricity
Component: Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: Instant
Additional Counter Spells:
Save: Reflex Half
Spell Resistance: Yes

Casts out one explosive ball of lightning for each target in the area, to a maximum of three balls. Each ball strikes its target unerringly and explodes, dealing 1d6 electrical damage plus 1d6 per 3 caster levels (max 7d6) in an area.
« Last Edit: December 18, 2014, 07:26:17 AM by Bad_Bud »


Bad_Bud

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Re: Spell Changes.
« Reply #18 on: November 08, 2016, 12:19:51 PM »
The damage scaling of Creeping Doom was changed: http://nwnravenloft.wikia.com/wiki/Creeping_Doom

The explosion radius of Ball Lightning was made slightly larger.


EO

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Re: Spell Changes.
« Reply #19 on: March 26, 2017, 09:05:47 AM »
Made the following spell changes based on Ravenloft PnP books:

-Scare: This spell can affect creatures with up to 7 HD (instead of 5 HD)
-Searing Light: The Dread Realm gives certain advantages to undead creatures. In Ravenloft, undead creatures can make a Will save for half damage.
-Ray of Enfeeblement: Duration was changed from 1 rounds/level to 2 rounds/level
-Animate Dead: For the purpose of choosing which undead to summon, when cast by a cleric, the caster level is doubled (ie: a level 4 cleric would summon an undead as if they were level 8 ). This doesn't affect the spell's duration though.
-Circle of Doom: If the targets of this spell fail their Will saves, they also suffer 1 point of temporary Strength damage.
-Black Blade of Disaster: The blade's attack bonus is now the same as the caster's, in addition to their Int/Cha bonus depending on the class. It is now also limited to one attack per round. Instead of its current ability to possibly destroy the target on hit, it deals extra damage on critical hits.
« Last Edit: April 08, 2017, 09:16:59 AM by EO »