Spell Changes

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Gaia_Nostra
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Spell Changes

Post by Gaia_Nostra »

The following is a partial list of the spell changes that are currently implemented in our Waterdeep and Daggerford. Please feel free to add anything that I have missed:

Animate Dead
Changed duration from 24 hours to CasterLevel + 10 rounds

Ball Lightning
Modified the code to distribute the missiles evenly among all enemies

Bigby's Forceful Hand
Replaced bullrush/knockdown logic with a size check. If the size of the target is not equal to HUGE, creature is slowed for caster level rounds.

Camouflage
Reduced duration to 1 turn / caster level

Camouflage, Mass
Duration to 1 turn / caster level

Combust
Changed the duration to 1 + casterlevel / 2 rounds.
Note: Maximize is broken for this spell (i.e., it does exactly +12 points of damage).

Continual Flame
Duration 12 Hours (Items) / 24 Hours (Creatures)

Create Undead
Changed the duration from 24 hours to 10 + caster level rounds

Darkfire
- Reduced duration to caster level turns
- Reduced caster maximum from 20 to 10

Death Domain, Negative Plane Avatar
Changed duration from casterlevel hours to casterlevel + 10 rounds

Displacement
Added Immunity to Knockdown

Energy Drain
- Added conditional logic to require a successful Ranged Touch Attack
- Added logic to grant undead creatures 2d4 * 5 temporary hit point for 1 hour

Enervation
- Added conditional logic to require a successful Ranged Touch Attack
- Added logic to grant undead creatures 2d4 * 5 temporary hit point for 1 hour

Find Traps
- Duration: 1 Minute / Caster Level
- The caster's Search check is increase by +1 point per Caster Level (Maximum +10).

Firebrand
Distribute the missiles evenly among all enemies. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls will strike random enemy creatures in the area of effect. Each ball of flame explodes for 1d6 points of damage per caster level (max 15d6).

Greater Planar Binding
Changed duration from caster level rounds to 10 + caster level rounds

Greater Shadow Conjuration, Summon Shadow
Changed duration from casterlevel hours to casterlevel + 10 rounds

Harm
- Added saving throw for living target, reducing damage by 1/2.
- Added logic to reduce a living target to 1 HP if the damage exceeds its current HP total

Heal
- Added a 150 HP cap for healing (or damage for undead)
- Added saving throw for undead target, reducing undead damage by 1/2
- Added logic to reduce an undead target to 1 HP if total the damage exceeds its current HP total

Heal, Mass
- Added a 150 HP cap for healing (or damage for undead)
- Added saving throw for undead target, reducing damage by 1/2
- Added code to remove adverse conditions affecting a living target:
> Ability damage
> Blinded, confused, dazed, deafened, diseased, poisoned, stunned
> Feebleminded

Identify
- Modified to script to automatically identify any valid object
- If cast on a creature, automatically identifies the first unidentified object within the creature's inventory.

Infestation of Maggots
- Duration changed Caster Level / 2
- Ability damage reduced to 1d2

Isaac's Greater Missile Storm
A number of energy missiles (one per caster level but to a maximum of 20) appear and target each hostile creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, extra missiles will strike random enemy creatures in the area of effect. Each missile does 2d6 points of damage.

Isaac's Lesser Missile Storm
A number of energy missiles (one per caster level but to a maximum of 10) appear and target each hostile creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, extra missiles will strike random enemy creatures in the area of effect. Each missile does 1d6 points of damage.

Legend Lore
Replaced the delivered code with an RP only version.

Keen Edge
Added Piercing Weapons as a valid target
Note: Piercing weapon list is incomplete. It does not include HALBERD, MORNINGSTAR, SCYTHE or TRIDENT

Knock
Modified the Area of Effect to a single targeted item

Mage Armor
Replaced the NWN delivered code with ALFA custom rule:
- Gives the target +4 AC Bonus to AC Armor Enchantment with the following restrictions:
> Does NOT stack with Armor with AC 4 or higher
> Does NOT stack with items that have AC Armor Enhancement properties
> Does stacks with Shield Enchancement, Deflection, Natural Armor and Dodge AC bonuses
> Any armor equipped after casting Mage Armor will end the spell's effect within 20 seconds to avoid exploit; otherwise this would by-pass the AC armor adjustment from the spell
- Familiar abilities usage are persistent

Magic Fang
- Grants +1 enhancement bonus to natural weapon.
- Modified to apply enhancement/damage adjustment as follows:
> Bite, Left Claw and Right Claw or
> Left and Right arm slots if they are equipped with an item

Magic Fang, Greater
- Grants +1 enhancement bonus to natural weapon for each 4 caster levels.
- Modified to apply enhancement/damage adjustment as follows:
> Bite, Left Claw and Right Claw or
> Left and Right arm slots if they are equipped with an item

Magic Vestment
Changed the AC bonus to +1 per 4 caster levels

Magic Weapon, Greater
Changed enhancement bonus to +1 per four caster levels

Melf's Acid Arrow
- Changed conditional statement to require a successful ranged touch attack
- Corrected the damage calculation as 2d4 (as opposed to 3d6)

Mind Blank
Changed duration from CasterLevel Turns to 24 hours.

Monstrous Regeneration
Changed the rate of regeneration to 2 HP per round

Mordenkainen's Sword
Changed the duration to caster level + 10 rounds

Negative Energy Burst
Removed the Additional Level Damage cap (i.e., was capped at 20, now uncapped)

Planar Ally
- Duration: CasterLevel + 10 Rounds (Summon) or CasterLevel / 2 Round (Hold)
- Summons an Outsider to assist the caster, or holds an Outsider if the creature fails a save. When used to summon an Outsider, the type of varies with the caster's alignment (i.e., Good: Hound Archon, Evil: Succubus, or Neutral: Green Slaad).

Planar Binding, Lesser
Changed duration from Caster Level hours to Caster Level + 10 rounds

Protection From Alignment
Cannot cast ptotection from your own alignment

Raise Dead
Material component: Diamond Shard

Ray of Enfeeblement
- Added conditional logic to test for a successful Ranged Touch Attack
- Removed Fortitude Save logic

Ray of Frost
Changed the damage to 1d3

Resist Elements
Changed duration from casterlevel turns to 24 hours

Resurrection
Material component: Blessed Diamond

Searing Light
- Replaced conditional logic to test for enemy with a test for a successful Ranged Touch Attack
> Undead: d6 * caster Level (max 10d6)
> Construct: d6 * caster level / 2 (max 5d6)
> All Other: d8 * caster level / 2 (max 5d8)

Shadow Conjuration, Summon Shadow
Changed duration from casterlevel hours to casterlevel + 10 rounds

Shelgarn's Persistent Blade
Changed duration to 10 + Caster Level rounds

Stoneskin
Changed the maximum damage it will absorb to 150 HP

Summon Creature I - IX
- Changed duration from 24 hours to CasterLevel + 10 rounds
- Waterdeep variant: Summoned creature may vary by caster's alignment or item usage.

Summon Shadow
Changed duration from casterlevel hours to casterlevel + 10 rounds

Time Stop
- Added logic to remove Haste from the target before applying the Time Stop
- Changed the duration from 9 seconds to 1d4 + 1 rounds
Last edited by Gaia_Nostra on Fri Nov 23, 2018 6:29 am, edited 1 time in total.
If the enemy is an ass and a fool and a rating
coxcomb, is it meet, think you, that we should also,
look you, be an ass and a fool and a prating
coxcomb? in your own conscience, now?

Former Characters:
(Silverymoon): Q’arq Olafstenza Fry
(Waterdeep/Daggerford): Angus Porter, Cleric of Torm (aka the Slipshod Sergeant)
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Gaia_Nostra
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Re: Spell Changes

Post by Gaia_Nostra »

Disclaimer: Ignore this information if you use NWN-EE on any other PW or as a standalone.

I have made the changes listed above in a copy of the dialog.tlk file which can be found at this location. If you want to use it, copy it into the Neverwinter Nights directory under your documents folder. For example, on my machine, that location is C:\Users\Gaia\Documents\Neverwinter Nights.

Warning: Do Not overwrite your original dialog.tlk file. If you are unsure, do not use the file!
If the enemy is an ass and a fool and a rating
coxcomb, is it meet, think you, that we should also,
look you, be an ass and a fool and a prating
coxcomb? in your own conscience, now?

Former Characters:
(Silverymoon): Q’arq Olafstenza Fry
(Waterdeep/Daggerford): Angus Porter, Cleric of Torm (aka the Slipshod Sergeant)
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Gaia_Nostra
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Re: Spell Changes

Post by Gaia_Nostra »

The following spells have invalid descriptions that require a change to the Spell Description in the spells.2da within ahp_4.0_2da.hak:

Code: Select all

Spell ID    Label                                   New SpellDesc
---------   -------------------------------------   --------------
452         Magic_Fang                              16778903
453         Greater_Magic_Fang                      16778905
545         Greater_Magic_Weapon                    16778907
2000        Changestaff                             16778721
2001        Dimension_Door                          16778723
2002        Fly_ability                             16778725
2003        Teleport                                16778728
2034        Shadow_Conjuration_Stinking_Cloud       6264
2035        Shadow_Conjuration_Acid_Breath          3870
2036        Shadow_Conjuration_Lesser_Orb_Of_Acid   16778825
2037        Shadow_Conjuration_Lesser_Orb_Of_Cold   16778819
2104        Contact_Other_Plane                     16778729
If the enemy is an ass and a fool and a rating
coxcomb, is it meet, think you, that we should also,
look you, be an ass and a fool and a prating
coxcomb? in your own conscience, now?

Former Characters:
(Silverymoon): Q’arq Olafstenza Fry
(Waterdeep/Daggerford): Angus Porter, Cleric of Torm (aka the Slipshod Sergeant)
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Gaia_Nostra
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Re: Spell Changes

Post by Gaia_Nostra »

When the previously listed changes have been implemented in the spells.2da file, the following descriptions will be displayed in-game:

Magic_Fang
"Caster Level(s): Druid 1, Ranger 1, Scalykind 1
Innate Level: 1
School: Transmutation
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Magic fang gives all natural weapons of the subject a +1 enhancement bonus to attack and damage rolls.

((The ALFA implementation affects either all creature weapon slots, or the arms slot, of a creature in that order. There must be at least one valid object in place, whether a creature's claw or bite attack (for most creatures or animal companions), or a set of gloves in the case of the arms slot (for most humanoids or PCs). If casting this spell on a PC, ensure that some gloves are being worn.))"


Greater_Magic_Fang
"Caster Level(s): Druid 3, Ranger 3, Scalykind 3
Innate Level: 1
School: Transmutation
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Magic Fang gives all natural weapons of the subject a +1 enhancement bonus to attack and damage rolls per four caster levels.

((The ALFA implementation affects either all creature weapon slots, or the arms slot, of a creature in that order. There must be at least one valid object in place, whether a creature's claw or bite attack (for most creatures or animal companions), or a set of gloves in the case of the arms slot (for most humanoids or PCs). If casting this spell on a PC, ensure that some gloves are being worn.))"


Greater_Magic_Weapon
"Caster Level(s): Bard 3, Cleric 4, Dwarf 3, Paladin 3, War 3, Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Creature or Melee Weapon
Duration: 1 Hour / Level
Additional Counter Spells:
Save: None
Spell Resistance: No

You empower the touched weapon with a +1 enhancement bonus per 4 caster levels (maximum of +5). You can either directly target the weapon you want to cast this spell on, or you can target a creature, affecting the creature's main hand weapon."


Changestaff
"Changestaff
Transmutation
Level: Drd 7
Components: V, S, F
Casting Time: 1 round
Range: Touch
Target: Your touched staff
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall. When you plant
the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff
turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken
commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If
the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed.
Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed),
and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength
when created, despite any wounds it may have incurred the last time it appeared.
Focus

The quarterstaff, which must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew,
then cured, shaped, carved, and polished (a process requiring twenty-eight days).

(( DMs:
A staff used for this spell must have the local integer ""CHANGESTAFF_TAG"" set to 1. To do this, add the variable to the staff in the toolset, or use the consol command ""dm_setvarint CHANGESTAFF_TAG 1"" and then click on the staff. ))"


Dimension_Door
"Dimension Door
Conjuration (Teleportation)
Level: Brd 4, Sor/Wiz 4, Travel 4
Components: V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you ((All creatures must be within a small distance of the caster, and be in the same party as the caster)).

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails."


Fly_ability
This repressents a creature's ability to fly. Any visible location can be targeted to be flown to.


Teleport
"Teleport
Conjuration (Teleportation)
Level: Sor/Wiz 5, Travel 5
Components: V
Casting Time: 1 standard action
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)

NOTE: This spell has no direct in-game effect, and must be roleplayed with a DM.

This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.

Familiarity:
""Very familiar"" is a place where you have been very often and where you feel at home. ""Studied carefully"" is a place you know well, either because you can currently see it, you've been there often, or you have used other means (such as scrying) to study the place for at least one hour. ""Seen casually"" is a place that you have seen more than once but with which you are not very familiar. ""Viewed once"" is a place that you have seen once, possibly using magic.

""False destination"" is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

On Target:
You appear where you want to be.

Off Target:
You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10×1d10% of the distance that was to be traveled. The direction off target is determined randomly

Similar Area:
You wind up in an area that's visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.

Mishap:
You and anyone else teleporting with you have gotten ""scrambled."" You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time Mishap comes up, the characters take more damage and must reroll.

Familiarity//On Target//Off Target//Similar Area//Mishap

Very familiar//01-97//98-99//100//--
Studied carefully//01-94//95-97//98-99//100
Seen casually//01-88//89-94//95-98//99-100
Viewed once//01-76//77-88//89-96//97-100
False destination (1d20+80)//81-92//93-100"


Shadow_Conjuration_Stinking_Cloud
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Round / Level
Additional Counter Spells:
Save: Fortitude Negates
Spell Resistance: Yes

All creatures caught within the area of effect are dazed. These effects last as long as they remain within the cloud and for 1 round after they leave.


Shadow_Conjuration_Acid_Breath
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Cone
Duration: Instantaneous
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes

You breathe forth a cone of acidic droplets. The cone inflicts 1d6 points of acid damage per caster level (maximum 10d6).


Shadow_Conjuration_Lesser_Orb_Of_Acid
"Conjuration (Creation) [Acid]
Level: Sorcerer / Wizard 1
Components: V, S
Casting time: 1 standard action
Range: Close
Effect: One orb of cold
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target.

For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage, up to a maximum of 5d8."


Shadow_Conjuration_Lesser_Orb_Of_Cold
"Conjuration (Creation) [Cold]
Level: Sorcerer / Wizard 1
Components: V, S
Casting time: 1 standard action
Range: Close
Effect: One orb of cold
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

An orb of cold about 2 inches across shoots from your palm at its target, dealing 1d8 points of cold damage. You must succeed on a ranged touch attack to hit your target.

For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage, up to a maximum of 5d8."


Contact_Other_Plane
This is a placeholder to represent a spell that is not implemented in NWN. Inform your DM before preparing it.
If the enemy is an ass and a fool and a rating
coxcomb, is it meet, think you, that we should also,
look you, be an ass and a fool and a prating
coxcomb? in your own conscience, now?

Former Characters:
(Silverymoon): Q’arq Olafstenza Fry
(Waterdeep/Daggerford): Angus Porter, Cleric of Torm (aka the Slipshod Sergeant)
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Re: Spell Changes

Post by Rumple C »

Wow. Thanks for putting that time in, GN!
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Re: Spell Changes

Post by ayergo »

Huge thanks! I know i am slow to fix all this but still haven't gotten to the point where I can learn how to do it. I am stickying this though so I can find it when i do.
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A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
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Re: Spell Changes

Post by Senor T »

Mad props GN. This took a ton of work.

FYI - teleport has been changed to work on WD only. By default it takes you to the AQ. DMs can create a focus that will allow the player to target other waypoints. It transports PCs in the same party if they are within a small radius.
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Re: Spell Changes

Post by Cleasor »

Ball Lightning
Modified the code the distribute the missiles evenly among all enemies

The item Lightening Rod has 1/day Ball Lightning and I feel the above adjustment is not the case. It seems to only target one enemy. I recall I tried using it on rats as they swarmed my toon and it targeted only one of them. I may have to experiment further.

But thank you for this list!
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Re: Spell Changes

Post by gribo »

Protection from alignment: The limit on protecting caster from its own alignment is not in the SRD. This prevents evil mages from dealing with demons.
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Re: Spell Changes

Post by Brokenbone »

gribo wrote:Protection from alignment: The limit on protecting caster from its own alignment is not in the SRD. This prevents evil mages from dealing with demons.
I do not remember how long ago this change was worked into ALFA, but my half-assed recollection was that spells (per SRD) of this sort also carried around either the [good] or [evil] descriptor. Not a school of magic, just one of those weird tags that accompanies lots of spells. The descriptors are acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and water.

Anyhow, ALFA always hated OP clerics, and the idea here was that an evil deity couldn't grant [good] descriptor spells and a good deity couldn't grant [evil] descriptor spells, so changes were introduced to prevent that, even if the cleric PC themselves was not necessarily good or evil, but at least within the required "one step" of the deity alignment, like say a LN cleric of LE Bane. I guess whoever introduced the changes didn't like any of our many evil clerics "getting away with PfE" on any of our bazillion evil-aligned mobs.

However, if this is also impacting arcane casters, that sounds wrong to me as well. It will be a hak-level issue though, not something that can be messed around with at a module level.
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Re: Spell Changes

Post by Gaia_Nostra »

Brokenbone wrote:
gribo wrote:Protection from alignment: The limit on protecting caster from its own alignment is not in the SRD. This prevents evil mages from dealing with demons.
I do not remember how long ago this change was worked into ALFA, but my half-assed recollection was that spells (per SRD) of this sort also carried around either the [good] or [evil] descriptor. Not a school of magic, just one of those weird tags that accompanies lots of spells. The descriptors are acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and water.

Anyhow, ALFA always hated OP clerics, and the idea here was that an evil deity couldn't grant [good] descriptor spells and a good deity couldn't grant [evil] descriptor spells, so changes were introduced to prevent that, even if the cleric PC themselves was not necessarily good or evil, but at least within the required "one step" of the deity alignment, like say a LN cleric of LE Bane. I guess whoever introduced the changes didn't like any of our many evil clerics "getting away with PfE" on any of our bazillion evil-aligned mobs.

However, if this is also impacting arcane casters, that sounds wrong to me as well. It will be a hak-level issue though, not something that can be messed around with at a module level.
What would you do for those who can cast both Arcane and Divine spells? Would their Arcane ability trump their Deity's blessings?
If the enemy is an ass and a fool and a rating
coxcomb, is it meet, think you, that we should also,
look you, be an ass and a fool and a prating
coxcomb? in your own conscience, now?

Former Characters:
(Silverymoon): Q’arq Olafstenza Fry
(Waterdeep/Daggerford): Angus Porter, Cleric of Torm (aka the Slipshod Sergeant)
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Re: Spell Changes

Post by Rumple C »

Luther could cast both arcane and divine scrolls. The prot from (whatever) spells always forced a UMD check which he always failed.
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Re: Spell Changes

Post by Senor T »

Gaia_Nostra wrote:What would you do for those who can cast both Arcane and Divine spells? Would their Arcane ability trump their Deity's blessings?
Yes. This just sounds like a workaround to me. If I'm a wizard I should be able to cast spells any wizard of equal level could (unless there's source material that I'm not aware of, which sounds like there's not).
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Brokenbone
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Re: Spell Changes

Post by Brokenbone »

Gaia_Nostra wrote:
Brokenbone wrote:
gribo wrote:Protection from alignment: The limit on protecting caster from its own alignment is not in the SRD. This prevents evil mages from dealing with demons.
I do not remember how long ago this change was worked into ALFA, but my half-assed recollection was that spells (per SRD) of this sort also carried around either the [good] or [evil] descriptor. Not a school of magic, just one of those weird tags that accompanies lots of spells. The descriptors are acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and water.

Anyhow, ALFA always hated OP clerics, and the idea here was that an evil deity couldn't grant [good] descriptor spells and a good deity couldn't grant [evil] descriptor spells, so changes were introduced to prevent that, even if the cleric PC themselves was not necessarily good or evil, but at least within the required "one step" of the deity alignment, like say a LN cleric of LE Bane. I guess whoever introduced the changes didn't like any of our many evil clerics "getting away with PfE" on any of our bazillion evil-aligned mobs.

However, if this is also impacting arcane casters, that sounds wrong to me as well. It will be a hak-level issue though, not something that can be messed around with at a module level.
What would you do for those who can cast both Arcane and Divine spells? Would their Arcane ability trump their Deity's blessings?
In PnP I'd just remind a player of a cleric / any-arcane guy who had a good or evil deity to steer clear of [evil] / [good] (and frankly, [law] or [chaos] as well) descriptor spells in respect of their divine spell slots. No such limit on their arcane slots. If someone wanted to use a magic item such as a wand or scroll that stored a divine version of such an otherwise prohibited spell, go for it, though there'll be a UMD check at DC30 for emulating an alignment I guess? Again, no such limit on arcane spell storage devices.

In ALFA I'd just say "too complicated, solution in search of a problem" and go find where the change was and roll it back to vanilla, though I think it's like pulling a thread on a sweater, might be a lot of effort and have unintended secondary items to fix, like I suspect ALFA's approach to UMD might be implicated as well. Casual look at the haks, I do not know where these changes were made, but they'll be in there somewhere.
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Re: Spell Changes

Post by Senor T »

Pretty sure "Solution in search of a problem" was old ALFA's motto.
Currently laying the smackdown on Faerun as: Keryn Tel'Jora, who is XXX-TREME!!!.
Currently explaining the meaninglessness of it all as Vizian Nazyr.
Currently pointing out all other characters' shortcomings as Stephen the Archer.
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