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==Spell Focuses==
== Spell Components System ==
(For [[roleplay]]ing tips and description of schools see separate article about [[spell school]].)


===Abjuration===
[[Spell components]] are used in casting Arcane Spells of Levels 7-9. One charge of a component pouch is consumed when casting a Level 7 Spell, two for a Level 8 Spell and three for a Level 9 Spell. If a character lacks sufficient components, then the spell will fail.
Grants a +2 to dispel checks per focus (total of +6 with an epic focus). Epic focus in abjuration allows you to cast the -[[ward]] spell, which appears to function like a Mass Hold Person spell with a "large" (5 meter radius) area of effect.


The epic abjurer can also cast -ward_teleport, which prevents anyone from teleporting into or out of an entire map for the duration of the spell.
Spell components, and the [[Tailoring#Spell_component_pouch|spell components pouch]], can be made through the [[crafting]] system.


The shield spell protects against Isaac's Lesser Missile Storm if you have a spell focus in Abjuration, and against both missile storms if you have greater or epic spell focus in Abjuration.
==Changes to Summoning Spells==
 
===Divination===
 
Diviners can see the attunement of player characters, and gain the ability to use the Deck of Stars item.
 
Characters with Epic Spell Focus in Divination can cast -scry, which lets them spy on another character for about a minute. The diviner must be under the influence of Clairaudience/Clairvoyance to -scry. Select the target of the -scry by entering the first few characters of their name (or their full name if you prefer).
 
===Enchantment===
The [[enchantment basin]]s offer gold piece discounts to those with Spell Focus: Enchantment. 10% for basic focus, 20% for greater focus and 35% for epic focus. The percent values associated with each level is a reduction in base cost, which lowers gold cost, exp cost, and raises the percent chance of success. The decrease of failure makes it possible for epic Enchanters to make items that normal, unfocused people cannot make.
 
===Evocation===
Epic Spell Focus in evocation provides a significant boost to the epic spells [http://nwn.wikia.com/wiki/Hellball Hellball] and [http://nwn.wikia.com/wiki/Greater_ruin Greater Ruin]. <!--Evocation is considered one of the strongest schools by default and its focuses don't currently provide any special features on Arelith.-->
 
===Illusion===
Epic Spell Focus: Illusion grants the -send_image ability, allowing the player to send an image of themselves to a target, say something, and vanish.
 
The image sent will be identical to the caster's appearance at the time of sending the image. If polymorphed, or casting a spell (as with *conjures* or *casts*), those visuals will be transmitted to the recipient of the message. However, -disguise has no effect on -send_image: your name appears as though you were not disguised.
 
The -send_image spell can be used across servers, but visuals will not be transmitted. The illusionist will appear instead as a ball of light, and the name will be given as "Mysterious Ball of Light". This can be used to send messages without revealing the name of the message sender.
 
Bug with send image: sometimes the "image" may not be received by the target (due to [[lag]], or simply by having missed it in a transition). However, like with the Halfling/Goblin Messenger messages, you will receive the contents of the message in your right-hand text box.
 
===Transmutation===
Epic Spell Focus: Transmutation allows use of the Teleport spell. Typing -teleport brings up a Planar Portal dialogue, allowing the user to teleport to any known Portal for 100xp, once per day (here meaning once per rest).
 
Also, with with normal and greater focus in Transmutation, a character is able to activate golems after reaching level 15.
 
===Conjuration===
Summon spells provide buffed summons when casting the Planar Binding line of spells and Epic Spell: Dragon Knight. Each successive spell focus in conjuration improves the buffs received by these summons.
 
Greater Conjuration focus also improves the Summon Creature line of spells in a manner identical to the cleric's Animal Domain. (Note that the domain and Greater Focus do not stack) Each Summon Creature spell summons the next-higher creature (i.e. Summon Creature I summons a dire boar, rather than a dire badger).
 
Epic spell focus in conjuration grants the -[[yoink]] spell, which lets you teleport another PC to your location (they get the option to go or not).
 
===Necromancy===
Spell focus: Necromancy turns Undead summons (Animate Dead, Create Undead, Create Greater Undead as well as Pale Master and Blackguard feat-spells) into "henchmen", allowing you to summon both an undead creature and an ordinary summon (Summon Creature I-IX, Mordenkainen's Sword, Gate, etc) at the same time.
 
Greater spell focus allows the caster to cast twice for two undead, and you can mix and match the undead created (for example, a Shadow and a Skeleton Warrior). Epic Spell Focus instantly creates two undead creatures. This includes the benefit of "henchmen" from the initial Spell Focus - other creatures can still be summoned.
 
Epic Spell: Mummy Dust and Epic Spell: Dragon Knight (for Pale Masters who summon Dracoliches, see below) are unaffected and count as summons, not henchmen.
 
== Arcane Defense ==
Taking '''Arcane Defense: Abjuration''', adds +2 on your level check for resisting a dispel. Effectively, you are more difficult to dispel. (It does nothing against Spell Breach though.)
 
 
== Spell Components ==
 
[[Spell components]] are used in casting Arcane Spells of circles 7-9. One component is consumed when casting a circle 7, two for a circle 8 and three for a circle 9. Spell components, and the [[Tailoring#Spell_component_pouch|spell components pouch]], can be made through the crafting system.
 
==Summons==


===Summoning of Elementals===
===Summoning of Elementals===
If you have a book of that specific "elemental type" in your inventory your "Summon Monster (elemental)" will only bring creatures in of that type. This does not work for the Druid spell Elemental Swarm: you still get four different elementals.
Findable as loot around Arelith are four "elemental books", called "Book of Fire", "Book of Water", "Book of Air" and "Book of Earth". In addition to being usable to summon a very weak elemental once per day, if you have one of these in your inventory when you cast a Summon Creature that summons a Greater, Huge or Elder Elemental, you will only ever get one of the same type as the book(s) you own. So with a Book of Fire, you have 100% of a Fire Elemental, with a Book of Fire and a Book of Earth, you have a 50% chance of a Fire Elemental and a 50% chance of an Earth Elemental, and so on.
 
===Alignment Specific Spell Changes===
 
:'''Gate:'''
:Good - Deva
:Neutral - Balor
:Evil - Balor
 
:'''Dragon Knight:'''
:Good - Silver Dragon
:Neutral - Prismatic Dragon
:Evil - Red Dragon
:Palemaster - Dracolich
::*The duration of Dragon Knight spell has been increased on Arelith.
:: "Dragon Knight lasts a little longer than normal on Arelith and the dragon gets the usual conjuration buffs, but is otherwise unaffected by conjuration summons." [[Mithreas]]
 
 
===Underdark Summon list===
 
:Summon changes from summon 1-9
*Summon 1 = Rat
*Summon 2 = Dire rat
*Summon 3 = Worg
*Summon 4 = Dire Spider
*Summon 5 = Grey render
*Summon 6 = Hell hound
*Summon 7 = Huge Elemental
*Summon 8 = Greater Elemental
*Summon 9 = Elder Elemental
 
===Planar Binding===
 
: All of the Planar Binding spells last 1 turn/caster level.
 
==Groups of spells==
 
*Death Armor, Elemental shield and Acid sheath do not stack anymore, the last spell cast overrides the others
 
*The spells greater magic weapon, magic weapon, holy sword, flame weapon, darkfire and keen weapon can not be stacked any more. The last spell cast overrides the other.
**Bless Weapon continues to stack as normal.
**Blade thirst stacks with other weapon enchantments.
 
*Darkfire / Flame weapon is nerfed so it caps out at level 10 or so.
 
*Darkfire, Flame Weapon and (Greater) Magic Weapon have had their duration reduced to turns rather than hours as well.
 
*All Bigby's spells: have a reflex save now. Only Bigbys clenched fist does not have a reflex save, as it already has a fortitude save. None of Bigby's spells are possible to scribe, due to a bug in NWN. For example with the Bigby's Crushing Hand (the ninth level spell) the opponents roll a reflex save first, to check if they get grappled; then they roll the fort save, to see if they get stunned.
 
EDIT: But they still would take Damage, if stunned or not.
 
*Charm/Domination spells: Technically they have not been changed but due to some auto-hostiling scripts they do not work as intended against other players who are neutral to you (it comes down to the target becoming hostile when the charm fails, and the target goes into a stampede-like mode, attacking the caster immediately and non-stop, and when the charm is successful, the target seems to grab random items from his/her inventory and uses the items, like potions).
 
==Individual spells==
 
*Balagarn's Iron Horn: (this is NWN bug) The spell is described to be from Transmutation School, but it mechanically belongs to Enchantment one. You can not scribe it or use it if Enchantment is your forbidden School.
 
*Blackstaff: works on other quarterstaff like weapons (magic staves and dire maces).
 
*Bless: Last rounds instead of turns.
 
*Call Lightning: Deals d10s of damage rather than d6s, when cast in an outside, above ground, stormy or raining area.
 
*Continual flame: Does not last forever.


*Gate & Epic Spell: Dragon Knight: [[Spell_changes#Alignment_Specific_Spell_Changes|Summons alignment appropriate creatures]], as well as a duration increase. Note: Gate's duration is the same when used unprotected, so the hostile Balor will vanish sooner than a "properly" summoned one.
This does not work for the Druid spell Elemental Swarm: you still get four different elementals.


*Find traps: Does not disable traps, just reveals them.
===Gate & Dragon Knight===


*Flesh to Stone: is permanent only until the caster rests or dies.  
'''Gate''': Good Characters will now summon an Astral Deva when casting this spell. Neutral and Evil Characters still summon a Balor. Note that unlike with the Balor, no "Protection" spell is required to control the Deva once summoned.


*Freedom of movement: Doesn't protect from movement speed reduction effects, including those from armour penalty, Slow and Web spells. (Still protects you from the Bigby line of spells, Paralysis, Entangle and similar effects.)
'''Epic Spell:Dragon Knight''': Good Characters now summon a Silver Dragon with this spell, whilst Neutral Characters summon a Prismatic Dragon. Evil Characters still summon a Red Dragon. If a character has any Pale Master levels, however, they summon a Dracolich irrespective of their alignment.


*Greater Sanctuary: Now rounds per level/4 and it has a "Cool down timer" 240 seconds
===Summon Creature in the Underdark===


*Greater Shadow Conjuration counts as Illusion spells for purposes of spell focuses.
Summon Creature I-VI provide different summoned allies when cast in the Underdark. The elementals summoned by Summon Creature VII-IX do not change.
:*Summon Creature I = Rat
:*Summon Creature II = Dire rat
:*Summon Creature III = Worg
:*Summon Creature IV = Dire Spider
:*Summon Creature V = Grey render
:*Summon Creature VI = Hell hound


*Improved invisibility: Lasts rounds instead of turns. The concealment bonus is still in turns.
Note that this is dependent on the character's location, not place of origin. A Kobold casting Summon Creature III on the Surface would summon a Dire Wolf, an Elf casting it in the Underdark would summon a Worg.


*Invisbility: Last rounds instead of turns.
==Changes to Groups of spells==


*Invisibility Sphere: Last rounds instead of turns.
*Death Armor, Elemental Shield and Acid Sheath do not stack; the last spell cast overrides the others.


*Isaac's Greater Magic Missile: Maximum 10 missiles per target. If more than one target it sends out 20 missiles. Maximized damage output - 120 damage (though this spell can do up to 180 damage to a single target if empowered). Cannot shoot more than half it's missiles at one target.
*The spells Greater Magic Weapon, Magic Weapon, Holy Sword, Flame Weapon, Darkfire and Keen Weapon can not be stacked; the last spell cast overrides the other. Furthermore, these spells will not work on any weapon which has any magical properties at all (including weapons other than Bronze which have bean created by [[crafting]]). Note that Bless Weapon and Blade Thirst may both be stacked with one another and any one of the above spells, and will work on any kind if weapon.


*Knock: Only opens chests, not doors. (only a few doors can be 'Knocked')
*Darkfire and Flame weapon are capped so that the Caster Level cannot count as anything higher than 10.


*Mordkainen's disjunction is capped at 20. (To remove an effect, the caster makes a dispel check of 1d20, +1 per caster level (to a maximum of +20) against a DC of 11 + the spell effect's caster level.)
*Darkfire, Flame Weapon and (Greater) Magic Weapon last turns/level.
:"A lv30 Caster has DC41, a Lv20+ ESF Abjuration caster using Disjunction has +26, so they need a 15+ on their roll to dispel each one." Calassus


*Shades counts as Illusion spells for purposes of spell focuses.
*Bigby's Interposing Hand, Bigby's Forceful Hand, Bigby's Grasping Hand and Bigby's Crushing Hand all have a Reflex Save. Note that Bigby's Clenched Fist does not have a Reflex Save, since already has a Fortitude Save.


*Shadow Conjuration counts as Illusion spells for purposes of spell focuses.
*All of the Planar Binding spells last 1 turn/caster level.


*Shield: protects against Isaac's Lesser Missile Storm if you have a spell focus in Abjuration, and against both missile storms if you have greater or epic spell focus in Abjuration.
*Invisibility, Improved Invisibility and Invisibility Sphere last turns/level. The Concealment element of Improved Invisibility remains unchanged.


*Time Stop: Only affects one area and has a cool-down timer as well of approximately three minutes
== Changes to Individual Spells==


*True Seeing: Last rounds instead of turns.
'''Blackstaff''': Works on Magic Staffs and Dire Maces in addition to Quarterstaffs.


==Known bugs==
'''Bless''': Lasts rounds/level.
These bugs are more due to Neverwinter Nights itself, and less Arelith-specific.
*Charm and Mass charm makes the target hostile to you


*Aid fades away when the extra Hit Points are beaten out of you.
'''Call Lightning''': Damage dice are upgraded from d6s to d10s when the spell is cast outside during rain or thunder.


*Battletide will fade or disappear sometimes when you transition. Also sometimes it will not go away even after it's duration is up and you have rested.
'''Continual Flame''': Does not last forever.


*Magic Circle vs Alignment, duration is still not working even if you stand still.
'''Gate & Epic Spell: Dragon Knight''': Duration has been increased slightly.


*Invisibility sphere, Magic Circle vs Alignment, Dirge etc (spells working in circle around caster and following him): may not follow the caster due to lag. It dispells itself when caster leaves its area.
'''Find Traps''': Does not disable traps, just reveals them.
:: "It's all because of lag. The area of effect is centred on the caster, and if the caster moves out of that area, the spell stops. In lag-free situations this isn't a problem because the area of effect updates quickly, so the caster never gets out of it before it re-centres on the caster. There are some ways to potentially fix this... but it's not really a priority." Fire Boar


* Balagarn's Iron Horn is from Enchantment School. It can not be scribed or use by those with forbidden Enchantment School.
'''Flesh to Stone''': Permanent only until the caster rests or dies.  


* Vine Mine introduces a speed bug.
'''Freedom of movement''': Doesn't protect from movement speed reduction effects, including those from armour penalty, Slow and Web spells.  


==Magical item creation feats==
'''Greater Sanctuary''': Lasts rounds per level/4 and it has a cooldown timer of 240 seconds (independent of resting).
===Scribing (Scribe Scroll)===
Other spells can be scribed with the right components. These are certain items that must be in the Scriber's inventory prior to the scribing attempt. They, along with the Blank Scroll will disappear and be replaced with the relevant scroll. Discovering these in character is encouraged, and so components will not be listed.


:Spells that require a component to be Scribed:
'''Isaac's Greater Magic Missile''': Cannot strike one target with more than ten missiles. This limits it to only producing ten missiles if only one viable target is present upon casting.
*Firestorm
*Greater Restoration
*Harm
*Storm of Vengeance
*Time Stop
*True Seeing
*Undeath to Death (and only Scribeable by Clerics with the feat)


===Spells that can not be Scribed===
'''Knock''': Cannot open Doors, only Containers.
(due to bug, confirmed by Mithreas)


Balagarn's Iron Horn for those with forbidden Enchantment School. You can not scribe it or use it.
'''Mordenkainen's Disjunction''': Caster Level bonus is capped at 20, before applying bonuses from Abjuration Spell Foci.


In addition (due to NWN itself):
'''Shield''': Protects against Isaac's Lesser Missile Storm if you have Spell Focus: Abjuration, and against both missile storms if you have Greater or Epic Spell Focus: Abjuration.
:Domain Spells can't be scribed.
:Undeath to Death can't be scribed by Arcanists, Clerics with the Feat can.
:Remove Blindness/Deafness is the same.


And on top of that:
'''Time Stop''': Only affects the area in which it is cast. Also has a cooldown timer 240 seconds (independent of resting).
Certain Cleric Domain Spells, like Stoneskin (Earth Domain) or Improved Invisibility (Trickery Domain) are not scribeable by clerics. It has something to do with those spells not normally being available to Clerics. This however may be corrected in the future. Note that Domains that let you cast certain spells one (or more) levels sooner are NOT affected by this bug.


===Changes to Wandable Spells (Craft Wand Feat)===
'''True Seeing''': Last rounds/level.
On Arelith, all spells (Wiz/Sorc, Ranger, Druid and Cleric spells) from level 0 up until level 4 are "wandable", even spells that are normally not wandable in the default Neverwinter Nights, like True Strike, Expeditious Retreat, Camouflage, Entropic Shield and so on. There is only one exception, namely the Cleric spell Divine Power, and this exception is intentional.


As with scrolls, certain Cleric Domain Spells, like Improved Invisibility (Trickery Domain) are not wandable by clerics. It has something to do with those spells not normally being available to Clerics. This however may be corrected in the future. Note that Domains that let you cast certain spells one (or more) levels sooner are NOT affected by this bug.
==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.''


===Changes to Potionable Spells (Brew Potion Feat)===
*Charm and Mass Charm makes the target hostile to you


On Arelith, all spells (Wiz/Sorc, Ranger, Druid and Cleric spells) from level 0 up until level 3 are "potionable", even spells that are normally not potionable in the default Neverwinter Nights, like True Strike, Expeditious Retreat, Camouflage, Entropic Shield and so on.
*Aid fades away when the extra Hit Points are lost.


As with scrolls and wands, certain Cleric Domain Spells, like Cat's Grace (Animal and War Domain) are not potionable by clerics. It has something to do with those spells not normally being available to Clerics. This however may be corrected in the future. Note that Domains that let you cast certain spells one (or more) levels sooner are NOT affected by this bug.
*Invisibility sphere, Magic Circle vs Alignment, 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.


*Balagarn's Iron Horn is from Enchantment School, in spite of being listed as Transmutation. It can not be scribed or used by those with forbidden Enchantment School.


Brewed potions on Arelith use a standard magic potion object, so that brewed potions can be used by shapechanged characters (like ordinary potions).
*Vine Mine introduces a speed bug.


===External links for Item Creation Feats===
*Spontaneous casters (Sorcerers and Bards) who transition whilst shapechanged can continue to lose spells each time they transition.
The following descriptions are not Arelith-specific and could be slightly different on Arelith (especially the listed prices and charges):
:Standard NWN [http://nwn.wikia.com/wiki/Scribe_scroll Scribe scroll] feat
:Standard NWN [http://nwn.wikia.com/wiki/Brew_potion Brew potion] feat
:Standard NWN [http://nwn.wikia.com/wiki/Craft_wand Craft wand] feat
[[Category:Character mechanics]]

Revision as of 16:52, 7 May 2012

Spell Components System

Spell components are used in casting Arcane Spells of Levels 7-9. One charge of a component pouch is consumed when casting a Level 7 Spell, two for a Level 8 Spell and three for a Level 9 Spell. If a character lacks sufficient components, then the spell will fail.

Spell components, and the spell components pouch, can be made through the crafting system.

Changes to Summoning Spells

Summoning of Elementals

Findable as loot around Arelith are four "elemental books", called "Book of Fire", "Book of Water", "Book of Air" and "Book of Earth". In addition to being usable to summon a very weak elemental once per day, if you have one of these in your inventory when you cast a Summon Creature that summons a Greater, Huge or Elder Elemental, you will only ever get one of the same type as the book(s) you own. So with a Book of Fire, you have 100% of a Fire Elemental, with a Book of Fire and a Book of Earth, you have a 50% chance of a Fire Elemental and a 50% chance of an Earth Elemental, and so on.

This does not work for the Druid spell Elemental Swarm: you still get four different elementals.

Gate & Dragon Knight

Gate: Good Characters will now summon an Astral Deva when casting this spell. Neutral and Evil Characters still summon a Balor. Note that unlike with the Balor, no "Protection" spell is required to control the Deva once summoned.

Epic Spell:Dragon Knight: Good Characters now summon a Silver Dragon with this spell, whilst Neutral Characters summon a Prismatic Dragon. Evil Characters still summon a Red Dragon. If a character has any Pale Master levels, however, they summon a Dracolich irrespective of their alignment.

Summon Creature in the Underdark

Summon Creature I-VI provide different summoned allies when cast in the Underdark. The elementals summoned by Summon Creature VII-IX do not change.

  • Summon Creature I = Rat
  • Summon Creature II = Dire rat
  • Summon Creature III = Worg
  • Summon Creature IV = Dire Spider
  • Summon Creature V = Grey render
  • Summon Creature VI = Hell hound

Note that this is dependent on the character's location, not place of origin. A Kobold casting Summon Creature III on the Surface would summon a Dire Wolf, an Elf casting it in the Underdark would summon a Worg.

Changes to Groups of spells

  • Death Armor, Elemental Shield and Acid Sheath do not stack; the last spell cast overrides the others.
  • The spells Greater Magic Weapon, Magic Weapon, Holy Sword, Flame Weapon, Darkfire and Keen Weapon can not be stacked; the last spell cast overrides the other. Furthermore, these spells will not work on any weapon which has any magical properties at all (including weapons other than Bronze which have bean created by crafting). Note that Bless Weapon and Blade Thirst may both be stacked with one another and any one of the above spells, and will work on any kind if weapon.
  • Darkfire and Flame weapon are capped so that the Caster Level cannot count as anything higher than 10.
  • Darkfire, Flame Weapon and (Greater) Magic Weapon last turns/level.
  • Bigby's Interposing Hand, Bigby's Forceful Hand, Bigby's Grasping Hand and Bigby's Crushing Hand all have a Reflex Save. Note that Bigby's Clenched Fist does not have a Reflex Save, since already has a Fortitude Save.
  • All of the Planar Binding spells last 1 turn/caster level.
  • Invisibility, Improved Invisibility and Invisibility Sphere last turns/level. The Concealment element of Improved Invisibility remains unchanged.

Changes to Individual Spells

Blackstaff: Works on Magic Staffs and Dire Maces in addition to Quarterstaffs.

Bless: Lasts rounds/level.

Call Lightning: Damage dice are upgraded from d6s to d10s when the spell is cast outside during rain or thunder.

Continual Flame: Does not last forever.

Gate & Epic Spell: Dragon Knight: Duration has been increased slightly.

Find Traps: Does not disable traps, just reveals them.

Flesh to Stone: Permanent only until the caster rests or dies.

Freedom of movement: Doesn't protect from movement speed reduction effects, including those from armour penalty, Slow and Web spells.

Greater Sanctuary: Lasts rounds per level/4 and it has a cooldown timer of 240 seconds (independent of resting).

Isaac's Greater Magic Missile: Cannot strike one target with more than ten missiles. This limits it to only producing ten missiles if only one viable target is present upon casting.

Knock: Cannot open Doors, only Containers.

Mordenkainen's Disjunction: Caster Level bonus is capped at 20, before applying bonuses from Abjuration Spell Foci.

Shield: Protects against Isaac's Lesser Missile Storm if you have Spell Focus: Abjuration, and against both missile storms if you have Greater or Epic Spell Focus: Abjuration.

Time Stop: Only affects the area in which it is cast. Also has a cooldown timer 240 seconds (independent of resting).

True Seeing: Last rounds/level.

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.

  • Charm and Mass Charm makes the target hostile to you
  • Aid fades away when the extra Hit Points are lost.
  • Invisibility sphere, Magic Circle vs Alignment, 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.
  • Balagarn's Iron Horn is from Enchantment School, in spite of being listed as Transmutation. It can not be scribed or used by those with forbidden Enchantment School.
  • Vine Mine introduces a speed bug.
  • Spontaneous casters (Sorcerers and Bards) who transition whilst shapechanged can continue to lose spells each time they transition.