Post by Jesse the Thief on Jan 27, 2011 17:45:00 GMT -5
General Changes
Minor bug fixes are not listed, major fixes are noted, though not necessarily in detail.
Many spells have incorrect descriptions. Unless the difference between description and actual function is dramatic these discrepancies will be fixed without mention here.
Any spell which has a duration of 10 minutes/level has been changed to 1 hour/level for simplicity's sake.
Alignment Shifts
In general, spells with the "Evil" descriptor can result in gradual alignment shifts when used. Every time a good aligned character uses an evil spell his alignment shifts 1 point toward evil. This doesn't occur with neutral or evil aligned characters; being good requires more stringent standards that being otherwise.
AOE Limits
Casters are now limited in the number of area effect spells they can have active at any time. This is to balance the Warlock and, more importantly, to keep the server from exploding when 50 castings of Grease are hammering it all at once.
1 AOE can be in effect to begin with. For every 10 ranks in Concentration a character has he or she can have 1 more AOE spell active. 2 at Concentration 10, 3 at 20, 4 at 30, and 5 at 40. A character using a scroll with no ranks in Concentration will be limited to 1 such spell just like any caster.
This limit applies to most if not all spell effects which create lingering areas, walls, or other forms which become a stationary spell effect.
Cantrips
Cantrips can now be cast an unlimited number of times. This is part of an initiative to make low level play more balanced and enjoyable. Cantrips are now represented with casting feats instead of the spell book.
Damage Immunity Swapping
Due to a serious glitch regarding damage immunities when used as a percentage, most spells with damage immunity percentages have been replaced with flat damage resistances. Typically the percentage has been converted straight to resistance, such as 50% immunity becoming resistance of 50/-. The exception, obviously, is 100% immunity which becomes 9999/-.
Damage Shields
Damaging Shields such as Death Armor will not stack. When a damage shield spell is cast all other active damage shields end immediately.
Death Magic
Death magic has mostly been converted to direct damage, usually linked with other negative side effects. Instant kill spells are frustrating for every one in a PvP game, (caster excluded) and need to be toned down. This is especially true with max HP rolling.
Epic Spells
Epic spells no longer use a flat +5 DCs bonus and instead calculate DCs in the same manner other spells do. Epic spells are level 10 spells for DC calculation purposes.
Epic spells are more versatile now. For every epic spell a character knows he gains one level 10 spell slot which can be used to cast any known Epic spell without preparation. All casters cast epic spells essentially as a Sorcerer, with their spells per day equal to their number of known Epic spells. This is not listed in the spell book, but is tracked with the casting feats.
Thus if a caster knows Hellball he may cast the spell once per day. If he then learns Epic Gate he could then cast Hellball twice per day, Epic Gate twice per day, or one of each however he saw fit.
While casters are now more versatile with Epic spells, such spells have limitations which prevent chain casting of such devastating magic. When a character casts an Epic spell he is Fatigued for 3 rounds after. If he was already Fatigued, he is instead Exhausted for the same period of time. If a character is Exhausted at the time of casting an Epic spell he collapses for a moment, (being knocked down for a round) and then staggers to his feet badly drained and suffering Exhaustion for 5 rounds.
Further, each individual spell has a 60 second cooldown.
Thus, a caster could use Hellball and take 3 rounds of Fatigue, then after taking much damage, decide to rescue himself by casting Vampric Feast quickly afterward. He would be left Exhausted for 3 rounds, but could still cast the spell. If he immediately wanted to follow with a casting of Epic Gate, he would do so at his own peril as he would be prone for a round afterward and suffer a long period of Exhaustion. While a caster could chain cast several Epic spells in a row of different types, under no circumstances could he, for instance, fire off 3 Hellballs in a row. Epic spells are pushing the very limits of what power of magic a frail humanoid can control and withstand.
Hit Dice and spell effects
Most spells which have more severe effects against lower level creatures have been altered to eliminate HD as a determining factor. In a PvP server spells which squash low level characters like bugs are a real nuisance. High level PCs already have overwhelming advantages against low levels without being able to snuff them out with barely a thought. Also, spells which no longer use HD as a limitation scale better, making for greater spell variety. It is my intent to see that no spells become useless at any stage in the game.
Size "Altering" Spells[/size]
Most size altering spells have been removed from the game. These spells do not work as described, and cannot be scripted to do so. For the most part they merely apply non-stacking boosts and stacking penalties, meaning players are often using spells on themselves and others which are more harm than good unbeknown to them.
Summon Spells[/size]
All summoning spells have been ran through with a fine tooth comb to fix missed abilities, even out imbalances, and make sure such spells are worthwhile. (Elementals have even had their visual effects updated) Not all changes will be listed as every summon has been changed even if only slightly. In general expect summons to be more consistent in power for their level, faster moving, and more useful overall.
Swarm spells
Swarm spells have been altered for the sake of 3.5 accuracy and more diverse spell function.
Firstly, swarms do not need to make attack rolls - they automatically hit. Only one swarm may affect a target at a time.
Secondly, swarms now cause 25% spell failure as insects bite, sting, and even fly into the mouth of the caster.
Finally, there are now defenses and ways to eliminate a swarm. Any spell which would logically prevent a swarm of insects from attacking will protect a target from being swarmed. This means defensive spells such as Body of Sun, Ethereal Visage, or Elemental Shield to name a few.
Furthermore, many offensive spells cast by allies will burn/blast/freeze off an attacking swarm. Anything from a Lightning Bolt to an Acid Cloud to a Fireball will remove swarms if cast by a friendly caster. Hostile spells will not remove such effects, as casters have great control over which creatures they wish to harm with spells. Exceptions do exist, of course - a creature turned to stone will be unaffected by an insect swarm for example.
Visual Effects
Many spells' visual effects have been toned down to improve performance. Two or three characters loaded with spells is no big deal for the most part, but start slathering on the buffs and add half a dozen more characters and you've got a problem on your hands with many graphics cards and systems.
To keep performance solid for every one (and avoid an atmosphere of super-charged level magic) many spell effects have been removed or, more often, reduced to a single round after casting. For the most part unless a spell's effects would logically demand a visual element (i.e., Camouflage, Ghostly Visage) the visual effect fades after one round.
Spell By Spell Changes
Acid Fog
Damage is now a flat 2d6 per round, duration is increased to 1 round/level, no longer grants a save, and Spell Resistance no longer applies.
Animate Dead
Creatures revised. HD is now based on caster level.
Can cause alignment shift. (See "Alignment Shifts" above)
Aura of Vitality
Changed from a stat buff to a spell which grants temporary hit points. All allies in the area gain 1d10 temporary hit points + the caster's level. This spell was rather lacking in value in its default form since stat boosts can't stack, and also allowed for the Constitution stacking bug.
Avasculate
Now inflicts Negative Energy damage instead of Magical, allowing for some defenses.
Balagarn's Iron Horn
Proper check implemented. Now is a Strength check with 20 Strength (+5) vs. each victim's Strength or Dexterity Modifier, whichever is higher. This will be less effective overall, (particularly against targets with high Dexterity) although it will actually have higher potential success rates against targets with high Strength scores.
Banishment
Now uses a flat DC for the save instead of calculating based on target creature's HD. Range is now Long/Large instead of Personal/Collosal.
Barkskin
Now scales to epic levels. New advancement is +2 at 4, +3 at 8, +4 at 12, +5 at 16, +6 at 20, +7 at 24, and +8 at 28. Visual effect now fades 1 round after casting.
Battletide
Major error fixes.
Beguiling Influence
Now grants +4 to Charisma, skill bonuses all reduced to +4.
Bigby's Interposing Hand
Penalty reduced from -10 to -4. A caster can only control 1 Bigby hand at a time now. It becomes more difficult to Hide while being harassed by a Bigby's Hand.
Bigby's Forceful Hand
As Bigby's Interposing except every round victim must also make a check to resist/avoid being pushed by the hand and suffering a 25% move speed penalty for that round. The check is 1d20 + caster's casting modifier + 4 (hand is large) vs. 1d20 + target's STR or DEX modifier (whichever is higher) + size modifier. (-4 Small, +4 Large, etc.)
Bigby's Grasping Hand
As Bigby's Interposing except every round victim must also make a grapple check to resist/avoid being grasped by the hand and Entangled by it for that round. The check is 1d20 + caster's Base Attack + caster's casting modifier + 4 (hand is large) vs. 1d20 + target's Base Attack + target's STR or DEX modifier (whichever is higher) + size modifier. (-4 Small, +4 Large, etc.) Freedom of Movement blocks this effect, as Freedom blocks most grapple attempts.
Bigby's Clenched Fist
As Bigby's Interposing except every round the hand also makes an attack roll based on the caster's abilities to land a blow. If the blow lands the victim takes 1d8 + the caster's casting stat modifier in damage and must suffers a Knockdown attempt. The Knockdown attempt uses the caster's combat skills with the hand's Strength and size for a mixed bag of results. If the Knockdown succeeds the victim is knocked off his feet for 1 round in addition to the damage.
Bigby's Crushing Hand
As Bigby's Interposing except every round the hand also makes a grapple attempt using the caster's skills. If the grapple attempt succeeds the victim is held fast for 1 round, unable to act and taking 2d6 + caster's casting modifier in crushing damage. Natural immunities to Paralysis do not stop this effect as it is the result of physical constraint, but Freedom of Movement does prevent the hand from grappling a victim.
Blackstaff
Now also casts Bestow Curse on hit with a DC 22.
Blade Barrier
Updated description to reflect actual limitation of 1 use at a time.
Bodak's Glare
Instead of a fort save to avoid instant death the spell inflicts 1d8 Negative Energy damage per caster level (max 25d8) with a Fort save vs. Death for half. If the save is failed the victim also takes 1 negative level.
The zombie created if this spell results in death has been replaced with a custom CR 11 Bodak. The Bodak can create MORE Bodaks with its own death gaze.
Burning Hands
Damage increased to 1d6 per 2 caster levels, maximum 5d6, to make the spell more useful.
Camouflage
Hide bonus decreased to +4 to avoid excessive skill stacking.
Cause Fear
No longer limited to affecting creatures with 5 HD or less. Major bug fixes as well.
Charm Monster, Mass
Major error fixes. Spell effect is no longer limited by HD or caster level, all creatures in area of effect with be affected.
Chilling Tentacles
Victims now make a single check instead of a check against 1d4 attacks. Uses a grapple check instead of Fortitude save to determine success, and inflicts Entanglement instead of Paralysis. Also causes a cumulative 50% move speed penalty to any trying to ford the area, although larger creatures are less impacted.
Duration has been lowered to 1 round per 2 caster levels.
Circle of Death
Changed dramatically. Now inflicts 1d4 Negative Energy damage per caster level max 20d4 with a Fort save vs. Death for half damage. On a failed saved victims also take 1 point of Strength damage.
Undead struck by the spell are healed by the damage amount of the spell and also gain 1 point of Strength.
Cloud of Bewilderment
Blind/Stun effect now only lasts 1 round per failed save.
Cloudkill
No longer affects creatures of varying HD differently. Always inflicts 1d4 Constitution damage per round with a Fort save vs. Poison for half.
Color Spray
Made more sense of the spell's haphazard effects. Targets who fail are randomly afflicted by either Stun, Blindness, or Sleep. Duration of effect is based on target's HD, 1-2 is 2d4 rounds, 3-4 is 1d4 rounds, and 5+ is 1 round. Can be Extended but not Empowered or Maximized.
Confusion
The Confused effect is now less severe. See the Game Mechanic Changes post for details.
Contagion
The diseases granted are now far more dangerous with much higher DCs. The lethality of the disease inflicted is now determined by caster level, 5 being the lowest and a more deadly diseases being selected for every 4 caster levels.
Conviction
Changed effects to 25% Divine damage immunity. This change is to control saves, which can otherwise get absurdly high in NWN 2.
Create Greater Undead
Reverted back to 3.5 rules but with more powerful custom creatures to fit the game environment better. Duration is back to 1 hour per caster level and selection is as follows:
15: Greater Shadow
16-17: Greater Wraith
18-19: Greater Spectre
20: Greater Devourer
Can cause alignment shift. (See "Alignment Shifts" above)
Create Undead
Similar to 3.5 rules but with more powerful custom creatures to better match the game environment.
Level 11: Greater Ghast
12-13: Greater Wight
14-15: Greater Mummy
16+: Mohrg
Can cause alignment shift. (See "Alignment Shifts" above)
Creeping Doom
See "Swarm spells" under general spell changes.
Area of effect is now Tremendous, which is a step larger than Colossal.
Crumble
Has been expanded to affect creatures in more diverse situations. Creatures under the effects of Stone/Iron Body or petrification from any source are now damaged just as constructs.
Cure Minor Wounds
Restores 1 HP instead of 4.
Damnation
Has been removed. No way to reconcile spell power with a variant that fits the spell concept. New epic spells which fit a PvP environment will be added in time.
Dark Foresight
Duration changed to 1 hour per 2 caster levels.
Dark One's Own Luck
Now only applies to one saving throw of the caster's choice. (Fort, Reflex, or Will) This matches the 3.5 version.
Daze
Effectiveness no longer limited to creatures under 5 HD.
Death Knell
Can cause alignment shift. (See "Alignment Shifts" above)
Deep Slumber
Now targets a single creature without any HD limitations. On a failed save target is asleep for 1 round per caster level.
Dehydrate
Significant error fixes. Now does even greater damage to water elementals.
Destruction
Changed dramatically. Now inflicts 1d8 damage per caster level (half Fire damage, half Divine, maximum 25d8) with a Fort save vs. Death for half. On a failed save the divine flames also linger for a round inflicting an additional 2d6 damage. (Also half Fire and half Divine) The spell recognizes Death Immunity and can also now be Extended, although this merely extends the burning for 1 more round.
Devil's Sight
Spell breaking bug fixed.
Now grants an additional +4 to Spot and Search.
Devour Magic
Level cap has been raised to +20 as per 3.5 rules.
Dispel Magic
Spell Focus, Greater Spell Focus, and Epic Spell Focus: Abjuration now apply to the caster's level modifier when dispelling. This can exceed a spell's standard level cap.
Dismissal
Now uses a flat DC instead of calculating based on target creature's HD. Targets a single creature instead of an area to a distance of Long instead of Short.
Draining Blast
Changed, was redundant with Hindering Blast. Now inflicts 2 points of Strength damage when victims fail a Fort save vs. Negative Energy. The drain lasts for 10 minutes and does not stack with itself.
Dread Seizure
Increased move speed penalty to 50% as in 3.5.
Drown
An odd effect that's hard to balance out and make sense of, the effects of Drowning are much different now.
On a failed save the victim suddenly finds his lungs full of water. In the first round this causes panic as per the Fear spell. On the second round he loses consciousness and collapses, taking 10% of his current HPs in damage. On the third round he remains out and takes 20% of his original HP in damage. The conjured water dissipates at the end of the third round, allowing the victim to regain consciousness on the fourth round. However, he is still unable to move as he regains his senses for that round. On the fifth round he rises to his feet, soggy and drained but alive, (as long as he was not killed by the spell's damage earlier) although he is Exhausted for 3 rounds after the ordeal is over.
Earthquake
Updated spell description. Spell inflicts 10d6 bludgeoning damage with a Reflex save for half. On a separate failed Reflex save victims are also knocked down. Further, casters in the area of effect must make a Concentration check DC 28 or will lose whatever spell they were currently casting and/or will not be able to cast for that round.
Unlike many other area effect spells Earthquake always affects allies. The spell's impact comes from rending the ground itself, which means the caster cannot control who gets hurt as a result.
Eldritch Chain
Updated description to reflect actual effects. Targets struck after the first all take half the original blast damage.
Elemental Shield
Is now divided into two different castable forms, fire and cold. The fire form grants 50% cold immunity and does damage to attackers with fire; the cold version does the inverse, naturally.
This spell is now able to be Empowered and the level based damage bonus has been capped at +15.
Entropic Husk
Has been removed. No way to reconcile spell power with a variant that fits the spell concept. New epic spells which fit a PvP environment will be added in time.
Ethereal Visage
Damage reduction effect is now 20/+3 instead of 20/Adamantine.
Evard's Black Tentacles
Victims now make a single check instead of a check against 1d4 attacks. Uses a grapple check instead of Fortitude save to determine success, and inflicts Entanglement instead of Paralysis. Also causes a cumulative 50% move speed penalty to any trying to ford the area, although larger creatures are less impacted.
Expeditious Retreat
Duration increased to 1 minute per caster level.
Fear
The Frightened effect is now less severe. See the Game Mechanic Changes post for details.
Feeblemind
Creatures with Arcane casting ability now suffer a +4 to this spell's save DC due to its effectiveness against the arcane, as per 3.5 rules.
Find Traps
Instead of an automatic trap find and disarm this spell now grants a Search bonus of +1 per 2 caster levels (maximum +10) for 1 minute per caster level. Allies can now be targeted and the spell can be Extended or Persisted.
Finger of Death
Now inflicts 1d8 Negative Energy damage per caster level (maximum 25d8) with a Fort save vs. Death for half. On a failed save the victim also takes one negative level.
Fire Storm
Damage is now all fire instead of half fire, half divine.
Flame Arrow
Changed dramatically to add some more variety and match the original 3.5 concept. Instead of a direct attack spell this is now a weapon enhancement spell which grants 1d6 fire damage to any thrown weapon, ammunition, or missile launcher. While it can be used on stacks of ammunition and throwing weapons it has a long duration of 1 hour per caster level, so using it on a launcher such as a longbow will utilize the greatest value of the spell. Spell can be Extended or Persisted.
Flee The Scene
Duration changed to 1 round per 2 caster levels but the invocation now only affects the caster.
Flesh To Stone
Petrification effects have been significantly changed, see "Game Mechanic Changes" for details.
Duration is 1 round per caster level.
Fixed to not affect creatures it shouldn't: Constructs, Undead, Incorporeal creatures, and Elementals. Creatures must have some sort of flesh or biological functions to be affected.
Freedom of Movement
No longer defends against move speed decreases in general. Recipients are still immune to Slow, Entanglement, grappling attacks, Paralysis, Petrification, but generic speed decreases caused by moving through area effect spells or similar impacts no longer applies. This is primarily because this spell blocks many negative trade offs of other spells and abilities such as Body of Stone and the lingering fatigue after Barbarian Rage.
Duration has been increased to 1 hour per caster level.
Frightful Blast
Effects are no longer capped to creatures under 6 HD. Now properly recognizes immunity to Fear.
Greater Dispel Magic
Spell Focus, Greater Spell Focus, and Epic Spell Focus: Abjuration now apply to the caster's level modifier when dispelling. This can exceed a spell's standard level cap.
Level cap has been raised to +20 as per 3.5 rules.
Greater Resistance
Save bonus reduced to +2. This change is to control saves which can otherwise get absurdly high in NWN 2.
Greater Shadow Conjuration
Spell selection changed to Greater Summon Shadow, Greater Fireburst, Greater Invisibility, Mind Fog, and Lesser Spell Mantle.
Greater Visage of the Deity
Two major changes:
1: Ability enhancements are 2 points higher.
2: Each alignment group gains one more ability. Good gains regeneration of 1, neutral gains +1 Dodge AC, and evil gains a 20% move speed bonus.
Gust of Wind
Duration of Knockdown effect is only 1 round instead of 3. More frail flying creatures such as Mephits or Fairies are also now knocked from the air rather unceremoniously and take 1d4 bludgeoning damage as well as being left stunned for 2 rounds without any saving throw whatsoever. Spell Resistance still offers a chance of defense. More heavily built fliers are generally less affected if at all, while creatures that levitate (such as Beholders) are completely unimpressed.
Hammer of the Gods
Spell now has two separate saves, a Will save vs. Divine for half damage and a Will save vs. Mind Affecting to block the Daze effect. Daze duration has been reduced from 1d6 to 1d4.
Metamagics no longer affect the duration of this spell; Empowered and Maximized versions will do increased damage but still have a 1d4 round Daze effect.
Haste
Now only affects one target chosen by the caster. The spell Mass Haste has been reinstated as a level 6 spell as per 3.0 rules.
Hellball
See Epic Spells for details on general Epic spell changes.
A second Reflex save is rolled for this spell, failure indicates the victim is knocked down for 1 round in addition to damage effects.
Hideous Blow
This invocation now allows you to charge your weapon at any time. The Eldrtich Blast will stay charged until discharged by a successful attack (or possibly dispelled?)
Hold - All versions
Added Mind Affecting property to initial saving throw. New save every round lacks this property due to game engine limitations. (I may improve upon this later; value to time ratio of fix is low)
Horrid Wilting
Now does increased damage to creature more susceptible to dehydration. Plants and Oozes take 1d8 damage per caster level while water elementals are ravaged for 2d6 per caster level. Caster level cap of 20 still applies to all damage.
Implosion
Changed to direct damage. Inflicts 1d8 Bludgeoning damage per caster level (maximum of 25d8) with a Fort save for half. Is no longer marked as a Death spell, which mean immunities and save bonuses will not apply. No longer has the secret ridiculous +3 DC bonus.
Incendiary Cloud
Damage has been increased from a flat 4d6 per round to 1d6 per 2 caster levels per round maximum 10d6.
Inferno
Damage has been doubled to 4d6 per round. On the first round damage is unavoidable, but on subsequent rounds the victim makes a Reflex save to extinguish the flames. Damage and save attempts will occur each round until either a Reflex save is made, the duration runs out, or, of course, the victim is extra crispy dead.
Invisibility Purge
Now only affects enemies.
Invisibility Sphere
No longer creatures an aura, but instead acts as a sort of "Mass Invisibility". All allied creatures in a Colossal area are rendered invisible as per the spell for 1 minute per caster level or until each individual takes an aggressive action. The spell now has a range of Short.
Iron Body
Major fixes. Can't do weird stacking or other exploits. Now offers proper immunities to all sorts of attacks including Drowning, Blindness, Disease, etc.
Increased Strength bonus to +12, as melee skill bonuses were missing from the spell and can't be scripted.
Issac's Greater Missile Storm
No single target can be struck by more than 5 missiles.
Issac's Lesser Missile Storm
No single target can be struck by more than 5 missiles.
Joyful Noise
Bug fixes.
Knock
Now targets a single lock. The spell rolls 1d20 + caster level against the DC of the lock to see if it succeeds. Spell Focuses in Transmutation increase the check attempt.
Lesser Dispel Magic
Spell Focus, Greater Spell Focus, and Epic Spell Focus: Abjuration now apply to the caster's level modifier when dispelling. This can exceed a spell's standard level cap.
Lesser Visage of the Deity
Charisma bonus has been changed from a flat +4 to +2 with an additional +1 at every 4th caster level. This means +3 at level 8, +4 at level 12, +5 at 16, etc. to a maximum of +8 at caster level 28.
Lightning Bolt
Range has been extended. Casting distance is now Long instead of Medium and bolt length is 40m instead of 30m.
Living Undeath
Changed the stat reduced during this spell from Charisma to Dexterity. This provides more balance between being devastating for some classes (Sorcerers, Paladins, etc.) and being without any real drawback for others. (Fighter, Barbarian, etc.)
Magic Circle Against Alignment
No longer grants immunity to Mind Affecting attacks. This was really overpowered for a PvP server, leaving the entire school of Enchantment limited in value.
Magic Fang, Greater
Now scales to epic levels. New advancement is +2 at 4, +3 at 8, +4 at 12, +5 at 16, +6 at 20, +7 at 24, and +8 at 28.
Magic Vestment
Now scales to epic levels. New advancement is +2 at 4, +3 at 8, +4 at 12, +5 at 16, +6 at 20, +7 at 24, and +8 at 28.
Easier to use now, especially on allies. First, the spell checks the target's armor AC bonus. If the enhancement bonus would be equal to or less than the target armor's current bonus the target's shield will be selected as the spell target instead. This way two consecutive castings on a creature will ensure it gets the spell's effects first on its armor and then on its shield. If you can no longer improve upon the target's armor or shield with this spell it will fizzle and inform you. This works on yourself as well, no more need to specifically target your shield in your inventory.
Magic Weapon
Now works on ranged weapons. Spell has also been adjusted for easier use. If cast on a creature it first targets the creature's right hand weapon. If the right hand weapon is already +1 or better the spell automatically changes to target the creature's offhand weapon. If the spell cannot improve upon any of the creature's weapons for any reason the spell fizzles and the caster is informed.
Magic Weapon, Greater
Now scales to epic levels. New advancement is +2 at 4, +3 at 8, +4 at 12, +5 at 16, +6 at 20, +7 at 24, and +8 at 28.
Now works on ranged weapons. Spell has also been adjusted for easier use. If cast on a creature it first targets the creature's right hand weapon. If the right hand weapon is already equal to or better than the spell's effects the spell automatically changes to target the creature's offhand weapon. If the spell cannot improve upon any of the creature's weapons for any reason the spell fizzles and the caster is informed.
Mass Blindness/Deafness
Fixed immunity errors. Radius increased from 10' to 30'.
Mass Camouflage
Hide bonus decreased to +4 to avoid excessive skill stacking.
Mass Contagion
The diseases granted are now far more dangerous with much higher DCs. The lethality of the disease inflicted is now determined by caster level, 5 being the lowest and a more deadly diseases being selected for every 4 caster levels.
Mass Drown
An odd effect that's hard to balance out and make sense of, the effects of Drowning are much different now.
On a failed save the victim suddenly finds his lungs full of water. In the first round this causes panic as per the Fear spell. On the second round he loses consciousness and collapses, taking 10% of his current HPs in damage. On the third round he remains out and takes 20% of his original HP in damage. The conjured water dissipates at the end of the third round, allowing the victim to regain consciousness on the fourth round. However, he is still unable to move as he regains his senses for that round. On the fifth round he rises to his feet, soggy and drained but alive, (as long as he was not killed by the spell's damage earlier) although he is Exhausted for 3 rounds after the ordeal is over.
Mass Fowl
See Epic Spells for details on general Epic spell changes.
Spell is no longer permanent, but lasts 1 round per caster level. Every round victims get a new Fort save to revert back to normal. While polymorphed victims have abysmal chicken stats and cannot cast spells. This spell can now be dispelled via Dispel Magic or similar magic.
Mass Heal
Increased effect maximum to 250 as per PnP rules.
Mass Snake's Swiftness
Now lasts 2 rounds instead of 1. Caster can now target himself and spell can now be Extended.
Mind Fog
Duration increased from 2 rounds +1 round/2 caster levels to 2 rounds per caster level.
Moonbolt
Decreased duration of Strength drain against living targets to 1 round per caster level.
Mordenkainen's Disjunction
Reduced the impact of the spell breaching effects by roughly half. A targeted Mord's will now strip 2 effects and reduce SR by 3 as per Lesser Spell Breach, while the area effect version will remove 1 protection and drop SR by 1 as a theoretical LESSER Lesser Spell Breach would.
Spell Focus, Greater Spell Focus, and Epic Spell Focus: Abjuration now apply to the caster's level modifier when dispelling.
Mordenkainen's Sword
Spell now matches much more closely to 3.5 rules. The sword's combat skills are now determined by the caster's level and casting stat, while its damage has been changed to 4d6+3. The sword only has 50 HP but is extremely hard to damage, being vulnerable only to Magical damage or spells such as Dispel Magic or Dismissal.
Nightshield
Removed saving throw bonuses and replaced with 25% Negative Energy damage immunity. Saves can get unreasonably high in NWN 2 if spells such as this aren't toned down in power.
Noxious Blast
Reduced duration from 10 rounds to 2. Lasts awfully long for a PvP server in its default form.
Otherworldly Whispers
Added an additional bonus to Use Magic Device checks to increase the lackluster value of the Invocation, although all bonuses have been reduced to +4.
Owl's Insight
Reduced duration to 1 hour as per PnP's original design. This spell can offer up some crazy high DCs in its default form.
Phantasmal Killer
Significant alteration. The victim must make a Will save vs. Mind Affecting or be Frightened for 1 round per caster level. If he fails the Will save he also takes 1d6 Magic damage per caster level (maximum 15d6) with a new Fort save vs. Death for half damage.
Poison
The poison the target is struck by now increases in potency based on caster level. The poison goes up one "level" at 6, and then every 4 levels thereafter.
Power Word, Maladroit[/size]
Increased Dexterity damage to 4.
Power Word, Petrify
Petrification effects have been significantly changed, see "Game Mechanic Changes" for details.
Now uses a more gradual impact. If the target has more than 175 HPs it is unaffected. 126-175, it's Petrified for 1d4 rounds with a Fort save every round to escape. 76-125, 4d4 rounds with a save every round. Targets under 76 HPs are permanently Petrified without any save to escape. Release only occurs with powerful magical restoration such as Stone To Flesh or, of course, death.
Power Word, Weaken
Increased Strength damage to 4.
Premonition
Changed DR from 30/Adamantine to 30/+8.
Prismatic Spray
Updated effects to match general spell changes. Instant death is now the same effect as Finger of Death while petrification is now the same as being struck by Flesh To Stone.
Protection From Alignment
No longer grants immunity to Mind Affecting attacks. This was really overpowered for a level 1 spell on a PvP server, leaving the entire school of Enchantment limited in value.
Protection From Arrows
Now offers protection of 5/- against missile attacks instead of 10/Magic.
Quillfire
The type of poison created becomes more deadly with higher caster levels. Every 5 levels a more powerful venom is conjured, starting with Large Scorpion venom at 5 and increasing at 10, 15, 20, etc.
Ray of Enfeeblement
Victims struck by the ray now get a Fort save. Negative Energy to halve the amount of Strength damage taken.
Ray of Frost
Damage reduced to 1d3 as per 3.5 rules.
Retributive Invisibility
Duration increased to 1 round per 2 caster levels to make this Invocation a bit more useful.
Scare
No longer takes HD into consideration regarding what is affected. Causes victims to be Shaken instead of Frightened. No limitations to number of targets affected.
See the Unseen
Can now also see Ethereal creatures as per True Seeing. (Does not grant immunity to illusionary attacks as the actual True Seeing spell, however)
Shadow Conjuration
Spell selection changed to Darkness, Invisibility, Mirror Image, Lightning Bolt, and Summon Shadow.
Shadow Shield
Damage reduction changed from 10/Adamantine to 10/+3.
Shield of Faith
Now scales to epic levels. New advancement is +2 at 4, +3 at 8, +4 at 12, +5 at 16, +6 at 20, +7 at 24, and +8 at 28. Visual effect now fades 1 round after casting.
Shocking Grasp
Increased damage to 1d8 per 2 caster levels (maximum 5d8) to make the spell more useful. If struck the victim must also make a Fortitude save or be Stunned for 1 round as well.
Shout
Damage increased. At level 15 and every 5 levels thereafter the spell inflicts an additional 1d6 damage.
Shroud of Flame
Damage increased to 4d6 per round. Area effect damage increased to 1d6.
Slay Living
When touch attack succeeds now inflicts 1d8 Negative Energy damage per caster level (maximum 20d8) with a Fort save vs. Death for half. On a failed save the victim also takes one negative level.
Sleep
No longer uses targets' HD as a limitation to effects. Sleep duration is 2 rounds, or can be Extended to 4.
Snake's Swiftness
Now lasts 2 rounds instead of 1. Caster can now target himself and spell can now be Extended.
Solipsism
Victims now receive a new saving throw every round to escape the spell's effects.
Song of Discord
The Confused effect is now less severe. See the Game Mechanic Changes post for details.
Stabilize
Now has a greater healing effect on allies who are into negative HPs. As long as the individual is still alive this spell will bring him back to 1 HP and consciousness.
Stone Body
Major fixes. Can't do weird stacking or other exploits. Now offers proper immunities to all sorts of attacks including Drowning, Blindness, Disease, etc.
Increased Strength bonus to +10 as melee skill bonuses were missing from the spell and can't be scripted.
Stone Hold
To clarify a description error, this spell uses a Fort save instead of Will.
The spell now Petrifies victims as opposed to Holding them. (This means Mind Affecting defenses do not apply) Petrification effects have been significantly changed, see "Game Mechanic Changes" for details.
Storm of Vengeance
Numerous big fixes.
Sunbeam
Cleaned up bugs. Also changed some effects to match 3.5 more closely.
Firstly, oozes are also affected at the higher rate undead are. Second, creatures with less severe light sensitivity take double the normal 3d6 damage and are blinded for 6 rounds instead of 3 on a failed save. (Most notably this means Drow, Deep Gnomes, Deep Dwarves, and Gray Orcs) Finally, creatures with extreme vulnerability to sunlight such as Vampires or Bodaks are utterly destroyed on a failed save.
Sunburst
Cleaned up bugs. Also changed some effects to match 3.5 more closely.
Firstly, oozes are also affected at the higher rate undead are. Second, creatures with less severe light sensitivity take double the normal 6d6 damage. (Most notably this means Drow, Deep Gnomes, Deep Dwarves, and Gray Orcs) Third, creatures with extreme vulnerability to sunlight such as Vampires or Bodaks are utterly destroyed on a failed save. And finally, the permanent blindness only occurs on a failed save, except for the case of light sensitive creatures which are blinded for 3 rounds even on a successful save.
Superior Resistance
Bonus reduced to +4. This change is to control saves which can otherwise get absurdly high in NWN 2.
Swamp Lung
An odd effect that's hard to balance out and make sense of, the effects of Drowning are much different now.
On a failed save the victim suddenly finds his lungs full of water. In the first round this causes panic as per the Fear spell. On the second round he loses consciousness and collapses, taking 10% of his current HPs in damage. On the third round he remains out and takes 20% of his original HP in damage. The conjured water dissipates at the end of the third round, allowing the victim to regain consciousness on the fourth round. However, he is still unable to move as he regains his senses for that round. On the fifth round he rises to his feet, soggy and drained but alive, (as long as he was not killed by the spell's damage earlier) although he is Exhausted for 3 rounds after the ordeal is over.
Tasha's Hideous Laughter
No longer knocks victims down and leaves them utterly helpless. Instead leaves them dazed and struggling to move due to constant laughter.
Tenacious Plague
See "Swarm spells" under general spell changes.
Area of effect is now Tremendous, which is a step larger than Colossal.
Tensor's Transformation
No longer creates a polymorph effect. Benefits have been tweaked to the following:
Base Attack bonus becomes 1 per caster level as per a warrior.
+6 to Strength, Dexterity, and Constitution.
+4 Dodge AC bonus.
+2 damage to all attacks.
+5 to Fortitude saves.
The Dead Walk
Creatures revised. HD is now based on caster level.
Can cause alignment shift. (See "Alignment Shifts" above)
Tortoise Shell
Now continues scaling into epic levels. Can reach a maximum of +12 Natural AC bonus at level 29.
True Seeing
Description updated to reflect actual effects; spell does not actually reveal creatures in stealth mode. Spell also now grants immunity to hostile illusion attacks.
Wail of the Banshee
Now inflicts 1d8 Negative Energy damage per caster level (maximum 25d8) with a Fort save vs. Death for half. On a failed save the victim also takes one negative level.
Wall of Dispel Magic
Spell Focus, Greater Spell Focus, and Epic Spell Focus: Abjuration now apply to the caster's level modifier when dispelling. This can exceed a spell's standard level cap.
Wall of Fire
Damage changed from 2d6 + caster level (maximum 20) to 1d6 damage per 2 caster levels maximum 10d6. Duration increased to 1 round per caster level.
Wall of Greater Dispel Magic
Spell Focus, Greater Spell Focus, and Epic Spell Focus: Abjuration now apply to the caster's level modifier when dispelling. This can exceed a spell's standard level cap.
Level cap has been raised to +20 as per 3.5 rules.
Wall of Perilous Flame
Damage changed from 2d6 + caster Charisma modifier to 1d6 damage per 2 caster levels maximum 10d6. Duration increased to 1 round per 2 caster levels. Also now allows a Reflex save for half damage.
Web
Duration dramatically increased to 2 rounds per caster level.
Weird
Significant alteration. Victims must make a Will save vs. Mind Affecting or be Frightened for 1 round per caster level. Any victim that fails the Will save also takes 1d6 Magic damage per caster level (maximum 25d6) with a Fort save vs. Death to halve the damage.
Word of Faith
Changed significantly. Spell's effects are now based on relative alignments on the good/evil scale. Targets of the same alignment are unaffected. Targets 1 step away on the scale (i.e., Evil attacking Neutral) are blinded for 1d6 rounds. Targets on opposing ends of the scale (i.e., Good attacking Evil) are stunned for 1 round in addition to the blindness. Summons are also still banished as per the original spell.
A Will save vs. Divine is now allowed to avoid any effects except in the case of dismissal of summoned creatures.
New Spells
Mass Haste
Transmutation
Bard 6, Sorcerer/Wizard 6
Collosal area, 1 target per caster level
1 round / caster level
Essentially functions as the old Haste spell, hasting a number of allies equal to the caster's level in a 30 foot radius.