Category:Spells

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Spell Changes
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[The Astrolabe]

This page lists and explains the Spells of Arelith.

Spell-Related

EFFECT ICONS

Clicking any effect icon prints the remaining duration of all active effects corresponding to the icon.
This feedback text is now more detailed and will also list the specific bonuses applied by each of these effects.
Additionally, the remaining duration is presented in a more readable format for longer-lasting effects.

image.png

AREA SPELLS

  • Spells with persistent areas of effect use a DC framework that addresses various inconsistencies regarding DC bonuses & penalties applied by custom classes and paths.
  • Spellbound wands with such spells, as well as the Grease and Web wild surges, also use the correct DC.

TENTACLE SPELLS

  • Empowered tentacle spells do not increase the CL-based amount of tentacles by 50%, only the random amount. The damage per tentacle is unaffected by this change.
  • After entering a tentacle spell area of effect and receiving the initial burst of damage, targets cannot be affected by the same spell again for about 3 seconds. This addresses an issue where the heartbeat script, which fires independently every 6 seconds, occasionally did so very shortly after the initial damage, effectively doubling it.

CUSTOM SAVING THROWS

  • Saving throw types are more intuitive: Equipping an item with a bonus to saves against fire helps as much against Fireball spells as it does against mundane flames.
  • Saving throw bonuses that only work against spells (like the Spellcraft skill) now only work against actual spells and abilities specifically marked as such. They stack with the above, type-specific bonuses.
  • Spells with persistent areas of effect count as spells when it comes to saving throws. They still ignore Spell Resistance, however.
  • Poisons, grenades, traps, "mundane" attacks, as well as items with the "Mundane" item property now count as mundane, ignoring all bonuses vs. spells. As a result, the DC formulas of some abilities may be reviewed in future.
  • Targets with 95% or more immunity against a damage type are also immune against the corresponding saving throws.
  • Saving throws that normally halve damage will instead apply no damage if a target is immune against their descriptor:
  • More detailed saving throw descriptors reveal at a glance whether a saving throw included bonuses against spells or not, as well as whether a target was immune.
  • Successful saving throws against spells cast by player characters now apply temporary penalties to saving throws with the same descriptor
  • This penalty stacks over multiple casts and lasts for 3 rounds. Successful saving throws against spells with the same descriptor refresh the duration.
  • The amount depends on the spell's innate level:
  • 2 for spells of innate levels 7 and above, and
  • 1 for spells of innate levels 4 to 6.
  • Weaker spells do not increase the penalty, but also refresh its duration.
  • The penalty cannot lower a character's effective saving throws below 35, which means that only characters with higher saves are affected.
  • Saving throws against persistent areas of effect and spells cast via items do not increase or extend the penalty.
  • Greater Restoration and the -pray command clear the current penalty.
  • Example: A character with 38 Reflex succeeds at their saving throw against Meteor Swarm. As a result, their future Reflex saves drop to 36 against other fire spells, until 3 rounds have passed (or longer, if targeted by another Fire spell).
  • Shadow spells have their own saving throw type. This prevents mind immunity from negating their damage entirely, which aligns with lore.
  • The following, now mundane abilities have had their DCs adjusted:
  • Dragon Breath (Dragon Disciple): DC lowered to 10 + Dragon Disciple Level + Charisma modifier
  • Grenades (Rogue/Vigilante): DCs lowered to 10 + (Rogue Levels / 3) + Dexterity modifier
  • Fear (Knight): DC lowered to 10 + Knight Level + [(the highest of Leadership or Intimidate) / 3]

Cleric Domains

Cleric Domains have been substantially changed on Arelith. These changes are listed under the Domains page and can be browsed by Category.

Spell Focus Feats

Spell Focus Feats have been changed and augmented greatly on Arelith, and often alter or expand the potential of spellcasting classes. Changes to Spell Focus Feats are listed under Feat Changes.

Spell Components System

Spell components are used in casting Arcane Spells of Levels 7-9 and the Console Commands gained through Epic Spell Focuses in magic schools. Spell components are automatically consumed from a spell component pouch and will not take directly from your inventory. One charge of a component pouch is consumed when casting a Level 7 Spell, two for a Level 8 Spell, three for a Level 9 Spell, and five for the Console Commands. If a character lacks sufficient components, then the spell will fail, but it won't consume any charges.

Note that the spell level doesn't equate the slot it occupies. For example an extended Mass Haste (level 7 slot, level 6 spell) would not consume charges of the spell components pouch.


Spell Component Replenishment:

  • To add components to a pouch, use the pouch's special ability on the spell components item. The entire stack of spell components will be consumed, and 5 charges will be added to the spell components pouch for every spell component in the stack, to a maximum of 53 charges.
  • Arcane spell casters who can cast 7th circle spells and above will now restore charges to their pouch when resting. This scales at 1 per 9 levels, so a 27/3 will restore 3 charges per rest. This will ONLY restore charges to the pouch that the component system tries to expend from first.


Spell components can be created through Alchemy and Art crafting, and the spell components pouch can be made through Tailoring.


There is a toggle option in the Rest menu in Miscellaneous Settings -> Equipment:

Toggle Stop Component Pouches being destroyed. [Active/Inactive]

This determines whether the first pouch found has enough components, if and the option is toggled to active then it will stop the spell rather than destroy the pouch.

Saving Throws

  • Saving throw types are more intuitive: Equipping an item with a bonus to saves against fire helps as much against Fireball spells as it does against mundane flames.
  • Saving throw bonuses that only work against spells (like the Spellcraft skill) now only work against actual spells and abilities specifically marked as such. They stack with the above, type-specific bonuses.
  • Spells with persistent areas of effect count as spells when it comes to saving throws. They still ignore Spell Resistance, however.
  • Poisons, grenades, traps, "mundane" attacks, as well as items with the "Mundane" item property now count as mundane, ignoring all bonuses vs. spells.
  • Targets with 95% or more immunity against a damage type are also immune against the corresponding saving throws.
  • Saving throws that normally halve damage will instead apply no damage if a target is immune against their descriptor.
  • Shadow spells have their own saving throw type. This prevents mind immunity from negating their damage entirely, which aligns with lore.
  • More detailed saving throw descriptors reveal at a glance whether a saving throw included bonuses against spells or not, as well as whether a target was immune.

Successful saving throws against spells cast by player characters apply temporary penalties to saving throws with the same descriptor:

  • This penalty stacks over multiple casts and lasts for 3 rounds. Successful saving throws against spells with the same descriptor refresh the duration.
  • The amount depends on the spell's innate level:
  • 2 for spells of innate levels 7 and above, and
  • 1 for spells of innate levels 4 to 6.
  • Weaker spells do not increase the penalty, but refresh its duration.
  • The penalty cannot lower a character's effective saving throws below 35, which means that only characters with higher saves are affected.
  • Saving throws against persistent areas of effect and spells cast via items do not increase or extend the penalty.
  • Greater Restoration and the -pray command clear the current penalty.
  • Example: A character with 38 Reflex succeeds at their saving throw against Meteor Swarm. As a result, their future Reflex saves drop to 36 against other fire spells, until 3 rounds have passed (or longer, if targeted by another Fire spell).

Other Systems

Polymorph

  • Most polymorphing effects will refresh the spellbook once the state is left.
  • While under polymorph, disguise checks will only reveal you are polymorphed, but not your name.
  • Polymorphed characters can speak common.
  • Polymorphed characters will temporarily be able to speak and comprehend animal while in that form.
  • See Disguise for the bonus to disguise checks provided by polymorph.

Charm / Dominate

Note: Unable to verify these charm & dominate changes in the update thread.

  • Cause Confusion in affected PCs.
  • Additionally effects orcs, monstrous humanoid, goblinoid, and reptilian humanoids.
  • Have a duration of 2 + CL/3 Turns, instead of 2 + CL/3 Rounds.
  • With Greater Spell Focus Enchantment, this improves to 2 + CL/3 Hours.
  • With Epic Spell Focus Enchantment, a second creature can be Dominated. Does not work on Boss or lieutenant (yellow named) creatures.
  • Dominated PCs will now be Stunned instead of Dazed.
  • The Stun duration against PCs remains 2 + CL/3 Rounds, and does not improve to Turns or Hours.
  • Additionally effects orcs, monstrous humanoid, goblinoid, and reptilian humanoids.

Fright, Fear and Fear Auras

Fear has branched in two different effects in Arelith. Some spells and abilities will apply the old vanilla effect (like Barbarian's terrifying rage or the Fear spell), while others will incur some penalties on a failed save, here named Fright. Fright cannot be self-removed by the same frightened character. Attempting to self-recover using spells like Remove Fear will not dispel the effect, but will leave the lingering increased save bonus against fear effects. Third-party characters using the spells will function as normal.

Standard Fright Aura:

  • -10 AB
  • -10 Saving Throws
  • -10 Skills
  • -10 AC
  • 50% Spell Failure

Lesser Fright Aura:

  • -1 AB per level difference
  • -1 Saving Throws per level difference
  • -1 Skill per level difference
  • -1 AC per level difference
  • 5% Spell Failure per level difference
  • Lesser Fright Aura penalties never exceed -10/50% (+10 levels and will never be below -2/10%).
  • Usually coming from summons, the lesser auras act according to a level difference. The greater the difference, the greater the effect.

Epic Spells

See the individual Epic Spells.

Note: Epic Spells also require spell components or piety when cast.

Rituals

A Ritual can be started by a player, granted they meet the requirements for the ritual (Class, Skills, Feats, Deities, Languages, Items, Locations, etc). Rituals come in different categories such as: Divine, Arcane & Mundane. Typing -ritual will display a list of what you can attempt. From there, it displays more about prerequisites, needed components, the other classes able to perform it, the number of participants, and potentially a few other things depending on the ritual!

Knowledge on the actual Rituals and their effects are kept vague on purpose, as players will have to find in-game ways of figuring out a specific ritual and how it works

Once a Ritual has started, it goes into a Preparation Stage where other players can join the ritual (From the -ritual command). Once enough participants have joined a specific ritual, it will start and can last for a long time before its finished. Once a Ritual is complete, the success ratio will be calculated via the system's own black box mechanics. This means even if you have a 100% successful Ritual, you may not gain all the benefits from it as some things are hidden mechanics for that specific ritual.

Rituals usually result in different strengths (if successful) that will grant something based on that. Could be a specific item is required for a ritual to increase its strength and so on.

Added Spell/Status Effects

Frozen Status Effect: A Frozen creatures gain DR 10/-, 2d6 points of Dexterity damage, 50% Movement Reduction, vulnerability to fire, and immunity to cold and electricity.
Sickened (Curse): The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Can only be removed by Remove Curse or until it expires.
Nightmare (Curse): Nightmare prevents sleep and will give -2 STR & -2 DEX. Creatures currently sleeping/resting or under the Sleep spell will wake up if they are affected by Nightmare. Creatures immune to Sleep (E.g Elves) are not affected by Nightmare. Curse is permanent until removed by Remove Curse or Greater Restoration.

Bugs Affecting Spells

Please Note: These bugs are either inherent to NWN, or in some other way a long-standing & chronic problem. Incidental or minor bugs should not be mentioned here.

  • Invisibility sphere, Dirge etc (spells working in circle around caster and following him) are affected by lag. The effects can often be lost on transitioning, and can even fail to apply when standing still.
  • Hostile NPCs may keep chasing and attacking PCs even after entering invisibility, stealthing, or even both.
  • True Strike reports as increasing +20 points of AB in the character sheet, but this information may be false since it counts toward the +20 bonus AB cap. The character sheet is often wrong about armor class or attack bonus. The real attack value still appears in the combat log when performing an attack.

Groups of Spell Changes

Bigby Line

  • Additionally, all Bigby spells (except Interposing Hand) will attack both mind and mobility. Protection against one effect will not deny the other, but the spells will only affect mobility if the user is mind effect-immune. The movement-restraining effect can be removed with Remove Paralysis, Restoration, Greater Restoration and Freedom of Movement.
  • All are 1 round / level duration.
Bigby's... Innate Level Save Effect
Bigby's Clenched Fist 8 Fort 1d8+11 force per round & 1 round stun per round if fail
Bigby's Crushing Hand 9 Reflex 2d6+12 force each round
Bigby's Disrupting Hand 3 None Target must concentration check vs spell's save DC when casting
Bigby's Forceful Hand 6 Reflex Knocked down and dazed for duration
Bigby's Grasping Hand 7 Reflex Held for duration
Bigby's Interposing Hand 5 Reflex -10 penalty to all attack rolls for duration

Cantrips

  • Cantrips are now infinite; uses are automatically replenished after casting.
  * Wizard: Casting a Wizard cantrip has a 10% chance to activate Arcane Flux.
  * Generalist Wizard: Casting a Wizard cantrip has a 15% chance to activate Arcane Flux.
  * Sorcerer: Casting a Sorcerer cantrip has a 10% chance to activate Arcane Flux.
  * Wild Mage: Casting a Wizard cantrip has a 5% chance to activate Arcane Flux.
Spell Notes
Acid Splash, Electric Jolt, Ray of Frost Damage increased to 1d6 per 3 caster levels.
Flare No longer applies an AB penalty. Instead, the cantrip inflicts 1d6 fire damage per 3 caster levels.
Daze Inflicts 1d4 psychic damage per 3 caster levels. The duration of the daze effect is now 1d2 rounds. The damage applies regardless of whether the daze affects the target.
Cure Minor Wounds Healing increased to 1d3 per 3 caster levels (minimum of 4). Damage versus Undead 1d6 per 3 caster levels.
Inflict Minor Wounds Damage increased to 1d6 per 3 caster levels. Healing on Undead 1d3 per 3 caster levels.
Sacred Flame Inflicts between 1d3 and 1d6 damage for every 3 caster levels to a single target creature, depending on the distance between caster and target. Damage type changes based on alignment or is selectable with -stream.
Virtue Now grants 1d3 temporary hit points per 3 caster levels. Does not stack with itself.
Resistance The original effect was replaced with scaling damage reduction (starts at 1/+1, improving to 2/+2 at CL7+, 3/+3 at CL14+, 4/+4 at CL21+ and 5/+5 at CL28+). The effect can absorb CL+1d6 damage before it fades. Duration is 1 hour.
Bestow Wound Drains the subject dealing d3 points of bleeding damage for every 3 caster levels. Healing self for 1 point for every 3 caster levels. Empowered if the target is frightened.
Blades of Fire Ignites the subject's melee weapons, allowing each to deal an additional 2d4 worth of fire damage for the duration; 2d6 at level 9, 2d8 at level 18, and 2d10 at level 27. This spell does not stack with Darkfire or Elemental Weapon. Non-restricted weapon enchantment.
Sustain Caster touches a friendly creature with less than 1 hit point remaining and grants them 1/- Bleed damage resistance for a duration of 1 turn. Creatures with with 0 hit points or less (who are bleeding out) are immediately sustained this way, and then restored back to 1 hit point after 1 round. This spell will also prevent the effects of the Stop Heart spell if used upon an afflicted creature and grant immunity to it for 1 turn.
Vicious Mockery The caster laces their words with hateful energy and aggressively mocks a creature in range that is capable of hearing. The target takes 1d4 Psychic damage per 3 caster levels. They must roll a Will save or receive a -1 morale penalty per 9 caster levels to their Attack Bonus and a -2 morale penalty per 9 caster levels to Leadership, Bluff, and Intimidate for 1d2 rounds. This spell has no effect on targets that are immune to mind effects. The debuff is not applied if caster level is lower than the HD of the target. Vicious Mockery will remove Serene Visage from any target it strikes.
Chill Touch The caster creates a ghostly, skeletal hand in the space of a creature within range. They must make a ranged touch attack against the ceature to assail it with the chill of the grave. On a hit, the target takes 1d2 Entropic and 1d2 Cold damage per 3 caster levels and is sent into a shivering frenzy, receiving a -2 penalty to their Heal and Concentration skills for every 9 caster levels for 1d3 rounds. If the target is undead, it must succeed a Will save or receives a -1 penalty to its Attack bonus per 9 caster levels for 1d3 rounds. The debuff is not applied if caster level is lower than the HD of the target.

Cantrips and Metamagic:

  • All cantrips can be cast with Quicken Spell, Still Spell and Silent Spell.
  • Cantrips with a duration (Daze, Virtue, Resistance, Light) can be cast with Extend Spell.
  • Cantrips intentionally cannot be empowered or maximized, nor will they be affected by similar class or feat effects.
  • Metamagic does not prevent cantrips from getting replenished.

Cure and Inflict Line

Spell Healing Average @ 30
Cure Minor Wounds 1d3 (minimum 4) per 3 caster levels 20
Cure Light Wounds 2d8 + 1 per target character level 39
Cure Moderate Wounds 4d8 + 1 per target character level 48
Cure Serious Wounds 6d8 + 1 per target character level 57
Cure Critical Wounds 8d8 + 1 per target character level 66
Healing Circle 3 rounds of 1d8 + Caster Level 103.5
Heal (spell) 100 + 5*CL. Capped at 200 at level 20. 200
Mass Heal Heals 150 + 5*CL. Capped at 300 at level 30. 300
  • No touch attack is required when using inflict spells to heal undead.
Spell Damage Average @ 30
Inflict Minor Wounds 1d6 per 3 caster levels 35
Inflict Light Wounds 2d8 + 1 per target character level 39
Inflict Moderate Wounds 4d8 + 1 per target character level 48
Inflict Serious Wounds 6d8 + 1 per target character level 57
Inflict Critical Wounds 8d8 + 1 per target character level 66
Circle of Doom 1d8 + Caster Level 34.5
Harm 10 times Caster Level* 300

Damage Shields

  • Biteback spells, spells that cause damage to a melee attacker, do not stack. The last spell cast overrides the others.
  • All biteback spells (aka damage shields) are moved to the top of the Breach List.
  • Death Armor has special scaling for Pale Masters, Hemomancers, and Clerics(Death, Undeath): Death Armor scaling is uncapped and scales at +1 per CL instead of +1 per 2 CL for 32.5 average @ 30.
  • These spells do stack with the biteback damage of Aura Versus Alignment.
Biteback Spells Innate
Level
Spell
School
Damage Type Average
@ 30
Death Armor 2 necro 1d4 + 1 per 2 levels (max +5) magic 7.5
Flame Shield 4 evo 1d6 + 1 per level fire 33.5
Frost Shield 4 evo 1d6 + 1 per level cold 33.5
Lightning Shield 5 evo 1d6 + 3 per 2 levels electrical 48.5
Mestil's Acid Sheath 5 conj 1d6 + 2 per level acid 63.5
Wounding Whispers 3 abj 1d6 + 1 per level sonic 33.5
Aura Versus Alignment 8 abj 1d6 + 8 holy or neg 11.5

Damage Spells

Direct damage spells. See Persistent AoE spells also. Disclaimer: Values are compiled for general comparison and are not equivalent due to the many hundreds of variables that cannot be qualified on a simple table. For example, don't attempt to compare Hemomancer's or Elementalist's spells with other spells because the Invoker's spells are assumed to be at maximum stacks.

  • Table key:
    • i: Innate Level
    • R: Range in meters to the target
    • St: Saves: (f)ortitude, (r)eflex, (w)ill or a (T)ouch attack
    • Eff: Additional effects from failing or passing saves: (df) deafened, (½) save for half damage, (s)tunned, (d)azed, (R)ooted
    • SR: Does not have a spell resistance check: $
    • Dmg: Base damage plus additional damage per caster level
    • Typ: Type of damage
    • Max: Maximum damage at max level
    • MAv: Average damage at max level
    • AoE: If spell has an area of effect (e)nemies only or (a)ll damaged
  • Hover bold items in the table for additional information
Spell i R St Ef SR Dmg Typ Max MAv AoE
Acid Splash 0 20 1d6 per 3 acid 60 (10d6) 35
Bestow Wound 0 8 1d3 per 3 bleed 30 (10d3) 25
Chill Touch 0 40 w shivering 2d2 per 3 entrop cold 40 (20d2) 30
Daze 0 40 w d 1d4 per 3 psychic 40 (10d4) 25
Electric Jolt 0 20 1d6 per 3 electric 60 (10d6) 35
Flare 0 20 1d6 per 3 fire 60 (10d6) 35
Inflict Minor Wounds 0 0 T 1d6 per 3 negative 60 (10d6) 35
Ray of Frost 0 20 1d6 per 3 cold 60 (10d6) 35
Sacred Flame 0 20 1d6 per 3 pos neg 60 (10d6) 35
Vicious Mockery 0 20 w m 1d4 per 3 psychic 40 (10d4) 25
Horizikaul's Boom 1 8 w df 1d4 + 1d4 per 2 sonic 60 (15d4) 37.5
Ice Dagger 1 8 r ½ 1d4 + 1d4 per 1 cold 80 (20d4) 50
Magic Missile 1 40 1d4 + 1d4 per 2 force 20 (5d4) 12.5
Burning Hands 1 8 r ½ 1d6 + 1d6 per 1 fire 60 (10d6) 35 e
Chromatic Orb 1 20 T 1d8 per 2 elemental 40 (5d8) 22.5
Negative Energy Ray 1 20 w ½ 1d6 + 1d6 per 2 negative 35 (5d6) 17.5
Inflict Light Wounds 1 0 T, w ½ 2d8 + 1 per 1 negative 62 (4d8+30) 48
Combust 2 0 T, r dot 1d6 + 1 per 1 fire 16 (1d6+10) 13.5
Frigid Darkness 2 40 f, rT move & blind 2d10 + 2 per 2 cold entrop 50 (2d10 + 30) 41
Frostbite 2 0 T, f dot 2d4 + 1 per 1 cold 16 (2d4+8) 13
Melf's Acid Arrow 2 40 dot 3d6 acid 18 (3d6) 10.5
Inflict Moderate Wounds 2 0 T, w ½ 4d8 + 1 per 1 negative 62 (4d8+30) 48
Scorching Ray 2 8 T 3d6 + 3d6 per 4 fire 90 (15d6) 52.5
Sound Burst 2 40 w s 1d8 sonic 8 (1d8) 4.5 a
Flame Lash 2 8 r ½ 2d6 + 1d6 per 2 fire 90 (15d6) 52.5
Gedlee's Electric Loop 2 8 r, w s 1d8 per 2 electric 80 (10d8) 45 a
Call Lightning 3 40 r ½ 1d6 per 1 electric 60 (10d6) 35 e
Fireball 3 40 r ½ 1d6 per 1 fire 90 (15d6) 52.5 a
Frost Nova 3 0 r ½, R 1d4 per 1 cold 60 (15d4) 37.5 a
Glyph of Warding 3 8 r ½ 1d8 per 2 sonic 40 (5d8) 22.5 a
Hemorrhage 3 8 f ½, curse 3d8 + 1d8 per 3 bleed neg 80 (max 10d8) 45
Scintillating Sphere 3 20 r ½ 1d6 per 1 electric 90 (15d6) 52.5 a
Mestil's Acid Breath 3 8 r ½ 1d6 per 1 acid 90 (15d6) 52.5 e
Moonbeam 3 8 w s 2d6 per 2 mag div 72 (12d6) 42 a
Negative Energy Burst 3 20 w str 1d8 + 1 per 1 negative 28 (1d8 + 20) 24.5 a
Lightning Bolt 3 20 r ½ 1d6 per 1 electric 90 (15d6) 52.5 a
Flame Arrow 3 40 r ½ 4d6 per 4 fire 168 (28d6) 98
Quillfire 3 8 f poi 1d8 + 1 per 2 magic 13 (1d8 + 5) 9.5
Searing Light 3 20 1d8 per 2 divine 30 (5d6) 22.5
Sound Lance 3 20 f df 1d8 per 1 sonic 80 (10d8) 45
Vampiric Touch 3 0 T thp 1d6 per 2 negative 60 (10d6) 35
Inflict Serious Wounds 3 0 T, w ½ 6d8 + 1 per 1 negative 78 (6d8+30) 57
Poison 3 0 T, f s 6 + 4d12 poison 54 (4d12+6) 32
Hammer of the Gods 4 20 w d, ½ 1d8 per 2 divine 80 (10d8) 45 e
Crimson Lightning 4 20 r, f AoE, ½ 1d6 per 1 elec bleed 90 (15d6) 52.5 a
Finger of Agony 4 20 f sick, ½ 3d6, 4d6, 5d6 divine 72 (12d6) 42
Flame Strike 4 20 r ½ 1d6 per 1 div fire 90 (15d6) 52.5 a*
Greater Chromatic Orb 4 20 rT, f ½, variable $ 1d6 per 1 multi 90 (15d6) 52.5
Ice Storm 4 40 3d6 + 1d6 per 3 bludgeon cold 90 (15d6) 52.5 a
Inflict Critical Wounds 4 0 T, w ½ 8d8 + 1 per 1 negative 94 (8d8+30) 66
Isaac's Lesser Missile Storm 4 40 1d6 per 1 force 60 (10d6) 35 e
Phantasmal Killer 4 20 w, f fear, death 3d6 psychic 18 (3d6) 10.5
Withering Ray 4 40 f ½, no bleedout 10 + 1d4 per 1 entrop 90 (10 + 20d4) 60 a
Ball Lightning 5 20 r ½ 1d6 per 1 electric 90 (15d6) 52.5 e
Cone of Cold 5 8 r ½ 1d6 per 1 cold 90 (15d6) 52.5 e
Circle of Doom 5 20 f ½ 1d8 + 1 per 1 negative 38 (1d8+30) 34.5 e
Darkbolt 5 40 w d 2d6 per 2 magic 84 (14d6) 49
Elemental Hammer 5 8 w d, ½ 1d6 per 1 Ele type 120 (20d6) 70 a
Firebrand 5 20 r ½ 1d6 per 1 fire 90 (15d6) 52.5 e
Inferno 5 8 dot 2d6 fire 12 (2d6) 7
Negative Energy Flood 5 40 f ½, str & zomb 1d6 per 1 neg 120 (20d6) 70
Nightmare 5 20 w nightmare 1d10 per 2 psychic 150 (15d10) 55
Shadowbolt 5 40 w ½ 1d8 per 1 elec neg 80 (10d8) 45
Slay Living 5 0 T, f death 3d6 + 1 per 1 negative 48 (3d6+30) 40.5
Spinal Tap 5 8 w paralyzed, ½ 1d8 per 3 negative 80 (10d8) 45
Sunfire 5 0 r light, ½ 1d8 per 2 fire 80 (10d8) 45 a
Chain Lightning 6 40 r ½ 1d6 per 1 electric 120 (20d6) 70 e
Circle of Death 6 20 f death 8d6 negative 48 (8d6) 28 a
Crumble 6 20 construct $ 1d6 per 1 entropy 120 (20d6) 70
Disintegrate 6 20 f ½ 2d3 per 1 entropy 120 (40d3) 80
Drown 6 8 f 90% 2d10+5 bludgeoning 25 (2d10+5) 16
Freeze 6 20 r, f frozen 10d6 cold 60 (10d6) 35
Harm 6 0 T 1hp 10 per 1 negative 300 (300) 300
Hell Inferno 6 8 r dot 4d6 2x per rnd variable magic 24 (4d6) 14
Isaac's Greater Missile Storm 6 40 2d6 per 1 force 120 (20d6) 70 e
Redbolt 6 20 rT, w panicked 4d4 per 3 bleed, neg 80 (20d4) 50
Vermilion Stars 6 0 r petrify, ½ 1d4 per 1 bleed elec 80 (20d4) 50 e
Vitriolic Sphere 6 40 r ½ 1d6 per 1 acid 120 (20d6) 70 a
Delayed Blast Fireball 7 20 r ½ 1d6 per 1 fire 120 (20d6) 70 a
Destruction 7 8 f death 10d6 entropy 60 (10d6) 35
Finger of Death 7 8 f death 3d6 + 1 per 1 negative 48 (3d6+30) 40.5
Fire Storm 7 0 r ½ 1d6 per 1 divine fire 180 (30d6) 105 e
Shadow Storm 7 40 w ½ 1d8 per 1 electric 160 (20d8) 90 e
Grim Terror 7 20 w ½, fear 4d6 + 1d6 per 4 psychic 90 (15d6) 52.5 a
Massacre 7 8 f, w lots, ½ 5x CL bleed, neg 240 240 a
Power Word: Bleed 7 8 f dot 1/2 hit points ? 60 (60) 60
Prismatic Spray 7 8 s 80 x 2 electric 160 (80x2) 160 e
Sunbeam 7 20 r negates 3d6 divine 18 (3d6) 10.5 a
Abi-Dalzim's Horrid Wilting 8 20 f ½ 1d8 per 1 entropy 200 (25d8) 112.5 a
Avascular Mass 8 8 f 50%, ½ 10 per 1 negative 300 (300) 300
Bombardment 8 40 r d, ½ 1d8 per 1 bludgeoning 80 (10d8) 45 e
Cursed Lightning 8 40 r dot, ½ 1d6 per 3 10d6 35 e
Earthquake 8 0 r prone 1d6 per 1 physical 180 (30d6) 105 a
Nybor's Wrathful Castigation 8 8 f, w death, d&dmg 1d4 per 1 psychic 80 (20d4) 50
Sunburst 8 20 r blind 6d6 magic 36 (6d6) 21 a
Burst of Glacial Wrath 9 20 r ½ 1d6 per 1 cold 150 (25d6) 87.5 a
Elemental Annihilation 9 40 w ½ 1d6 per 1 + 1 per 1 210 (30d6+30) 135 a
Iceberg 9 40 r immobile, ½ 1d6 per 2 cold 90 (15d6) 52.5 a
Meteor Swarm 9 0 r ½ 30d8 fire 240 (30d8) 135 e
Soul Shriek 9 0 f, w lots, ½ 5x CL entropy 225 (225) 225 e
Wail of the Banshee 9 8 f death 10d6 sonic 60 (10d6) 35 e
Weird 9 8 f, w death, fear 3d6 psychic 18 (3d6) 21
Hellball 10 20 prone 3s $ 40d6 div ent neg pos 240 (40d6) 140 e
Greater Ruin 10 20 $ 45d6 + 10 entropy 270 (45d6+10) 157.5
Eldritch Blast (EEM) 30*  ? 3d6 + 1d6 per 2 selectable 162 (15d6 + 12d6 EEM) 94.5
Elemental Meteor (Air) 10 20 r* ½ $ 20d6 elec sonic 120 (20d6) 70 e
Elemental Meteor (Fire) 10 20 r* ½ $ 20d6 fire 120 (20d6) 70 e
Elemental Meteor (Water) 10 20 r* ½ $ 20d6 cold blunt 120 (20d6) 70 e
Elemental Meteor (Earth) 10 20 r* ½ $ 20d6 blunt force 120 (20d6) 70 e
Elemental Meteor (Ooze) 10 20 r* ½ $ 20d6 acid 120 (20d6) 70 e
Vampiric Feast 10 0 dot $ 3d6 bleed or ent 216 (36d6) 126 a


Dispel and Breach

  • Area of effect dispels will no longer try to dispel the highest spell level effect(s). Instead they will try to dispel all effects up until two have been removed.
  • Each Spell Focus in Abjuration grants a cumulative +1 to Dispel rolls with Epic granting an additional +1 for a total of +3. These are applied after the Level Cap imposed by individual spells.
  • Arcane Defense: Abjuration increases a characters effective Caster Level by +2 when trying to resist a Dispel.
  • To remove an effect in a dispel check, the caster makes a dispel check of 1d20 +1 per caster level (up to a maximum) against a DC of 12 + the spell effect's caster level.
  • See Dispel Tables for a breakdown and tables of common situations and their probabilities.
  • See Breach List for changes to what spells are breached first.
  • Nature's Balance breaches more spells with investment in Spell Focus: Transmutation.
Spell Innate
Level
Max Dispel
Caster Level
Breach
Spells
Lesser Dispel 2 5 N/A
Dispel Magic 3 10 N/A
Greater Dispelling 5 23 N/A
Mordenkainen's Disjunction 9 23 6 (2 AoE)
Lesser Spell Breach 4 N/A 2
Greater Spell Breach 5 N/A 4
Nature's Balance 8 N/A 2-3 AoE

Elemental Resistance

  • Epic Spell Focus: Abjuration increases damage absorbed by 1.5 times. Damage resistance remains the same.
Spell Resistance ESF: Abj Duration
Endure Elements 10/- resistance and 30 absorption 45 24 hours
Resist Elements 20/- resistance and 50 absorption 75 24 hours
Protection from Elements 30/- resistance and 60 absorption 90 24 hours
Energy Buffer 40/- resistance and 100 absorption 150 1 turn / level

Persistent AoE Spells

  • Under construction.
  • Persistent area spells do not stack with themselves. When the same spell is cast it will be replaced and refreshed.
  • Different area spells may be stacked.
  • Same spell by different caster stacks.
  • The same spell may be casted away from 50% of the center of the Area of Effect (AoE) radius, allowing a section where they can overlap, and hit twice.
  • Acid Fog, Wall of Fire, Incendiary Cloud and Cloudkill spells will ignore NPC and PC corpses, but still damage furniture/placables normally.
  • Table key:
    • CEoR: Checks made on (e)ntry, per (r)ound, or (b)oth.
    • SpR: Speed reduction.
Persistent
AoE Spells
Innate
Level
CEoR SpR
Acid Fog 6 b 75%
Blade Barrier 6 b
Cloud of Bewilderment 2 b
Cloudkill 5 b
Creeping Doom 7 b
Daltim's Fiery Tentacles 5 b
Evard's Black Tentacles 4 b
Entangle (spell) 1 e
Grease 1 b 50%[1]
Incendiary Cloud 8 b
Kyristan's Malevolent Tentacles 6 b
Mind Fog 5 e
Shadow Plague 8 b
Spike Growth 3 b
Stinking Cloud 3 b
Stonehold 6 b
Storm of Vengeance 9 b
Wall of Fire 4 b
Wall of Ice 4 b
Web 2 b
Vine Mine 5 b
  1. Movement speed reduction check on entry only.

Summoning Spells

Spell Innate Level Type GCoD SFB ECB S ADv BoD BrS
Summon Creature I 1 Beast ^ *C
Summon Creature II 2 Beast ^ *C
Summon Creature III 3 Beast ^ *C
Summon Creature IV 4 Beast ^ *C
Summon Creature V 5 Beast ^ *C
Summon Creature VI 6 Beast ^ *C
Summon Creature VII 7 Elemental ^ *C S
Summon Creature VIII 8 Elemental ^ *C S
Summon Creature IX 9 Elemental ^ *C + S
Elemental Swarm 9 Elemental ^ *C + S
Shelgarn's Persistent Blade 1 Construct E
Mordenkainen's Sword 7 Construct E
Black Blade of Disaster 9 Construct C 👁
Shadow Conjuration 4 Outsider I
Greater Shadow Conjuration 5 Outsider I
Animate Dead 3 Undead N S
Create Undead 6 Undead N S
Create Greater Undead 8 Undead N S
Blackguard Create Undead - Undead N
Animate Dead (feat)[2] - Undead N S
Summon Undead (feat) - Undead N S
Summon Greater Undead (feat) - Undead N S
Lesser Planar Binding 5 Outsider S
Planar Ally 6 Outsider S
Planar Binding 6 Outsider S
Greater Planar Binding 8 Outsider + S
Gate 9 Outsider + S 👁
Epic Spell: Dragon Knight[3] 10 Dragon C + S 👁
Epic Spell: Dragon Knight[4] 10 Undead N + S 👁
Epic Spell: Mummy Dust 10 Undead N S 👁
Epic Spell: Planar Conduit 10 Outsider C + S[5] 👁
Summon Fiend[6] - Outsider C + S
Dark Invocation: Planar Gate[7] - Outsider C[8] S 👁
Eldritch Summon[9] - Outsider C +[10] S[11] [12]
  1. Shadows receive turns, hours, then hours * 2 per level with Illusion spell focuses plus concealment + 10% per Illusion Focus.
  2. Blackguard and Pale Master animate dead class feats, see Summons and Blackguard unique undead for details.
  3. Non-dracolich stream.
  4. Dracolich stream.
  5. For the purposes of Planar Conduit, characters can only use streams on their own Good-Evil alignment axis. Evil characters can take this feat and use the neutral summons, but there is no support for demons and devils.
  6. Blackguard fiendish summons class feat, see Summons for details.
  7. Warlock Dark Invocation: Planar Gate bonus feat summons as Gate spell.
  8. Warlock Dark Invocation: Planar Gate feat special: Bonuses for this summon as if the Warlock had Greater Spell Focus: Conjuration even without the feats.
  9. Warlock Eldritch summon pact feats. See Summons for details.
  10. Warlock Eldritch summon feat tiers 4 and above are subject to the Epic Caster Bonus.
  11. You can only summon streams that a warlock can do pacts, with the Eldricth summon feat.
  12. Warlock Eldritch summon feat summons are exempt from the alignment divergence penalties typical of outsider summons.

Weapon Enchantments

  • Restricted weapon enchantments cannot be used with magical weapons, weapons with any property, or stacked with each other.
  • Non-restricted weapon enchantments can be used freely in any weapon and stacked with one another; even on Restricted weapon enchantments.
  • Players commonly seek out bronze weapons (which have no properties) to have blank weapons to be able to apply Restricted weapon enchantments first, and then cast additional Non-restricted enchantments.
  • Casting a weapon enchantment on a target with an invalid main hand weapon (due to the weapon already being enchanted or possessing magical properties) will attempt to apply the weapon enchantment to the offhand.
Spell Restricted or
Non-Restricted
Cast-from-item
Adjustments
Blackstaff Non-Restricted No
Blade Thirst Non-Restricted No
Blades of Fire Non-Restricted  ?
Bless Weapon Non-Restricted Yes
Deafening Clang Non-Restricted No
Holy Sword Non-Restricted N/A
Darkfire Restricted Yes
Elemental Weapon Restricted Yes
Greater Magic Weapon Restricted Yes
Keen Edge Restricted Yes
Magic Weapon Restricted No
  • Additionally, the weapon enchantments Bless Weapon, Darkfire, Elemental Weapon, Greater Magic Weapon, and Keen Edge spells cast from items such as scrolls and wands will:
    • Use the Caster Level of the item for the Duration of the spell.
    • Use the Character Level of the item user for the Effects of the spell.
    • Bless Weapon exceptions:
      • Will grant +2d6 damage vs. dragons if the user of the scroll is level 18 or higher. The CL of the scroll is still level 17 and Enhancement bonus is capped at +3.
      • Note: It is possible to achieve +4 enhancement with Loremaster scroll + levels (17 CL scroll + 5 levels from LM = 22 CL scroll), but still requires the base character level to be at least 21 for the effects.
Examples - A Character of various levels using a Greater Magic Weapon Scroll (Caster Level 15)
A level 30 Character will have a duration of 5 hours (15 Caster Level/3 hours) and an enhancement bonus of +5 ((Character Level +3)/4 - capped at +5).
A level 15 Character will have a duration of 5 hours (15 Caster Level/3 hours) and an enhancement bonus of +4 ((Character Level +3)/4).
A level 5 Character will have a duration of 5 hours (15 Caster Level/3 hours) and an enhancement bonus of +2 ((Character Level +3)/4)

Zoo Spells

  • The bonus stacks across multiple castings to a maximum of +5 when cast without metamagic feats.
  • The stacking bonus is the same between the single and mass-targeted versions, but both spells can stack towards the maximum.
  • Metamagic empower will increase the maximum 1.5, but NWN always rounds down. Greater Spell Focus, Epic Spell Focus: Transmutation, and Transmutation Specialization increase the maximum further +1 each.

Zoo Spells now have static gains, these are as follows:

  • Normal: 4
  • Maximise: 5
  • Empower: 6

This will not change the caps or benefits of other sources such as:

  • Base Cap 5
  • Transmutation (0, 1, 2)
  • Empower (+50%)

Average uses to reach the cap will now be:

  • Normal: 2
  • Maximised: 1
  • Empowered: 2
  • This change will also apply to Mass Zoo spells.
Spell Mass Version
Bear's Endurance Mass Bear's Endurance
Bull's Strength Mass Bull's Strength
Cat's Grace Mass Cat's Grace
Eagle's Splendor Mass Eagle's Splendor
Fox's Cunning Mass Fox's Cunning
Owl's Wisdom Mass Owl's Wisdom

Categorized List of All Spells

Subcategories

This category has the following 6 subcategories, out of 6 total.

Pages in category "Spells"

The following 200 pages are in this category, out of 401 total.

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