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Old 11-08-2005, 11:14 AM   #1
Zink Whistlefly
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Join Date: March 20, 2005
Location: North Yorkshire, England
Age: 43
Posts: 520
The guide assumes the latest patch 1.66 is installed, as well as SoU and HoTU, with game difficulty set to D&D Hardcore Rules. Its purpose is to correct erroneous spell descriptions, and include detailed info that isn't in the description. Creature stats are also detailed in this guide, which are otherwise quite hard to determine (resistances, abilities etc). It won't be on quite the same scale as the Baldur's Gate II Spells Reference, but it should provide a useful reference for people who want to know the low-down about spells in NWN. Feel free to PM me if anyone wishes to discuss any of my findings. This guide will be refined over time so if anyone can provide useful further information about any spells, then please do. All values and effects have been verified by the appropriate spell script file as well as tested in game. Creatures have been examined in detail both in-game and in the Toolset.

Area of Effect specifics:


RADIUS_SIZE_COLOSSAL: Largest circle (10m radius).
RADIUS_SIZE_GARGANTUAN: Gigantic circle (8.33m radius).
RADIUS_SIZE_HUGE: Huge circle (6.67m radius).
RADIUS_SIZE_LARGE: Large circle (5m radius).
RADIUS_SIZE_MEDIUM: Medium circle (3.33m radius).
RADIUS_SIZE_SMALL: Smallest circle (1.67m radius).

Note that spells can reference areas of effect such as "Colossal" in their description, but that does not necessarily mean that the spell radius of effect is 10 metres. Find Traps for example has a 30 metre radius.

Duration specifics:


1 Round = 6 seconds
1 Turn = 10 Rounds = 1 minute
1 Hour = 2 Turns = 2 minutes //can vary depending on module
1 Day = 24 Turns = 24 minutes

This part of the guide only covers the Divine spells. Arcane spells will be covered in a separate guide. Several spells are available to both Arcane and Divine casters, so for the purposes of who these spells are available too, this guide will only suggest that they are available to Clerics/Druids/Paladins/Rangers when this might not be the case.

Divine Spells




Cantrips




Cure Minor Wounds
Available to: Cleric, Druid.
Description: Cures 4 HP to the targeted creature. If the creature is undead, the caster can make a touch attack, and if successful the target Undead takes 4 HP Positive Energy damage.
Save: None (vs undead).
Metamagic: None.
Comments: Cures/deals 6 points of positive energy damage to Undead rather than 4 if the Cleric has Heal domain powers. Otherwise this spell cannot be Empowered.

Flare
Available to: Druids only.
Description: The target must make a Fortitude save or suffer a -1 penalty to attack rolls for 1 Turn.
Save: Fortitude avoids.
Metamagic: None.

Inflict Minor Wounds
Available to: Clerics only.
Description: If the caster succeeds at a touch attack, the target suffers 1 HP negative energy damage.
Save: Will avoids.
Metamagic: None.
Comments: Description suggest the target can make a Will save for half damage, but a successful Will save avoids the damage.

Light
Available to: Cleric, Druid.
Description: Creates a small light source above the target, that will travel with the target and last for 1 Hour per Caster Level.
Metamagic: Can be Extended to last for 2 Hours per caster level as a level 1 spell.
Comments: The light is created as a bright, white, 20m radius source.

Resistance
Available to: Cleric (0), Druid (0), Paladin (1).
Description: Provides a +1 bonus to all saving throws for 2 Turns.
Metamagic: Can be Extended to last for 4 Turns as a level 1 spell (or level 2 for Paladins).

Virtue
Available to: Cleric (0), Druid (0), Paladin (1).
Description: Target creature receives +1 to his/her maximum HP. The bonus hit point lasts for 1 Turn per caster level.
Metamagic: Can be Extended to last for 2 Turns per caster level as a level 1 spell (or level 2 for Paladins).



Level 1




Bane
Available to: Clerics only.
Description: Decreases attack bonus by 1, and saving throws vs. Fear by 1 for all enemies within a colossal (10m) radius of the target. The penalties last for 1 Turn per caster level.
Save: Will vs Mind Affecting negates.
Spell Resistance: Allowed.
Party Friendly: Yes.
Metamagic: Can be Extended to last for 2 Turns per caster level as a level 2 spell.
Comments: This is the offensive version of Bless. Immunity to mind affecting spells prevents this spell.

Bless
Available to: Cleric, Paladin.
Description: Increases attack bonus by 1, and saving throw vs Fear by 1 for all allies within a colossal (10m) radius of the target. The bonuses last for 1 Turn per caster level.
Metamagic: Can be Extended to last for 2 Turns per caster level as a level 2 spell.
Comments: This is the defensive version of Bane. The attack bonus stacks with those provided by Divine Favour, Aid, Prayer, Divine Power and Battletide to provide colossal attack/damage bonuses.

Bless Weapon
Available to: Paladins only.
Description: Targeted weapon increases enhancement to +1, and receives a 2D6 damage bonus vs Undead.. It can also be cast on a creature, provided the creature has a melee weapon equipped.
Metamagic: Can be Extended to last for 2 Hours per caster level as a level 2 spell.
Comments: If the targeted weapon already has +1 enhancement or greater, this enhancement does not increase further, but the 2D6 damage vs Undead is still applied. The damage bonus type is divine. The actual duration for this spell is 2 Turns per caster level (rather than the stated 1 Minute) when applied to a melee weapon. A hidden property for this spell is its ability to slay Rakshasa when cast on a pack of crossbow bolts. All the bolts within the pack get a +1 enhancement bonus and which lasts for 2 Rounds per level. The Rakshasa get no saving throw - they are instantly slain upon a successful hit.

Camouflage
Available to: Druid, Ranger.
Description: The caster receives +10 to his/her hide skill checks for 10 Turns per caster level.
Metamagic: Can be Extended to last for 20 Turns per caster level as a level 2 spell.
Comments:The bonuses of this spell stack with those provided by Mass Camouflage.

Cure Light Wounds
Available to: Cleric, Druid, Paladin, Ranger.
Description: Cures 1D8, +1 HP per caster level to a maximum of 1D8+5 to a target creature, or inflicts that amount of positive energy damage against an undead creature if the caster makes a successful touch attack check.
Save: Undead do not get a Will save for half damage with this spell.
Spell Resistance: Allowed (Undead).
Metamagic: Can be Empowered as a level 3 spell, or Maximised as a level 4 spell.
Progression:
Caster LevelHP healed/Positive energy damage sustainedEmpoweredMaximised
11D8+1
21D8+2
31D8+3
41D8+4
51D8+5(1D8+5)+((1D8+5)/2)
61D8+5(1D8+5)+((1D8+5)/2)
7+1D8+5(1D8+5)+((1D8+5)/2)13

Deafening Clang
Available to: Paladins only.
Description: Targeted weapon increases attack bonus by +1, receives +3 Sonic damage and gets the properties of a Thunderstone on successful hits. This lasts for 1 Round per caster level.
Metamagic: Can be Extended to last for 2 Rounds per caster level as a level 2 spell.
Comments: If the targeted weapon already has +1 enhancement or greater, its attack bonus does not increase further. The specific properties of the on hit: deafen property are save at DC15 or become deaf for 5 Rounds.

Divine Favour
Available to: Cleric, Paladin.
Description: Caster receives a +1 bonus to attack and damage rolls for every 3 caster levels, to a maximum of +5. The bonuses last for 1 Turn.
Metamagic: Can be extended to last for 2 Turns as a level 2 spell.
Comments: The damage bonus received is applied as magical damage. This spell stacks nicely with Bless, Aid, Prayer, Divine Power and Battle Tide to provide colossal attack/damage bonuses!
Progression:
Caster Level:Attack/Damage bonus received
1+1
3+1
6+2
9+3
12+4
15++5

Doom
Available to: Clerics only.
Description: Target suffers a -2 penalty to attack rolls/damage rolls/all saving throws/all skill checks for 1 Turn per caster level if they fail their Will save.
Save: Will vs Mind Affecting negates.
Metamagic: Can be extended to last for 2 Turns per caster level at a level 2 spell.
Comments: Immunity to mind affecting spells prevents this spell. The damage penalty is applied in the form of negative magical damage, which as far as I'm aware will only works against you if you have a positive magical damage bonus already (like that applied by Divine Favour).

Endure Elements
Available to: Cleric, Druid, Paladin.
Description: Lasts 24 Hours, and provides 10/- resistance against Fire/Cold/Acid/Electricity/Sonic until 20 points worth of damage from any one elemental type has been absorbed.
Metamagic: Can be Extended to last for 48 Hours as a level 2 spell.

Entangle
Available to: Druid, Ranger.
Description: All creatures within a large (5m radius) area must make a Reflex save or be held for 2 Rounds. The entangled area remains for 3 Rounds +1 Round every 2 caster levels.
Save: Reflex negates.
Spell Resistance: Allowed.
Party Friendly: No.
Metamagic: Can be Extended to last for 6 Rounds + 1 Round per caster level as a level 2 spell.
Comments: The spell description states that creatures who make their Reflex save still get their movement rate reduced. This does not appear to be the case. Creatures with Freedom, Woodland Stride or those that are incorporeal are immune to the effects of this spell.

Entropic Shield
Available to: Clerics only.
Description: Provides the caster with 20% concealment against all ranged attacks for 1 Turn per caster level.
Metamagic: Can be Extended to last for 2 Turns per caster level as a level 2 spell
Comments: A nice hidden benefit from this spell is that is also provides the concealment bonus against spell touch attacks.

Inflict Light Wounds
Available to: Clerics only.
Description: Inflicts 1D8, +1 negative energy damage per caster level to a maximum of 1D8+5 to a target creature if the caster makes a successful touch attack. The target can attempt a Will save for half damage. If the target is undead, it is healed that amount.
Save: Will halves.
Spell Resistance: Allowed.
Metamagic: Can be Empowered as a level 3 spell, or Maximised as a level 4 spell.
Comments: The touch attack check is still required when using to heal undead.
Progression:
Caster LevelNegative energy damage sustained/undead HP healedEmpoweredMaximised
11D8+1
21D8+2
31D8+3
41D8+4
51D8+5(1D8+5)+((1D8+5)/2)
61D8+5(1D8+5)+((1D8+5)/2)
7+1D8+5(1D8+5)+((1D8+5)/2)13

Magic Fang
Available to: Druid, Ranger.
Description: The casters animal companion (if present) gains a +1 enhancement bonus to its weapon for 1 Turn per caster level.
Metamagic: Can be Extended to last for 2 Turns per caster level as a level 2 spell.
Comments: This also grants a 1/+1 damage reduction for the duration of the spell. The damage bonus type is magical.

Magic Weapon
Available to: Cleric, Paladin.
Description: Targeted weapon increases enhancement to +1. It can also be cast on a creature, provided the creature has a melee weapon equipped.
Metamagic: Can be Extended to last for 2 Hours per caster level as a level 2 spell.
Comments: If the targeted weapon already has +1 enhancement or greater, this spell has no effect.

Protection from Alignment
Available to: Cleric, Paladin.
Description: Provides a +2 AC deflection bonus, +2 to all saving throws and immunity to mind affecting spells from all creatures of the chosen alignment.
Metamagic: Can be Extended to last for 2 Hours per caster level as a level 2 spell.

Remove Fear
Available to: Clerics only.
Description: All allies within a medium (3.3m radius) area around the caster have their saving throws vs Fear increased by 4 for 10 Turns, and all effects of Fear (if present) are removed from these allies.
Metamagic: Can be Extended to last for 20 Turns as a level 2 spell.

Sanctuary
Available to: Clerics only.
Description: Makes the target creature invisible to all creatures unless they make a successful Will save to see through the sanctuary effect. True Seeing breaks Sanctuary, as does attacking or casting an offensive spell. The effect lasts for 1 Round per caster level.
Metamagic: Can be Extended to last for 2 Rounds per caster level as a level 2 spell.
Comments: All creatures (friend and foe) can attempt a Will save to see the caster.

Scare
Available to: Clerics only.
Description: A single creatures with less than 6 HD is Frightened if it fails its Will save. This lasts for 1D4 Rounds.
Save: Will vs Fear negates.
Spell Resistance: Allowed.
Metamagic: Extended to last for 1D4+(1D4/2) Rounds as a level 2 spell.
Comments: In addition to running away with Fear, the creature suffers a -2 penalty to attack, damage rolls and Will saving throws vs mind affecting spells. Immunity to mind affecting spells prevents the Fear.

Shield of Faith
Available to: Clerics only.
Description: Grants a +2 AC deflection bonus to a targeted creature, with an additional +1 bonus every 6 levels to a maximum of +5. The AC bonus lasts for 1 Turn per caster level.
Metamagic: Can be Extended to last for 2 Turns per caster level as a level 2 spell.
Progression:
Caster LevelAC deflection bonus
12
63
124
18+5

Sleep
Available to: Cleric (1), Druid (1), Ranger (2)
Description: All hostile creatures within a huge (5m radius) area must make a Will save or fall asleep for 3 Rounds, +1 Round per caster level. Creatures with more than 8 Hit Dice are immune. A maximum of 4+1D4 HD worth of creatures are affected.
Save: Will vs Mind Affecting negates.
Spell Resistance: Allowed.
Party Friendly: Yes.
Metamagic: Can be Extended (level 2 Cleric/Druid spell, level 3 Ranger spell) to last for 6 Rounds +2 Rounds per caster level. Empowered (level 3 Cleric/Druid spell, level 4 Ranger spell) to affect (1D4+4)+((1D4+4)/2) worth of creatures, or Maximised (level 4 Cleric/Druid spell) to affect 8 HD worth of creatures.
Comments: This spell seems to last for 2 Rounds longer than stated.

Summon Creature I
Available to: Cleric, Druid, Ranger.
Description: Summons a Dire Badger for 24 Hours.
Metamagic: Can be Extended to last for 48 Hours as a level 2 spell.
Comments: The Dire Badger seems to have several attacks (claw weapons) in its inventory, which are used up (as if each weapon has 1 charge) before its main weapon becomes its 1D6 bite attack. If the cleric has Animal Domain powers, the Dire Badger is replaced with a Dire Boar.
Dire Badger Stats:
Level3 (Animal)
Ability Scores (STR/DEX/CON/INT/WIS/CHA)10/17/12/3/12/4
Attack1 Attack Per Round (ApR) @ AB +5 (2(BAB)+3(17DEX))
WeaponRandomly chosen from 1D2, 1D4 or 1D6 variants of claw/bite/gore
AC17
HP25
Notable FeatsWeapon Finesse
AbilititesCan enter a Rage, granting a +3 bonus to strength and constitution. This ability lasts 1 Round and can be used twice. It is automatically applied when the Dire Badger spots an enemy.

Ultravision
Available to: Cleric (2), Druid (1), Ranger (1).
Description: Target creature's vision is improved beyond Darkvision, and allows the recipient to see through magical Darkness for 1 Hour per caster level.
Metamagic: Can be Extended to last for 2 Hours per caster level as a level 3 spell.
Comments: Seeing through magical darkness allows the recipient to attack other creatures within a globe of darkness and not suffer the 50% miss percentile, as well as target creatures within the globe with spells.

[ 11-06-2006, 01:52 PM: Message edited by: Larry_OHF ]
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