April 2007 v1.0
October 2007 v1.1
Jan 2008 v1.2
Feb 2009 v1.3
This is a CEP 2.1 and NWN 1.69 - compatible system complete with 49 new spells and a collection of other spell material from the NWN community.
Credit goes to the following contributors for their spell modifications:
1. ArQon for the EMS system upon which many modifications were based
2. Celowin, 69MEH69, and Pausanias for their AI scripts
3. Coema_Fetch for the Wall of Stone and (modified for inclusion) the Wall of Ice scripts
4. Webscav for Animate Dead
5. Agnus_the_holy for 3rd Edition Dragonfear
6. Mhzentul Lafarius for Corrected Dispel Magic
7. Gangster No.1 for 3.5E d20 Evard's Black Tentacles
8. Donwulff for Spell mods (Call Lightning, Harm, Heal, Mass Heal, Greater Restoration, Bardsong, Curse Song, Isaac's Greater Missile Storm, Terrifying Rage, Time Stop)
Credit especially goes to Wizards of the Coast, Inc. for spell ideas and spell icon pictures.
Spells of interest:
There is something for every spellcaster in this system....
Introducing the Spellcraft magic-enhancing element - certain spells are made more powerful because they are based on your Spellcraft check.
The four Epic Winds of Teraverse have been removed from the list of learnable spells (in version 1.0) because I'm
saving them for an upcoming module. (Plus they're too powerful to be learnable at level 9)
THE GOODIES: (yay)
spells.2da derived directly from the EMS modifications
A spell merchant kl_magicstore for testing
A DEMO module with stuff to kill
iprp_spells, iprp_onhitspells, iprp_feats to add the new spells to items
kl_spellsys_v1o3.tlk file
KL custom spells with colored spellbook icons (alphabetically listed)
- Animate Earth: Summons an Earth Elemental (power varies with caster level)
- Army of Anubis: Summons ten mummies (type changes with caster level)
- Astral Slide: Heals and restores the caster
- Burning Grip: Deals minor fire damage and disarms an enemy
- Chastise: Divine power that bestows negative levels
- Confiscate: Steals an item or gold from a target creature
- Crushing Pain: Deals damage equal to the amount of damage already dealt to an enemy
- Deep Freeze: Freezes enemies solid and coats the target location with slippery ice
- Doppelganger: Creates identical shadow copies of the caster
- Dream Eater: Puts a creature to sleep, OR severely damages a creature already asleep
- Earthshatter: Massive earthquake that spews molten lava in addition to typical earthquake effects
- Fatal Combustion: Time-delay curse that causes the victim to explode
- Felix Fortuna: The luck spell
- Flight of Dragons: Flaming Dragons scorch the target area (number increases with caster level)
- Forbid: Improves caster's spell resistance and counterspelling ability OR reduces target's spell casting ability
- Hatred: Strength and Constitution increase proportional to the amount of damage taken
- Hellbeam: Beam spell that hits in 7 elements
- Holy Vision: Reveals the map (including minimap pins), removes blindness, and temporarily grants ultravision and true sight
- Lure: Mass confuses enemies in target location
- Mass Shield: Improved Shield that affects a group of targets
- Mass Teleport: Teleport caster and nearby associates and allies
- Might of Oaks: 7/7 minimum increase to strength and constitution
- Mirror Shield: Damaging shield that reflects damage dealt to the caster
- Molten Rain: Bombardment that catches victims on fire
- Multiball: Multiple fireballs at once
- Mystic Cage: Holds any creature that enters it
- Necromancer's Vortex: Evil portal of negative energy that scares Good-aligned enemies, deals damage, and dominates Undead
- Overgrowth: Causes plants to burst forth in the target location (combos with Verdant Touch)
- Plague Winds: Epic Wind of Teraverse that spreads disease in the area when cast and again when the victims die.
- Pyroclasm: Fierce flames that spread the longer they burn
- Rancor: Improved senses and combat prowess
- Reflect: Redirects spells back toward enemy casters
- Ritual of Restoration: Convert gold to magic charges for items such as wands
- Screams of the Dammed: Boost a target Undead creature OR Area-of-effect sonic blast
- Searing Winds: Epic Wind of Teraverse that turns enemies to dust
- Soul Drain: sap Constitution and steal health
- Soul Reaper: Kill an enemy and dominate his soul
- Spelljack: Steal an enemy mage's memorized spell
- Summon Mount: Paladin/Blackguard spell that summons a special Mount (based on alignment)
- Sunder Armor: Reduces AC of target
- Telekinesis: Willful pulse blasts back enemies
- Teleport: Teleport to a location within view, visual effect changes depending on caster's alignment (try it with shadowdancer levels)
- Torrential Winds: Epic Wind of Teraverse that drowns everyone in the area except the caster
- Ultimate Missile Storm: Issac's most powerful missile shower
- Veil of Secrecy: Invisibility and spell resistance
- Verdant Touch: Tranmute a tree into a Treant to serve you
- Vitalizing Winds: Epic Wind of Teraverse that heals caster and all allies completely
- Wall of Ice: Freezing boulders block the way
- Wall of Force: Magical walls prevent passage
- Wall of Stone: Solid boulders
Whoops, I just noticed an error in my previous comment. My Commoner level should be 15, not 5. If it were 5, then I would explode immediately. If I were level 40, then I would get (40 - 10) * 6.0 = (30 * 6.0) = 180.0 seconds to live.
So the answer to your original question then, is to simply wait for the "bomb" to blow.
The fatal combustion spell acts like a time bomb. The duration is (Target Enemy's character level minus Caster's level) * 1 turn. If this results in 0 or less, then the poor sap explodes immediately after the curse takes effect. The higher the enemy's character level, the longer she has to remove the curse before it detonates.
If the spell is Quickened, then the duration is cut in half.
Therefore, if you are casting Fatal Combustion as a 10th level Wizard at me, a 5th level Commoner, then I have about (10 - 5) * 6.0 = 5 * 6.0 = 30 seconds to remove the curse or explode violently. :( If you had Quickened the spell, then I would only have 15 seconds.
Then when I finally do explode, I deal anywhere from 25 to 200 damage to everything within a HUGE radius.
Thanks for your generous vote, by the way, kazi_saki. I am currently scouring the Vault for some nice visual effects to use in an update.
Posted by kazi_saki at 2007-09-20 22:20:32 Voted 10.00 on 09/20/07
Thanks! btw, the fatal combustion spell doesn't seem to work sometimes. They get cursed but nothing else happens. Is that normal with the spell? does it get affected by saving throws/sr/chance?
The wall of force disappears on its own after a while. The wall of ice is permanent and has to be destroyed to pass, though attacking the wall will cause cold damage to you as a DC 20 trap.
Posted by kazi_saki at 2007-08-17 02:00:09 Voted 10.00 on 09/20/07
How do you dispell the wall of force/ice spell? I get stuck in an area after I cast it...:(
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