Spell Changes



Click here for the Spell Changes thread on the forums.

This page is current as of May 31, 2015.




"Caster Level" in most Thain spells includes half the character's Palemaster levels (rounded up) for arcane casters.

The visual effects of some spells (e.g., stoneskin, barkskin) last only a few seconds. This is to reduce clientside graphics lag


Resting is restricted and limited to 3 rests per 12 in game hours. The timer starts with the first rest. Any unused rests are lost at the end of the 12 hour period and you are refreshed with the base 3 available rests. An hour in game corresponds to 2 minutes real time.


Spell modifier items
There are various items (rings and amulets) in the game that will fundamentally modify spells.

Elemental Rings
When equipped, spells of that element will be empowered for damage of that specific element
Note: You can only have 1 of these in your possession at a given time, if you try to pick up another, it will be destroyed. Other elemental spells will be set to half damage.

Spell list:

Fire: Fireball, burning hands, combust, Inferno, flame arrow, elemental shield, wall of fire, firebrand, delayed fireball, inc cloud, meteor swarm, Flame Lash, Flame Strike, fire storm
Cold: ice dagger, ice storm, cone of cold, Drown, "cold" fireball, frozen cloud (incendiary cloud)
Acid: acid arrow, acid breath, acid sheath, acid fog, earthquake, bombardment, crumble, storm of vengeance
Lightning/Sonic: Elec loop, lightning bolt, scintillating sphere, ball lightning, chain lightning, great thunderclap, Wounding whispers, Horizikaul's Boom, Glyph of Warding, Call Lightning, sound burst, gust of wind, storm of vengeance


Healing Amulet
This item turns cure light wounds, cure moderate wounds, cure serious wounds, cure critical wounds into AoE spells. Heal is turned into a full HP heal (on a single target)


A

Amplify

Duration increased to 10 min per level (same as camouflage)

B

Ball Lightning

Changed to operate like the Firebrand spell but cannot be targeted to the ground.

Bigby's Crushing Hand

Grapple check adapted to allow for a fairer opposed DC. Formula: Attack will now hit on natural 20, and miss on natural 1.
Caster: d20 + Caster Mod (Int,Cha) + Caster Level / 2 (4 vs PCs) + 12 (Hand Str) - 1 (Hand Size Mod) + Spell focus feat bonuses
Target: AC
Grapple Check: Caster: d20 + Caster Level (div 2 vs PCs) + 12 (Hand Str) + 4 (Hand Size Mod)
Target: d20 + BAB + Strenth Mod + Size Mod

Bigby's Grasping Hand

Attack will now hit on natural 20, and miss on natural 1
Caster: d20 + Caster Mod (Int,Cha) + Caster Level / 2 (4 vs Pcs) + 10 (Hand Str) - 1 (Hand Size Mod)
Target: AC
Grapple Check: Caster: d20 + Caster Level (div 2 vs PCs) + 10 (Hand Str) + 4 (Hand Size Mod)
Target: d20 + BAB + Strenth Mod + Size Mod

Blade Thirst

This spell has been altered to allow it to work on a par with Greater Magic Weapon (restricted to slashing weapons), furthermore, this variant can now be used upon ranged weapons (allowing the equivalent attack bonus, not enhancement) and a damage bonus added to the corresponding ammo.

C

Clairaudience/clairvoyance

Duration increased to 10 min per level (same as camouflage). Listen/Spot bonus = 10 + 1 per 2 CL

D

Darkfire

Only works on unenchanted weapons (per Bioware description), but also works on whips with no other properties than disarm.

Deafening Clang

Lasts turns/level instead of rounds/level. (Stacks with GMW unlike Flame Weapon? Looking to confirm).

F

Find Traps

Finds traps, does not untrap them.

Flame Weapon

Cannot be cast on a weapon already enchanted with Magic Weapon or Greater Magic Weapon. Cannot be cast on most summons. Damage reduced to a maximum of 1d6+5.

G

Greater Magic Weapon

Cannot be cast on a weapon already enchanted with Flame Weapon or Darkfire.

Greater Sanctuary

Cannot control NPC allies while spell is active. Invulnerable while in Ethereal plane but acquiring objects drops the spell. Duration is rounds per level. Approximates SRD's Ethereal Jaunt.

Greater Stoneskin

+4/10 Damage Reduction I

Improved Invisibility

Grants 25% concealment instead of 50%

Implosion

Bonus DC dropped from standard NWN to bring more in line with other level 9 spells.


H

Heal/Harm

Limited to 150 hp/damage per cast. (Healing amulet exception - Heal get empowered vs undead + heal does a full heal on non-undead)


K

Knock

The spell disables all locks of d20+caster level or below, in a 30 meter radius around you (up to DC 40). It always opens up to DC 30 when used from an item.

Keen Edge

Now works for all weapons, not just slashing.

M

Mage Armour

Gain 2 + 1/6 CL to armour AC (max +5).

Mass Charm

Now functions like Charm Monster (works on all creatures).

Magic Circle Against Alignment

Grants +4 to Will saves, immunity to Charm and Dominate (per SRD)

Mestil's Acid Sheath

Damage capped to 20 + 1d6. This would make it inferior to Elemental Shield but it reaches that cap at casterlevel 10, and so is useful to mid-level and multiclassed casters.

Mordenkainen's Sword

Summons a sword construct rather than a Helmed Horror. The sword has a high AB but only one attack per round, immune to slashing/piercing/bludgeoning damage (per SRD spell Mage's Sword). Greater hitpoints if the caster has Spell Focus: Transmutation.

P

Premonition

Damage reduction lowered to +5/15

Phantasmal killer

In additional to the deal effect if all saves are failed, phantasmal killer does 10d6 damage instead of 3d6 damage (if pass fort save) + -2 to saves and AB if you pass your initial will save. Thus, it will always do something.

Power Word, Kill

As normal NWN but also does a flat 100 magical damage when creature is above the 100 hitpoint threshold.

Protection from Alignment

Grants +4 to Will saves, immunity to Charm and Dominate (per SRD)

S

Shapechange

Added alternatives shapes selected by the "/shapes" chat command or via the emote wand: Gold Dragon (alt of Red Dragon) and Celestial Avenger (alt of Balor).

Stoneskin

Damage reduction lowered to +3/10

Shelgarn's persistent blade

Now lasts 1h per level (instead of turns) and gives enchantment (rather than attack) bonus based on half the casting stat mod (INT/CHA)

T

Time Stop

This spell has been modified so that it does not stop the whole server when used. The duration has been lengthened and targets are invulnerable for the duration to match PnP rules. Also a VFX is placed at the caster's location to help gauge the duration; it fades 3 seconds before the spell (per the SRD).

Tenser's Transformation

No polymorph; increases caster's STR, AB, attacks per round, sets them to 100% spell failure while active.

Gain BAB equal to fighter.
Gain d4 bonus hp for each caster level.
Gain + caster level / 2 in AB bonus.
Gain +5 to FORT save.
Gain +4 to Natural AC
Gain 2d4 to STR and DEX

Turn Undead

Evil clerics can control rather than turn undead.

W

Wall of Fire

Changed damage to 2d6 + (CL/3)d6, max 8d6

Weird

In additional to the deal effect if all saves are failed, weird does 10d6 damage instead of 3d6 damage (if pass fort save) + -2 to saves and AB if you pass your initial will save. Thus, it will always do something.


Summon Spells

Summon Creature I - VI

These have been slightly detuned from their NWN default so as not to give casters such powerful tanks. However, the duration for most summons is now 24 game-hours so you have lots of time to create RP with your summons. There are also alternate shapes available by using the /summons chat toggle or via the emote wand. A (conjuration school) summon will be created with higher hitpoints if the summoner has the feats Spell Focus: Conjuration and higher still with Greater Spell Focus: Conjuration.

With the undead spell chain, you can select this option by typing /undead and have spell focus: Necromancy feat. Those feats will also boost the hit points similar to the conjuration feats above.


Level Primary Secondary Tertiary Undead
I Dire Badger Kobold Female Child Skeleton
II Dire Boar Ooze Male Halfling Zombie
III Dire Wolf Spark Female Halfling Tyrantfog Zombie
IV Dire Spider Beetle Male Elf Wraith
V Dire Bear Ogre Female Elf Skeleton Chief
VI Dire Tiger Emerald Golem Male Human Wright
VII Elemental Wraith Female Human Mummy
VIII Greater Elemental Iron Golem Illithid Undead Hag
IX Elder Elemental Wyvern Curst Swordsman Lich
VII - IX

The type of elemental summoned via Summon Creature VII-IX can be set via the emote wand or set back to random.

Mordenkainen's Sword

Summons a sword construct with a high AB but only one attack per round, immune to slashing/piercing/bludgeoning damage. Has AC13, AB of caster-level + stat bonus - 9 (where stat bonus is INT or CHA modifier for Wiz/Sorc respectively), can be dispelled if it hits a target with spell resistance or if struck by Lesser Dispel (least likely to succeed), Dispel Magic, Greater Dispel, or Mordenkainen's Disjunction (most likely to succeed), cannot be targeted by friendly spells (all per SRD); has 100 hit points and bonus hit points if caster has Spell Focus Transmutation.

Planar Summons

The type of summon by default corresponds to the caster's alignment. On Thain, the caster can choose the summon type (devil/demon/slaad/celestial).

There are alternate forms for the Gate summon as well, for evil (Pit Fiend) for neutral (White Slaad) and good (Celestial Avenger) forms.


Spell Celestial Slaad Devil Demon
Lesser Planar Binding Lantern Archon Red Slaad Imp Quasit
Planar Binding Hound Archon Green Slaad Erinyes Succubus
Greater Planar Binding Celestial Avenger Death Slaad Barbed Devil Vrock
Gate Celestial Avenger White Slaad Pit Fiend Balor


Shadow Conjurations
Spell Standard Alternate
Shadow Conjuration Shadow Shadow Mastiff
Greater Shadow Conjuration Shadow Fiend Shadow Worg
Shades Shadow Lord Shadow Panther




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