Spells: Modifications
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The following spells have been modified from the BioWare implementation.
[edit] Notes
The durations given in hours and minutes always in terms of game times. So they must be divided by 15 to give the real-life times. Rounds last 6 real-life seconds and turns last 60 real-life seconds.
[edit] General Spells
[edit] Animate Dead
NOTE THAT THIS SPELL IS CURRENTLY BROKEN AND NONFUNCTIONAL. A NEW VERSION OF THE SPELL IS BEING WORKED ON.
The narfell implementation requires a Black Onyx worth at least 50 coins to create an undead. The HD of the undead created is based on the size of the "viable" corpse that the spell is cast upon.
| Corpse Size | HD | Undead |
| Small | 1 | Zombie |
| Medium | 1 | Skeleton |
| Medium | 2 | Zombie |
| Large | 2 | Skeleton |
| Large | 4 | Zombie |
| Giant | 4 | Skeleton |
| Giant | 8 | Zombie |
There is no "lifespan" for the summoned undead. They remain until killed. Once released from service, they return as hostile to all. The ability to control the undead is based on the 3e rules where the summoner can control 2HD caster level of undead. If summoner is trying to summon something greater than the 2HD per level it can control, the undead is summoned as hostile. Summoner can summon and control as many undead as his 2HD caster level allows.
[edit] 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.
[edit] Create Greater Undead
The Narfell implementation changes the BioWare implementation adding a requirement for a material component consisting of a black onyx.
[edit] Create Undead
The Narfell implementation changes the BioWare implementation adding a requirement for a material component consisting of a black onyx.
[edit] Find Traps
Narfell implements a duration of 1 minute/caster level plus 6 real-life seconds. The effect is applied through the trap tool and needs to be clarified.
Current Implementation seems to make the spell fire only once and not persist for the 1 minute/caster level plus 6 seconds duration, or there is not a way to make it find traps again.
[edit] Identify
The Narfell implementation changes the BioWare implementation, adding a requirement for a material component consisting of a infusion of pearls.
[edit] 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.
[edit] Polymorph Self
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.
Polymorph shapes no longer grant Temporary HPs, but instead will heal the caster 2 HP per level.
There is also an optional polymorph system available via overrides, detailed below.
New Polymorph System
There's a bug with 1.69 and the override. Read here: http://www.narfell.us/modules.php?name=Forums&file=viewtopic&p=381608#381608
In order to use the new polymorph system, one must install the optional override files found at http://wiki.narfell-nwn.com/files/poly_overrides.rar. A readme file is included in with instructions for installation.
If you do not have the override files installed, the standard polymorph code will be used when the spell is cast (including the above listed changes).
Arcane Version
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:
- Have the Polymorph Self spell prepared.
- Acquire a reagent (for example, an Essence of Raven available in some stores). The reagent may be in your inventory or on the ground.
- Cast the spell, and target the reagent.
- 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.
Divine Version (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. The animal must be friendly to the caster. Clerics with animal domain have access to the spell Charm Animal or Person now to accomplish this.
- Have the Polymorph Self spell prepared.
- Have a Charm Animal or Person spell prepared, OR a Summon spell with the desired animal prepared.
- Either Charm or Summon the desired animal.
- Cast Polymorph Self on the animal.
- 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.
[edit] 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.
[edit] Resist Elements
Duration changed to 24 hours.
[edit] Summon Creature
The Narfell implementation changes the BioWare implementation. Duration changes as follows: Summon I & II - 1 Hour + Turn/level; Summon III & IV - Turn/2 Levels; Summon V+ - Round/Level. 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. The creatures that are summoned have also been changed and are determined by the caster's selection, made using the Book of Summons.
There's currently issues with some alignments not having a summon choice available at all levels - see also this bug report.
[edit] True Seeing
The Narfell implementation changes the BioWare implementation, adding a requirement for a material component consisting of a mushroom ointment.
[edit] Arcane Spells
[edit] Bigby's Interposing Hand
As per NWN default. This spell will apply a -10 attack penalty to the target.
[edit] 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.
[edit] 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.
[edit] 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.
[edit] 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.
[edit] Circle of Death
The Narfell implementation changes the BioWare implementation adding a requirement for a material component consisting of a black pearl.
[edit] 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.
[edit] Grease
Altered such that a target with the "Freedom of Movement" effect is no longer subject to falling down.
[edit] 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.
[edit] Horrid Wilting
The Narfell implementation changes the BioWare implementation so that the spell also affects the caster.
[edit] Isaacs Greater Missile Storm
Changed the targeting algorithms so that no one target may ever receive more missiles than a "magic missile" spell of the same caster level can deliver. Also, leftover missiles are distributed one per remaining target until it runs out of targets (again, keeping the max in mind). This is different from the previous version where the first target would get all of the leftovers.
[edit] Isaacs Lesser Missile Storm
As Isaacs Greater Missile Storms.
[edit] 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.
[edit] Shape Change
The Narfell implementation changes the BioWare implementation, adding a requirement for a jade circlet worth at leas 1500 GP as a spell focus.
[edit] Stinking Cloud
Narfell implementation follows the d20 SRD, PHB and NWN descriptions.
[edit] 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 diamond.
[edit] Cloud of Bewilderment (HotU)
Anyone affected by cloud of bewilderment is only dazed for 2 rounds
[edit] Shelgran's Persistent Blade (HotU)
The duration has been changed to be equal to summons
[edit] Combust (HotU)
Max duration has been changed to 1 Round / 2 Levels
[edit] Mordenkainen's Sword
The Narfell implementation changes the BioWare implementation, adding a requirement for a material component consisting of a miniature platinum sword.
[edit] Negative Energy Ray
The Narfell implementation changes the BioWare implementation so that all undead are healed.
[edit] Invisibility Sphere
This spell now operates as a Mass Invisibility spell, targeting everyone friendly(or neutral with battlefield scripts) within range with invisibility effect.(about same area as Invis Sphere used to affect).
Changed Build 882b.
[edit] Cleric Spells
[edit] Bless
The Narfell implementation changes the BioWare implementation, reducing the duration to 1 turn/caster level.
[edit] 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.
[edit] Greater Restoration
Removed full healing effect. Added spell component of "Tiny Diamond Powder." Greater restoration will now remove the petrification effect.
[edit] Hammer of the Gods
The Narfell implementation changes the BioWare implementation, making it hit 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.
[edit] Harm
The Narfell implementation changes the BioWare implementation so that the spell may harm friends. Further it allows the victim a Will saving throw to halve the damage. Will inflict 10 points of negative energy damage per level, maximum of 150 (at CL15).
[edit] 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.
[edit] Healing Circle
The Narfell implementation changes the BioWare implementation so that the spell only heals allies and may harm all undead.
[edit] Inflict Wounds
The Narfell changes the BioWare implementation to affect any creature that is targeted, including allies.
[edit] Mass Heal
The Narfell implementation changes the BioWare implementation so that the spell may harm all undead. As Heal, but with a maximum cap of 250.
[edit] Raise Dead
The Narfell implementation changes the BioWare implementation, adding a requirement for a material component consisting of a diamond.
[edit] Resurrection
The Narfell implementation changes the BioWare implementation, adding a requirement for a material component consisting of a diamond.
[edit] Searing Light
The Narfell implementation changes the BioWare implementation so that any target is harmed, even if friendly.
[edit] Silence
The Narfell implementation uses a duration of 1 turn per caster level.
[edit] Magic Vestment (HotU)
Duration has been changed to 1T/level + 1 per 4 levels of the caster
[edit] Magic Circle vs Alignment
- Now Mass Protection Versus Alignment.
Changed 882c.
[edit] Battletide
Now an improved version of prayer granting +2/-2 rather than +1/-1.
Changed 882c
[edit] Druid Spells
[edit] Infestation of Maggots (HotU)
Max duration has been changed to 3 rounds
[edit] Call Lightning
Spell now self-targets, and has been given a duration (and is now extend-able). Spell 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. Damage will be as follows: 3dX + dX/3 Levels with reflex save for half. This means that a level 5 caster will do 4dX damage per bolt, a level 6 caster will do 5dX, a level 9 caster will do 6dX, etc. The X in the above damage listings is as follows.... 3 indoors, 6 outdoors, and 10 outdoors during a storm.
[edit] Item Powers
[edit] Choking Powder
- Requires only a single save to recover from the effects.
[edit] Weapon Spells
Only one weapon spell can be on an item at a time, if you try to cast another, it will simply fail.
[edit] Bless Weapon - Paladin 1
Duration: 2 Turns / Level on weapon or 2 Rounds / Level on bolts.
- +1 Enhancement
- +1d6 vs Undead
[edit] Deafening Clang - Paladin 1
Duration: 1 Round / Level
- +1 Attack Bonus
- +3 Sonic Damage
- Deafens on Hit: DC 10+ Caster Level
[edit] Darkfire - Cleric 3
Duration: 1 Turn / 3 Levels
- +1d6 Fire damage
- +1 Fire damage / 4 Caster Levels
[edit] Flame Weapon - Wiz/Sorc 2
Duration: 1 Turn / 4 Levels
- +1d4 Fire damage
- +1 Fire damage / 2 Caster Levels
[edit] Greater Magic Weapon - Bard 3, Cleric 4, Paladin 3, Wiz/Sorc 3
Duration: 2 Turns / Level
- +1 Enhancement Bonus / 4 Caster Levels
- Valid targets now include: melee weapons, ranged weapons, ammunition, and gauntlets.
[edit] Keen Edge - Wiz/Sorc 3
Duration: 1 Turn / 3 Caster Levels
- Adds Keen property to the affected weapon
- Changed to include piercing weapons.
[edit] Magic Weapon - Bard 1, Cleric 1, Paladin 1, Wiz/Sorc 1
Duration: 2 Turn / Caster Level
- +1 Enhancement Bonus
- Valid targets now include: melee weapons, ranged weapons, ammunition, and gauntlets.
[edit] Banned Spells
[edit] Banned By Script
No spells are currently banned by script in Narfell.
[edit] Banned From Casting
It is against the rules for Player Characters to cast any of the following spells without DM approval:
- Planar Binding
- Greater Planar Binding
- Planar Ally


