Rules & Guides > Spells

Spells
Many spell durations have changed. These include summoning spells, enchanting spells (eg spells which give a sword magic powers) and some buffs.

The duration for these spells is now 12 turns + 1 turn per the relevant ability modifier. So for a wizard, high intelligence will help your spells last longer. The same is true of charisma for a paladin, or wisdom for a cleric.

Most stat-boosting spells, such as bull's strength, endurance etc, still last for 1 hour per level.

Specific spell changes:

Bigby's Grasping Hand
Victim is allowed a fortitude saving throw every round they are effected by the spell to see if they can break free from the hand.

Bombardment
The maximum damage that can be done is now 20d8, instead of the Bioware default of 10d8.

Darkfire
The caster immolates a non-magical weapon so that it does 1d6 points of fire damage, +1 per four caster levels (maximum of +5).

Darkness
Lasts for 1 round for every two caster levels - ie half the normal duration. Other than that, works normally. This can be a very powerful spell.

Death Armour
Creates a damage shield doing 2d4 magical damage to enemies who hit the PC, on top of the other effects (partial cold and fire immunity).

Cannot be cast on anyone already under the effect of an elemental shield or Mestil's acid sheath spell.

Earthquake
Now has a chance to knockdown opponents who fail a reflex save, as well as doing the usual damage.

Elemental Shield
Creates a damage shield doing 2d6 fire damage to enemies who hit the PC, on top of the other effects (partial cold and fire immunity).

Cannot be cast on anyone already under the effect of a death armour or Mestil's acid sheath spell.

Greater Magic Weapon: Weapons gains +1 bonus per 5 caster levels up to a maximum of +4.

Harm
The original version was too strong and has been weakened. The victim now has a fortitude saving throw, DC 24, and if succesful they only take half damage.

Improved Invisibility
Has a random duration. Lasts for 30-60 seconds per level.

Invisibility
Has a random duration. Lasts for 30-60 seconds per level.

Issac's Greater Missile Storm
No more than six missiles should hit any one enemy. Great for multiple targets. Stronger than on the original BD.

Issac's Lesser Missile Storm
No more than six missiles should hit any one enemy. Great for multiple targets. Stronger than on the original BD.

Knock
Applies to all doors or placeables (such as chests) within ten feet of the caster.

Makes a check of 20+caster level vs the DC of the lock to be picked. So a level 10 caster can open a chest with a DC of 30.

If an object needs a key to unclock, then the spell will not be effective. In other words, it won't work on certain items a DM has put into the module for a quest, where you need to find a key. This is the same as for rogues who try to pick the lock on such items.

Mestil's Acid Sheath
Creates a damage shield doing 2d8 acid damage to enemies who hit the PC, on top of the other effects (partial cold and fire immunity).

Cannot be cast on anyone already under the effect of a death armour or elemental shield spell.

Tenser's Transformation
Changed from the Bioware version, but the caster still becomes a brutal killing machine.

Timestop
There are no restrictions on using timestop on this server. It only affects creatures within 60 feet of the caster. It lasts for 3 rounds.

Word of Faith
Now will only destroy one outsider or elemental. Any others in the area of effect lose half their hit points instead. Also, creatures with 19 or more hit dice can only ever take half damage.


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