Spells

For most spells in NWN you can refer to the NWN wiki here. An effort has been made to restore/fix many of the bugs and errors in vanilla NWN and those so when in doubt assume that they work as described in their descriptions and not according to whatever bugs may be described in the wiki.

## Bug Fixes

**Acid Fog** - Fixed a bug where heartbeat saving throw did nothing. A successful saving throw now halves the damage.

**Aura of Glory** - Healing is rolled separately for each target

**Awaken** - Maximize spell now works properly

**Balagarn's Iron Horn** - Now works off the target's STR mod instead of STR score

**Banishment** - Can now destroy plot-flagged summons like Black Blade of Disaster

**Bestow Curse** - Can now be cast on nonhostile targets

**Bigby's Forceful Hand** - The VFX of this spell no longer persist when dispelled

**Black Blade of Disaster** - Spell reworked to do exactly what it says in the spell description. Attack and Enhancement bonuses removed and, as per the spell description, it now adds an enhancement bonus equal to the caster's ability score modifier.

**Blade Thirst** - Duration reduced to 1 round/level as per spell description

**Bless** - Duration reduced from Turns/(Level +1) to Turns/Level.

**Bless Weapon** - Duration adjusted to 1 turn / level as per spell description for bolts and weapons

**Camouflage** - No longer stacks with Mass Camouflage

**Charm Person** - Duration no longer adjusted by module difficulty

**Circle of Doom** - Empowered version no longer counts caster level twice for damage

**Clarity** - Extend spell now doubles the entire duration, not just the level-based part

**Confusion** - Extend spell properly doubles the duration

**Creeping Doom** - No longer applies a movement speed penalty. Damage is now tracked separately for each creature and the amount of damage increases by 1d6 each round, as per the spell description.

**Crumble** - Removed 0.1s delay in execution of this spell's effects

**Daze** - Can now be cast on nonhostile targets

**Delayed Blast Fireball** - Behaves better if the caster is logged out when it explodes

**Dismissal** - Effect is centered on the targeted location instead of always on the caster

**Doom** - Can now be cast on nonhostile targets. Also the saving throw now occurs *after* the spell resistance check.

**Endure Elements** - Extend spell now properly doubles the duration

**Energy Drain** - Can now be cast on nonhostile targets

**Enervation** - Can now be cast on nonhostile targets

**Entangle** - Incorporeal creatures are now immune to this spell. Bug fixed that could permanently reduce target DEX. No longer stacks with Vine Mine (Entangle).

**Expeditious Retreat** - No longer stacks with itself. NPCs no longer react to the casting of this spell as if it were Mass Camouflage.

**Feeblemind** - Maximize spell no longer multiplies the normal result by 4. Now operates as you would expect Maximize Spell to.

**Finger of Death** - Empower Spell now only multiplies the random part of the spell's damage.

**Fire Storm** - Damage correctly caps at 20d6

**Fireball** - This spell now damages all targets in the area, not just the hostile ones

**Flame Arrow** - This spell can now be cast at nonhostile targets

**Flame Strike** - This spell now damages all targets in the area with fire damage. Allies in the area are spared from the divine damage. Your god is better at aiming than you are.

**Flame Weapon** - Duration reduced to 1 turn per level as per spell description

**Freedom of Movement** - No longer removes supernatural effects

**Ghoul Touch** - This spell can now be cast at nonhostile targets. The saving throw on the stink cloud is now "negative" based

**Grease** - This spell no longer affects incorporeal creatures

**Greater Planar Binding** - The Death Slaad no longer appears 2 seconds faster than other summoned creatures.

**Harm** - A touch attack is no longer required to hit undead targets

**Haste** - No longer removes expeditious retreat, blinding speed, or mass haste

**Healing Circle** - Healing Circle size reduced to Medium as per spell description. Empower Spell no longer multiplies the caster level bonus to the spell.

**Healing Sting** - Can now be targeted at those protected by negative energy protection (it just won't do anything).

**Hold Animal/Monster/Person** - Saving throw is now made against Mind Affecting

**Identify** - The Magic Vision VFX is no longer applied for the duration of the spell

**Infestation of Maggots** - Duration changed to 1 round per 2 caster levels, as per description

**Lesser Planar Binding** - The neutral summon no longer appears 3 seconds faster than other summons

**(Greater) Magic Fang** - No longer grants damage reduction. Instead, it is applied as a true enhancement bonus to the creature's weapons.

**Mass Camouflage** - No longer stacks with camouflage

**Mass Haste** - Only affects 1 ally per caster level now

**Mass Heal** - Radius changed to Large, per spell description

**Melf's Acid Arrow** - Duration changed to 1 round, plus 1 round per three levels, as per spell description.

**Meteor Swarm** - Only triggers EventSpellcastAt() for creatures outside the 2m safe zone (basically, AI won't react to this spell being cast at them unless they are in the area it would deal damage to them)

**Mordenkainen's Disjunction** - Radius changed to colossal as per spell description

**Nature's Balance** - Empower spell no longer multiplies the caster level by 1.5 for allied healing

**Negative Energy Burst** - Empower Spell no longer multiplies the caster level part of the effect. Undead no longer make saving throws.

**Neutralize Poison** - No longer removes disease

**Phantasmal Killer** - Removed bioware insanity

**Prismatic Spray** - Save vs Confusion is immediate, like all other effects. Bebilith Venom allows a saving throw, like all other effects.

**Remove Fear** - Radius changed to large, as per spell description. Also only affects 1 person per four caster levels, as per spell description (starting with the caster, if in the area)

**Shield of Faith** - NPCs will no longer treat the casting of this spell as if it were Camouflage

**Slay Living** - Touch attack now comes before spell resistance, now applies VFX on impact. Empower spell now only multiplies the random part of the damage.

**Spike Growth** - No longer removes the effects of Dirge when exiting

**Storm of Vengeance** - Electrical damage lowered to 3d6 to match spell description, stun reduced to 1 round to match spell description, damage is now rolled separately for each target.

**Sunbeam** - Now operates exactly as the spell description would imply. No more DC 0 saving throws. Non-undead within the area no longer lower the damage for undead.

**Sunburst** - Only destroys undead vampires. Non-undead vampires rejoice.

**Tasha's Hideous Laughter** - Protection from Alignment no longer allows this spell to bypass the target's saving throw

**Vine Mine** - Extend Spell now properly affects all subspells. Entangle and Hamper Movement variants no longer affect incorporeal creatures.

**Vine Mine, Entangle** - Duration returned to 1 turn/level as per spell description

**Vine Mine, Hamper Movement** - Correctly removes all speed decreases on exit

**Wail of the Banshee** - No longer destroys placeables

**Wounding Whispers** - 1d6 part of the damage is randomized with each hit, not fixed at cast time

## Functionality Improvements

**Bless** - Can be cast on weapons, giving them +2 divine damage vs undead for the same duration

**Blindness and Deafness** - This is a racial spell for svirfneblin. When cast by them in this manner, the DC is increased by 4 and CHA based.

**Combust** - Now lasts indefinitely until the target saves. Duration on placeables is capped at 30 rounds.

**Contagion** - You can choose the disease you inflict by saying its name before casting. The name must be the last string spoken by the caster. Case doesn't matter. The following strings are acceptable (without quotes):

1. "BLINDING SICKNESS"
2. "CACKLE FEVER"
3. "FILTH FEVER"
4. "MINDFIRE"
5. "RED ACHE"
6. "SHAKES"
7. "SLIMY DOOM"

**Cure <X> Wounds** - The healing of these spells is increased by 5% per soft rank in Heal (minimum 0, a negative Heal skill does not penalize you).

**Evard's Black Tentacles** - Spell completely reworked to operate more closely to the description. Empower Spell no longer multiplies the caster level bonus or the flat damage bonus per tentacle. Those entering the area are only subject to attack from tentacles not being currently used to attack others already in the area.

**Hammer of the Gods** - Works with Extend Spell

**Inflict Minor Wounds** - Damage increased to 1d6 + 1d6/4 levels

**Inflict Light Wounds** - Damage increased to 2d6 + 1d6/3 levels

**Inflict Moderate Wounds** - Damage increased to 3d6 + 1d6/2 levels

**Inflict Serious Wounds** - Damage increased to 4d6 + 2d6/3 levels

**Inflict Critical Wounds** - Damage increased to 5d6 + 1d6/level

**Isaac's Lesser/Greater Missile Storm** - Excess missiles are not piled onto the first target but distributed as evenly as possible among targets

**Magic Vestment** - Targeting priorities slightly adjusted when targeting a creature. This spell will apply itself based on the following priorities:

1. Worn armor that is not currently enchanted by a Magic Vestment spell
2. Worn shield that is not currently enchanted by a Magic Vestment spell
3. Worn armor
4. Worn shield

**Melf's Acid Arrow** - This spell now stacks with itself.

**Prayer** - Only debuffs enemies. Neutrals are unaffected.

**Raise Dead** - No longer works on dead characters. Use on player corpse placeables to return a player from the death area to the placeable location with 1hp.

**Regenerate** - No longer stacks with itself

**Resurrection** - No longer works on dead characters. Use on player corpse placeables to return a player from the death area to the placeable location with full hp.

**Sleep** - Removed random +2 rounds from duration. Can now affect constructs and undead that are, for whatever reason, not explicitly immune to mind-affecting spells.

**Undeath to Death** - Spell completely rewritten to operate more closely to its description. Undead who fail their will saves are struck dead instead of just being damaged equal to their health. Also, Maximize Spell no longer bypasses the level cap. Also undead closest to the origin are now correctly affected first. Also, no longer ignores line of sight.

**Vampiric Touch** - Temp HP gain is uncapped, *however*, HP gain is capped by the amount of damage successfully dealt to the target (to a limit of draining them to -10).

## New Spells

**Absolute Zero**

**Acid Arrow Storm**

**Acid Blast**

**Antipathy**

**Arcane Fortitude**

**Atrophy**

**Bang**

**Blood to Bile**

**Blur**

**Bolster the Dead**

**Cinder**

**Cold Snap**

**Cull**

**Dancing Lights**

**Death of 1000 Stings**

**Disguise Self**

**Disrupt Magic**

**Distraction**

**Durability**

**Elemental Ray**

**Energy Immunity**

**Enfeebling Burst**

**Enlarge Person**

**Faerie Fire**

**Figment**

**Foresight**

**Greater Boon**

**Greater Curse**

**Greater Heroism**

**Greater Mage Armor**

**Greater Malison**

**Heroism**

**Ice Prison**

**Impulse**

**Improved Mage Armor**

**Infinite Chain Lightning**

**Insanity**

**Iron Body**

**Lesser Animate Dead**

**Lesser Heroism**

**Lesser Mage Armor**

**Mass Hold Person**

**Mass Ice Prison**

**Mass Summon Creature I-VII**

**Maze**

**Mudskin**

**Necrotic Breath**

**Nondetection**

**Noxious Fumes**

**Polar Ray**

**Prismatic Blast**

**Psyshock**

**Rime**

**Ring of Shock**

**Seize the Soul**

**Shock**

**Summon Creature 0**

**Thunder**

**Torch**

**Unyielding Acid**

**Vampiric Ray**

**Vorpal Weapon**

**Waves of Exhaustion**

**Zombify**

## Known Issues

**Dirge** - This spell has not been touched to use any of Moondeep Delve's custom content and may behave very unexpectedly.

**Glyph of Warding** - This spell has not been touched to use any of Moondeep Delve's custom content and may behave very unexpectedly.