Author Topic: Spells [Mechanics]  (Read 6099 times)

Spells [Mechanics]
« on: December 14, 2010, 10:04:58 PM »
A number of spells have been extensively modified for DoN. These have been exhaustively compiled by the Scriptomancer himself, Chevy, with additions from Reeron's spellfix pack.

A
Acid Fog No spell resistance. Increased duration to last 1 round/level as per PnP. Removed spell save as per PnP. Lowered initial damage to 2d6 as per PnP. Correctly calculates random damage for each target in the area of effect rather than one roll per round applied to every target. Will now remove Area of Effect if caster is dead.  Lowers movement speed to 5 feet per round. Gives affected targets -2 to attacks and damage inflicted. Can't be hit by ranged weapons nor can you hit with ranged weapons while in the fog cloud as per PnP. Gives 20% concealment to affected targets versus melee attacks while in the fog cloud. Changed Range from Long to Medium as Per PnP. Changed radius size from 15' to 20' as per PnP. Changed TargetingUI (3rd column from end) from 8 to 2 to match 20' radius.
Acid Splash Range changed from Medium to Short. Removed spell resistance check.
Aid Uses RemoveTempHitpoints() call so it REALLY doesn't stack with anything anymore. Won't stack with itself anymore. Spell isn't cancelled if you lose the bonus hitpoints. Was calculating bonus hitpoints incorrectly. Now does it correctly.
Assay Resistance Gives correct 1 round/level duration. Correctly applies +10 Spell Penetration Bonus to Caster instead of Target.
Augmented Healing Feat Will no longer add bonus to any scrolls, potions, or healing items.
Aura of Glory Changed radius size from Colossal to Medium (10' radius) to match PnP. Now is instant duration and removes fear effects (on Paladin's allies) as per PnP. Fear effects include shaken effects. Won't stack any effects anymore. Removed the following part of the script as it isn't PnP: Paladin gets +4 to Charisma. Allies get +5 to saves versus fear.
Aura of Vitality Changed radius size from Colossal to Large (15' radius) to match PnP. Maximum number of allies affected is equal to CasterLevel/3 as per PnP. Range changed from Touch to Short. Won't stack with itself anymore.
Avasculate Removed.

B
Bane Changed radius size from 30' to 50' as per PnP. Now casts centered on caster as per PnP. Correctly set duration to 1 turn per level.
Banishment Changed radius size from 30' to 15' as per PnP. Changed TargetingUi to show 15' radius. Now affects targeted area properly, instead of just area around the caster.
Barbarian's Rage Resting during rage won't give fatigue penalties anymore.
Barkskin Capped at +4 to Natural AC.
Battletide Spell saving throw was being calculated wrong. Dispel Magic shouldn't dispel the effect anymore, while in the area of effect, since I changed it to an Extraordinary effect (Not a magical effect so Dispel Magic shouldn't work). This is per NWN2Wiki. Range changed from Personal to Short. Changed Area of Effect to a 15' radius. Changed TargetingUI to reflect 15' radius. Linked haste with Area of effect so they are both dispelled properly. Can't be stacked anymore. No longer applies Haste to the caster.
Bear's Endurance Can't be stacked at all anymore. If you try, it will give a message that you can't stack Bear's Endurance and then it will abort the rest of the spell.
Bestow Curse Skill decrease parameter values were backwards. Now corrected (actually gives -4 to skills now). Changed from Transmutation to Necromancy as per PnP. Afflicted creature must save or suffer a -4 penalty on to-hit rolls, saves, and skill checks. This is a supernatural effect. This follows the PnP description.
Bigby's, all varieties TBC
Blade Barrier self Linked effects so dispel magic, cast on caster, removes all effects.
Bless Changed radius size from 30' to 50' as per PnP. Now casts centered on caster as per PnP (changed from Long to Personal). Corrected duration to 1 minute/level.
Blindness/Deafness Changed to Supernatural effect and made duration permanent as per PnP.
Bombardment Changed save type to SPELL so your ranks in Spellcraft are taken into account. Only applies knockdown effect if you fail your reflex save for 1/2 damage, instead of original way where it did a 2nd save for knockdown attempt.
Bull's Strength Now stacks with Enlarge Person or Duergar Enlarge Racial ability.
Burning Hands Was using wrong size for spell cone in script. Now is the same size as color Spray. Changed spell school from Transmutation to Evocation as per PnP.

C
Cause Fear On successful will save, if creature has less than 6HD, it is still shaken for 1 round as per PnP. Shaken = -2 to Saves, Attack rolls, and Damage rolls. Fixed "Shaken" penalties as follows: Changed Damage decrease to Skill decrease (should never have been a damage penalty but rather a skill penalty). Also, changed saving throw decrease from will saves versus mind spells to all saves versus all types of spells as per PnP.
Chilling Tentacles TBC
Cloudkill Range changed from Long to Medium. No spell resistance. Moved metamagic and damage roll to inside of loop, otherwise one roll at the beginning of round was being used, rather than a new roll for every target. Immunity to poison by one target doesn't cancel spell for all other targets anymore.
Cloud of Bewilderment Bugs fixed and it now takes into account ranks in spellcraft. Immunity to poison now works correctly.
Color Spray Matches PnP stats. Creatures 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. Creatures with 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. Creatures with 5 or more HD: The creature is stunned for 1 round. Immunity to MindSpells was causing automatic failure of save and Blindness being automatically applied because of this. This was fixed. Immunity to mindspells check was added.
Combust Initial damage changed to 1d8/level (max level=5). Changed secondary damage to equal PnP damage of 1d6 per round. Secondary save is set to Reflex = 15 as per PnP. Also, capped at 5d8 instead of 10d8.
Cone of Cold Changed range to personal as it should originate from the caster's hand as per PnP. Length of spell cone is now 60 feet as per PnP.
Confusion Fixed so metamagic extend actually works now.
Contagion Changed Filth Fever ability damage from Intelligence to Dexterity. Changed Shakes ability damage from Strength to Dexterity. Changed Slimy Doom ability damage from Dexterity to Constitution.
Control Undead Changed duration to match that of PnP. 1 minute per level. Creeping Doom Using extended version now works correctly. Also, now lasts correct duration (not 6 times longer than it should). Now auto-hits on a 20 and auto-misses on a 1. Will correctly be dispelled now by Gust of Wind or Dispel Magic.
Conviction Provides +1 to universal saves. Duration increases with level.
Crushing Despair Wasn't giving -2 penalty to skill checks as it should per the description. Linked all effects together, otherwise, Dispel Magic would not correctly remove all of the effects. Immunity to Mind Spells now works correctly. Now doesn't affect caster anymore.
Cure Spells Changed maximized healing to work correctly. Was using wrong calculation. Now short range instead of touch.

D
Darkness Changed duration to be 10 game minutes/level. Changed duration to permanent (in on-enter script) as the effect should not wear off unless you leave the AOE or the AOE goes away. Changed range from Long to Touch as per PnP.
Daze Range set to short. Creatures of 4 HD or less can be affected. Not 5HD or less. Duration is 1 round not 2. These match PnP.
Death Armor Capped at 1d4 +10 as per Spell Compendium page 60. This brings it in-line with PnP.
Death Knell Duration is 10 minutes per HD of target. Removes previous effect only if new target fails save.
Death Ward Changed duration to match that of PnP. 1 minute per level. Provides immunity to instant death effects and reduces negative energy damage by 50%. No longer protects against ability drains and negative levels.
Deep Slumber Range changed from Long to Short. Now affects creatures with up to 10HD.
Delayed Blast Fireball Range changed from Medium to Long.
Disintegrate Range changed from Long to Medium. Now can be empowered. Uses ranged touch attack like it's supposed to (not melee touch attack).
Dispel line of spells (Lesser Dispel, Dispel Magic, Greater Dispel) Now automatically removes the AOE if you created it (as per PnP).
Dispel Magic (Lesser) Now uses PnP version of dispel check for AOE spells.
Dispel Magic Now uses PnP version of dispel check for AOE spells.
Dispel Magic (Greater) Now uses PnP version of dispel check for AOE spells.
Divine Favor Edited to official 3.5 errata cap of +3 on Attack and Damage rolls.
Divine Power Grants a +2 AB bonus and an extra 1d6 damage against Undead and Outsiders. No longer grants extra attacks.
Divine Wrath Bug fixed.
Drown Changed from Transmutation to Conjuration as per the Spell Compendium page 74 and also the in-game description.


Re: Spells [Mechanics]
« Reply #1 on: February 11, 2011, 07:16:04 PM »
E
Energy Drain no save, but short duration.
Energy Immunity This spell will no longer stack with itself. Characters can only be immune to one energy type at a time from this spell. Provides 50% immunity against one elemental type.
Enlarge Person Now stacks properly with Bull's Strength.
Evards Black Tentacles Does a grapple check as per PnP. No paralysis. No fortitude save against paralysis. If Grappled: Roots target in place (can't use legs). Applies -4 penalty to attacks. 100% spell failure (can't cast spells while being grappled). Can't grapple a creature larger than Huge as per PnP description. Can't affect incorporeal creatures (shadows and such- must have physical presence to grapple them). No to hit roll since the PnP description states that this spell doesn't use a to hit roll during it's grapple check. ALL creatures in the area of effect have their movement speed reduced by 50%, even if they aren't being grappled, as per PnP description.   Can't affect Small or lesser sized creature anymore as per PnP. Should be using EffectMovementSpeedDecrease(50) instead of EffectSlow. Now it is correct. Changed radius size from 10' to 20' as per PnP. Changed TargetingUI (3rd column from end) from 7 to 2 to match 20' radius.

F
Fear Range changed from Medium to Touch. On successful will save creature is still shaken (see Cause Fear) for 1 round as per PnP. Also added in -2 penalties when save is failed, as the shaken effect applies whether or not the save is successful as per PnP. Changed area of effect from a circle to a 30' cone as per PnP. Fixed "Shaken" penalties as follows: Changed Damage decrease to Skill decrease (should never have been a damage penalty but rather a skill penalty). Also, changed saving throw decrease from will saves versus mind spells to all saves versus all types of spells as per PnP.
Feeblemind Affected creature unable to cast spells as per PnP. Added -4 penalty to will save for Arcane caster classes as per PnP. Made it permanent like PnP. Lowers target's stats to 3 just like PnP. If permanent you can only remove it with a heal spell.
Flame Weapon Now gives correct 1d6 fire damage bonus to melee weapon for 1 turn/level. Will give fire bonus to weapon even if it already has elemental enchantments.
Fire Shield Correctly capped at 1d6 + 15 max as per WoTC website.
Flesh to Stone Can't affect Constructs, Undead, or Incorporeal creatures as per PnP rules.
Frenzy Dispel Magic won't cancel effects anymore. Only 2 hp/round of damage instead of the 6 hp/round being used by NWN2. Also, added the missing extra attack per round that should be included. De-linked extra attack with the other extraordinary effects, so it shouldn't stack the extra attack with Haste anymore since the extra attack isn't considered extraordinary. It's considered a spell-like effect and therefore the game engine won't stack two of the same spell-like effects.

G
Ghoul Touch Bugs fixed. Immunity to poison prevents the stench affecting you as per PnP.
Grease (On Enter) Removed saving throw as everybody should have their movement speed reduced by 50%. (On Heartbeat) Added check for immunity to knockdown. If immune to knockdown, creature is immobilized using CutSceneImmobilize (on a failed save). This simulates falling, as being immune to knockdown doesn't make you immune to falling down.  Changed size from 20' radius circle to 10' by 10' square as per PnP. Changed TargetingUI to reflect the change in shape and size. Range changed from L to S.
Greater Resistance Provides +2 to universal saves. 60 seconds/level duration.
Greater Magic Fang Range changed from Touch to Short. Duration is now 1 hour/level and enhancement bonus is +1 per 4 caster levels. Will properly add enhancement bonus to natural weapons of target creature.

H
Harm Spell now properly targets hostile creatures. No attack roll versus undead, since it's assumed you are trying to heal them and they are immune to criticals. Can't lower target's hitpoints to less than 1 as per PnP.
Heal Heal versus undead now uses a touch attack, like it should. Now removes effects, except fatigue, as per PnP. Since fatigue is applied as an extraordinary effect, it can't be removed by this spell. Won't remove the effects of Enlarge Person, Iron Body, or Stone Body.
Heroism and Greater Heroism Heroism only provides +2 to AB and +2 to skills, while Greater Heroism provides +4 to AB, +4 to skills, +2 to saves and the temporary HP. Greater Heroism only lasts 60 seconds/level (since part of its problem in DC4 was that it lasted just as long as Heroism).
Horrid Wilting Changed to Selective Hostile which means it is Enemy-only in a 60' radius. This should make some casters happy. The PnP rules on this spell are ambiguous and the description on WOTC's website would seem to indicate the caster can choose who is effected, so we'll go with that for now. Water Elementals take d8 damage instead of d6 as per PnP.

I
Imbue Arrow Changed to work more like its PnP counterpart. Arcane archers can cast spells from their spellbook onto an arrow before firing it. On impact, the arrow will fire the spell effect.
Implosion Changed to be closer to PnP. Max of 4 targets can be affected. Only one creature per round can be affected. +3 to save DC was removed as this isn't true for PnP. Incorporeal creatures, such as shadows, can't be affected by this spell (and don't count towards cap of 4). Changed to SelectiveHostile- in PnP you pick your targets so you wouldn't kill your allies. Immunity to Death does not offer protection from this spell.
Incendiary Cloud Range changed from Long to Medium. No spell resistance.
Infestation of Maggots Immunity to Disease now works correctly.
Inflict Wounds (All types) Short range instead of touch.
Inspire Frenzy Added the missing extra attack per round that should be included. Removed the Greater Frenzy check as the spell only applies +6 strength to your allies (never +10 so why check for it?). Lowered the damage per round to equal Frenzy's 2 hp/round.
Iron Body You temporarily gain 15/adamantite damage reduction and critical hit immunity for 1 round/caster level, but you move 50% slower for the duration.
Isaac's Lesser Missile Storm Won't strip off Spell Mantles anymore.
Isaac's Greater Missile Storm Won't strip off Spell Mantles anymore.

L
Living Undeath Removed.
Lesser Mind Blank/Mind Blank Instead of immunity, +4 saves against Mind-affecting spells.

M
Mage Armor/Improved Mage Armor Like in NWN1, Mage Armor provides a +1 bonus to Armor, Natural, Dodge, and Deflection AC. Improved Mage Armor grants +2 armor, +2 deflection, and +2 dodge.
Magic Missle Slow missiles are slooooow. Changed from burst to accelerating in Spells.2da to speed them up. Lowered Casting time from 2.5 seconds to 1 second so the missiles hit their target before next week. Range set to Medium as per PnP.
Magic Circle Against Good/Evil Now works on allies.
Magic Vestment Can no longer be cast on shields. Capped at +4.
Mass Charm Monster Doesn't affect allies anymore. Affects correct amount of hitdice worth of creatures now. If Pc is dazed, targets attempting their save after the PC, will not be dazed anymore. They will be correctly charmed if they fail their save.
Mass Cure Line of Spells (not including Mass Cure Light Wounds) Now takes into account Augmented Healing Feat. Uses will save now instead of incorrect fortitude save. Was using wrong variable during metmagic mods. Won't automatically hurt friendly undead anymore, only if they are in the area of effect.
Mass Cure Light Wounds Now takes into account Augmented Healing Feat. Uses will save now instead of incorrect fortitude save. Capped max heal bonus to +25 as per PnP. Was using wrong variable during metmagic mods. Won't automatically hurt friendly undead anymore, only if they are in the area of effect.
Mass Cure Serious Wounds Corrected heal amount to 3d8 (not 4d8) +1 per caster level.
Mass Fowl Name of target changes to reflect the new appearance
Mass Heal Now removes wounding effect. Per PnP description, Mass Heal can heal a maximum of 250 hitpoints. Won't automatically hurt friendly undead anymore, only if they are in the area of effect. Won't remove the effects of Enlarge Person, Iron Body, or Stone Body. Now removes effects, except fatigue, as per PnP. Since fatigue is applied as an extraordinary effect, it can't be removed by this spell.
Mass Inflict Light Wounds Range changed from Medium to Short.
Melf's Acid Arrow Made the spell not stack anymore. No spell resistance. Does 2d4 damage on initial hit and each round. Fixed stacking issues. You can, as it should be able to, stack this spell now as it keeps track of each arrow's duration individually. A miss doesn't cancel all other arrow's effects anymore.
Mind Fog Now takes into account ranks in spellcraft during save. Immunity to Mind Spells now works correctly.
Mirror Image Maximized corrected to 8 images, not 4. Dispel Magic now removes all effects properly. Corrected to use AC=(10+dexterity modifier) for the created images like it's supposed to. Also, removed the level 15 cap as this is not per PnP.
Moon Bolt Fixed maximized calculation for strength penalty (it should be level dependent). Also, changed spell to allow for metamagic calculations to be done on duration of undead penalties suffered after knockdown effect wears off.

N
Nightshield You become enshrouded in a shield of shadows, providing immunity to magic missile, gaining +1 to all saves, and receiving 2/magic DR. Remove from Cleric spell list.

O
Orb of Fire/Cold/Etc, Lesser Orb of Fire/Cold/Etc These spells should now do the proper amount of maximized damage and are capable of critically hitting and/or sneak attacks.

P
Palemaster Deathless Master Touch/Graft Added check for weapon finesse feat to modify attack roll. Added true death touch (10th level Palemaster) and creation of caster controlled Zombie if target is killed. Added Weakening touch (7th level), Degenerative touch (8th level), and Destructive touch (9th level). Increased save DC to that of PnP. Decreased duration to match PnP.
Poison Changed to work as per PnP.
Polymorph Self Name of target changes to reflect the new appearance
Prismatic Spray Changed to be more like PnP version. Made confusion permanent effect so it acts like insanity effect which is permanent. Can only be removed with a Heal Spell or Greater Restoration spell. Resting will not remove the effect. Removed Paralysis effect as it doesn't exist in PnP. Changed size of cone to equal 60 feet not the 11 meters it was using. Changed duration of blindness to 2d4 rounds as per PnP. Changed poison effect to take into account immunity to poison. If not immune, but you make your save, you are still affected with a Constitution decrease of 1d6 just like PnP.
Prismatic Spray Properly applied roll to see if 2 effects are done (1 in 8 chance). Removed double save for stone effect. Removed double resistance check for stone effect. Removed redefining of target in stone effect.

R
Ray of EnFeeblement Can't drop target's strength to less than 1 as per PnP. Now lasts 1 minute per level. Won't stack anymore.
Regenerate Changed to round/2 CL duration, 10% max HP regenerated every round. At level 20, it will still reach 60 seconds.
Righteous Might Gives correct 1 round/level duration. Change to target any allied creature. Provides a +8 bonus (non-stacking) to Strength.
Resurrection Restores 50% of the target's HP and regenerates the remaining 50% over 30 seconds.

S
Scare Range changed from Short to Medium. Now affects multiple targets like it's supposed to. On successful will save, if creature has less than 6HD, it is still shaken (see Cause Fear) for 1 round as per PnP. Fixed "Shaken" penalties as follows: Changed Damage decrease to Skill decrease (should never have been a damage penalty but rather a skill penalty). Also, changed saving throw decrease from will saves versus mind spells to all saves versus all types of spells as per PnP.
Shadow Dancer's Shadow Evade Now the Damage Reduction will actually do something. Also, it's a Dodge Bonus to AC not a regular Armor Bonus to AC. Some cases were left blank. That would mean no effect would occur at that level. Now fixed.
Shield of Faith Capped at +4 Deflection.
Shroud Of Flame Won't stack anymore. Range changed from Short to Medium. Changed spell school from Transmutation to Evocation in Spells.2da as per WoTC.
Song of Discord Added metamagic check for extended version.
Spiderskin Stays at a static +2 to the Hide, poison resist, and Natural AC bonuses. Duration increases with level.
Stinking Cloud No spell resistance.
Stone Body You temporarily gain 10/adamantite damage reduction for 1 round/caster level, but you move 25% slower for the duration
Storm Avatar Applies electrical bonus to weapon even if it has other elemental enchantments already. Correctly gives +2d6 electrical bonus to melee weapon. Fixed movement speed increase. According to the description, you travel at 200% normal speed (twice as fast). +200% normal speed would be three times as fast. So lowered to doubled speed instead of tripled speed. Fixed metamagic duration for extended spell.
Storm of Vengeance Was using wrong duration for stun effect. Should be 1 round, not 2 rounds, as per the in-game description. Lowered electrical damage to 3d6, on a failed save, not the incorrect 6d6 that it was using. Will now cancel the area of effect if the creator of the effect is dead. Applies random damage rolls to each target, not one roll per round applied to every target.
SunBeam Now using correct damage dice (d6) for maximized vs undead calculation. Correctly takes into account Evasion and Improved Evasion Feat into the saving throw calculation.
SunBurst There should only be one saving throw attempt for all effects. If you fail your save for 1/2 damage, then you are automatically blinded too. There is only one saving throw for Vampires. All effects are run off of one save attempt.
Superior Resistence Provides +3 to universal saves. Lasts 60 seconds/level, rather than the current 24 hours.
Swamp Lung Can't stack this spell on an already affected target. If you try, you will be given a message stating that.

T
Tensor's Transformation No actual polymorph effect. Sets BAB to that of a fighter of the same total character level. Extra Attacks per round (You end up with the same number of attacks per round as a Fighter). +4 bonus to Natural AC. +4 bonuses to STR,DEX and CON. Can't cast spells while under the effects of the spell. +5 bonus on Fortitude Saves. Proficient with Simple weapons. Proficient with Martial weapons.
Tortoise Shell Grants a target 50% physical immunity for 1 round/2 levels.

W
Wail of the Banshee Changed to PnP correct 40 foot radius spread.
Wall of Fire Lasts 1 round/level as per PnP. Removed saving throw check as there is none per PnP. Redid damage calculation as damage is 2d6 +casterlevel(max casterlevel is 20). It was being capped at max damage=20.
Warpriest Battle Tide Range changed from Personal to Short. Changed Area of Effect to a 15' radius. Can't be stacked anymore.
Warpriest Mass Cure Light Wounds Now takes into account Augmented Healing Feat. Uses will save now instead of incorrect fortitude save. Capped max heal bonus to +25 as per PnP. Won't automatically hurt friendly undead anymore, only if they are in the area of effect.
Warpriest Mass Heal Now removes wounding effect. Per PnP description, Mass Heal can heal a maximum of 250 hitpoints. Won't remove the effects of Enlarge Person, Iron Body, or Stone Body. Now removes effects, except fatigue, as per PnP. Since fatigue is applied as an extraordinary effect, it can't be removed by this spell. Won't automatically hurt friendly undead anymore, only if they are in the area of effect.
Web No spell resistance.
Weird Added both stun effect for 1 round and Strength decrease (but for only 20 rounds since it's temporary) on successful fortitude save as per PnP.

V
Vitriolic Sphere Metamagic variable properly stored for future callbacks so casting another metamagically enhanced spell will not apply new metamagic to this spell. Correctly applies full damage in 1st round no matter what. Made save means no further damage. Failed save in round 1 means further damage in round 2. Made save in round 2 results in 1/2 damage (or less- takes into account Evasion and Improved Evasion) and no further damage. Failed save in round 2 results in damage (Takes into account Improved Evasion) and a 3rd round of possible damage. Round 3 takes into account Evasion and Improved Evasion.


Re: Spells [Mechanics]
« Reply #2 on: February 11, 2011, 08:02:53 PM »
Quote
Here's a list of what's being changed for warlock invocations:
-Dark One's Own Luck.
Only grants the bonus to one saving throw type (fortitude, reflex, will) at a time as per PnP. If it is recast, the old bonus is removed.

-Flee The Scene.
Doesn't grant the whole party haste. Grants the caster and those within touch distance (very close) a temporary speed buff.

-Chilling Tentacles.
For lag purposes, this will be limited to one patch at a time. Casting it twice in a row will cause the first patch to vanish. This no longer has a paralysis component.

-Eldritch Blasts
All eldritch blasts that roll a ranged touch attack have the chance to crit for double damage. Also, if they have Point Blank Shot, they will get +1 attack bonus if the target is close.

-Hideous Blow
The Hideous Blow  blast shape casts like a toggleable buff. You cast it on yourself and then run into combat. While on, it reapplies itself automatically each round until turned off.

Brimstone Blast
Vitriolic Blast
Utterdark Blast
-All essences can stack that are supposed to be able to stack. Brimstone blast can be coupled with vitriolic blast. Multiple utterdark blasts will continually add negative levels. Hellrime blast does not stack. The stock invocation code causes any essence to remove all other essence effects applied by the same blast shape. Utterdark Blast now only drains 1 level at a time.

-Word Of Changing
functions as Baleful Polymorph instead of a useless self-polymorph. Word of Changing is effectively a 5th level spell in PnP, so the DC to resist is relatively low. On DC, the resulting effect is only semi-permanent (can be dispelled or rested off).


-The Dead Walk
Will scale with caster level much like other undead summon spells in the game.

-Eldritch Doom
Blast shape now radiates from the caster and picks targets intelligently. Specifically, allies are never damaged by it and enemies are. In the case of utterdark blast, enemy undead are not hit and friendly undead are.

-Retributive Invisibility
lasts 1 round/level.

-Dark Foresight.
Grants 15/adamantine damage reduction instead of 30/adamantine or 10/cold iron.

-Devour Magic.
Bonus HP do not stack anymore. Whenever you cast this, old bonus HP are removed.

-Tenacious Plague.
Attack bonus of the insects is increased to scale with caster level instead of gaining a bonus from charisma. This ability is considered a summon. [Malice edit] Tenacious Plague (and Greater TP) should no longer harm the caster (as supposedly intended)

-Wall Of Perilous Flames.
Modified to last 1 round/level. Like Chilling Tentacles, only one may be in effect at any time.

-Devil's Sight.
This should, um, actually work.

-Eldritch Chain.
Spurious attack rolls removed and other bugs fixed. In short, it will hit more often. With the stock invocation code, this ability misses far more often than it's supposed to.

-Charm
Charm invocations will not allow you to control multiple creatures.

EDIT: A note on Chilling Tentacles and Wall of Perilous Flame. These abilities have been limited to cope with lag, but the number of AoEs a warlock can have in effect may be increased. There will be a limit, though, so that spamming of these abilities is impossible.

EDIT2: The first NWN2 expansion is apparently going to add a weapon focus for ranged touch attack, so I'm not going to bother.