Spell and Magic Changes





  • Feat Changes

    Spell Focus: Conjuration and Greater Spell Focus: Conjuration
    Now both give an effective +2 caster level when calculating duration for summons. For example, a level VII summon that lasts round/level as cast by a level 13 caster will last 15 rounds with spell focus, 17 rounds with greater. This is multiplied with an extended spell.



  • **Item Powers

    Choking Powder
    Requires only a single save to recover from the effects.**



  • Spell Crystals
    Found as creature loot drops, casting certain spells on these stores the spell for later use.

    Spell Levels
    Three versions exist. ‘Level’ refers to innate level of a spell. For example Heal is available as a 5th level spell to healing domain clerics, but its innate level is 6 so it can NOT be stored in any crystal.

    Defensive Spells
    Crystals accept only ‘defensive’ spells eg buffs and cures. Protection from Alignment, Ultravision, attribute buffs, Death Ward, Freedom of Movement, Spell Resistance, Remove Fear, Lesser Restoration, Remove Curse, Remove Disease, Divine Favor, Magic Weapon, Blade Thirst, and the Cure Wounds series of spells are all fine. Dispel from a crystal targets the person using it.

    Direct Damage spells and anything which has a negative effect on your opponents will not be accepted, eg Firebrand or Battletide. Raise dead can’t be stored either.

    Components
    When a spell which requires components is put into a crystal, the components aren't consumed until the crystal is used. Thus, when you buy a Stoneskin Spellcrystal from someone, make sure you have your diamond powder with you so that when you go to use the crystal it isn’t wasted.

    Silence
    When you attempt to use a crystal while silenced, the crystal is consumed and you get a message saying that it could not be activated due to your inability to use verbal components. It’s a result of the "Use Unique Power" entry in the spells.2da file requiring a verbal component. Just think of it as an activation word.

    Caster Level
    All spells cast into a spell crystal of any sort are set at caster level 10 for effect and duration. This is their default value and there’s no way to correct this since the "caster level" feature in NWN scripting is quite busted. This means that a level 1 sorcerer or a level 15 sorcerer can both give you a mage armor spell in a spellcrystal that lasts for 10 IG hours.

    Important Note
    Do NOT store empty crystals in bags or boxes. If they’re in one over a reset when you go to charge it you’ll get the message "Spell level too high" while trying to store a perfectly level –appropriate spell. This means that the crystal is broken. You may be able to get a DM to swap your broken crystal for a new one. You can have them into a PS, as long as they're sitting loose it will be fine. If they are already charged with a spell, it's no problem having them in containers either.



  • Battlefield Settings
    DMs are able to designate an area a Battlefield Setting to reduce the lag associated with large battles.

    Small parties are generally still allowed for hit point watching, but keep them SMALL (ie no more than 4 per party).

    Spells Affected
    Battletide
    Bless
    Healing Circle
    Invisibility Sphere
    Magic circle versus Alignment
    Mass Camouflage
    Mass Haste
    Mass Heal
    Nature’s Balance
    Prayer

    *This list may be wildly incorrect. Please provide information if you see any errors so we can correct it.

    • Do Battlefield Settings apply to the Paladin’s Badge of Courage?


  • Wildshape
    With the overrides provided:
    http://www.narfell.us/modules.php?name=Forums&file=viewtopic&t=46554
    Druids can wildshape into either default shapes or replace one of those shapes with an existing Narfell animal. Certain restrictions apply.

    To learn a shape, you must be neutral (blue) to the animal. This means a successful Animal Empathy or Charm Animal/Monster. Hostile actions (and hold spells) by any party member will break this.

    You also need to be the correct level. For the most part, small to medium animals, including ordinary wolves, become available at Level 5. Large animals, like bears become available at level 8. Dire animals and magical beasts become available at Level 12. The one exception is the default Brown Bear. As long as you don't learn a new shape in this slot, you can use it before 8th level, when you'd normally be allowed to learn a Bear.

    You cannot learn shapes from summons. Vermin are never valid targets so no spiders, although you can have one as a companion.



  • Domain Changes

    Air Domain
    Call Lightning heavily modified.
    link

    Animal Domain
    Additional options for Polymorph Self. Charm Animal added to spell list.
    link
    Improved Summons
    link

    Evil and Good Domains
    Outsiders now retain 1/5th of their SR (rounded down) as a bonus to HD for turning purposes. This is reduced from standard where their full SR is added.

    Sun Domain
    Sun Domain’s 1d4 bonus to turning checks for undead no longer affects turn checks for non-undead, New VFX for sun domain folks turning undead.



  • Druid Spells

    Call Lightning (3rd Circle and Air Domain version)
    Self-targets, has been given a duration of 1 round/level to a maximum of 10 rounds, is extendable, and may also be used indoors.

    The spell will call down two lightning bolts per round for the duration of the spell. It will target the two hostile targets nearest the caster and there is a reflex save for half damage. Damage will be as follows:

    3dX + dX/3 Levels with reflex save for half.

    The X in the above damage listings is as follows:

    *a lvl 5 druid outdoors does 4d6 dmg/round for 5 rounds amounting to 20d6 damage to each of two targets.
    *a lvl 6 druid during a storm does 5d10 dmg/round for 6 rounds to each of two targets amounting to 30d10 damage per target.
    *a lvl 9 druid outdoors casting extended call lightning does 6d6 damage/round for 18 rounds to each target amounting to 108d6 damage to each target.
    *a lvl 12 druid during a storm casting maximized call lightning does 70dmg/round for 12 rounds amounting to 840 damage to each of two targets.

    Call lightning (5th Circle Version)
    An instant AoE lightning call, damage based on caster level and weather. All enemies within the area of effect take 1dX points of electrical damage per caster level, to a maximum of 10dX. Weather die X is d3 indoors, d6 regularly, and d10 in a storm. Caster level capped at 20.

    Greater Magic Fang
    Duration: 2 Turns / Level
    This spell strengthens the caster's animal companion, giving it +1 to hit and +1 to damage for every 4 levels of the caster. It also grants the creature damage reduction equal to the hit/damage bonus given.

    Infestation of Maggots
    Max duration has been changed to 3 rounds

    Spike Growth
    Reduced duration from hour/level to round/level

    New Druid Spells
    2nd circle stat buffs, 5th circle version of Call Lightning



  • Clerical Spells
    Animal Domain clerics have been given Charm Animal for use with the Narfell Polymorph System.

    Battletide
    Now an improved version of prayer granting +2/-2 rather than +1/-1.

    Bless
    The Narfell implementation changes the BioWare implementation, reducing the duration to 1 turn/caster level. No longer allows slaying of rakshasas with blessed bolts.

    Create Greater Undead
    Reduced duration to turn/level.

    Cure Minor Wounds
    Heals one point.

    Cure Wounds
    The Narfell changes the BioWare implementation to affect all undead, allowing them a will saving throw, and reduces the healing/damage for Cure Minor Wounds to 1 HP.

    Divine Favor
    Now adds damage in DIVINE rather than magical.

    Greater Restoration
    Removed full healing effect. Added spell component of "Tiny Diamond Powder." Greater restoration will now remove the petrification effect.

    Greater Sanctuary
    Has been changed to 2 rounds per level duration (extendable) and will now end when summons or planar allies/bindings are cast.

    Hammer of the Gods
    Moved to further reflect PnP it hits friend and foe alike, with effects based on alignment. Those that have an alignment on either axis that is the opposite of yours take full effect. Those that have an alignment on either axis that is Neutral when yours is non-neutral take half damage and no stun effect. A save is given in all cases to resist the stun and halve the damage (resulting in quarter damage for those that would have taken half). The more extreme effect of the 2 alignment axis is chosen for the effect. Neutral alignments cause no effects, and through extension, TN chars cannot cause any effect with this spell.

    Harm
    Will inflict 10 points of negative energy damage per level, maximum of 150 (at CL15) or heal undead by the same amount.

    Heal
    The Narfell implementation changes the BioWare implementation so that the spell may harm all undead. Further it allows the victim a Will saving throw to halve the damage. Will now heal only 10 damage per cast level, maximum of 150 (at CL15) but will remove the following status effect: ability damage, poison, disease, blindness, stunned, confusion, deaf, and dazed.

    Healing Circle
    The Narfell implementation changes the BioWare implementation so that the spell only heals allies and may harm all undead.

    Magic Vestment
    Duration has been changed to 1T/level + 1 per 4 levels of the caster

    Mass Heal
    As Heal, but with a maximum cap of 250 Area of Effect increased.

    Raise Dead
    Requires material component Small Diamond

    Resurection
    Requires material component Small Diamond

    Searing Light
    The Narfell implementation changes the BioWare implementation so that any target is harmed, even if friendly.

    Silence
    The Narfell implementation uses a duration of 1 turn per caster level.

    Storm of Vengeance
    3d6 electric damage is now 3d6, rather than 6d6 (NWN default). Spell now lasts proper 10 round duration (up from 9, effect fires 10 times. visual effect lasts 11 rounds, up from 10).



  • Arcane Spells
    Damage Shield Spells do not stack.

    Amplify
    Duration has been changed to turn per level.

    Ball Lightning
    Now acts like Firebrand except it can’t be targeted on the ground.

    Bigby's Clenched Fist
    If the target fails a discipline check (vs. 1d20 + 15), they will be knocked down for one round. An attack check is made to see if the hand "hits the opponent. This check is 1d20 + casting stat modifier + caster level + 10 vs. the target's AC. If this check is successful, the target receives 1d8 + 11 bludgeoning damage. Additionally the target makes a fortitude save (DC 18 + casting stat modifier). If failed, the target is stunned for one round. This attack check for both damage and stunning is made each round for the duration of the spell.

    Bigby's Crushing Hand
    If the target fails a discipline check (vs. 1d20 + 18 ), they will be knocked down for one round. Initially a check is rolled to see if the hand "hits" the opponent. This check is 1d20 + casting stat modifier + caster level + 11 vs. the target's AC. If this check is successful, a grapple check is made: 1d20 + casting stat modifier + caster level + 16 vs. a discipline roll for the target. If the caster wins this check, the target is held and takes 2d6 + 12 bludgeoning damage. Each subsequent round, the grapple check is made again. If the target ever wins the grapple check, this spell changes effect to Bigby's Interposing Hand, applying a -10 attack penalty to the target for the remainder of the duration.

    Note: If the target has the "Freedom of Movement" effect, they automatically win the grapple check.

    Bigby's Forceful Hand
    If the target fails a discipline check (vs. 1d20 + 14), they will be knocked down for one round. After which, this changes into the spell effect of Bigby's Interposing Hand, applying a -10 attack penalty to the target for the remainder of the duration.

    Bigby's Grasping Hand
    If the target fails a discipline check (vs. 1d20 + 16), they will be knocked down for one round. Initially a check is rolled to see if the hand "hits" the opponent. This check is 1d20 + casting stat modifier + caster level + 9 vs. the target's AC. If this check is successful, a grapple check is made: 1d20 + casting stat modifier + caster level + 14 vs. a discipline roll for the target. If the caster wins this check, the target is held. Each subsequent round, the grapple check is made again. If the target ever wins the grapple check, this spell changes effect to Bigby's Interposing Hand, applying a -10 attack penalty to the target for the remainder of the duration.

    Note: If the target has the "Freedom of Movement" effect, they automatically win the grapple check.

    Bigby's Interposing Hand
    As per NWN default. This spell will apply a -10 attack penalty to the target.

    Cloud of Bewilderment (HotU)
    Anyone affected by cloud of bewilderment is only dazed for 2 rounds

    Combust (HotU)
    Max duration has been changed to 1 Round / 2 Levels

    Evard's Black Tentacles
    Altered so that each target is at most attacked by 1d4 tentacles, limiting the damage (1d6 + 4 bludgeoning for each tentacle if successful).

    Note: If the target has the "Freedom of Movement" effect, they automatically win the grapple check. Therefore, they not be affected by this spell.

    Grease
    Altered such that a target with the "Freedom of Movement" effect is no longer subject to falling down.

    Greater Stoneskin
    The Narfell implementation changes the BioWare implementation, reducing the duration to 10 minutes/caster level and adding a requirement for a material component consisting of a diamond.

    Horrid Wilting
    The Narfell implementation changes the BioWare implementation so that the spell also affects the caster.

    Ice Dagger
    will now do splash damage (1), but still offers a reflex save. Splash damage will round down to zero if saves are made.

    Invisibility Sphere
    Acts as a mass version of Invisibility.

    Knock
    The Narfell implementation unlocks a single door that lies within 100' + 10' per caster level and further restricts the effect to doors with an unlock DC less than 200. The closest door that meets the criteria is unlocked.

    Mass Haste
    Has been moved to Transmutation school. You much be in party or in Battleground Mode to receive its effects.

    Mordenkainen's Sword
    The Narfell implementation changes the BioWare implementation, adding a requirement for a material component consisting of a miniature platinum sword.

    Negative Energy Ray
    The Narfell implementation changes the BioWare implementation so that all undead are healed.

    Premonition
    Is now a turn/level spell.

    Shape Change
    The Narfell implementation changes the BioWare implementation, adding a requirement for a jade circlet worth at least 1500 GP as a spell focus.

    Shelgran's Persistent Blade
    The duration has been changed to be equal to summons

    Stinking Cloud
    Narfell implementation follows the d20 SRD, PHB and NWN descriptions.

    Stoneskin
    The Narfell implementation changes the BioWare implementation, changing the duration to 10 turns/caster level and adding a requirement for a material component consisting of a little diamond powder.

    Tenser's Transformation
    Duration of 1 round per level, extendable. No longer gives a shape change or flaming sword.

    • A nifty glowing eye effect
    • temporary proficiency in ALL weapon types
    • 100% arcane spell failure
    • attack bonus/number of attacks per round equivalent to a fighter of the caster's character level (not their caster level, so a 2 rogue/10 wiz PC will have the ab/attacks of a level 12 fighter)
    • d6 bonus HP per level
    • 2d4 strength bonus
    • 2d4 dexterity bonus
    • +4 natural AC
    • +5 fort save


  • General Spells
    When you cast or use an area effect fire effect (alchemists fire, fireball, grenades, etc) on top of a grease spell, the grease spell is dismissed and everyone in the area of the grease takes 1d6 fire damage. Various items will also ignite webs.

    Amplify
    Is now turn/level

    Animate Dead
    Reduced duration to turn/level. Requires material component a Black Onyx (not a small black onyx.) Allows you to summon multiple undead as per PnP, with all the requirements of PnP, and consequences.

    Continual Flame
    The Narfell implementation prevents the casting on an object to close an exploit in which an item with the spell cast on it could be sold for significantly more than its true value.

    Create Undead
    Reduced duration to turn/level. The Narfell implementation changes the BioWare implementation adding a requirement for a material component consisting of a small black onyx.

    Earthquake
    Has been altered to only target hostiles. Damage cap is now 20d6 and any afflicted creature (does not work on incorporeal creatures) who fails the reflex save for half damage must make a discipline check at the same DC or be knocked prone for a round.

    Find Traps
    Range reduced to 10m radius. This is still one tile from the caster in every direction.

    Greater Sanctuary
    Duration changed to 2 rounds per level duration (extendable) and will now "break" when summons or planar allies/bindings are cast.

    Knock
    Range reduced to 10m radius. This is still one tile from the caster in every direction. Additionally, knock now requires line of sight to doors.

    Greater Magic Fang
    Now corresponds in power and duration to Greater Magic Weapon. Grants +1 enhancement bonus per 4 caster levels with duration of 2 turns per level.

    Light
    The Narfell implementation sets the duration to be 10 minutes per caster level. Casting on an object is disabled to close an exploit in which an item with the spell cast on it could be sold for significantly more than its true value.

    Magic Circle against Alignment
    Acts as a mass version of Protection from alignment. Note however that Magic Circle Against Alignment and Protection from Alignment will stack for their save boosts.

    Polymorph Self
    Duration reduced to 1 turn/level. Assuming a form heals 2 hit points/level instead of granting temporary hit points. Troll regeneration reduced to +1 only. Additional options available – see separate section. Cancel your polymorph before you log out or you could log back in with a character who walks at monk speed.

    Protection from Alignment (including Magic Circle and Aura)
    Changed to protect against charm and dominate from ANY alignment and to protect against confusion from the CHOSEN alignment.

    Resist Elements
    Duration changed to 24 hours.

    Stoneskin
    Requires material component A Little Diamond Powder. Duration increased to 10 minutes per level.

    Summon Creature 1 to 9
    Many changes, please see separate section.

    Sunbeam
    Will only affect hostiles. It will also kill vampires as per the sunburst spell. Killing a vampire will not prevent damage being applied to surrounding hostiles. (Sunburst still does more damage to non-undead.)

    Sunburst
    Has been changed so that killing a vampire will not stop damage from being applied to surrounding hostiles. Also, damage for the "death" has been changed from magic type to divine.

    True Seeing
    Requires material component Mushroom Ointment.



  • Polymorph Self – Additional Options
    The Narfell implementation changes the BioWare implementation so that the duration is 1 turn per caster level. Further changes to this spell have ensured that the troll regeneration was lowered to 1.

    With the overrides provided:
    http://www.narfell.us/modules.php?name=Forums&file=viewtopic&t=46554&highlight=polymorph
    Mages, Rangers, and Animal Domain Clerics can polymorph into additional shapes over the default Bioware ones.

    Mages
    In order for a mage to polymorph into other shapes, he needs to have a special reagent that contains the part of the life force of what he wishes to become. The procedure for polymorph is:

    1. Have the Polymorph Self spell prepared.
    2. Acquire a reagent (for example, an Essence of Raven available in some stores). The reagent may be in your inventory or on the ground.
    3. Cast the spell, and target the reagent.
    4. Your mage will become the creature (in our case, a raven).

    Most reagents have limited charges, though permanently charged reagents are possible. Some extremely powerful shapes may also have minimum level requirements. If there is a failure to use the new form, the standard scripted shape for that Radial slot will be used instead so that the spell is not wasted.

    Shapes are NOT stored like they are with druids' Wildshape feat.

    DMs can add more reagents at their discretion, which can be permanent or have charges, and can have level limits placed on them.

    Divine Casters - for Clerics with Animal Domain
    Clerics with the Animal Domain also have access to Polymorph Self. However, unlike mages and sorcerers, they do not use reagants, but living animals. To learn a shape, you must control the animal. This means a successful Animal Empathy or Charm Animal/Monster. For this purpose, animal domain clerics were given the charm animal spell. Hostile actions (and hold spells) by any party member will break this. You also need to be the correct level.

    For the most part, small to medium animals, including ordinary wolves, become available at Level 5. Large animals, like bears become available at level 8. Dire animals and magical beasts become available at Level 12.

    1. Have the Polymorph Self spell prepared.
    2. Have a Charm Animal or Person spell prepared, OR a Summon spell with the desired animal prepared.
    3. Either Charm or Summon the desired animal.
    4. Cast Polymorph Self on the animal.
    5. Your spellcaster will assume the animal shape, and that shape will be stored in the Radial slot you used to cast.

    Subsequent castings of the spell will use the stored animal shape as long as you target yourself with the spell. If you target nothing, the standard scripted shape will be used instead.



  • Summon Creature 1 to 9

    Duration

    Alignment
    The summon selection is restricted by the one step alignment rule. A Lawful Evil character can summon LE LN NE creatures. A Neutral character can summon NG LN N CN NE ones.

    Available Summons (incomplete)

    Level 1

    Level 2

    Level 3

    Level 4

    Level 5

    Level 6

    Level 7

    Level 8

    Level 9

    Water Elemental abilities now changed to direct cold damage rather than drown. Damage based on HD and DC based on constitution modifier.

    Book of Summons
    You can buy a Book of Summons in the Peltarch Market. Using this allows you to pick which summon turns up when you cast the spell. Without the book a random summon appropriate to your character’s alignment will be chosen.

    Druids
    Druids cast their summon spells one level higher. So a Summon Creature II spell is set in the book as your third level summons. It is intentional. Just keep in mind you have to set the book as one level higher then your actual spell and you will be fine. Please note that animal domain effectively functions as +1 caster level, however, the duration SCHEME will be equivalent to the NEW spell level. That being said, if you cast a summon IV spell, it will summon from the summon V list, but also give you the round/level duration.

    Animal Domain Clerics
    Clerics with animal domain cast their summon spells one level higher. So a Summon Creature II spell is set in the book as your third level summons. It is intentional. Just keep in mind you have to set the book as one level higher then your actual spell and you will be fine. Please note that animal domain effectively functions as +1 caster level, however, the duration SCHEME will be equivalent to the NEW spell level. That being said, if you cast a summon IV spell, it will summon from the summon V list, but also give you the round/level duration.

    Conjuration Focuses
    Spell Focus: Conjuration and Greater Spell Focus: Conjuration now give an effective +2 caster level when calculating duration for summons. For example, a level VII summon that lasts round/level as cast by a level 13 caster will last 15 rounds with spell focus, 17 rounds with greater. This is multiplied with an extended spell.

    Summons and PVP
    Summons and PVP Ruling
    @9c136be960:

    • Attacking an evil (looking) minion (zombie, skeleton, shadow etc) must be preceded by:

    1. Attempt to contact a DM requesting PK clearance on the minion, if no DM is found continue to step 2 (This does not apply to familiars. At least one (1) message to the DM channel.)
    2. Attempt to find the owner of the creature and notify them of the attack on their minion only and give them two (2) clear chances to remove the evil.
    3. The aggressor must always set hostile first.
    4. Be aware that this counts as a PK attack against the person and they do have the right to defend their minion by attacking you. As per PVP rules, none of this may take place in a hostile area without DM permission.



  • Weapon Spells
    Only one weapon spell may be active at a time. Casting onto weapon/gloves/ammunition already affected by one spell will have no effect.

    Bless Weapon
    +1 Enhancement
    +1d6 vs Undead
    2T/Level
    Adds 1d6 damage vs. undead on bolts instead of "Slay Rakshasa."
    Modified to be useable like any weapon spell (will affect gloves, and any ammunition. It will NOT, however, affect ranged weapon accuracy.

    Darkfire and FlameWeapon
    +1d4 +1/4levels fire damage
    1T/3 levels + 3T
    Valid targets now include: melee weapons, ranged weapons, ammunition, and gloves.

    Deafening Clang
    Deafen on Hit DC 10+caster level

    Greater Magic Weapon
    +1 enhancement bonus per 4 caster levels
    2T/level
    Valid targets now include: melee weapons, ranged weapons, ammunition, and gloves.

    Keen Edge
    2T/Level
    Changed to include piercing weapons.

    Magic Weapon
    2T/Level
    Valid targets now include: melee weapons, ranged weapons, ammunition, and gloves.



  • Banned Spells
    Planar Ally
    Planar Binding
    Greater Planar Binding

    Planar Ally and Planar Binding/Greater Planar Binding
    N.B. Lesser Planar Binding is NOT a banned spell.

    The reason these spells are banned is that in PnP they are far from the simple summoning spells we see in NWN. First of all you need to be able to communicate with the entity you summon and talk it into helping you. It then asks for between 100-1000gp per HD as payment for the task. You also have to pay a chunk of XP per casting of the spell. Seeing that it's such an RP heavy spell it makes sense for it to be cast only under DM supervision.

    http://www.d20srd.org/srd/spells/planarAlly.htm
    http://www.d20srd.org/srd/spells/planarBinding.htm

    Anyone who wishes to use this spell is asked to send the request to the DM team (PM any DM and they'll post it up or send to NarfellStaff@gmail.com) with good IC reason and OOC understanding of the nature of the spell itself. A well thought out request will be given consideration.