Spell changes
EFU has undergone massive changes to vanilla NWN spells. As well as global changes to spells, Specialist Wizards receive even further bonuses to their school of choice.
Please refer to the list below for the current changes.
Common Use Spells
These are changes related to some of the most commonly used spells within EFU.
Cantrips
All Cantrips are now 1d4 + 1 damage
Summon Monster
Summon Monster duration has been reduced to 4 rounds/level for vanilla casting, with the following bonuses for Spell Focus feats/specialisations:
- 5 rounds/level for SF: Conjuration
- 6 rounds/level for GSF: Conjuration
- Additional 2 rounds/level for Specialist Conjurers
- Pale Master levels considered when calculating duration
Default summons reflect a basic City based theme. A number of additional themes are available through reagents, items, and other means in game.
PCs can speak through their summons using the chat command "/v s <message>".
For additional information see Voice Commands.
Animate/Create Undead
Animate/Create Undead has been heavily customised in EFU and strength of summoned creatures, for both spells, is related to the type/quality of the in-game Corpse Item used as target when casting. Creatures summoned without a Corpse Item are much weaker than their corpse-summoned brethren (Wizard AB progression, lower AC, lower STR)
All corpses can be further experimented on, given weapons etc. to increase their power. For further details, please refer to necromancy.
Bull's Strength/Endurance/Eagle's Splendor/Fox's Cunning/Cat's Grace/Owl's Wisdom
Bull's Strength/Endurance/Eagle's Splendor/Fox's Cunning/Cat's Grace/Owl's Wisdom have received the following changes:
- A caster without SF nor GSF: Transmutation casts the spell as normal with a 1 + 1d4 enhancement
- A caster with SF: Transmutation casts the spell using the best roll of 2 (1+1d4) rolls for enhancement
- A caster with GSF: Transmutation casts the spell using the best roll of 3 (1+1d4) rolls for enhancement
Protection from/Resist/Endure Elements
Protection from/Elements/Resist Elements/Endure Elements have been changed as follows:
- No modification for vanilla casting (duration 24 hours)
- The absorption limit is increased by 5 for SF: Abjuration
- The absorption limit is increased by another 5 for GSF: Abjuration
Protection Against Alignment
Protection Against Alignment has been changed as follows:
- Protection Against Neutrality has been added (Including Lawful Neutral, True Neutral, Chaotic Neutral)
- Blanket Mind-Affecting and Fear effects against Alignment has been changed to 7 + (Spell caster level / 3) bonus to Mind Affecting and Fear saves against Alignment
Magic Circle Against Alignment
Magic Circle Against Alignment has been changed as follows:
- Magic Circle Against Alignment is now the same as casting Protection from Evil/Good/Chaos/Law/Neutral on everybody within three metres
- Blanket Mind-Affecting and Fear effects against Alignment has been changed to 7 + (Spell caster level / 3) bonus to Mind Affecting and Fear saves against Alignment (same as PfA).
Lesser Dispel Magic/Dispel Magic/Greater Dispel Magic
Lesser Dispel Magic/Dispel Magic/Greater Dispel Magic have been changed to allow the maximum caster level to be improved through Spell Focus feats. These spells can be resisted by Spell Resistance.
- When targeting a target, a caster with SF and GSF Divination can destroy a Mirror Image when targeting a Mirror Image with all three.
- When targeting an area, a caster with SF Divination can destroy Mirror Images up to: 3 with Disepl, 5 with Greater Dispel.
- When targeting an area, a caster with GSF Divination can destroy Mirror Images up to: 2 with Lesser Dispel, 6 with Dispel, 10 with Greater Dispel.
Lesser Spell Breach/Greater Spell Breach
Lesser Spell Breach/Greater Spell Breach have been changed to be improved by Spell Focus feats.
- +1 effect dispelled if caster has Spell Focus Abjuration
- +1 (additional) effects dispelled if caster has Greater Spell Focus Abjuration
- -1 effects dispelled if target has Arcane Defence Abjuration
Hold Person/Animal/Monster
Hold Person/Hold Animal/Hold Monster have been changed to use mind spell saves.
Summon Shadow
Summoned Shadow from Shadow Conjuration/Greater Shadow Conjuration/Shades has been changed to use custom shadow clone summons.
Using the Summon Shadow variant of each of the spells, and targeting the ground, the caster summons a Shadow Clone of the closest PC to the targeted area, or the likeness of the caster if no PC can be found (note: if used from an item, the Shadow Clone will take the likeness of the caster in all instances).
You may only have one Shadow Clone active at any one time, and cannot have any other summons active. The Shadow Clone has the following stats/abilities/durations:
- It is considered incorporeal (50% Concealment)
- It is considered an undead creature (healing spell damage, negative energy heals)
- Mental ability points (INT, WIS, CHA) are always capped to maximum of 3.
- Created from Shadow Conjuration: Copied physical ability points (STR, DEX, CON) are capped to a maximum of 7 points for non-caster targets and when used from items. This cap is increased to 11 points if the caster targets themselves. Duration is 5 rounds + 1 round per caster level.
- Created from Greater Shadow Conjuration: Copied physical ability points are capped to a maximum of 9 points for non-caster targets and when used from items. This cap is increased to 13 points if the caster target herself. Duration is 10 rounds + 1 round per caster level.
- Created from Shades: Copied physical ability points are capped to a maximum of 11 points for non-caster targets and when used from items. There is no cap for physical ability points if the caster targets herself. Duration is 15 rounds + 1 round per caster level.
In addition to the above, all summoned Shadow Clones get the following benefits depending on the caster’s Spell School (if the caster is a Wizard) or Greater Spell Focus feat (if the caster is a Sorcerer; note: multiple bonuses from GSF stack for Sorcerers):
- Abjuration: The shadow gains Spell Resistance 12, 14 and 16 respectively
- Conjuration: Duration is increased by 5 rounds.
- Evocation: The shadow gains 20%/30%/50% increased movement speed, respectively.
- Transmutation: The shadow gains +1 to STR, CON and DEX and increases the relevant caps by the same amount.
- Illusion: The caster becomes ethereal for 1 round after casting the spell on herself.
- Necromancy: The shadow gains 5/- resistance against divine and positive energies and +2 regeneration.
Arcane Spell Changes
Arcane spells are those cast by either a Bard, Sorcerer or Wizard.
Abjuration
Resistance
- A caster with SF: Abjuration grants the target 5/+1 DR, to an absorbtion limit of 5.
- A caster with GSF: Abjuration grants the target 5/+1 DR, to an absorbtion limit of 10.
Shield
- A caster without SF nor GSF: Abjuration casts the spell as normal. It grants +4 deflection AC and immunity to: Magic Missile, Isaac's Lesser Missile Storm and Isaac's Greater Missile Storm.
- A caster with SF: Abjuration casts the spell with a +2 armor enhancement bonus (does not stack with mage armor or base AC from armor)
- A caster with GSF: Abjuration casts the spell with a +4 armor enhancement bonus (does not stack with mage armor or base AC from armor)
This is designed to counteract the weirdness of abjurers being worse at protecting themselves than mages of other schools (by missing out on the mage armor spell). This brings them up to a par again, with protection consistent with casting mage armor on oneself.
Conjuration
Mage Armour
Improves the armor of the target to 4, will not grant armor bonus if the target is already 4 or above.
Grease
- Duration changed to 1 round / level.
- Spell Focus Conjuration causes -2 to reflex saves for 10 rounds on any who fail the reflex save in grease. Reflex penalty does not stack.
- Greater Spell Focus Conjuration increases duration to 2 rounds / level.
Web
- Duration increased to 1 round / level.
- Spell Focus Conjuration grants sticky webs: movement speed reduce stays for 1d4 rounds after leaving the webbed area.
- Greater Spell Focus Conjuration increases duration to 2 rounds / level.
Melf's Acid Arrow
Damage over time duration increased to 1 + 1 round/2 levels.
Divination
True Strike
- +15 AB for vanilla casting
- +20 AB for Spell Focus Divination
- +25 AB for Greater Spell Focus Divination
- Greater Spell Focus Enchantment provides all nearby non-hostile units (Huge Area of Effect) with +1 AB for 1 round/caster level.
See Invisibility
- Greater Spell Focus Divination doubles the duration.
Enchantment
Daze
- If the target humanoid creature has 5 HD or less, they are dazed for 2 rounds.
- Spell Focus and Greater Spell Focus Enchantment raise the HD by 1, respectively. So Greater Spell Focus Enchantment daze can affect up to HD 7 creatures.
Charm Person
- Duration increase, the duration is 1 round/level.
- Spell Focus Enchantment: An additional +1 DC Bonus
- Greater Spell Focus Enchantment: An additional +2 DC Bonus
Sleep
- Spell Focus Enchantment: Number of creatures that can fall asleep is doubled.
- Spell Focus Necromancy: Instead of peaceful sleep, the creature experiences horrible nightmares and suffers Doom spell for sleep duration + 5 rounds after waking.
- Greater Spell Focus Necromancy: Doom's duration after waking is increased to 5 + (1 round per caster level).
Balagarn's Iron Horn
- Vanilla spell casts with an opposed strength roll of 14 (rather than 20) to knock opponents over
- Spell Focus Enchantment increases the opposed strength roll to 18 (rather than 20)
- Greater Spell Focus Enchantment increases the opposed strength roll to 22 (rather than 20)
Blindness/Deafness
- Duration of 2 rounds/level
- Does not affect undead, constructs or oozes.
Tasha's Hideous Laughter
- Lasts 1 round/level
- Increase DC by +1 when your target is the same race as you.
Evocation
Shelgarn's Persistent Blade
- The spell is targeted on weapons.
- The caster animates any non-plot WEAPON in his inventory to work as a loyal servant.
- Duration is 1 minute / level. Greater Spell Focus Abjuration increases duration to 2 minutes / level.
- The weapon is destroyed when the summon dies/vanishes unless specifically decreed otherwise (by DM or on the weapon itself)
- Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus Evocation you can have a maximum of 5 animated weapons active at the same time.
The weapon gains the following bonuses based on caster level:
- +1 AB / 2 caster levels.
- +2 increased maximum HP / 2 caster levels.
Ice Dagger
Fortitude save against Frozen Effect for 2 rounds. SF and GSF Evocations raises Frozen DC as well.
Flame Weapon
- 1d4 fire damage at caster level 1-7
- Increased to 1d6 fire damage level 8+
- Does not stack with Darkfire, or other elemental types of damage
- Damage type can be changed to a variety of Elemental damage variables
Illusion
Necromancy
Ray of Enfeeblement
- Duration lasts turn/level
- Spell Focus Necromancy: Target undead creature gains + 1 strength per 3 caster levels for 1 round per caster level.
- Greater Spell Focus Necromancy: Also casts Expeditious Retreat on target undead creature. Lasts 1 round/caster level.
Scare
No longer restricted by a creature's HD.
- Spell Focus Necromancy: An additional +1 bonus to DC.
- Greater Spell Focus Necromancy: An additional +1 bonus to DC.
Negative Energy Ray
The following two changes only come in to play the spell is not cast from an item.
- If a wizard has Spell School Necromancy or a Sorcerer has Spell Focus Necromancy, casting the spell deals an additional 1d6 negative energy damage to the target.
- Greater Spell Focus Necromancy also gives a targeted undead creature +2 regeneration for 1 round per caster level.
Transmutation
Expeditious Retreat
- Vanilla expeditious retreat is unchanged (50% movement speed increase)
- Spell Focus Transmutation provides a 55% movement speed increase
- Greater Spell Focus Transmutation provides a 60% movement speed increase.
Burning Hands
If the reflex save fails, the spell deals additional 1d6 fire damage each round for 2 rounds.
Divine Spell Changes
Abjuration
Conjuration
Divination
Enchantment
Evocation
Darkfire
- 1d4 fire damage at caster level 1-7
- Increased to 1d6 fire damage level 8+
- Does not stack with Flame Weapon, or other elemental types of damage
- Damage type can be changed to a variety of Elemental damage variables