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Spell Changes
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[The Astrolabe]

This page lists and explains Spells that work differently than in Vanilla NWN.

NOTE: We have started the long arduous journey of having all the spells used on Arelith represented on the Wiki. We will start with the custom spells, move on to the spells altered by Arelith then on to all the vanilla spells. We need them all so we can categorized them properly across all the custom classes and customizations to existing classes. Thus some spells will be represented fully here and others on their own dedicated pages until we get them all on their own dedicated pages.



Changes to Cleric Domains

Cleric Domains have been substancially changed on Arelith. These changes are listed under the Domains page.

Changes to Spell Foci

Spell Foci have been changed and augmented greatly on Arelith, and often alter or expand the potential of spellcasting classes. Changes to Spell Foci 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. 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. However, if the spell component pouch reaches 0 charges, like any other item, it will be destroyed.

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

Changes to Summoning Spells

Changes to Groups of Spells

  • Animal/Zoo Spells (Bull's Strength, Cat's Grace, Eagle's Splendor, Endurance, Fox's Cunning, Owl's Wisdom) now stack across multiple castings to a maximum of +5 when cast without metamagic feats. These spells are also all available to Druids.
  • Cure Light/Moderate/Serious/Critical Wounds spells increased healing to 2d8/4d8/6d8/8d8 + (1 / character level of the target) respectively. There is no cap on the amount you can heal via the +1 /character level. So a level 5 Cleric casting Cure Light Wounds on a level 27 character will heal them 2d8 +27 hit points.
  • Inflict Minor/Light/Moderate/Serious/Critical Wounds spells increased damage to 2d8/4d8/6d8/8d8 + (1/ character level of the target) respectively. There is no cap on the damage you can deal via the +1 /character level. So a level 5 Cleric casting Inflict Light Wounds on a level 27 character will deal them 2d8 +27 Negative energy damage. There is still a will saving throw for half.
  • Death Armor, Elemental Shield (Flame/Frost/Lightning) and Acid Sheath do not stack; the last spell cast overrides the others.
  • Greater Magic Weapon, Bless Weapon, Keen Edge, Flame weapon, and Darkfire 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.
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)
  • A number of weapon buffs have been restricted and cannot be used with magical weapons, weapons with any property, or stacked with each other. Applying a restricted weapon buff on an enchanted or buffed weapon will simply do nothing. The spells that are not restricted can be used freely in any weapon and stacked with one another and even one restricted buff. Casting a weapon buff on a target with an invalid weapon (due to the weapon already being enchanted or possessing magical properties) or a weapon already enchanted with that buff in the mainhand will instead apply the buff to the offhand.
    • Greater Magic Weapon: Restricted. Duration changed to hours/3 Caster Levels. Weapon scaling changed to (Caster Levels+3)/4.
    • Magic Weapon: Restricted.
    • Flame Weapon: Restricted. Power capped to CL 10. Last turns/level
    • Darkfire: Restricted. Now adds +AB and Elemental Damage, scaling to CL. Also see Darkfire changes below.
    • Keen Edge:Restricted. Also see Keen Edge changes below.
    • Bless Weapon: Not restricted. However, this spell has been heavily customized and as such has a dedicated spell entry on this wiki.
      • Bless weapon scrolls 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.
    • Blackstaff: Not restricted. Duration increased to Turns/Level. Completely reworked. Can be used on any weapon. On hit, procs a normal will save. Failing the save inflicts a cumulative 5% vulnerability to magic damage and 10% vulnerability to elemental damage. This malus can be stacked up to 10 times, capping at 50%/100%. The duration is 6 rounds, but it is refreshed with every new application. This spell also has a target selection (it is not a personal spell only). Damage vulnerabilities can only increase once per round. Also applies vulnerability against negative energy.
    • Holy Sword: Not restricted. Self Target Only The On-Hit Dispel effect is now capped at CL 20. If the caster has Abjuration Foci, the Dispel check improves by +1 per focus feat. CoT levels stack with Paladin levels for determining the caster level of this spell. Holy sword can only trigger once per flurry (ie. 2 second cooldown). Can no longer be crafted into wands or scrolls.
    • Deafening Clang: Not restricted. See spellbook page.
    • Blade Thirst: Not restricted. Duration increased to 2 Turn / Level. Enhancement Bonus has been changed to 2 + 1 / 5 levels beyond the 11th (i.e. +2 at level 11, +3 at level 16, +4 at level 21, +5 at level 26). Additionally, when the enchanted weapon is wielded by a character with ranger levels, it grants an equivalent amount of regeneration upon every hit. Also, their weapon type restriction was removed - Blade Thirst may be cast on any kind of melee weapon.
  • All Bigby spells have a Reflex Save, with the exception of Bigby's Clenched Fist, since it already has a Fortitude Save. 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.
  • Planar Ally, Planar Binding, and Lesser and Greater Planar Binding summons now last hours/level. Those same spells have been decoupled from Conjuration foci bonuses.
  • Invisibility, Improved Invisibility and Invisibility Sphere invisibility effects last rounds/level. Greater Spell Focus: Illusion increases the duration from 1 round/level to 3 rounds/level. Epic Spell Focus: Illusion increases it to 5 rounds/level. The concealment on Improved Invisibility remains unaltered.
  • All spells casted from the Shadow Conjuration line will be considered illusion and use illusion focus for calculating the DC. Summon Shadow lasts rounds/levels, more details here.
  • Shadows summoned by Shades and similar spells now have +1 Magical Damage on their equipped weapons.
  • Most polymorphing effects will refresh the spellbook once the state is left, in order to prevent loss of spells related to gear and stat switching. Note that there are some polymorphing effects that do not benefit from this. Additionally, whilst under polymorph, disguise checks will only reveal you are polymorphed, but not your name. Polymorphed characters can speak common. Additionally, polymorphed characters will temporarily be able to speak and comprehend animal while in that form. Also see Disguise for the bonus to disguise checks provided by polymorph.
  • Banishment and Dismissal inflict a minor debuff and stun on outsiders PCs with the native subtype (tieflings, aasimars, but not imps). Dismissal applies a will-save 2 rounds stun and a saveless 1 AB, 1 AC, 1 saves penalty. Banishment doubles these numbers. The debuff lasts rounds/level. Dismissal is not granted the bonus +6 to DC for the stun. These spells also banish imps on a failed save - this doesn't kill them, but teleports to somewhere back to Baator. These spells also block all summoning spells in the area where they were cast, for 30 and 60 seconds, respectively. Note that this excludes animated creatures.
  • Charm Creature, Dominate Animal, Dominate Person, and Dominate Monster now 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. 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. With Epic Spell Focus Enchantment, a second creature can be Dominated. Does not work on Boss or lieutenant (yellow named) creatures.
  • Raise Dead and Resurrection are now incredibly expensive to scribe, and casting them (even from scrolls) costs 50% and 75% of Piety, respectively. Insufficient piety will result in the spell being consumed and doing nothing. Characters with cleric levels reduce the piety penalty by a flat 25%. If the spells are casted from a tome or a special item, there's no piety cost.
  • The Protection From Alignment line does not confer immunity to mind spells from the selected alignment. Instead, these have different bonus, and also added protection against neutral characters, not only good and evil. The Good and Evil variants can be stacked to grant the full protection against neutrals. The active auras have been removed from Magic Circle Against Alignment and Aura Versus Alignment, and the effects are instead granted as persistent large AoE buffs.
    • Protection From Alignment: +2 Deflection AC, +2 saves (+1 against neutrals), +4 will saves (+2 against neutrals).
    • Magic Circle Against Alignment: See page.
    • Aura Versus Alignment: +6 will saves (+3 against neutrals), +4 Deflection AC, 5+CL Spell Resistance, damage shield of 1d6+8. The damage is negative for unholy aura, and divine for holy aura.
  • The Restoration-Type Spells (Lesser Restoration, Restoration, Greater Restoration) will set the thirst, hunger and rest values of the target to 0% if the existing value was lower.
  • Elemental Protection line of spells have new limits before collapsing. Damage absorbed remains the same. Epic Abjuration increases Damage absorbed by 1.5 times.
    • Endure Elements: 30 (45 with Epic Abjuration)
    • Resist Elements: 50 (75 with Epic Abjuration)
    • Protection from Elements: 60 (90 with Epic Abjuration)
    • Energy Buffer: 100 (150 with Epic Abjuration)
  • Tentacle spells no longer respect small creature immunity.
  • The Spells Sunburst and Sunbeam inflict sunlight penalties to light sensitive races. The duration is 4 rounds, 2 with a successful reflex save (Vampire PC's will only be affected for a maximum of 3 rounds). This effect ignores spell resistance and will affect everyone in the area of effect, including the caster. Friendly creatures are always treated as if they'd passed the save. Darkness spells protect and restore the affected targets.

Dispel, Breach and Disjunction

  • 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 aa cumulative +1 to Dispel rolls with Epic granting an additional +1 for a total of +4. 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.

Dispel Tables

Breach List

Persistent area spells

All persistent area spells, such as Cloud of Bewilderment and Stinking Cloud, do not stack with themselves. When the same spell is casted it will be replaced and refreshed. However:

  • 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 AoE radius, allowing a section where they can overlap, and hit twice.
  • Blade Barrier and Wall of Fire are not affected by these changes.
  • Acid Fog, Wall of Flames, Incendiary Cloud and Cloudkill spells will ignore NPC and PC corpses, but still damage furniture/placables normally.

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.

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

Usually coming from summons, the lesser auras act according to a level difference. The greater the difference, the greater the effect.

Lesser Fright Aura penalties never exceed -10/50% (+10 levels and will never be below -2/10%).

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.

Epic Spells

Dragon Knight: Duration increased to 2 rounds per Level.

Epic Mage Armor: Cannot be used while in the effect of Polymorph Self or Shapechange. Casting either of these spells will dispel EMA - other polymorphing effects are fine to use. This spell can be cast an unlimited number of times per day (inficast).

Greater Ruin: Damage increased to 45d6 + 10 damage. Has no saving throw. Casters without Epic Evocation Focus will take 30d6 as backlash damage when casting.

Hellball: Damage type changed to Divine, Magical, Negative and Positive. Has no saving throw. Will not damage the environment (placeables, etc). Casters without Epic Evocation Focus will take 30d6 as backlash damage when casting.

Mummy Dust: Having this feat will grant access to the strongest variants of undead as per the undead summoning changes.

Planar Conduit: Planar Conduit has requirements matching that of Mummy Dust, but intended for neutral and good summoners. It summons two creatures (One stronger than the other). For the purposes of this new spell, 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. This may be advantageous for surface evil characters to hide their alignment.

Classes: Cleric, Favored Soul, Shaman, Sorcerer, Wizard
Requirements: 21st level, the ability to cast 9th level spells, spellcraft 15
Characters using this epic spell will default based on their alignment:
LG, NG: Celestial Archons (Existing stream)
CG: Celestial Eladrin (New stream)
LN, TN: Mechanus (Existing stream - Constructs)
LE, NE, CN, CE: Slaadi (Existing stream)
One Tier 5 Summon and one Tier 6 Summon will be summoned when this spell is cast.

Changes to Cantrips

Cantrips are now infinite; uses are automatically replenished after casting. Cantrip Changes:

  • 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 increased to 1d6 per 3 caster levels.
  • Inflict Minor Wounds: Damage increased to 1d6 per 3 caster levels. Healing on Undead increased to 1d3 per 3 caster levels.
  • 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.

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.

Wizard:

  • Casting a wizard cantrip has a 5% chance to activate Arcane Flux.

Changes to Individual Spells

Acid Fog: Has no spell resistance check. Applies a 75% movement speed penalty with no save and -2 to AB and damage rolls for all creatures within the area of effect. Does not damage corpses.

Amplify: Duration increased to Turns/Level.

Aura of Vitality: Duration increased to 3 rounds/level with Greater Transmutation Focus. With Epic Transmutation, duration increases to turns/level.

Aura of Glory: If the character has a majority of levels in Paladin, the duration changes to hours/level.

Animate Dead: Is now Cleric (3rd Circle) and Wizard/Sorcerer (4th Circle).

Awaken: Also grants an additional attack. Doesn't dispel on your animal companion when resting.

Balgorn's Iron Horn: 12 Second cooldown has been added.

Ball Lightning: Behaves as the Firebrand spell, with electric damage (1 ball per target, 1d6/CL per ball, max 15d6). AOE size is not increased.

Battletide: Battletide and Warcry Attack Bonus (AB) does not stack.

Black Blade of Disaster: Slightly re-balanced and empowered. Has permanent haste.

Bless: Duration of Bless has be changed to 1 Round per Caster Level.

Bombardment: Added reflex save against Daze (1 round). Does not bypass SR. Party-friendly.

Burning Hands See page.

Call Lightning: See page.

Camouflage: See page.

Circle of Death: Will deal 8d6 negative damage on a failed save. This spell has also been modified to work like Undeath to Death, slaying (Caster Level)d4 HD worth of creatures with HD less than or equal to the casting Character's level. Caster Level is capped at CL20 (20d4) for non-Palemasters and CL30 (30d4) for Palemasters and Wizard: Necromancer Specialists.

Clarity: Has 12 rounds of cooldown. The CD starts the moment you are affected by the spell, not when casting it.

Cloudkill: Has no spell resistance check. Deals 1d4+1 CON damage per round to all creatures in the area of effect (fortitude save for half). Does not damage corpses.

Continual Flame: Lasts 24 hours. The color of the spell can be changed using the text command prior to casting:

Grey: -gre
White: -wht
Yellow: -yel
Orange: -ora
Red: -cri
Purple: -pur
Blue: -blu

Clairaudience/clairvoyance: The spot bonus does not count towards piercing disguises.

Create Greater Undead: Is now Cleric (8th Circle) and Wizard/Sorcerer (8th Circle).

Create Undead: Is now Cleric (6th Circle) and Wizard/Sorcerer (6th Circle).

Creeping Doom: Now correctly increases by 1d6 for every round there is a creature taking damage in the AoE.

Darkfire:

At CL 6 or less, the spell adds +1 AB and 2 Elemental Damage.
At CL 7-11, the spell adds +2 AB and 4 Elemental Damage.
At CL 12-17, the spell adds +2 AB and 6 Elemental Damage.
At CL 18+, the spell adds +3 AB and 8 Elemental Damage.
Note: The effects are based off of the hit dice of the character holding the weapon and caster level for duration.

Darkness: See page.

Death Armor: Has been moved to the top of the Breach List.

Dirge: The effect does not disappear when one leaves the aura, but instead lasts rounds/level.

Divine Power: Can no longer be cast from a scroll.

Displacement: Removes the Faerie Fire effect on the target it is cast upon.

Doom: Is now Necromancy school.

Drown: See page.

Earthquake: Damage increased to d6 bludgeoning, max die increased to 30d6 at caster level 30. Characters that fail the reflex save will be knocked down for 3 seconds.

Elemental Shield (Flame/Frost/Lightning): Has been moved to the top of the Breach List. Renamed Flame Shield

Elemental Swarm: This spell has been heavily customized and as such has a dedicated spell entry on this wiki.

Elemental Weapon (Previously Flame Weapon):

At CL 6 or less, the spell adds +1 AB and 2 Elemental Damage.
At CL 7-11, the spell adds +2 AB and 4 Elemental Damage.
At CL 12-17, the spell adds +2 AB and 6 Elemental Damage.
At CL 18+, the spell adds +3 AB and 8 Elemental Damage.
Renamed Elemental Weapon
Note: The effects are based off of the hit dice of the character holding the weapon and caster level for duration.

Entangle (and Vine Mine: Entangle): Has no spell resistance check.

Evil Blight: Has been added to Clerics (5th Circle) and Wizard/Sorcerers (6th Circle) as a spell. This is a standard NWN spell that was cut from the game.

Feeblemind: Now applies CHA damage as well. If the target has arcane caster levels, the DC is increased by 4. If the INT would drop below 3, the target is stunned instead for 1 round/level. Metamagic functions normally. NOTE: Will only use the base attribute, without item bonuses, when checking for Stun effect.

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

Flame Weapon: Renamed Elemental Weapon

Flesh to Stone: Duration changed to 1 Turn/2 Caster Levels.

Freedom of Movement: Can be removed with spell breaches.

Glyph of Warding: This spell has been fixed to use the correct DC instead of a fixed DC 14.

Grease: Has no spell resistance check.

Greater Dispelling: See page.

Greater Magic Fang: Continues to scale past level 14. (+6 6/+6 at 17, +7 7/+7 at 20...). Additionally, it grants AC along the AB bonus.

Greater Restoration: Has 240 seconds of cooldown timer before it can be casted again. Also removes the Nightmare curse and the associated effects.

Greater Sanctuary: Lasts Rounds/4 levels and it has a cooldown timer of 240 seconds. Shares the cooldown with the Protection Domain Sanctuary.

Casting Greater Sanctuary will unsummon any Gate, Epic Spell: Dragon Knight, Epic Spell: Black Blade of Disaster, Epic Spell: Mummy Dust, or Epic Spell: Planar Conduit spells currently cast.
Casting any Gate, Epic Spell: Dragon Knight, Epic Spell: Black Blade of Disaster, Epic Spell: Mummy Dust, or Epic Spell: Planar Conduit while under the effect of Greater Sanctuary will remove Greater Sanctuary.

Greater Shadow Conjuration: New spell list: Web(?), Minor Globe of Invulnerability(11), Stoneskin(10+), Summon Shadow(11), Flame Arrow(?).

Greater Stoneskin: Is now Abjuration School. Cleric Earth Domain will empower Greater Stoneskin, increasing damage absorption and damage reduction by 1.5 times.

Gust of Wind: Is now Bard (2nd Circle), Druid (2nd Circle) and Wizard/Sorcerer (2nd Circle). Cleric Air Domain will empower Gust of Wind, targeting only hostiles and increasing radius by 1.5 times.

Harm: Deals 10*CL points of damage. Will not reduce health below 1 HP. Damage can no longer exceed a target's current health, regardless of existing Damage Vulnerabilities. The effect of Damage Immunities is unchanged.

Heal: Heals 100 + 5*CL. Capped at 200 at level 20.

Healing Circle: Level cap removed. Also, when casted it creates a stationary zone below the caster that heals all creatures within the area of effect each round for a period of three rounds, for a total of up to 3 * (1d8 + Caster Level) additional healing to all creatures that remain within the area of effect.

Healing Sting: Damage increases by 1d6+1/2 CL. Caps at 10d6+10. Has no saving throw. If the target dies, the caster receives the excess of healing as temporary HP over the maximum by hour/2 CL.

Implosion: Removed the +3 bonus to the difficulty check. Implosion ignores targets who are in Ethereal Visage, Greater Sanctuary or Sanctuary.

Improved Invisibility: Removes the Faerie Fire effect on the target it is cast upon.

Incendiary Cloud: See page.

Inferno: Damage dice changed to 2d6 base, 3d6 with Greater Spell Focus: Transmutation and 4d6 with Epic Spell Focus: Transmutation.

Inflict and Cure wounds spells: Now counter each other. Example: A character can use Inflict Moderate Wounds to counterspell a target's Cure Moderate Wounds spell.

Isaac's Greater Missile Storm: 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.

Keen Edge: Duration reduced to 2 minutes per level. Also:

At CL 6 or less, the spell adds +1 AB, Keen, and 1d4 Massive Criticals.
At CL 7-11, the spell adds +2 AB, Keen, and 1d8 Massive Criticals.
At CL 12-17, the spell adds +3 AB, Keen, and 2d6 Massive Criticals.
At CL 18+, the spell adds +4 AB, Keen, and 2d8 Massive Criticals.
Note: The effects are based off of the hit dice of the character holding the weapon and caster level for duration.

Knock: Only effects locks with a DC under 40.

Light: The color of the spell can be changed using the text command prior to casting:

Grey: -gre
White: -wht
Yellow: -yel
Orange: -ora
Red: -cri
Purple: -pur
Blue: -blu

Magic Vestment: Casting this spell twice on a your character will first apply the spell to your Armor and then your Shield (If you have one equipped).

Mass Camouflage: Does not stack with Camouflage.

Mass Haste: Is now Transmutation School.

Mass Heal: Heals 150 + 5*CL. Capped at 300 at level 30.

Mestil's Acid Sheath: Has been moved to the top of the Breach List.

Meteor Swarm: See page.

Mind Fog: All creatures in the area of effect take a 2d6 will save penalty (will save for half) and are dazed for 1 round (will save negates).

Monstrous Regeneration: Lasts for 1 turn / level. Does not stack with Regenerate and/or itself.

Mordenkainen's Disjunction: Caster Level bonus is capped at 23, before applying bonuses from Abjuration Spell Foci.

Mordenkainen's Sword: Duration increased to Turns/level. Spell school changed from Transmutation to Evocation.

Nature's Balance: Also applies Lesser Spell Breach (2 spells are breached). With both Greater (3 spells are breached) and Epic Transmutation (3 spells are breached) focus, the area of effect and power of the Breach increases.

Owl's Insight: Only affects characters with druid levels.

Phantasmal Killer: Phantasmal Killer fears a target for 1 round / level on a failed will save. A target that fails their fortitude save still dies.

Polymorph Self: The Umberhulk form no longer gets the True Seeing effect. Spell can no longer be cast while mounted. Grants a +10 bonus to Bluff/Perform.

Poison: The poison spell has been updated to a New Spell.

Power Word: Stun: Targets with more than 150 of HP must pass a will save or be stunned for a duration according to the HP. Additionally, there is a small bonus DC relevant to the HP.

HP above 300: No bonus
HP from 251 to 300: +1 DC
HP from 201 to 250: +2 DC and duration changes to 4+1d4 rounds
HP from 151 to 200: +3 DC and duration changes to 5+1d4 rounds
HP from 101 to 150: Automatic success and duration changes to 6+2d4 rounds
HP less than 101: Automatic success and duration changes to 7+2d4 rounds

Power Word: Kill: Targets with more than 100 of HP must pass a fortitude save or be slain. There is a +3 DC bonus from 101 to 150 HP, +2 for 151 to 200, +1 for 201 to 250.

Protection from Spells: See page.

Regenerate: Lasts for 1 turn / level and heals 4 + 1 / 6 levels each round. Does not stack with Monstrous Regeneration and/or itself.

Remove Fear: Added to Bard (1st Circle)

Remove Curse: Also removes the Sickening and Nightmare curses and associated curse effects.

See Invisibility: White eyeglow.

  • Sight-augmenting spells will default to less obtrusive eyeglow effects rather than the floating eyes.
  • Eyeglow visual effects cannot be stacked. If characters already have an eyeglow VFX from prior spells or other sources (warlock / monk eyeglow), or their current model does not support eyeglow VFX, the old floating eyes effect will be used.

Shadow Conjuration: New spell list: Mage Armor(7), Summon Shadow(7), Ghostly Visage(7), Grease(?), Mestil's Acid Breath(?)

Added for Bards (4th Circle) and all their subspells are Illusion School.
Mage Armor: Does not stack with normal mage armor or itself.
Mestil's Acid Breath: See Page.

Sanctuary: Disables temporarily. Existing scrolls and potions will not work.

Shapechange: Can no longer be cast while mounted. Grants +10 Bluff/Perform.

Shelgarn's Persistent Blade: Duration has been set to a flat 24 hours regardless of CL. Extended spell has a 2x duration (48 hours).

Shield: Grants Force Damage Reduction vs. Magic Missile and both missile storms. Spell Focus: Abjuration increases the DR further as laid out below:

1/- with no feats
3/- with Spell Focus: Abjuration
6/- with Greater Spell Focus: Abjuration
12/- with Epic Spell Focus: Abjuration

Sleep: Works against any creatures with hit dice less than or equal to the caster's class level, and affects (caster level + 1d4) hit dice worth of creatures. Empower Spell increases affected hit dice by 50%.

Spike Growth: Damage increased to d4/3 CL. Slow changed from 24 hours to 1 round per CL

Stinking Cloud: Has no spell resistance check.

Stone Bones: Is now an AoE spell around the target.

Stoneskin: Cleric Earth Domain will empower Stoneskin, increasing damage absorption and damage reduction by 1.5 times.

Sunbeam: Damage capped at 10d6.

Sunburst: Currently doesn’t affect vampires.

Tenser's Transformation: Spell overhauled with additional interactions for Transmutation Specialist Wizards

Requires 80% of Class levels to be Wizard to be able to cast; Spellsword counts as Wizard levels for this requirement
No longer polymorphs caster, allows usage of original equipment/items
Divine Shield will fail if cast during this spell's duration, Tenser's will fail if Divine Shield is active
Acts as Divine Power for increasing BAB (and extra attacks)
Gains +1 to Strength and Dexterity for each Transmutation Spell Focus
Gains +5 bonus to Fortitude
Gains (Wizard Level)d6 bonus to HP
100% Arcane Spell Failure
Command "-dispel ten" removes spell effects

Time Stop: Only affects the area in which it is cast. Also has a cooldown timer 240 seconds (independent of resting). During the duration of Timestop, if a PC has greater than 50% of their maximum HP, they gain 100% immunity to physical damage.

True Seeing: True Sight effect will only last 1 round. For Turns/level, the target receives See Invisibility and Ultravision. For rounds/level, the target receives +15 spot, not applicable toward piercing disguises. Each Spell Foci taken in Divination increases the duration of the True Sight effect by 1 (Normal), 1 (Greater) and 2 (Epic) for a total of 5 rounds. True sight still negates the +10 bonus to Bluff/Perform granted by Polymorphing.

  • Purple eyeglow for the truesight duration, then white eyeglow.
  • Sight-augmenting spells will default to less obtrusive eyeglow effects rather than the floating eyes.
  • Eyeglow visual effects cannot be stacked. If characters already have an eyeglow VFX from prior spells or other sources (warlock / monk eyeglow), or their current model does not support eyeglow VFX, the old floating eyes effect will be used.

Ultravision: Visual effect (and eyeglow) disabled.

Undeath to Death: No longer kills or impacts your own undead summons.

Vine Mine: Duration change to CL per round on all options.

Wall of Fire: Damage increased to 2d6 + 1 per caster level, with no saving throw. Deals double damage to undead. Does not damage corpses.

Warcry: Battletide and Warcry Attack Bonus (AB) does not stack.

Web: Has no spell resistance check.

Weird: Weird fears targets for 1 round / level on a failed will save. Targets that fail their fortitude saves still die.

Word of Faith: Auto blind only lasts 9 seconds on successful fortitude save, normal duration on failed save. Targets blinded by by this spell are immune for 3 rounds before they can be blinded by it again.

Wounding Whispers: Can be removed with spell breaches.

Added Spells

Avascular Mass

Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Necromancy
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Round
Additional Counter Spells:
Save: Fortitude 1/2
Spell Resistance: Yes
You shoot a black ray of necromantic energy from your outstretched hand, causing your foe to violently purge blood vessels through its skin. The purged blood vessels spread outward, creating a many-layered mass of bloody, adhesive tissue that traps nearby creatures in a gory horror. You must succeed on a ranged touch attack with the ray to strike a target. If the attack is successful, the subject loses half its hit points (capped at 10 HP per Caster Level) and is stunned for 1 round. On a successful Fortitude saving throw, the damage is halved and the subject is not stunned. Nearby enemies around the target must also roll a Fortitude saving throw or be stunned for 1 Round as well. Any sort of mind immunity will automatically be partial for the target. Damage type is Negative.


Bigby's Disrupting Hand

Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes
A small, spectral hand springs into existence before your target. It hovers in the air, ready to deliver a backhanded blow when the subject attempts to cast a spell. This attack causes no damage, but it forces the subject to make a Concentration check with a DC equal to this spell's save DC. If the subject fails the check, the hand's blow ruins the casting attempt.


Blasphemy

Caster Level(s): Cleric 7
Innate Level: 7
School: Evocation
Descriptor(s):
Component(s): Verbal
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
Any nonevil creature within the area of a blasphemy spell suffers the following ill effects based on the difference between caster's Caster Level and target's hit die.
Up to caster level -1:
Dazed
Up to caster level -5:
Dazed, Weakened (d4 Rounds)
Up to caster level -10:
Dazed, Weakened, Paralyzed (d3 Rounds)
Up to caster level -10:
Dazed, Weakened, Paralyzed, Killed (If not Immune)
The effects are cumulative and concurrent. No saving throw is allowed against these effects.


Bless Weapon

The spell has its own spell page see more here.

Burst of Glacial Wrath

The spell has its own spell page: Burst of Glacial Wrath

Chaos Shield

Caster Level(s): Wizard / Sorcerer 2 (Wild Mage spell)
Innate Level: 2
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: Special
Additional Counter Spells:
Save: None
Spell Resistance: No
Chaos Shield increases a Wild Mage's chance to gain a favorable result when a wild surge occurs. Every time a roll is made on the Wild Surge chart, your roll starts at 15 changing the roll to 15 + d85 on the chart. The roll is increased by +1 for each Caster Level, capping at 45 at Level 30. This effect is permanent until it expires after 1 + 1 wild surge per five Caster Levels (Maximum of 7 at Level 30) are triggered or when the caster rests.
NOTE: This spell can only be used by Wild Mages.


Chromatic Orb

Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
This spell causes a sphere to move against the target. The caster must make a successful ranged touch attack to hit the target. Once struck the target takes 1d8 points of damage of different element per two caster levels (to a maximum of 5d8 at Level 9).


Command

The spell has its own spell page see more here.

Crushing Despair

Caster Level(s): Bard 3 Wizard / Sorcerer 4
Innate Level: 3
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal
Range: Medium
Area of Effect / Target: 11m cone
Duration: 1 Round / Level
Additional Counter Spells: Good Hope
Save: Will Negates
Spell Resistance: Yes
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, skill checks, and weapon damage rolls.

Daltim's Fiery Tentacles

Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: medium (20 meters)
Area of Effect: large (5 meter radius), 1d4 tentacles + 1 / caster level (maximum 20)
Duration: 1 Round / 2 Levels
Save: Fortitude(Special)
Spell Resistance: No
A field of thick, 10 foot long fiery tentacles erupt from the ground. Each is capable of grappling a target doing 1 point of fire damage per caster level(maximum 15). If grappled, the target must then make a fortitude saving throw or become paralyzed by the grappling tentacles.
The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round.

Dark Undertow

The spell has its own spell page see more here.

Darkbolt

Caster Level(s): Cleric(Darkness) 6, Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Darkness, Mind Affecting
Component(s): Verbal, Somatic
Range: long (40 meters)
Area of Effect: Huge
Duration: Instant
Save: Will(Special)
Spell Resistance: Yes
You unleash beams of darkness from your open palm. You must succeed on a ranged touch attack to strike your target(s). You can hurl one bolt for every two caster levels you have (maximum seven bolts). A darkbolt deals 2d8 points of magic damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save.
A creature struck by multiple bolts during the same round can only be dazed for 1 round. An undead creature takes no damage but is slowed for 1 round if it fails it's save.

Detect Poison

The spell has its own spell page see more here.

Disintegrate

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s): Death
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude Partial
Spell Resistance: Yes
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Added Maximize Spell and Empower Spell metamagic feat.


Elemental Swarm

Elemental Swarm: See page.

Eyebite

Caster Level(s): Bard 6, Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Round / 3 Levels
Additional Counter Spells:
Save: Fortitude Negates
Spell Resistance: Yes
Target a single living creature, striking it with waves of evil power. Depending on the target’s HD, this attack has as many as three effects:
10 or more
Sickened
5 to 9
Feared, Sickened
4 or less
Sleep, feared, Sickened


Faerie Fire

Caster Level(s): Druid 1
Innate Level: 1
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 1 Round / Level
Additional Counter Spells: Darkness, Invisibility
Save: Harmless
Spell Resistance: No
A pale glow surrounds and outlines the target and will remove concealment benefits from blur, displacement, invisibility, or similar magical effects.

Finger of Agony

Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 3 Rounds
Additional Counter Spells:
Save: Fortitude Partial
Spell Resistance: Yes
As you crook your finger, your enemy feels their vitals rupture within them. You magically disrupt the subject's internal organs, causing it great pain. The target becomes Sickened for 3 rounds. The first round the target takes 3d6 and each subsequent round the damage increases by 1d6 ending at 5d6 on round 3. A successful Fortitude save halves the damage and avoids Sickened for that round.


Freeze

Caster Level(s): Druid 6
Innate Level: 6
School: Conjuration
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Round / Level
Additional Counter Spells: Scorching Ray
Save: Reflex Partial
Spell Resistance: Yes
A violent blue ray swirled with white streaks emerges from your outstretched hand striking your target. You must make a successful ranged touch attack to hit. A target struck takes 4d6 points of cold damage and must succeed on a Reflex save or be Frozen for 1 round per caster level.

Frostbite

The spell has its own spell page see more here.

Frost Nova

The spell has its own spell page see more here.

Frost Shield

See Frost Shield spellbook page.

Good Hope

Caster Level(s): Bard 3
Innate Level: 3
School: Enchantment
Descriptor(s):
Component(s): Verbal
Range: Personal
Area of Effect / Target: Large
Duration: 1 Turn / Level
Additional Counter Spells: Crushing Despair
Save: Harmless
Spell Resistance: No
This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws and skill checks.


Greater Shadow Evocation

Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Illusion
Descriptor(s): Mind Affecting
Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes
The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following:

Shadow Storm, Bigby's Interposing Hand, Ball lighting, Ice Storm

Shadow Storm - From a sudden rift into the Plane of Shadow, torrents of shadow arc out, striking nearby creatures for electricity and cold damage. Much like some of the most fearsome weather found on the Plane of Shadow the storm strikes one target initially, then arcs to other targets.The initial strike deals 1d8 points of damage per caster level (maximum 20d8). Half of this damage is electricity damage, and the other half is cold damage.
After it strikes, the storm arcs (like the spell chain lightning) to a number of secondary targets equal to your caster level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did.


Halt Undead

Caster Level(s): Cleric 3, Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: 1 Round / Level
Additional Counter Spells:
Save: Will Negates
Spell Resistance: No
This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell. This spell has no mpact your own undead summons.

Hell Inferno

The spell has its own spell page see more here.

Iceberg

The spell has its own spell page see more here.

Improved Chaos Shield

Caster Level(s): Wizard / Sorcerer 7 (Wild Mage spell)
Innate Level: 7
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: 4 meters around creature
Duration: 1 Round / Level
Additional Counter Spells:
Save: Special
Spell Resistance: Yes
Casts a protective aura of wild magic around the caster. Enemies entering and lingering inside the aura has a chance to trigger a random Chaos Shield effect. The chance starts at 20% and will increase for each round there are hostiles inside the Aura but will reset back to 20% as soon as the Chaos Shield triggers and start to work its way back up again.
Chaos Shield effects:
Stun
Fire Damage
Electrical Damage
Blindness
Slow
Knockdown
Miss & Immobilize
Sleep
Attack Bonus Penalty
Cold Damage and Frozen
NOTE: This spell can only be used by Wild Mages.


Kyristan's Malevolent Tentacles

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: medium (20 meters)
Area of Effect: large (5 meter radius), 1d4 tentacles + 1 / caster level (maximum 20)
Duration: 1 Round / 2 Levels
Save: Fortitude(Special)
Spell Resistance: No
A field of thick, 10 foot life draining tentacles erupt from the ground. Each is capable of grappling a target. If grappled, the target must then make fortitude saving throws against level drain(1) and paralysis.
The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round.

Lightning Shield

Caster Level(s): Wizard 5, Sorcerer 5, Shaman 5, Favored Soul 5
Innate Level: 5
School: Evocation
Descriptor(s): Lightning
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: No

This spell creates a lightning shield around your person. Any creature striking you with its body does normal damage, but at the same time the attacker takes 1d6 points +3 points per 2 caster levels of electrical damage. The caster also gains 25% immunity to electrical damage.

Mass Hold Monster

Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Enchantment
Descriptor(s): Mind Affecting
Component(s): Verbal, Somatic
Range: medium (20 meters)
Area of Effect: large
Duration: 1 round / Level
Save: Will
Spell Resistance: Yes
This spell functions like Hold Person, except that it affects multiple creatures and holds (paralyzes) any living creature that fails its Will save.


Maze

Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 4 Rounds
Additional Counter Spells:
Save: Will Negates
Spell Resistance: Yes
You banish a creature into a labyrinthine demiplane. The target remains there for the duration of the spell. Freedom of Movement (and -respite) protects against Maze. Targets returning from Maze will give off a burst of wind, removing all AoE effects within a radius of the return location. Higher CR mobs (end-tier bosses) cannot be affected by Maze.

Note from Developers: This spell provides feedback when the Maze cannot be found, please report this using the template.

Moonbeam

The spell has its own spell page see more here.

Nahal's Reckless Dweomer

Caster Level(s): Sorcerer 1, Wizard 1 (Wild Mage spell)
Innate Level: 1
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No
Allows the caster to open up a surge of wild magic. The next spell cast will trigger a wild surge. It will never trigger a Greater Wild Surge
NOTE: This spell can only be used by Wild Mages


Nightmare

Caster Level(s): Bard 5, Wizard / Sorcerer 5
Innate Level: 5
School: Illusion
Descriptor(s): Mind-Affecting, Evil
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Permanent
Additional Counter Spells: Remove Curse
Save: Will Negates
Spell Resistance: Yes
You send a hideous and unsettling phantasmal vision to the creature you target. The nightmare prevents restful sleep and causes fatigue and 1d10 points of negative damage per two caster levels (max 15d10) on already sleeping targets (sleeping targets will wake up from this). The nightmare is a Nightmare Curse and is permanent. Creatures who don't sleep (such as elves) are immune to this spell. Added Maximize Spell and Empower Spell metamagic feat.


Nybor's Wrathful Castigation

Caster Level(s): Cleric 8, Wizard / Sorcerer 8
Innate Level: 8
School: Enchantment
Descriptor(s): Death, Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: Fortitude Partial, Will Partial
Spell Resistance: Yes
The spell causes wracking pain and violent convulsions to the target creature and they must make a Fortitude save or die instantly. A surviving target receives a Will save to avoid further effects. Subjects failing the Will save are dazed for the duration of the spell and suffer 1d4 per caster level (Max 20d4) as damage. Wrathful Castigation respects death immunity.

Otto's Irresistible Dance

Caster Level(s): Bard 6, Wizard / Sorcerer 8
Innate Level: 7
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal
Range: Touch
Area of Effect / Target: Single
Duration: 1d4 + 1 Rounds
Additional Counter Spells:
Save: Will Negates
Spell Resistance: Yes
The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves.


Poison

Caster Level(s): Cleric 4, Druid 3
Innate Level: 3
School: Necromancy
Descriptor(s): Poison
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells: Neutralize Poison
Save: Fortitude Negates
Spell Resistance: Yes
The target must make a Fortitude save or suffer the effects of poison dealing 1d8 Constitution damage on primary state. If the poison is not treated within a minute the secondary state will hit the target and deal 6 + 4d12 acid damage and stun the target for 1d4 rounds.
NOTE: This is a pre-existing spell that has been updated to a new, more potent Poison and will now scale correctly

Rogue's Cunning

The spell has its own spell page see more here.

Scintillating Pattern

Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Illusion
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Hit Dice remaining that are not sufficient to affect a creature are wasted and the spell is spent. The spell affects each subject according to its Hit Dice:
6 or less
Unconscious for 1d4 rounds, stunned for 1d4 rounds, confused for 1d4 rounds.
7 to 12
Stunned for 1d4 rounds, confused for 1d4 rounds.
13 to 20
Confused for 1d4 rounds.
greater than 20 includes a will save
Confused for 1d4 rounds.
Blind creatures are not affected by scintillating pattern.

Scorching Ray

See page Scorching Ray.

Shadow Evocation

Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Illusion
Descriptor(s): Mind Affecting
Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes
The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following:

Shadowbolt, Wall of Fire, Flame Shield (Elemental Shield) (9), Gust of Wind

Shadowbolt - A line of crackling, bolts erupt from your fingertips. Any creature struck by a shadowbolt takes 1d8 damage per caster level (maximum 10d8), split evenly between electricity and negative energy damage. Will save for half.


Shadow Plague

Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration
Descriptor(s): Darkness
Component(s): Verbal, Somatic
Range: long (30 meters)
Area of Effect: large (5 meter radius)
Duration: 1 Round / level
Save: Reflex
Spell Resistance: No
Conjure a cloud of shadow energy from the plane of shadow that deals 4d6 cold damage + 1d6 per 2 levels per round and blinds enemies as if the darkness spell. Lesser light spells are not able to disperse the darkness, unless a Sunburst or greater.


Sound Lance

Caster Level(s): Cleric 4, Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium Area of Effect
Duration: Instant
Additional Counter Spells: Silence
Save: Fortitude 1/2 damage and ignore deafen effect
Spell Resistance: Yes
This spell causes a targeted Medium area effect of intense sonic energy dealing 1d8 points of sonic damage per caster level (maximum 10d8). If the target(s) fail the Fortitude save they are deafened. The sound lance cannot penetrate the area of a silence spell.

Sunfire

The spell has its own spell page see more here.

Sustenance

The spell has its own spell page see more here.

Wall of Ice

Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Wall 30 ft Long
Duration: 1 Round / 2 Levels
Additional Counter Spells: Wall of Fire
Save: None
Spell Resistance: Yes
This spell creates a curtain of ice that deals 2d6 + 1 per Caster Level points of cold damage to any creature that attempts to pass through it.

Water Breathing

The spell has its own spell page see more here.

Vitriolic Sphere

The spell has its own spell page see more here.

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, 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.
  • Spontaneous casters (Sorcerers and Bards) who transition whilst shapechanged can continue to lose spells each time they transition.
  • 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 real attack value still appears in the combat log when performing an attack.