DnD changes to spells: created Grapple Routine, new Touch Routine (with sneak attacks), and many spells reworking (see below for full list). This mod if compatible with Reeron and Player1 bug fixes, and in any case, also if you find some compatibility problems there's a way to overcome them (see in the "Download" section for details).
What's new in this edition:
------------------------------
v1.62:
- Resolved some bugs with Grapple checks.
- Improved Bigby's spells, Evards Black Tentacles and Chilling Tentacles.
- Many bug fixes to all the spells in the mod
Improvements:
----------------
General:
A) Created a new Grapple script true to DnD 3.5 to use with all spells that use a Grapple as Bigby's, Black Tentacles, etc.
B) Improved Touch Attack routine to use instead of the buggy one of NWN2:
- Correct conditions, range bonuses for attacker and defender
- Added sneak attack and critical to touch spells.
- Mage Armor and Improved Mage Armor spells protect from Touch Attacks as per DnD
C) Many improved spells (not bugfixes, other mods are for this):
- Acid Fog: slow work by size now, as it should
- Bigby's Forceful Hand: It now allows for 1 check each round, and creatures larger than Large should not be possible to "bull rush" with this spell. "Bull Rush" is now implemented better, with an opposed strength check
- Bigby's Interposing Hand: it now slows the target and give -4 (not -10) to hit to attacker
- Bestow Curse now works as DnD: Touched target is inflicted with one of: -6 on one random ability, -4 penalty on attacks, saves and skill checks or 50% spell failure and miss chance. On a succesful saving throw the target receives still a -1 hit penalty for 1 min. The effects of the spell cannot be dispelled, they are permanent. They can only be recovered by restoration spells
- Dominate Monster: Duration is permanent as per DnD.
- Disintegrate: now destroys Mordekainen's sword since the new version (included) is stronger.
- Dispel/Greater Dispel Magic: it now dispel also Mordekainen's sword and all Bigby's spells as per DnD
- Energy Drain: it is now a touch ranged spell with no save
- Evard's Black Tentacles: implemented with the Grapple routine and the tentacles have now 8 + Caster Level DC and no more paralysis but immobilization, so cannot be resisted. Creatures that enter the AOE also if not grappled are still slowed (50% movement decrease).
- Ethereal Jaunt: now it is more similar to PnP, but being Nwn2 a CRPG it had no sense to follow strictly the rules. Target becomes incorporeal (i.e. can pass throug objects) and he is invisible (as for improved invisibility) for the duration of the spell (1 round/lvl). Being incorporeal the target cannot be grappled
- Greater Invisibility: caster now remain invisible either after attacking or casting a spell. Mirror Images gets removed by it (same for Invisibility).
- Mirror Image: fail to cast if target is invisible and gets removed by insibility spells.
- Mordenkainen's Sword (Mage's Sword): changed the sword completely to respect DnD. Since I couldn't implement all rules I changed it. It has 15 dmg reduction, 100% immunity to fire/cold/acid/electricity damages, sword has AC 13 and inflicts 4d6 +3 damage on each hit with an attack bonus of Caster Level + casting modifier. It can be dispelled by Dispel Magic and destroyed by Disintegrate
- Prismatic Spray: total reworking of the spell. Now it works as DnD. Creature with less than 8HD are blinded for 2d4 rounds, not 1 rnd/lvl. The rays now do: 1. 20 points fire damage (Reflex half), 2. 40 points acid damage (Reflex half), 3. 80 points electricity damage (Reflex half), 4. Kills; Fortitude partial, take 1d6 points of Con damage instead, 5. Turned to stone (Fortitude negates), 6. Insane, as insanity (permanent confusion) spell (Will negates), 6. Sent to another plane (dismissed) (Will negates). The cone range is now 60 feet. On a roll of 8 roll twice more.
- Shield: the spell now blocks Isaac's Missile storms spells since they are the equivalent of Missile Storm in DnD.
Cleric/Druid spells:
--------------------
- Call Lightning: now works more similar to DnD. It allows a bolt of lightning to strike 1 enemy/caster level (max 10) for 3d6 electricity damage every round in the spell area for a total of rounds equal to the number of bolts available for the caster (1/level, max 10).
- Word of Faith: total reworking of the spell to be more similar to DnD. Being it a mix of Holy Word and Word of Chaos I implemented them togheter. NONCHAOTICS gets with no saving throw: HD Equal to caster level Deafened; Up to caster level �1 Stunned, deafened; Up to caster level �5 Confused, stunned, deafened; Up to caster level �10 Killed, confused, stunned, deafened. Nonchaotic extraplanar creatures within the area are instantly banished back to their home planes (Will save (at a �4 penalty) to negate). Creatures whose HD exceed your caster level are unaffected. For NONGOOD they get: HD Equal to caster level Deafened; Up to caster level -1 Blinded, deafened; Up to caster level -5 Paralyzed, blinded, deafened; Up to caster level -10 Killed, paralyzed, blinded, deafened. NonGood extraplanar creature get the same fate as nonchaotic ones. The effects get these values: Deafened: The creature is deafened for 1d4 rounds. Stunned: The creature is stunned for 1 round. Confused: The creature is confused, for 1d10 minutes. Blinded: The creature is blinded for 2d4 rounds. Paralyzed: The creature is paralyzed and helpless for
Warlock spells:
---------------
- Curse of Despair now works as DnD: Touched target is inflicted with one of: -6 on one random ability, -4 penalty on attacks, saves and skill checks or 50% spell failure and miss chance. On a succesful saving throw the target receives still a -1 hit penalty for 1 min. The effects of the spell cannot be dispelled, they are permanent. They can only be recovered by restoration spells
- Chilling Tentacles: now works as DnD. Tentacles Grapple enemies (not paralize them) and their DC is 8 + Caster level.
- Noxious Blast: Ray now nauseate target/s for 1 Round (i.e. miss chance and spell failure 100%)
- Retributive Invisibility: caster now remain invisible as per Greater Invisibility, either after attacking or casting a spell.
- The Dead Walk: summons are now better. New spell is ready, with Summons by HD, will be here in next version
- UtterDark Blast: it now heal damage if the target is Undead
I suggest people that want to include this mode to copy the "DnD1.xx" dir (totally) under the "Override" directory. The mod contains a subdir called "misc"; this one is for spells used by creatures and misc classes as Arcane Archer. If you want them included just put also this subdir (i.e. put all the content of the mod).
Subdirectories under the override works well, and they are the best way to keep the dir clean and to work better with different mods. If you have other mods I suggest you do the same with them, creating a directory with a number before them (if, for example, you use Reeron mod, create a dir named "Reeron" (or use the ones in his mod)). You can have many files under many subdirectories and THE FIRST FILE LOADED WILL BE THE ONE USED. Using directories under you override remove a lot of confusion and replacing of files is easier.
If you then have some problems of compatibility and would like to use other files under other mods but you have my mod load them first you will have only to remove the file that trouble you. The names of the spells are easy to find out. If you for example search for "Acid Arrow" search for a file named "xx_xx_AcidArrow.ncs/nss" or something like that (the real name is "nw_s0_acidarrow.ncs/nss", ncs is the compiled, the nss is the source), and if you would like to use this spell with, for example, the version of Reeron mod, you will only have to delete it, and it will load the next version founded (naturally if there are no mod version in the override dir it will take the original one to load).
Strange, it happens the contrary on my own. However I don't use numbers, but letters.
I tested it, you are right, I don't know why but numbers get read after letters, and if you use them they are sorted in a decrescent order instead of crescent. I say strange because for letters instead they go alphabetically (and not the contrary).
Selea
Posted by ryancwn at 2007-10-08 23:55:27 Voted 10.00 on 10/08/07
Are you sure that the file that will be loaded first is the one being used? Because for my NWN 2, the spell.2da and feat.2da in a 01 dir got overided by the spells.2da and feats.2da from a dir at 'higher' number. reverse the order seems to fix the problem.
I suggest you (how I explained in the download version) to create different directories under your override directory for different mods. In your example you have my mod and Reeron's one, so name a dir (under override) "01-DndMod" and put the contents of my mod in this dir, then do another dir (under override) with name "02-Reeron" and put Reeron's mod content in it.
As you see I put numbers before the names because THE FILES LOADED FIRST ARE THE ONES USED, so, in the above case, all the same spells of my mod of reeron's one use mine.
You can also put all files under override and replace Reeron's ones but the way I explained is better because the override is more clean and also if you will have trouble with a spell (or you like for example the version of the same spell by Reeron better) you can delete the files under the dirs without compromising all mods.
Obviously you can do this with all mods you have, just remember that alphabetically files loaded first are used.
Do I install this before or after reerons? How do I install it with reerons do I replace some files in his install with yours? _________________________ I got a signature! Woooooooo!
Posted by jallaix at 2007-10-02 03:19:28 Voted 9.00 on 07/16/07
I'm currently updating the framework for MotB compatibility. I'll come back to you thereafter. _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
Well, yes, it was a lot of time to be sure but I had much work to do and didn't have the time to work on it, however now I have spare time and so I'm here again.
I will include an Hack Pack when I will have done all the new spells I'm planning to include. I have already done Blink, Simulacrum, Project Image, Teleport, Shadow Jump (ShadowDancer), Irrisestible Dance (Bard), and working on others (predominanlty Bard/Ranger atm). I will be happy to help you in your project. When I will have them ready I will tell you.
Best regards,
Selea
Posted by jallaix at 2007-09-28 05:07:20 Voted 9.00 on 07/16/07
Good to see you back (after 4 months) !
In fact I'm looking to improve my spellcasting framework with your spells so I was wondering if I could integrate your "Better spells" inside.
Secondly, could you upload a hak version of your spells (existing + new) with a custom tlk ? The framework already provides new spells for module builders (spells that can't be done without the framework like Spell Turning, Detect Magic and Analyze Dweomer), and I'd like to integrate "Project Image" and "Simulacrum" as well.
By the way, the next version of the framework will have an override version (so players will be able to use it), so I'll probably use a modified version of Reeron's dialog.tlk to integrate the new spells. _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
Sorry for the wait. I didn't have time in the last two months, but now I'm ready.
I've changed the name of the mod and the way it works. Since there are many mods that fixes bugs etc. I will focus only on implementing difficult things to do and that are not done elsewhere, so to have more compatibility and less trouble for users.
I'm currently working on a full implementation of "The Dead Walk" with summoning by HD as per DnD and "Storm of Vengeance". They will be ready in 2-3 days.
I was also trying to find a method to post new spells. I've made "Project Image" and "Simulacrum" for myself and would have liked to put them here but then I've seen that Reeron has already a changed "Dialog.tlk" and "Spells.2da" so to have them compatible I will have to put a tlk for every mod that change it. Until Obsidian doesn't include custom TLKs I think I will have to keep these spells only for personal use, sorry.
If someone than is interested I have also a mod to enhance Archery. It gives dexterity modifier as damage to bows. If people are interested I will put it on.
Best regards,
Selea
Posted by jallaix at 2007-07-16 23:56:53 Voted 9.00 on 07/16/07
Selea, are you still supporting this project ?
Because it's not 1.06 compatible, and you haven't put a new version for 2 months now...
Waiting for your answer... if you ever read this post ! _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
Posted by Ishan at 2007-05-22 09:28:32 Voted 9.25 on 05/22/07
I don�t know how many volley-like ranged touch attacks are there, but for example at x0_s1_mantspike, your code will most likely apply the sneak attack bonus to every single missile. There are no manticores in the game yet but I remember these spikes from NWN1 which were already nasty enough. That would be quite devastating if a manticor would also have some rogue levels.
- The sneak attack damage applies only to the first projectile in a volley (initial damage), just as it does when you throw multiple shuriken as part of a single attack action (TnB FAQ)
I think a combo of this and reerons is pretty bad ass so far, can't use those two together atm thanks to the palemaster fixes in reerons being overidden by this one but we shall soon see that corrected huh? _________________________ I got a signature! Woooooooo!
Posted by Ishan at 2007-05-22 08:55:59 Voted 9.25 on 05/22/07
If I find some missing features of spells, then I�m going to post them then in the current "What Spells are Bugged or Broken" topic at the Bioware general forum.
I don�t want to favour any particular spell-fix maestro. You are all doing excellent work.
Posted by Ishan at 2007-05-22 07:19:47 Voted 9.25 on 05/22/07
I�m going to check the new changes out as soon as possible.
Btw, undead are immune to sneak attacks, so they should never be healed by these.
Did you take reerons new pale master changes into account when makking the changes to pale master touch spells???? _________________________ I got a signature! Woooooooo!
Posted by Ishan at 2007-05-19 16:50:55 Voted 9.25 on 05/22/07
One thing I forgot to mention:
You could also add the Ranger�s favored-enemy damage bonus to spells if you like. You just need to check the target�s race somewhere.
Posted by Ishan at 2007-05-19 16:41:53 Voted 9.25 on 05/22/07
Sorry, I don�t visit the forums so often and rather watch only the new releases here.
Btw, you could also change at ranged-touch spells that the beam effect will be shown even at misses. Just move the beam-line before the touch-result line. This looks nicer.
I personally have also reduced the effect-duration to 1-second, so it doesn�t look so strange if the target creature is currently moving around and thus also let the beam move around with it.
There are also some creature touch attacks where you could add critical hit and sneak attack support, e.g. �NW_S1_BltAcid�, similar bolt attacks, and mephit attacks. I don�t know how many spells are actually used by creatures in the game.
I�ve just seen that some of the Arcane Archer�s abilities also use touch attack rolls, hence support critical hits.
Lay on Hands also should do critical damage but AFAIR you still can�t target undead with it with 1.05 patch yet.
Poison, Slay Living and Searing Light is also a touch attack spell.
I�ve also added ranged touch attacks to Flame Arrow as it is of Conjuration school and thus similar to Melf�s Acid Arrow.
I don�t know any else at moment.
I once wrote an overview about rules/quotes from the D&D books of critical hits and sneak attacks related to spells for Reeron. I�ll copy it here again for you.
I�ve almost forgotten about these official rules also after some time now.
If a sneak attack deals no dice-damage then it deals additional �negative energy� damage. I guess your implementation isn�t so wrong then � just replace the piercing type with negative energy. That should apply to the Energy Drain, Enervation, and Poison (NW_S0_Poison) spell AFAIK.
See below for all important official rules/quotes:
Critical Hits:
- Any spell that requires an attack roll and deals damage functions as a weapon in certain respects, whether the spell deals normal hit point damage, nonlethal damage, ability damage, or energy drain. Such spells can threaten critical hits, can be used in sneak attacks, and can be used with favored enemy damage bonuses
- Unless the spell description says otherwise, a weaponlike spell threatens a critical hit on a roll of 20 and deals double damage with a critical hit. (That�s not a simple x2 multiplier on damage result. More about this read below)
- Only damage that the spell deals in the round it strikes is increased by a critical hit (e.g. Melf�s Acid Arrow�s initial 2d4 damage is doubled to 4d4)
- Some weaponlike spells depend on a saving throw to determine the damage doubled on a critical hit (e.g. Disintegrate deals 2d6/CasterLvl on failed save, but only 5d6 on a successful save. If a critical hit is scored and the target makes it saving throw, it takes 10d6 damage; on failed save, it takes 4d6 damage/CasterLvl)
- Extra damage from a critical hit is of the same type the spell deals normally (IMPORTANT: e.g. Ray of Frost�s 1d3 cold damage becomes 2d3 cold damage, NOT 1d3x2. 1d3x2 results in 2, 4, or 6, while 2d3 is 2, 3, 4, 5, or 6. Slay Living on a failed roll deals on a critical hit 6d6 + CasterLevel*2 damage. Quoting PHB p. 114: When your character scores a critical hit, ROLL the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together)
- A critical hit with an energy-draining spell inflicts twice the listed amount (e.g. Enervation�s 1d4 becomes 2d4 negative levels)
- Spells that require attack rolls but do not deal actual damage cannot score critical hits (e.g. Ray of Enfeeblement = Strength PENALTY)
Sneak Attacks:
- Any weaponlike spell can be used to make a sneak attack, including ranged spells used against targets within 30 feet (just as with any other ranged sneak attack)
- The sneak attack damage applies only to the first projectile in a volley (initial damage), just as it does when you throw multiple shuriken as part of a single attack action (TnB FAQ)
- A successful sneak attack with a weaponlike spell deals extra damage according to your sneak attack ability, of the same type as the spell deals (e.g. Melf�s acid arrow initial 2d4 (NWN2: 3d6) acid damage +Xd6 Acid-Sneak Attack damage)
- Spells that inflict energy drain or ability damage deals additional negative energy damage on a sneak attack, not extra negative levels or ability damage. (e.g. Enervation spell bestows 1d4 negative levels and deals Xd6 points of negative energy damage)
- If a sneak attack with a Weaponlike spell results in a critical hit, the spell damage is doubled, but not the extra damage (as with any sneak attack)
Ishan. For Wail of The Banshee, you are right, I will fix it.
For Critical Hits I didn't know it, in fact I expected someone to tell me if it was wrong. I asked in nwn2 forums but nobody answered me, so I put as for general attack.
Piercing damage is only applied when touch spells don't do damage per se; also this I don't know if it is correct. If it is not I will change it.
Thank you for your help,
Selea
Posted by Ishan at 2007-05-19 12:53:27 Voted 9.25 on 05/22/07
Is this intended from you that you always deal maximum possible damage multiplied by 2 (like with METAMAGIC_MAXIMIZE) on a critical hit?
Isn�t that a bit overkill or do I misunderstand what you�ve coded in �dnd_spells_include�?
That�s what the official D&D rules say about critical hits:
Quoting PHB p. 114: When your character scores a critical hit, ROLL the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together
Example 1: Ray of Frost�s 1d3 cold damage becomes 2d3 cold damage, NOT 1d3x2. 1d3x2 results in 2, 4, or 6, while 2d3 is 2, 3, 4, 5, or 6.
Example 2: Slay Living on a failed roll deals on a critical hit 6d6 + 2*CasterLevel damage, NOT (3d6 + CasterLevel) * 2.
And about your sneak damage calculation:
If nDamage == 0 then you apply the SneakDamage as piercing type directly to the target. Why that? Does nDamage really matter for adding SneakDamage? No spell�s damage dice rolls can result in 0. You add up both results at the end anyway and return only nDamage what is correctly treated then as the appropriate damage type.
I would remove this condition.
Posted by Ishan at 2007-05-19 08:48:43 Voted 9.25 on 05/22/07
Wail of Banshee has more or less the correct radius of 10.0 meters (= colossal radius). You have mixed casting range up with effect radius there (25 ft. + 5ft./2 levels).
If you want a fussy correct radius then use: 12.192 (meters = 40 feet)
Yes, it works with Reeron or Player1 mods. You will just have to overwrite the files. I've took the scripts from their mods to begin the work. The only thing that you must beware is that there's a spells.2da file in the zip that could overwrite some custom changes you (or some other mod) have made. If you don't want this, just edit the file in your override dir and change the spells manually (in the readme are written the numbers to be changed). For half-cast time just replace all 1500 to 800 and all 1000 to 700, then go to the spells numbered 1500 and 1000 and change them back.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone