Spell changes

Server features, server rules and NWN changes.
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Somnium
Site Admin
Posts: 173
Joined: Sat Jan 10, 2015 5:34 pm

Spell changes

Post by Somnium »

General spell changes:

Summoning spells:
  • All summoning spells I to VIII grants the summoned creature a Natural Regeneration effect matching their spell level, ie. summoning III has regeneration 3.
  • All undead summons have been altered to more powerful versions.
  • Several summoning spells have had the monster they summon altered. This is always for a better version.
Bigby's spells:
All Bigby's spells have their duration divided by 3. The intent is to ensure that the improved damage dealing of most other spells will not mean that spellcasters can travel alone using bigby's and huge damage output without needing anyone else.

Dragon breaths
All Dragon breaths has been upgraded to deal between double and triple damage compared to normal.


Healing spells - the complete update
  • Cure minor Wounds - 5 + 1 per caster level HP.
  • Cure light wounds - 10 +2 per caster level HP.
  • Cure moderate wounds - 15 +3 per caster level HP.
  • Cure serious wounds - 20 + 4 per caster level HP.
  • Cure critical wounds - 25 + 5 per caster level HP.
  • Healing circle - 50 + 6 per caster level HP, and healing radius max size.
  • Heal - 100 + 20 per caster level HP. - Its harm effect is now similar
  • Greater Restoration - 100 + 20 per caster level HP. -
  • Mass Heal - 100 + 20 per caster level HP. - Its harm effect is now half that damage

    Further more we have implemented bonus healing for certain classes as follows.
  • Single class barbarians gain +50% healing
  • Single class Fighters gain +30% healing
  • Any build including a barbarian gain +20% healing
  • Any build including a fighter gain +15 healing.
  • Any build including a Ranger or Paladin gain +10% healing.
  • Reborn casters have + 50% strength to their healing power
  • Healing spells may critically hit for + 100% power.




Regeneration spells - the complete update

Regenerate and Monstrous regenerate have also been redesigned based upon classes now.

They stil have the 1 hour per caster level specialty as before.
  • Monstrous regeneration.
  • Single Class barbarian +6 HP per tick.
  • Single Class Fighter +5 HP per tick.
  • Any build including a barbarian or Fighter +4 HP per tick.
  • Any build including a Ranger or Paladin +4 HP per tick.
  • All others +3 HP per tick.

    Regenerate.
  • Single Class barbarian +12 HP per tick.
  • Single Class Fighter +10 HP per tick.
  • Any build including a barbarian or Fighter +8 HP per tick.
  • All others +6 HP per tick.
  • Casters level 20+ doubles the effect
  • Reborns targets gets double healing
  • The above two are cumulative so a reborn singleclass barbarian having cast REGENERATE & Monstrous Regen on him/her by a level 21+ caster would in affect gain ( (12*2*2) + ( 6*2*2) = ) + 72 regen !.
  • ENJOY ! .
Somnium (a.k.a. Seeker)
Somnium
Site Admin
Posts: 173
Joined: Sat Jan 10, 2015 5:34 pm

Specific spell changes

Post by Somnium »

  • Acid Arrow deals 5d6 damage instead of 3d6
  • Acid Splash, Electric Jolt and Ray of Frost 1d4 per level max 20d4 , instead of 1d4+1, etc.
  • Aura of Vitality Duration is now hours instead of rounds, and added +3 regeneration also.
  • Barkskin has been changed as follows: Level <6 = 3, level 7-13 = 4, level 14-23 = 6, level 24+ = 8 in natural armor.
  • Bladethirst - Now gives positive damage 2d8 to all held or natural weapon on target creature .
  • Bless weapon - Now gives divine damage 2d8, and +3 enchantment to all held or natural weapon on target creature.
  • Bombard deals d10 damage per level, with a cap of 40
  • Call Lightning caps at 30d10 instead of 10d10
  • Camuflage - Now casts Mass Haste on caster self ( making druids group hasters from level 1... ) .
  • Chain Lightning caps at 40 instead of 20. Damage dice is d8 instead of d6.
  • Clarity duration is set to level * 5 rounds , and also adds Knockdown Immunity now.
  • Cone of Cold - max level cap is now 25.
  • Darkfire -
  • Now gives cold damage 2d8 to all held or natural weapon on target creature .
  • Delayed Blast Fireball caps at 40d6 instead of 20d6.
  • Destruction - Deals 30d6 damage instead of 10d6.
  • Epic Dragonknight - This spell summons a small wurmling for 2 minuttes. This dragon is now meant to be a "bringer of destruction", and more importantly powerful enough to make a real difference in the specific battle. After changing the Mummydust spell, the overall idea of the dragon knight spell is now to have a kind of "ace in the hole" to play when all things seemes to be going wrong.
  • Etherel Visage - turns per level, damage reduction +10/10 damage, and conceal 30%, spell levels 2
  • Fireball caps at level 25, instead of 10 (i.e. max damage 25d6).
  • Firebrand caps at 45d6 instead of 15d6. /new damage is ( casterlevel+5)*1d6
  • Firestorm - max levelcap is 30 but deals 60d6 damage there.
  • Flame Arrow - 4d6+10 per arrow. One arrow per 4 levels , no cap.
  • Flame Lash - damage dice is d8 instead of d6, and casterlevel/2 instead of level/3.
  • Flame Weapon - Now gives fire damage 2d8 to all held or natural weapon on target creature .
  • Flamestrike - caps at level 40 instead of 15. (d6*level)+10 fire and (d4*level)+10 divine. no safe for divine. area huge instead of medium.
  • Gate - Gate no longer requires Protection from Evil, and the creature summoned is based on the alignment of the caster (good, neutral or evil). The summoned monsters are considerably stronger than the standard versions. Duration is now hours per level.
  • Ghostly Visage - Grants damage reduction 5/+10 (instead of 5/+1), 25% concealment (instead of 10%), and the standard immunity to spells of level 0-1.
  • Greater Magic Fang - caps at +10 instead of +5.
  • Greater Missile Storm caps at level 25.
  • Greater Planar binding - Now creates upgradet version of the special summons from planar binding. Duration is now hours per level.
  • Greater Ruin deals 80d6 damage instead of 35d6.
  • Hammer of Gods - Damage cap at 15d8 instead of 5d8
  • Haste have double duration.
  • Healing sting - Now gives electrical damage 2d8 to all held or natural weapon on target creature .
  • Greater Magic Fang - Max 10 damage not 5.
  • Mage Armor Completely redone to work as priests magic Vestment, i.e. +1 ac per 3 levels. However mage Armor Caps at +8, except for bards that caps at +6.
  • Magic vestment Caps at +7.
  • Mass Camuflage - Now casts flameshield on target creature or pc and damage is 2d10 instead of 1d10.
  • Mass Haste Have * 4 duration.
  • Hellball deals 25d6*4 damage instead of 10d6*4.
  • Hori...boom - Caps at 15d6 insteal of 5d6.
  • Horrid Wilting - Caps at level 40 instead of 25.
  • Icestorm - Improved.
  • Knock has been disabled.
  • Magic Missile does 1d6 + 1 damage per caster level instead of 1d4 +1 as is standard. Also it gives 1 missile per level up to level 20 where it then caps at 20 missiles.
  • Meteor Swarm - Safe zone improved, and damage is now 240 instead of 120.
  • Missile Storm caps at level 25.
  • Monstrous Regeneration now regenerates 2 hitpoint per tick, and the duration has been altered to 1 hour per caster level.
  • Mummydust - This epic spell no longer summons a mummy, but a "Mechanus Golem". The golem is considerably stronger than the standard mummy and creates no alignment problems with using this spell. At level 34+, this spell will summon a more powerful "Mechanus Adamantium Golem".
  • One with the Land - Now cast ghostly visage on caster self.
  • Planar binding - Now creates custom creatures depending on alignment. Duration is now hours per level.
  • Premonition - +15 / 30 damage. max 10 per level.
  • Sanctuary and Greater Sanctuary has been DISABLED. Unfortunately these spells tampers with the balance of the game by letting people walk past guards with true seeing along with the fact that you can run around with a summon, familiar or henchman and gain xp while being absolutely safe from the monsters.
  • Shield - now uses real armortype shield AC 4+casterlevel/10 ie 4-8. Also summons a shield level 5 potion to caster. Duration set to casterlevel * 4 HOURS, so even the potion is 20 hour ac 4 shieldtype bonus to whatever creature or other pc that gets it.
  • Storm of Vengeance deals 15d6 acid damage and 20d6 electrical damage (at failed saves), max 5 rounds.
  • Undeaths Eternal Foe 1 turn per level and AC 6 instead of 4.
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tarashon
Posts: 861
Joined: Sun Jan 11, 2015 6:27 pm

Feats :

Post by tarashon »

FEATS :
  • Divine Might Now has a minimum duration of 10 rounds, +15 extra for extend spell feat + CHAModifier(max 10)
  • Divine Shield Now has a minimum duration of ( 10 rounds, +15 extra for extend spell feat + CHAModifier(max 10) )*3, i.e. 30 to 75 rounds.

    Further more the AC is now changed to SHIELD type, max 10 but stacks with a physical shield so max 13 if using a towershield.

    In adition to this a level 15+ paladin will summon a custom Divine Shield Potion on use. These potions works in a similar way but
    can be used by all classes. These potions can not summon a new...
  • Lay on hands Now heals level*( CHAbonus+5 ), further more it resets itself every 5 minuttes.
  • Mighty Rage

    The normal +8 strenght and +8 Constitution is now +4 , and the +4 to saves remains.

    Mighty Rage now adds Regeneration similar to ( Constitution Modifier +2 )*2 , and magical damage similar to Constitution Modifier +2.

    The duration is set to 10 + 2 + Constitution Modifier rounds. The +2's simulates the modifiers from the con adding but also works after the +12 statbonus modifyer.
  • Wholeness of Body

    Completely redesigned inspired our custom barbarian feat Mighty Rage.

    Strenght and Constitution and saves +4.

    Regeneration similar to ( Wisdom Modifier +2 )*2 , and Divine damage similar to Wisdom Modifier +5.

    Haste ( this should NOT overwrite spells )

    The duration is set to (10 + Wisdom Modifier)*2 rounds.
  • Divine Wrath

    Duration is now set to 20 + COTlevels*2, and minimum COTlevels 10, so 30 to 80 rounds.

    Damage Resist is always +15/x and progression is now 5, 10, 10, 15, 15, 20, 20, so capping at +15/20

    Minimum damage is now 10 and uses normal ration when it goes beyond that.
  • Imbue Arrow

    Fireball damage now ( ( (AA levels +10)*d6)+30 ) *3
    If AA levels = 10+ all above damage *1.5
    if AA levels = 20+ all above damage *1.5 ( yes we now multiply 1.5 two times )
  • Seeker Arrow

    Now adds Chainlightning same damage as Imbue Arrow.
  • Hail of Arrows

    The emergency break
    Now same as Seeker Arrow but uses archer self as center but has a larger area. Normal effect is removed.
    Also cast massheal on use ( which heals all )
  • Death Arrow

    Now adds Bombardement. Damage like above but 1d8 instead of 1d6. The death effect is removed.
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