Spell changes (Bonds of Blood)

Narcian Spells and Magical Arts
The caster is not allowed to buff players 8 levels less then his level.

If a player is attempting to use a magical item’s spell through a Use Magic Device (or Spellcraft) check there is chance that the spell will fail even if the player’s UMD roll is higher then the DC to use the items. This happens of the player rolls a 1. Failure to activate an item may result in a temporary supernatural penalty from the magical item backfiring.

Buff spells will use the lowest level between the caster and the targeted object for calculations. This may affect spell duration and the spells strength.

Spells that provide 50% concealment normally, have been lowered to 30% concealment because True Sight is not implemented correctly in the NWN engine. True Sight should allow the attacker to bypass concealment, but it doesn’t. This also keeps the melee-hit to dodge ratio in check because concealment is an added check on top of AC.

Any spell that does bludgeon, slash, or piercing damage cannot be resisted with X/+y type of damage reduction anymore. Only X/- type damage resistance can absorb these types of damage from spells.

Acid Fog
Duration increased from ½ round/level to rounds/level and the creatures in the fog are slowed (no save and no SR).

Acid Splash
Now ranged touch attack.

Animate Dead
Duration is now turns/level and it can only be used at night. It also summons a new undead creature with 3 HD.

Aura of Fear
Now protects +2 from fear and heals 1 hp per ally.

Aura of Glory
Charisma bonus was +2 now its +4, saves against fear was +6 now +2, All allies are healed 1 hitpoint, and the casters used to get diseased 40% of the time, that has been removed.

Aura Versus Alignment (Greater Spell Immunity/Spell Mantle)
The caster gains protection to level 7 spells and lower if his shield is still intact. The shield can absorb spell levels equal to 7 + 1 per 4 levels.

Awaken (Animal Growth)
Now gives 1d6+2 strength, +4 constitution, +4 on all saves, and 10/+1 DR. This spell now lasts turns/level. Also Maximize and Empower are no longer valid.

Ball of Lightning
The total damage from all missiles have been combined into one damage amount in order to bypass electrical damage resistance. It also hits only 1 target and the spell resistance check now works properly.

Banishment
Fixed a bug that caused creatures killed by the spell to not execute their death scripts.

Barkskin
Target gets +2 natural AC and +1 AC per 3 levels above 3rd level to a maximum of +5. Duration was hours/level, now it is turns/level.

Bigby’s Clenched Fist (Polar Ray)
This spell does up to 25d6 cold damage to a single target.

Bigby’s Crushing Hand (Maw of Chaos)
Now slows the target for the duration of the spell and does 2d6+12 bludgeon damage (no save).

Bigby’s Forceful Hand (Acid Arrow Storm)
This spell does up to 15d6 acid damage to creatures within the main target’s radius.

Bigby’s Grasping Hand
Now slows a target (humanoid) for the duration of the spell and does 1d6+10 bludgeon damage (no save).

Bigby’s Interposing Hand
Used to lower one enemy’s AC by 10, now the enemy's attack bonus is lowered by 4.

Black Blade of Disaster
The blade does 2d12 damage and is considered a +5 weapon. The blade has the attack bonus of the caster + the caster’s modifier (int or cha). The blade’s base stats are equal to that of a 17 HD fighter. This spell no longer requires a concentration check. The duration is now 5 rounds + 1 round/level.

Black Staff (Greater Energy Buffer)
Resists 6d4 elemental damage up to a total of 20d10.

Blade Barrier
Max damage was set to 20d6 per rounds/level. This spell was probably the most overpowered spell I have ever seen in D&D and it didn’t follow the standard D&D spell formulas. Most persistent area of effect spells in D&D do about [(spell level/2)d6] damage per round. Since this spell is divine, it uses d8 for damage calculations, this spell now does 5d8 damage per round (because it has a save and SR). There was also a bug that only damaged the target 1d6 if it made a reflex save, it is now fixed.

Blade Thirst
Give a +1 enhancement to a slashing weapon per 4 caster levels max +3.

Bless Weapon
No longer adds 2d6 damage versus undead. Now it adds +1 enhancement damage versus evil and undead creatures. This also can be added to any range item (not ammo). An additional 1d6 damage vs undead is added to melee weapons. The duration is now turns/level.

Bombard
Added a knockdown if targets fail a save. Anyone within 2 meters of the caster is not harmed.

Bull Strength
Duration was hours/level, now it is turns/level

Call Lightning
Damage was (caster level)d6 now its 3d6 and 3d10 if raining/outdoor (Max 10 bolts).

Cats Grace
Duration was hours/level, now turns/level.

Charm (all)
Duration used to be 2 + level/2 rounds, now its rounds/level

Circle of Death
Was very inefficient, but has been improved. Max HD worth of creatures that can now die is capped at 20d4.

Clarity
This spell now provides +2 saves versus fear spells and +4 saves versus mind spells for turns/level.

Cloudkill
Duration was 1 round/2 levels, now rounds/level (no SR).

Combust
Bioware designed it to be potentially infinite causing a performance hit to the server. Now the combust visual lasts only 3 rounds max, but the damage continues.

Continual Flame
Adds light to an object until the caster rests.

Create Undead
Duration is now 1 turn/level and it can only be used at night. It also summons a new undead creature with 11 HD.

Create Greater Undead
Duration is now 1 turn/level and it can only be used at night. It also summons a new undead creature with 15 HD.

Creeping Doom
Now does (caster level/2 + 1)d4 piercing damage to all creatures within its radius. Removed the 1000 damage maximum (no SR).

Darkfire (Mace of Odo)
This spell adds 1d6 divine damage and an on-hit daze effect (DC 14) to the caster’s weapon.

Darkness
Treat this spell as a temporary “smoke screen”. Its duration has been drastically shortened due to very high abuse.

Deafening Clang
This spell only adds a deafening effect to any weapon.

Death Ward
Duration was hours/level, now it is turns/level.

Delay Fireball
Now acts like a normal fireball spell with increased damage.

Dirge (Cacophonic Shield)
Caster receives 20% concealment versus range weapons and gets an attack shield that deals 1d6+1/level max 15 sonic damage to melee attackers.

Dismissal
This spell now only works on 1 creature in the area of effect. The save to resist the spell is equal to the spell’s savecreature’s HD + caster’s level.

Displacement
Now gives 20% concealment, lasts turns/level, and can only be used on the caster.

Dispel
1d20 + caster level (max 10) is used to dispel spells.

Divine Power
This spell was completely bugged. Even Bioware left comments in the code saying it was bugged. Now base attack bonus is set to the caster’s level (max +5 bonus), 1 more attack per round has been added, and the caster gets 1d6 strength. Duration is rounds/level.

Dominate (all)
now rounds/level.

Doom
Fixed a bug that forced the target to make a save and resist the spell or be affected by the doom effects.

Drown
Used to remove all hitpoints except for 1d4 hitpoints. Now it removes all hitpoints and has an immune to death spells check.

Eagles Splendor
Duration was hours/level, now turns/level.

Earthquake
This spell still does 10d6 damage to everyone in radius, it also knocks down all enemies for 1 round, anyone who fails a concentration check of 29 cannot cast a spell during the earthquake, and there is a 25% chance of falling into a fissure which can be avoided with a reflex save of 20. If an enemy falls in a fissure it is damaged a second time (10d6) and is knocked down for 2 rounds. Anyone within 2 meters of the caster is not harmed.

Electric Jolt
Now a range touch attack

Elemental Swarm
Duration was 24 hours, now turns/level.

Endure Elements
Resists 1d4 elemental damage up to a total of 5d4. Duration is turns/level.

Endurance
Duration was hours/level, now turns/level.

Energy Buffer
Resists 2d8 elemental damage up to a total of 15d10. Duration is turns/level.

Entangle
Duration was 3 + level/2 rounds, now its rounds/level.

Entropic Shield
Gives a 20% miss chance against ranged attacks for turns/level.

Ethereal Visage (Mass Confusion)
Confuses all nearby creatures.

Evard’s Black Tentacles
This spell does 1d6+4 bludgeon damage to anyone that it grapples. The grapple check is the caster’s level + 8 + 1d20 versus the targets AC. Any target that is not grappled is still slowed. Duration was level/2 rounds, now rounds/level (no save no SR).

Elemental Shield (Fireshield)
Now does 1d6 + caster level (max 10) in fire damage to the attacker. The caster gets 50% immunity to cold damage. Also shield spells do not stack, they negate eachother.

Elemental Swarm
Summons 4 huge elementals in row.

Feeblemind
A decrease to the enemy’s charisma by 1d4 has been added.

Find Trap
This spell used to disable traps within 90 ft, it now detects traps within 30 ft. It also adds +1 to search for every 2 caster levels (max +10).

Firebrand
The total damage from all missiles have been combined into one damage amount in order to bypass fire damage resistance. This spell also has a save and spell resistance and is now calculated correctly.

Fire Storm
This spell used to do half fire damage and half divine damage. It only does fire damage now, thus twice the fire damage as before. Anyone within 2 meters of the caster is not harmed.

Finger of Death
Damage is now capped at 3d6 + caster level (max 25).

Flame Arrow
Used to do 4d6 damage per arrow, max 5. Now does 1d6 per arrow at 1 arrow per level max 10.

Flame Weapon
Gives +1 fire damage per 2 caster levels (max +10) and lasts 1 round/level. This spell can only be used on the caster.

Flame Lash (Flame Sword)
Does 1d8 + 1 per level/2 max 10. It is now a touch attack and has no save.

Flesh to Stone
Freezes target for rounds/levels. The target gets resistance to melee and spells for the duration of the spell. The target also suffers 1d6 constitution damage.

Fox Cunning
Duration was hours/level, now turns/level.

Freedom of Movement
Provides immunity to paralysis, entanglement, and slow (not speed decrease).

Gate
Duration is now 5 rounds + 1 round/level. It also summons a random extraplanar creature with 17-20 HD.

Ghostly Visage (Blur)
Gives 10% concealment for turns/level.

Ghoul Touch
Added a melee touch check.

Globe of Invulnerability
Absorbs 3d6 spell levels up to level 4 spells.

Grease
Duration is now rounds/level.

Greater Dispel
Used to dispel at level 15, now 20. 1d20 + caster level (max 20) is used to dispel spells.

Greater Magic Fang
Now gives +1 AB and +1 magical damage per 4 caster levels.

Greater Magic Weapon (Enhance Familiar/Fortify Familiar)
This spell now adds +1 enhance per 4 caster levels to a maximum of +5 for 1 turn/level.

If used on a familiarThis spells gives the familiar +2 on AB, +2 damage, +2 AC (+4 at level 7), +2 saves, and 10% immunity to slash weapons (at level 7).See Narcian Spells for effects if used on a familiar.

Greater Planar Binding
Duration is now 5 rounds + 1 round/level and a new random extraplanar creature is summoned. Also if this spell is used on an outsider it can paralyze it (will save negates).

Greater Restoration
Now heals petrify and most, if not all ailments. It no longer cures hitpoints.

Greater Sanctuary (Etherealness)
Now makes allies within arms reach ethereal for 2 rounds. The will save is equal to 10 + 6 + wisdom modifier of the caster.

Greater Shadow Conjuration
Still has normal spells, but the summon is now a 9 HD shadow. The duration is now 5 rounds + 1 round/level.

Greater Spell Breach
Used to lower SR 5, now 3d2 points. It also strips 6 spells, it used to strip only 4.

Greater Spell Mantle
Now protects 1d8 + 10 spell levels, was 1d12 +10.

Greater Stoneskin
Absorb up to 150 damage at up to 15/+4 damage reduction. It also lasts turns/level versus hours/level.

Gust of Wind
Now does (1d4)d4 + 2d6 damage to tiny creatures, (1d4)d4 damage to small creatures, and knocks down all creatures up to a medium size.

Hammer of the Gods
Does 5d8 damage, and dazes if target fails a will save.

Harm
Does no damage.

Heal
Does (level)d10 hitpoint restoration max 15d10. A will save negates damage.

Healing Circle (Cure Light Wounds Mass)
This spell heals 1d8+1/level (max 25).

Healing Sting
An exploit has been fixed.

Hold (all)
Duration is now rounds/level.

Holy Weapon
+1 enhancement versus evil is added to a weapon per 4 caster levels to a maximum of +4. Also 1d6 positive damage is added to the weapon.

Horrid Wilting
Does a maximum of 20d6 magic damage to living creatures. Does a maximum of 20d8 magic damage to elementals.

Ice Storm
Does 3d6 bludgeon damage, 2d6 cold damage and an extra 1d6 cold damage per 2 caster levels. The extra damage is capped at 5d6.

Identify
Now adds +10 points to the caster’s lore rank for 2 rounds.

Implosion
Lowered DC by 3. Bioware set the DC too high.

Improved Invisibility (Greater Invisibility)
Now rounds/level, gives the user 10% concealment, and raises the user’s attack bonus by 2. It also has a hide vs spot check.

Incendiary Cloud
Now does 4d6 fire damage and 1d6 smoke/bludgeon damage per round (no SR).

Inferno (Call Lightning Storm)
This spell does 5d6 electrical damage to all creatures and 5d10 electrical damage outdoors while it is raining.

Infestation of Maggots
Duration was 10 + caster level in rounds. It should have been and is now caster level/2 rounds.

Invisibility
Now the duration is rounds/level. It also has a hide vs spot check.

Invisibility Sphere
This spell is now like and Invisibility Mass spell. The duration is rounds/level. It also has a hide vs spot check.

Isaacs Greater Missile Storm
Now hits 1 target, and does 1d4+1 damage per missile, max 15 missiles, at 1 missile per caster level. This spell has been modified to hit 1 target so that spell resistance calculations are done correctly. It also has no save.

Isaacs Lesser Missile Storm
Now hits 1 target, and does 1d4+1 damage per missile, max 10 missiles, at 1 missile per caster level. This spell has been modified to hit 1 target so that spell resistance calculations are done correctly. It also has no save.

Keen Edge
Now lasts 1 turn/level.

Knock
Never worked because it didn’t work with invincible doors, now it does. Also unlocks all doors with a DC equal to or less then 20 + level (max 10). A roll is done for each lock.

Legend Lore
Now lasts 1 turn and can gives the caster a maximum of 20 lore points at 10 + caster level / 2.

Light
Duration was hours/level, now turns/level.

Lesser Dispel
1d20 + caster level (max 5) is used to dispel spells.

Lesser Mind Blank
Provides +8 saves to mind spells. Duration is turns/level.

Lesser Planar Binding
Duration is now 5 rounds + 1 round/level and a new random extraplanar creature is summoned. Also if this spell is used on an outsider it can paralyze it (will save negates).

Lesser Restoration
Heals a single ability decrease effect.

Lesser Spell Breach
Now lowers SR by 1d2.

Lesser Spell Mantle
Absorbs 4 + 1d2 spell levels up to level 5 spells

Mage Armor
Now gives +1d4 AC bonus. It is also turns/level now.

Magic Circle Against Good/Evil
Now gives +2 AC, a +2 Universal saving throw, and +4 save versus mind spells.

Magic Fang
Now gives +1 AB and +1 magical damage.

Magic Missile
Now gives 1 missile per 2 caster levels after level 1, max 5, and does 1d4+1 damage.

Mass Charm
The caster is immune to this spell because the target location is too close to the caster.

Mass Dominate
The spell does not work right so it has been converted to mass charm.

Mass Heal
Now heals [caster’s level]d10 (max 25d10) hitpoints.

Mestil's Acid Sheath
This spell now does 1d6 + caster level (max 15) acid damage to an attacker. Also shield spells do not stack, they negate eachother.

Meteor Swarm
Used to do 20d6 fire damage. Now it does 2d6 bludgeon damage (no save) twice and 6d6 fire damage (no save) twice to the targets in the radius. Anyone within 2 meters of the caster is not harmed.

Melf’s Acid Arrow
This spell used to do 3d6 damage on impact and 1d6 damage per round. Now it does 2d4 damage on impact and 2d4 damage per round.

Mind Blank
This spell now provides immunity to mind spells, immunity to charm spells, immunity to confuse spells, and immunity to domination spells. Duration is turns/level.

Minor Globe of Invulnerability
Absorbs 3d4 spell levels up to level 3 spells.

Monster Regeneration
Used to regenerate 3 hitpoints, now it regenerates 4 hitpoints per round.

Mordenkainens Disjunction
1d20 + caster level (max 40) is used to dispel spells.

Mordenkainens Sword
Duration is now 5 rounds + 1 round/level and the summoned creature has the base stats of a 13 HD fighter. The summons AB is equal to the casters base AB + the casters modifier (int or cha). The sword does 2d6 slash damage, 2d6 sonic damage, and has a +3 enhancement.

Nature’s Balance (Cure Serious Wounds Mass)
This spells heals 3d8 + caster level (max 35) in hitpoints for all allies.

Negative Energy Burst
Now capped at level 10 for the damage calculations (1d8 + level).

Negative Energy Protection
The spell only protects from level drain and ability decrease.

Negative Energy Ray
The spell is now a touch range attack.

Neutralize Poison
Now the spell target becomes immune to poison (from spells) for turns/level.

One with Land
Was +4 on all skills, now +2. Also replaced set trap with search.

Owl’s Insight
Duration was hours/level, now 1 hour.

Owls Wisdom
This spell now lasts 1 turn/level.

Phantasmal Killer
Fixed the Empower Metamagic option as it was calculated wrong.

Planar Binding
Duration is now 5 rounds + 1 round/level and a new random extraplanar creature is summoned. Also if this spell is used on an outsider it can paralyze it (will save negates).

Polymorph Self
All forms have the stats of a HD 7 creature of that type per D&D 3.5. Pixies also now get a dagger.

Poison
Converted to touch attack. Also it does 1d10 constitution damage.

Premonition (Hardening)
The caster’s body becomes harder and can absorb damage equal to the caster’s level/2 (max 10/+20). Total absorption is 10 x the caster’s level.

Protection From Good/Evil
Was turns/level now rounds/level. It also gives a +4 save versus mind spells.

Prismatic Spray (Greater Shout)
All creatures within the cone receive 10d6 sonic damage (no save) and can be stunned for 1 round (fortitude save) and be deafened (fortitude save for half duration) for 4d6 rounds.

Protection From Elements
Resists 1d8 elemental damage up to a total of 10d8. Duration is turns/level.

Protection From Evil
Can now be extended.

Protection from Good
Can now be extended.

Protection From Spell
Can now be extended.

Power Word Kill
Was an area of effect spell, now only hits 1 target.

Quillfire
Now does piercing damage instead of magic damage.

Raise Dead
Now heals hitpoints equal to the casters level. It also cures poison and disease. There is a 50% chance that you will lose all abilities and spell uses for the day.

Ray of Enfeeblement
This now has a ranged touch attack check.

Ray of Frost
Now a ranged touch attack and does 1d3 damage.

Regeneration
Now cures 4d8 + caster level in hitpoints. It also regenerates the total lost hitpoints/2d10 for 2d10 rounds (max 5 hitpoints per round).

Remove Blindness and Deafness
This spell now only works on 1 target.

Resist Elements
Resists 1d6 elemental damage up to a total of 5d6. Duration is turns/level.

Restoration
Works like lesser restoration but also cures level drain and most negative effects from spells.

Sanctuary
Duration is now 2 rounds.

Scare
Can now be extended.

Searing Light
Now a ranged touch attack. And it does a maximum of 10d8 damage to undead.

See Invisible
Now lasts rounds/level.

Shades
Still has normal spells, but the summon is now a 11 HD shadow. The duration is now 5 rounds + 1 round/level.

Shadow Conjuration
Still has normal spells, but the summon is now a 7 HD shadow. The duration is now 5 rounds + 1 round/level.

Shadow Shield
The caster may only use this spell on himself and it no longer gives immunity to necromancy spells.

Shapechange
All forms have the stats of a HD 17 creature of that type per D&D 3.5.

Shelgarn’s Persistent Blade
Used to last 1 turn per 2 levels, now its last 1 round per 2 levels + 5. It also has been changed to have stats of a level 1 fighter with 14 AC. The blade’s attack bonus is equal to the caster’s modifier (int or cha)/2.

Shield
Caster gets a 1d4 bonus to AC instead of +4.

Silence
This spell also provides 50% immunity to sonic damage, 50% spell failure, immunity to confusion, immunity to charm effects, immunity to domination, and the spell now lasts rounds/level. This spell can only be used on a single target. Also an exploit has been fixed.

Slay Living
The empowered damage of this spell was bugged.

Sleep
Now affects 1d4 hitdice worth of creatures.

Slow
Has a few additions: -1 on attack rolls, -1 AC, -1 reflex saves for rounds/level.

Spell Breech
SR is now lowered 2d2 points.

Spell Mantle
Absorbs 6 + 1d4 spell levels up to level 9 spells.

Spell Resistance (Spell Immunity)
The caster gains protection to level 4 spells and lower if his shield is still intact. The shield can absorb spell levels equal to 4 + 1 per 4 levels.

Spike Growth
Duration was hours/level now its rounds/level.

Stinking Cloud
Dazes creatures for 2 rounds (no SR).

Stoneskin
Absorb up to 100 damage at 10/+2 damage reduction. It also lasts turns/level versus hours/level.

Storm of Vengeance
This spell’s effects are applied instantly rather then in rounds due to the radius of the spell (400ft+). It does 1d6 acid damage (no save) from acid rain, 5d6 bludgeon damage (no save) from large hail, and 10d6 electrical damage (reflex for half) from lightning bolts. Anyone within 2 meters of the caster is not harmed.

Summon I-IX
Replaced with many new summons.

Sunbeam
Blind effect now lasts level/3 rounds. It also used to do 3d6 damage now it does 4d6. And it does 20d6 to undead.

Sunburst
Now does a maximum of 25d6 damage to undead and 6d6 damage to all other targets. It used to blind permanently, now its temporary.

Tasha’s Hideous Laughter
This spell used to knock down a target. Now it makes the target deaf and slow for the duration of the spell. An additional check has been added to check for immunity to mind spells.

Timestop
Freezes everyone is 30ft radius. Enemies cannot be harmed for the 1d2+1 round duration. Timestop now has a spell resistance check per a variant rule in the Epic Character Handbook.

Tenser’s Transformation
Metamagic no longer works with this spell. It also no longer gives temporary hitpoints per D&D. It now gives base attack bonus equal to the casters level. This spell also merges the caster’s current weapon stats with the new tenser’s weapon.

True Seeing
Now it can only see invisible creature, see through darkness, and it gives +4 to will saves.

Undeath’s Eternal Foe
Duration was turns/level now rounds/level. It can also only be applied to 1 ally per 5 levels.

Undeath to Death
This was a very inefficient script and the spell resistance check was being done after the save check. It has been fixed.

Virtue
was turns/level now rounds/level.

Vampire Touch
Now is a touch attack. The temporary hitpoints now last 1 hour. Also the damage is capped at 10d6. And an exploit has been fixed.

Vine Mine (Camouflage)
Now duration is rounds/level.

Vine Mine (Entangle)
Used to have an insane DC. Now it is fixed.

Vine Mine (Hamper Movement)
The duration is now rounds/level. It now has a spell resistance check and a reflex save.

Wall of Fire
Now does 2d4 initial damage to those within 10 feet and 1d4 for those within 20 feet. Every round it does 2d6 + caster level (max 20) in damage. The duration is now longer and is equal to rounds/level. This spell now does double the damage to undead.

War Cry
Now boosts the casters attack bonus and damage by 2.

Wail of Banshees
Was bugged but now fixed. Also the caster does not die from this spell.

Word of Faith
Removed instant killing of Outsider and Elemental race.

Wounding Whispers (Crushing Despair)
All nearby creatures suffer a -2 penalty to attacks, saves, and all abilities.