Spell Changes

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Vantablack
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Spell Changes

Post by Vantablack » Wed Dec 26, 2018 6:26 am

See also, Spell Synergies:
viewtopic.php?f=11&t=148&p=240
Spell Changes


Control Durations

Control Spells: Hold, Dominate, Daze, Fear, Blindness/Deafness, Stun; Does not include Flesh to Stone.

PvP Control Durations: Capped at a maximum of 2 rounds (12 seconds) in ALL cases as listed by Control Spells.

Dominate: Capped at a maximum of 300 rounds (30 minutes). Duration will DECREASE for monsters with higher hit dice than the caster.

All Other Control Durations: Capped at a maximum of 10 rounds (60 seconds) in ALL cases as listed by Control Spells.

Extend Spell: Only increases the duration by 50% instead of double.

General Spell Changes

Animal Buffs: Gives +4 with no metamagic. +5 with Empowered, and +6 with Maximized. No dice rolls. Applies to Bull's Strength, Cat's Grace, Endurance, Fox's Cunning, Owl's Wisdom, and Eagle's Splendor.

Polymorph Abilities: Monk AC does not apply while Polymorphed. Counts for all polymorph abilities.

Persistent AoE's (Long-Lasting Area of Effects): Cannot be resisted, and hurt everyone in the area, including the caster.

Invisibility Spells: Invisibility, Invisibility Sphere, Improved Invisibility: Duration is changed to 1 round per caster level. Invisibility Sphere also holds to those that were present at the time of casting, even if they exit the aura.

Counterspelling: Disabled due to bugs.

Breaches:
Lesser Spell Breach, Greater Spell Breach, Mordenkainen's Disjunction:
The number of spells that can be breached has been halved.

Dispels:
Lesser Dispel, Dispel Magic, Greater Dispelling:
Dispell DC continues to increase at epic levels, the same way as in pre-epic levels.

Grapple Spells:
Evard's Black Tentacles, Bigby's Grasping Hand, Bigby's Crushing Hand:
The grapple check is equal to the caster ability modifier (4 for Evard's black tentacles) + the caster level + the size modifier of the hand or the tentacle (4) + 1d20 versus the target strength modifier x 2 + the target BAB + the targets size modifier + 1d20.

Bigbys Spells:
Bigby's Interposing hand, Bigby's forceful Hand, Bigby's Grasping Hand, Bigby's Clenched Fist, Bigby's Crushing Hand:
All bigbys now have a to-hit check. The to-hit check is a reflex save.

Non-Stacking Spells:
Elemental Shield, Death Armor, and Mestils Acid Sheath do not stack with eachother.
Camouflage, Mass Camouflage do not stack with eachother.
Magic Weapon, Keen Edge, Darkfire, Greater Magic Weapon, and Flame Weapon do not stack with eachother.

Standard Spells
Many Vanilla NWN spells have been changed. They are listed below.


Amplify: Grants +10 listen.

Aura vs Alignment: Damage reduced to 1d4 + 1.

Barkskin: Grants +1 Natural AC and 5/+1 DR. Lasts 1 hour per caster level. Bark VFX has been removed to aid with immersion.

Battletide: Allows a will save to avoid the negative effects of stepping into the aura.

Blackstaff: Gives a +6 Enhancement Bonus to a quarterstaff or mage staff. No spell breach or dispel on hit.

Blade Thirst: Grants +6 Enhancement Bonus to a Slashing weapon.

Bombardment: Capped at 20 die.

Circle of Death: Upon a successful fortitude save, the target is dealt (1 x Caster Level) Negative damage.

Clairaudience/Clairvoyance: Grants +5 to Spot and Listen for 1 round/caster level.

Creeping Doom: Lasts 8 rounds. 20 Damage on initial entry, and d6*number of rounds remaining in the cloud. Cumulative damage total over all targets in the cloud is still 1000.

Death Armor: The damage shield damage is equal to 1d4.

Destruction: Damage type changed to Negative from Divine.

Displacement: Grants 30% concealment. Self-cast only.

Divine Favor: Grants +1 AB and damage per 5 levels to a maximum of +3.

Divine Power: Grants +6 Strength, 1 temporary HP per Caster Level, and an Attack Bonus equal to that of a fighter of the same level. No additional APR is granted. Lasts rounds/level.

Tenser's Transformation: The transformation is still a polymorph, but the original appearance of the character is preserved. Due to the polymorph effect; you will not be able to cast spells, or use items for the spell's duration.
Sets strength to 20, dexterity to 22, and constitution to 18.
Grants 1 Attack per round per 15 levels. You can't have more than 4 base attacks per round.
Grants 1 AB per two caster levels.
Grants +5 to fortitude.

Drown: Damage is equal to 60% of the target's current HP.

Elemental Shield: The damage shield damage is equal to 1d4 + 1 per 3 caster levels.

Flame Arrow: The number of arrows is capped at 6.

Flesh To Stone: Permanent for NPCs and monsters. Player Characters will be released from the effect when the caster is no longer in the area, dead, not logged in, or in an area that is considered "not active" (i.e. OOC areas)

Gate: **DISABLED FOR NOW.**

Globe of Invulnerability: For 3 rounds, the caster is completely immune to all damage, spells, and control effects, but cannot move or take actions. If breached, the effect breaks, allowing the caster to move again.

Glyph of Warding: Upon exploding, enemy creatures in a large radius around the glyph must roll Will or be struck by a Hold spell.

Greater Magic Weapon: Imbues a weapon with +3 Enhancement Bonus and 2 Magic Damage.

Magic Weapon: Imbues a weapon with +1 Enhancement Bonus and 1 Magic Damage.

Greater Stoneskin: Grants 10/+5 Damage Reduction. It ends after absorbing 5 damage per caster level, to a maximum of 100 damage.

Identify: Will immediately identify an unidentified item if it cast upon one.

Isaac's Lesser Magic Missile Storm: Capped at 60 damage (1d6 x 10 missiles) and Greater Storm is capped at 120 damage (1d6 x 20).

Isaac's Greater Magic Missile Storm: Capped at 120 damage (1d6 x 20 missiles).

Ice Storm: The cold damage is capped at 10d6.

Implosion: All DC penalties and bonuses have been removed. The DC will now match any other spell at its level.

Keen Edge: The duration is changed to 2 round per caster level.

Mestil's Acid Sheath: The damage shield damage is equal to 1d4 + 2 per 3 caster levels.

Nature's Balance: Breaches 2 spells from all enemies in the area of effect.

Negative Energy Burst: The strength penalty is capped at -4.

Phantasmal Killer: Successful Fort & failed Will save results in a Fear effect. Successful Fort and successful Will Save damage has been changed to (1d2 x Caster Level).

Premonition: Premonition's duration has been shortened to 1 round per 2 caster levels. Instead of Damage Reduction, it now applies 25% concealment and Sneak Attack immunity.

Sanctuary & Greater Sanctuary: The duration is set to 18 seconds, and it is absolutely impossible to detect the user; save for by party. There is a 15 second cool-down timer to be able to cast the spell again.

See Invisibility: Lasts 2 turns/level.

Searing Light: The caster fires a bolt of light that passes through all creatures in a straight line from the caster. The bolt does 1d4 points of divine damage per caster level, to a maximum of 15d4 versus undead, and 10d4 versus all other targets.

Stoneskin: Grants 5/+5 damage reduction. It ends after absorbing 5 damage per caster level, to a maximum of 50 damage.

Storm of Vengeance: Lasts 8 rounds. 3d6 acid + 50% chance of 6d6 electrical damage.
3d6 acid + 6d6 electrical damage, and stun for two rounds on a failed reflex save. Cannot be recast until the spell expires.

Time Stop: Creates an area of effect where only the caster can control things. Archers can not shoot someone in the zone, only the caster can cast spells in the this zone. If you enter this zone, your time gets stopped. Duration is 4.5 seconds. There is a 9 seconds cool down before the spell can be casted again.

True Seeing: The duration is set to 3 rounds.

True Strike: The duration is set to 6 seconds.

Searing Light: d6 instead of d8 and d4 instead of d6.

Word of Faith: Word of Faith now has a Reflex save to resist.

Wounding Whispers: The damage shield damage is equal to 1d4 + 1 per 2 caster level.

Improved Invisibility: Grants 50% concealment for the duration and an invisibility effect that fades when attacking. The invisibility is reapplied once you've been out of combat for an entire round.

Bigby's Interposing Hand: The AB penality is changed to -4.

Weird: Successful Fort & failed Will save results in a Fear effect. Successful Fort and successful Will Save damage has been changed to (1d3 x Caster Level).

Greater Restoration: Cures all negative status effects. It also heals you over a period of time scaling with Caster Level for 6 seconds.

Heal: Scales at a base of 50, plus 10 points per Caster Level. Caps at 250 points.

Harm: Scales at a base of 50, plus 10 points per Caster Level. Caps at 250 points.

Horrid Wilting: Deals Negative damage instead of Magical. Damage increased to 1d10 per CL instead of 1d8.

Light: Creates a small orb of glowing light that circles the target's head for 1 hour. The orb produces a small amount of light around it.

Magic Vestment: Grants +1 Armor AC per 3 Caster Levels up to a maximum of +5 to the target creature.

Mass Heal: Scales at a base of 50, plus 10 points per Caster Level. Caps at 250 points.

Raise Dead: Dead players are revived at 1 HP.

Resurrection: Dead players are revived at half of their maximum HP.

Shadow Shield: No longer grants complete immunity to Necromancy. Instead, provides a +5 bonus to saves versus Death effects, 75% immunity to Negative Energy Damage, immunity to Negative Level and Ability Score Decrease, +5 Natural AC, and 10/+3 DR.

Negative Energy Protection: Provides 75% immunity to Negative Damage, immunity to Negative Level, and Ability Score Decrease.

Storm of Vengeance: Cannot be recast until the spell expires.

Wail of the Banshee: Upon a successful fortitude save, the target is dealt (1.5 x Caster Level) Negative damage.

Custom Spells
Last Light also has a plethora of custom spells, listed below.


Burning Tempest: Cannot be recast until the spell expires.

Breach List
Greater Spell Mantle
Spell Mantle
Lesser Spell Mantle
Premonition
Greater Stoneskin
Globe of Invulnerability
Minor Globe of Invulnerability
Greater Shadow Conjuration: Minor Globe
Ethreal Visage
Ghostly Visage
Protection from Spells
Mind Blank
Spell Resistance
Energy Resistance
Protection From Elements
Resist Elements
Endure Elements
Undeaths Eternal Foe
Shadow Shield
Negative Energy Protection
Elemental Shield

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