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What is your Favorite PNP spells you'd like to add to NWN2?


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#51
Axe_Edge

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Oh, man. I sure could use:

Detect Good

Aura of Good (for a feat)

Detect Evil

Aura of Evil (for a feat)

Undetectable Alignment

Negative Healing (for a feat)



These would help out with a class I'm building.

400 spells! That is a lot of work that is appreciated.

Modifié par Axe_Edge, 10 novembre 2010 - 03:32 .


#52
Olblach

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Plane Shift is a must have, I'm definitely adding it, already got the plane of earth basic terrain layout :P
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I'm thinking about Teleport and Dimension Door too but that will be harder to do. Word of Recall will be easy.

And since I give Plane Shift I can modify Prismatic Spray to send players to other planes :D

Modifié par Olblach, 10 novembre 2010 - 11:40 .


#53
nicethugbert

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I don't think the plane of earth has any sky, not even much in the way of tunnels without making them. It's one of the hostile planes. Like an ocean, you need to be prepared for it. I'm not sure exactly what available spells you would need to survive there. But, considering you would have to tunnel your way through to any point. you wouldn't go far on spells per day. You would need a source of breathable air. I guess you could bring an air elemental or three. Air and Earth are opposites.

Modifié par nicethugbert, 10 novembre 2010 - 02:44 .


#54
Olblach

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Yes I can remove the sky however IIRC the planes intermix sometimes, it's called elemental pockets or something. As for the breathing issues there is an ioun stone which sustains without air. However it's just an idea I am playing with I found this layout interesting (a random B&W picture I throwed into YATT). The remarkable point with it is that it is walkable^^.

The cool thing with plane shift is that you need a sample material from the plane (that's not the largest interpretation of the spell though) to make it work so you can send players there with prismatic spray then they can gather the material on the plane and come back later with Plane shfit^^.

Modifié par Olblach, 10 novembre 2010 - 03:42 .


#55
The Fred

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There are a lot of spells like this which could be really cool, but would require a lot of mod-specific work to make them happen. For example, I was thinking of adding Telepathy in my own game (albeit as a class feature, but it could happen as a spell, too) which could be awesome, but would need to be built in pretty much from the word go.

Planewalking is another cool idea (I'd already considered making adventures on the planes and how you'd have to edit the Banishment and Word of Faith spells) but I'd reluctant to implement things which allow player to escape or move instantly from a place at any time (Teleport and Dimension Door especially) since it could be quite game-breaking. If you remembered about these spells as you built your levels they could be quite cool, but like those others they'd have to be integrated pretty well.

Having icons for these, and maybe standard casting visuals and animations etc *would* be pretty cool for modbuilders, but in terms of the easiest spells to plug into a game, combat-type ones are probably best.

Modifié par The Fred, 10 novembre 2010 - 11:43 .


#56
painofdungeoneternal

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Summary of suggestions so far, not really enough to prioritize anything yet, but this is my rough review thereof

[*]Look at These, which valid candidates for me to focus on listed so far
  • Dawn - Wakes up sleeping creatures.
  • Fimbulwinter - Basically, makes it winter.
  • Fire Eyes - See through natural fire, smoke and fog - I'd be interested to hear how you're handling all the visibility/detection things, but if you can do those this should be doable too I'd think.
  • Freeze Armour - Damage and slowing to creatures wearing metal armour.
  • Glyphs of Warding
  • Insanity
  • Magic Mouth
  • Mordenkainen's Faithful Hound
  • Otto's Irresistible Dance
  • Polymorph Any Object
  • Ray Of Stupidity
  • Refusal - need more info but sounds amusing
  • Rusting Grasp
  • Sandblast - Arc of sand deals 1d6 damage and stuns if reflex save is failed.
  • Shambler (models i think are in game now).
  • Shillelagh (it was lame in BG but could be nice if balanced) - Shillelagh gives a +1 enhancement bonus (like Magic Weapon) to a quaterstaff or club but also a size increase to damage (not sure how you'd implement that - maybe just as a damage bonus?). In this case it'd probably be comparable to Magic Weapon.
  • Slime Wave - Big wave of Green Slime. Nasty.
  • Statue Guardians
  • Sword of Darkness
  • Thaw - Melts snow and ice (basically a counter to Wall of Ice etc).
  • Unseen Servant
  • Wall of Thorns/Force
  • Wind Walk

Already Implemented
( go on Sea of Dragons ( in roleplay ) or Dungeon Eternal X ( in action ) to see them, or on citadel )
  • Briar Web - Entangle, but deals damage.
  • Control Weather ( weather system i implemented based on some existing systems )
  • Faerie Fire ( kaedrin did this, i redid vfx )
  • Glitterdust  ( Syrus did this, i did vfx )
  • Halo of Sand - +1 deflection AC/3 levels
  • Neg Energy Burst
  • Neg Energy Ray
  • Obscuring Mist ( it is a combo spell, 50% displacement in large AOE, use faery fire on targets which negates all concealment )
  • Sonic Weapon
  • Wall of Stone/Iron/Ice ( syrus did this, i would like real models that look bettter )

In progress or already nearly done
  • Avascular Mass
  • Black Blade Of Disaster
  • Blackfire
  • Larloch's Minor Drain
  • Nondetection - really just is depending on other spells that detect and how they work
  • Synostodweomer


Module specific ( more a feature of the module than a feature of the spell, in a PW could just send a message to DM )
  • magic jar
  • telepathy
  • teleport
  • wish

Beyond what can do in a spell, but require major systems to make them work, been on todo list since i started
  • Detect Magic - redo items
  • Identify - redo items
  • Read Magic - redo how spells are granted/found

Probably beyond what i can do ( or needs clear in game description of how they work, or heavy duty support from modelers and animators, need a good bigby hand creature first )
  • Dire Hunger
  • Pass Without Trace - (I suppose in NWN2, it's only real application would be to cut out the ability of the Tracking Skill to find the character/group that used that spell on the minimap.
  • Reverse Gravity
  • Tenser's floating disc x2 - just need a model for this to be implemented.
  • Transmute Rock to Mud/Mud to Rock
  • Unluck

Open ended spells like wish can be implemented like in baldurs gate, where they gave certain benefits via radial
Wish, Miracle and the greater, minor, lesser variations thereof, it would be good to not just rehash 5 other spells and instead have 5 new effecShadow Evocation i have but it's the same deal, it should provide 5 subradials for the choice of what happens but it should call unique things instead of just rehashing lower level spells.


Per the first post in this thread i am asking for at most 10 spells from any one person. Since i have 19+ possible spells from one person and 200 in a link, i need to get which of those 19+ spells is your choice so i can actually use your input. ( Note that other people can list again which ones of these ( the 19 and "take a look at" ) and thus help me develop a pecking order for how popular each spelI would be. )
  • Brambles
  • Crawling Darkness
  • Delay Death
  • Fortunate Fate
  • Heat Drain
  • Indomitability
  • Lightning Ring
  • Mage Armor, Mass
  • Rainbow Blast
  • Shieldbearer
  • Slime Wave
  • Sphere Of Ultimate Destruction
  • Spiritjaws
  • Transfix
  • Tsunami
  • Vulnerability
  • Wracking Touch
  • Wrathful Castigation
  • and this external link of more spells NTB's Spell Picks

I am hoping to have a list of spells "i can do", which are in order by how much the general members of the community want them done, so i can do them one at a time in that order instead of 400 at once. If those who already posted want to point out their top 10 lists based on what is above by all means do so.

Modifié par painofdungeoneternal, 11 novembre 2010 - 12:22 .


#57
nicethugbert

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I think it's good to have them all in the spells.2da to avoid clashes in there. It'll make spells.2da more portable. Then, modders can implement the ones they want if they are not already implemented or done satisfactorily.

#58
painofdungeoneternal

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nicethugbert wrote...

I think it's good to have them all in the spells.2da to avoid clashes in there. It'll make spells.2da more portable. Then, modders can implement the ones they want if they are not already implemented or done satisfactorily.


But that is a completely different topic and nothing to do with what i need help with -- i agree with the sentiment, but its a discussion which needs its own thread.

As someone who is rolling up their sleeves and making a large number of new spells available to players, the attitude and priorities just don't understand what needs to happen to get to the goal of having all the spells. Of course i have to balance all of the spells with the fact you cannot learn more than so many spells.

As someone who does a lot of large projects, the way to make this happen is to steadily do it brick by brick, stone by stone, spell by spell, releasing them one at a time, perfecting and finishing them and making sure they are all done well. All of which i am doing is there to be used, and others can use my spells.2da rows, and the many icons i have already done, and i obey the reserved 2da ranges. I really doubt there are many spells i don't already have either partially done, or in those 400 new spells which are very obscure or just duplicate existing spells, nothing really seems that original even though things i know we just cannot do i have omited.

The goal of this thread is to prioritize what i work on, not increasing how much i am doing ( which is not going to happen ), but to make that which i focus on next is genuninely seen as valuable by the community at large. Perhaps someone else can contribute spell scripts.

Modifié par painofdungeoneternal, 11 novembre 2010 - 12:42 .


#59
The Fred

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Things like Wish could be done through a convo, or through a ListBox GUI which allows various options to be added, meaning mod-builders could add various options on top of default ones and perhaps even allowing people to override the spell with extra options *without* clashing with mod-specific added ones... it could be interesting, anyway... however, that'd probably be a lot more work than some of the other options, which I think should probably be prioritised.

#60
Judas the Rogue

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 Here is a list for what I was interested in implementing but I did not get into them before other things got in the way.
The list is somewhat old so a few things have been implemented (thought so far I've only combined my small scale work with Kaedrin's and RoF on my pc).

But in general I would like more Touch Attack based spells, Summon spells and ability damaging spells.
They are all pretty similar in implementation and should actually be pretty easy to implement many of them.

All to change increase the variations of spell casters.

For example with a lot of touch attack based spells a sorc could be dex focused instead of cha.
This together with extra summons to hold off enemeies could prove really useful and fun.

More ability damaging spells gives casters a choice to deny enemies in different ways instead of constantly dealing pure damage. Far more useful and evil to hit a barbarian with a str or con damaging spell or a wizard with a int damaging spell.

I wouldn't mind spells which strengthen Druids and Rangers.

(Yes it's very ugly posted... is there a command to put it in a window you can scroll in?)

Structure is:
Internal number of which I wrote them down in my own list
My former low experience personal opinion of difficulty 
Book
Page
Short note

2
Easy and swift
Align Fang (and Mass)
SC
9
Makes natural attack aligned to beat DR

3
Normal
Arrow Storm
SC 
16
Like AA's Hail of Arrows

4
Hard and unsure
Bite of the Wereanimal
SC
28
Gives enchantment bonuses to stats and natural weapons

5
Easy and swift
Blade Thirst
SC
31
 +3 enchantment to slashing, add +3 AB and dmg instead?

6
Normal but no visuals
Cometfall
SC
50
Comet hits the ground if more than 40'

7
Normal, lots to do
Corona of Cold
SC
52
A whole lot of stuff, Resistance, damage shield, shivering

8
Quite easy
Creaking Cacophony
SC 
55
Negative listen skill, distraction, if not immune get vulnerability

9
Realative easy
Embrace the Wild
SC
79
A bit of animal senses

10
Easy
Energy Vortex
SC
81
Elemental damage in 360, double if you take it too

11
Easy and swift
Enrage Animal
SC
82
Enrage an animal without fatigue

12
Complicated but fun
Entangling Staff
SC
83
On Hit property Entangling

13
Probably complicated
Find the Gap
SC 
91
First attack is a touch attack

14
See Fire Shield
Fire Shield Mass
SC
92
See fire shield

15
HARD, not per pnp
Fire Shuriken
SC
92
Give feat with which you can cast fire shurikens as ranged attacks

16
Normal but hard
Foebane
SC
96
Choose favored enemy, get +5 enchantment and 2d6 dmg against them

17
Easy
Languor
SC
130
Ranged Touch attack, strength damage and slow

18
Far to easy
One with the land
SC
149
 + stuff to natural skills

19
Unsure
Panacea
SC
152
Removes a lot of negative stuff, cures a bit of stuff

20
Normal
Poison Thorns
SC
160
Like thornskin but can be poisoned.

21
Normal
Poison Vines
SC
160
Like vine mine but poison on enter instead. Party unaffected

22
Easy
Ray of clumsiness
SC
166
RTA that deals dex penalty

23
Easy, just 2da work
Restoration Mass
SC
174
Like Restoration but Mass

24
Easy
Saltray
SC
179
RTA damage and stun

25
Easy
Scent
SC
180
Give caster Scent

26
Easy
Shelterad Vitality
SC
188
Just give caster some immunities

27
Easy
Brambles
SC
38
Gives extra damage to wooden melee weapons

28
Easy
Spikes
SC
202
Like Brambles but higher enchantment and keen

29
Normal
Splinter Bolt
SC
203
RTAs against one or many enemies, similar to Scorching ray. Magic and Piercing damage

30
Easy but takes time
Thunderous Roar
SC
220
Small burst that deals sonic dmg and has a chance to knock prone

31
Easy
Towering Oak
SC
221
 +10 to Intimidate, +2 to strenght

32
Very Easy
Vigor, Greater
SC
229
Like Vigor but +4

33
Easy
Wind Tunnel
SC
239
Allies get +5 ranged ab

34
Easy but takes time
Word of Balance
SC
242
Creatures of extreme alignments equal to or lesser HP suffers ill effects

35
Normal
Wracking Touch
SC
243
MTA which deals dmg + SA dmg

36
Normal
Wraithstrike
SC
243
MTAs instead of normal attacks, like eldritch glaive

37
Worthless
Fire Shield
PHB
230
Similar to elemtal shield, but elemental shield is superior

38
Easy
Longstrider
PHB
249
 +10 enchantment speed

39
Easy
Poison
PHB
262
The real poison with 1d10 Con dmg, +1d10 1 min later

40
Normal
Shambler
PHB
277
Summon Shambling Mounds, must be under dominate spell

41
Normal
Anger of the Noonday Sun
CD
150
Blindness in a burst, undead take damage

42
Normal but complicated
Banebow
CD
151
 +5 enchant and Bane prop against chosen FE

43
Normal, complicated?
Blackrot
CM
96
MTA dot to plants or OnHit prop Sickness

44
Normal
Heart of Fire
CM
107
Fire resistance, +10 speed and Elemental Shield 1/day

45
Normal
Prickling Torment
CM
113
Sickened and dot

46
Normal
Unicorn Blood
CM
121
Immunities, can give hp but ends spell

47
Normal
Unicorn Heart
CM
121
Extra speed and bonus on skill checks, if has Blood, magic circle against evil.

48
Easy
Bewildering Vision
CC
117
Sickened, take a fort save each round to evade nauseated

49
Normal to Hard
Iconic Manifestation
CC
122
Get template depending on alignment if wildshapes

50
Normal to Hard
Interfaith Blessing
CC
123
Every creature in burst gets a blessing depending on diety worshiped

51
Normal
Metal Fang
CC
124
Natural weapon count as magic and is considered silver or cold iron

52
Normal but takes time
As the Frost
PHBII
101
Become outsider with, cold immunity, DR and damage aura which can slow 

53
Hard
Prismatic Mist
PHBII
121
AoE cloud effect with random effects

54
Normal
Renewd Vigor
PHBII
123
Removes Fatigue, adds +2 to Con

55
Relative easy
Righteous Burst
PHBII
123
Heals allies, hurts enemis. within the burst

56
Normal
Slashing Dispel
PHBII
125
Like Dispel Magic but damage on dispel

57
Hard
Summon Golem
PHBII
126
Summons a flesh, clay. Stone or iron golem

58
Hard
Thunder Field
PHBII
126
An AoE with chance of knockdown

59
Easy
Animal Growth
PHB
198
Enchantment through growth

60
Easy
Blur
PHB
206
Grants concealment

61
Easy
Daze Monster
PHB
217
A single target with 6 or Lower HD get Dazed

62
Easy
Burning Sword
SC
41
light out to 30 feet, +1d6 Fire, +(x-1)d10 massive crit, x = multiplier

63
Easy
Clear Mind
SC
47
Paladin gets +4 to saves against mind affecting

64
Normal
Flashburst
SC
95
Blindness and dazzle

65
Normal
Fleshshiver
SC
95
One target stunned and next round dealt damage to and nauseated

66
Normal
Freeze
SC
99
Cold Damage and Freeze

67
Normal
Memory Rot
SC
140
Instant int dmg and a int dmg dot

68
Normal
Mind Poison
SC
141
1d10 Wis poison

69
Easy
Phantasmal Assaailants
SC
154
Will save or get 8 wis+dex dmg (4 on fort save)

Modifié par Judas the Rogue, 12 novembre 2010 - 03:51 .


#61
_Knightmare_

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If interested, they have a topic going on the NWN1 boards about some ideas of implementing the wish spell: http://social.biowar...2/index/5243258

#62
Quixal

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Rope Trick

Mordenkainen's Magnificent Mansion

Nondetection

Force Cage

Tenser's Floating Disc

#63
The Fred

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Mordenkainen's Private Sanctum could be quite cool (and I'm thinking of adding it in my own game), but again, it's quite mod-specific (would be nice as an anti-wandering-monsters spell).

#64
nicethugbert

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ENERGY EBB
Necromancy [Evil]
Level: Cleric 7, sorcerer/wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
You point your finger and utter the incantation, releasing a black needle of crackling negative energy that suppresses the life force of any living creature it strikes.
This spell functions like enervation (PH 226), except the creature struck gains negative levels over an extended period.
You must succeed on a ranged touch attack with the ray to strike a target. If the attack succeeds, the subject initially gains one negative level, then continues to gain another negative level each round thereafter as its life force slowly bleeds away. The drain can be stopped only by a successful DC 23 Heal check
or the application of a heal, restoration, or greater restoration spell.
Each round after the first, on your turn, the affected creature can attempt a Fortitude saving throw to end the effect.
If you strike an undead creature, that creature gains 4d4×5 temporary hit points that last for up to 1 hour.

Modifié par nicethugbert, 18 janvier 2011 - 11:11 .


#65
nicethugbert

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NIGHT’S CARESS
Necromancy [Evil]
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial;
see text
Spell Resistance: Yes
A touch from your hand, which sheds darkness like the blackest night, disrupts the life force of a living creature.
Your touch deals 1d6 points of damage per caster level (maximum 15d6) and 1d6+2 points of Constitution damage. (A successful Fortitude saving throw negates the Constitution damage.)
The spell has a special effect on an undead creature. An undead touched by you takes no damage or Constitution loss, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.

Modifié par nicethugbert, 19 janvier 2011 - 11:46 .


#66
Shallina

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Many of those spell could be done actually. Not all, but like 60% to 80% of them.

Modifié par Shallina, 19 janvier 2011 - 09:39 .


#67
nicethugbert

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SPELL IMMUNITY,
LESSER
Abjuration
Level: Cleric 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates
(harmless)

Spell Resistance: Yes (harmless) Silvery motes of light begin to snow down as you complete the spell, shifting to its recipient upon your successful touch. The motes coalesce into a nimbus that contracts and holds to the subject as a silvery sheen.

This spell protects one creature from a single 1st- or 2nd-level spell. The creature effectively has unbeatable spell resistance regarding the chosen spell. Lesser spell immunity can’t protect a creature from a spell to which spell resistance doesn’t apply. This spell works against other spells, spell-like effects, and innate spell-like abilities.

It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. Only a particular spell can be protected against, not a school of spells or a group of spells with similar effects; thus, a creature given immunity to inflict light wounds is still susceptible to inflict moderate wounds.

A creature can have only one lesser spell immunity or spell immunity (PH 282) in effect at a time.

Modifié par nicethugbert, 24 janvier 2011 - 10:26 .


#68
nicethugbert

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Spell Immunity
Abjuration
Level: Clr 4, Protection 4, Strength 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn’t protect a creature from spells for which spell resistance doesn’t apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. Thus, a creature given immunity to lightning bolt is still vulnerable to shocking grasp or chain lightning.

A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.

Modifié par nicethugbert, 24 janvier 2011 - 10:28 .


#69
nicethugbert

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Spell Immunity, Greater
Abjuration
Level: Clr 8
This spell functions like spell immunity, except the immunity applies to spells of 8th level or lower.
A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.

#70
nicethugbert

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SPELL RESISTANCE,
MASS
Abjuration
Level: Cleric 7
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two
of which are more than 30 ft. apart
Duration: 1 round/level

Wrapping your allies in protective magic, you give them the ability to shrug off spells.  This spell functions like spell resistance (PH 282), except as noted here.

SPELL VULNERABILITY
Transmutation
Level: Cleric 4, sorcerer/wizard 3
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Fortitude negates

Spell Resistance: No A violet spray springs from your fingertips and wraps around your opponent. It fades into a dull purple glow, which attracts spell energies as opposed to shrugging them off.

This spell reduces the subject’s spell resistance by 1 per caster level (maximum reduction 15). This reduction can’t lower a subject’s spell resistance below 0.