The World of Aenea - A Persistent Neverwinter Nights World


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Changed Spells:

Animate Dead: Animating the dead now requires a set of non-sacrificed remains nearby. A PC can now have up to 20 minions, since they are now added as "henchmen" rather than as "summons". Progression of undead animated has changed:
caster level < 9 = skeleton
caster level 9 - 16 = zombie
caster level 17 - 24 = skeleton warrior
caster level 25 - 32 = skeleton chieftain
caster level > 32 = zombie reaper (formerly called zombie lord)
Ball Lightning: This spell now functions like an expanded scintillating sphere, inflicting 1d10 points of damage per 3 caster levels to everything in a colossal radius.
Bear's Endurance: New name for the original endurance spell (since the other five ability enhancing spells already use animal associations).
Bless Weapon: This spell is now available to clerics and druids, in addition to paladins.
Blindness / Deafness: This spell is now an illusion and grants a Will save instead of a Fortitude save.
Circle of Great Healing: Formerly called mass heal, this spell is available to clerics and druids and it performs the same as the updated heal (see below) on non-hostile creatures in a circle around the caster. It is now a 9th level spell.
Circle of Light Healing: Formerly called healing circle, this spell is available to bards, clerics, and druids and it performs the same as the updated cure light wounds (see below) on non-hostile creatures in a circle around the caster.
Continual Flame: This spell produces light brighter than a torch, and the color of the light produced can be preselected by a VC command.
Create Greater Undead: Functions like animate dead. Progression of undead animated has changed:
caster level < 16 = vampire
caster level 16 - 17 = doom knight
caster level 18 - 19 = lich
caster level 20 - 26 = greater mummy
caster level 27 - 33 = wrathful spirit of darkness
caster level > 33 = lich lord
Create Undead: Functions like animate dead. Progression of undead animated has changed:
caster level < 12 = ghoul
caster level 12 - 17 = ghast
caster level 18 - 23 = wight
caster level 24 - 32 = spectre
caster level > 32 = wrathful spirit of darkness
Creeping Doom: This spell now inflicts 5d6 points of piercing damage per round to any creature in the area of effect (up to 1000 points total) and reduces movement rates by 50% each round a creature is affected.
Cure Minor Wounds: This spell heals 1 hitpoint of damage.

When cast by a cleric of Asis, it instead heals up to 5% of the targets maximum hitpoints.

When used on undead (and PC vampires), this spell inflicts 1 point of positive energy damage.
Cure Light Wounds: This spell heals 1 hitpoint of damage per caster level or up to 5% of the target's maximum hitpoints (which ever is higher).

When cast by a cleric of Asis, the spell heals twice as much (2 hitpoints per level or 10% of max hitpoints).

When used on undead (and PC vampires), this spell inflicts 1 point of positive energy damage per caster level.
Cure Moderate Wounds: This spell heals 1 hitpoint of damage per caster level or up to 10% of the target's maximum hitpoints (which ever is higher).

When cast by a cleric of Asis, the spell heals twice as much (2 hitpoints per level or 20% of max hitpoints).

When used on undead (and PC vampires), this spell inflicts 1 point of positive energy damage per caster level.
Cure Serious Wounds: This spell heals 1 hitpoint of damage per caster level or up to 15% of the target's maximum hitpoints (which ever is higher).

When cast by a cleric of Asis, the spell heals twice as much (2 hitpoints per level or 30% of max hitpoints).

When used on undead (and PC vampires), this spell inflicts 1 point of positive energy damage per caster level.
Cure Critical Wounds: This spell heals 1 hitpoint of damage per caster level or up to 20% of the target's maximum hitpoints (which ever is higher).

When cast by a cleric of Asis, the spell heals twice as much (2 hitpoints per level or 40% of max hitpoints).

When used on undead (and PC vampires), this spell inflicts 1 point of positive energy damage per caster level.
Delayed Blast Fireball: This spell now functions more like PnP D&D. The caster presets a desired delay in rounds (0 to 5) (by VC command), and the spell creates a visible center/timer. When the delay time is up, the spell explodes and inflicts damage. The spell detonates immediately if targeted directly on a creature.
Destruction: This spell can only be cast by clerics of Ragnor.
Endure Elements: This spell now follows the Player's Handbook rules: protects from a single element (acid, cold, electricity, fire, or sonic), granting 5 points of resistance to that element for 24 hours. You select the elemental type by selecting the matching sub-radial menu spell off endure elements.
Find and Disarm Traps: Formerly known as find traps, this spell is no longer guaranteed to disarm every trap it finds, but higher level casters should still get most of them.
Fire Shield: Formerly known as elemental shield.
Fire Storm: This spell has been altered slightly, inflicting 1d6 points of damage per level to all enemy creatures in the area of effect, up to 20d6. Half the damage is fire, half is positive energy.
Flame Weapon: This spell now adds 1d6 fire damage for 1 minute/level, 2d6 if caster is 11th level or higher.
Gate: The caster of this spell no longer needs to be cloaked in protection from evil when casting this spell. The summoned balor will automatically be an ally of the caster.
Glyph of Warding: This spell now inflicts 1d8 points of damage per 2 caster levels (max. 6d8). The type of damage inflicted can be preset by a VC command, the default is sonic damage. Negative glyph form won't harm undead or demons, while divine form will harm only undead and demons.
Grease: No longer a ranger spell.
Greater Magic Weapon: This spell is now a 3rd level spell for bards, paladins, rangers, sorcerers, and wizards, and it is a 4th level spell for clerics and druids.
Greater Missile Storm: Formerly known as isaac's greater missile storm (6th level), this 5th level spell now inflicts 1d4 per 2 levels (maximum 20d4) to all enemies within a larger radius.
Greater Restoration: This spell has been altered to bring it in line between the developer's orgininal intentions and Pen & Paper D&D. It removes basically all negative effects on a character, and heals up to 5d8 points of damage (+1 per caster level).
Harm: This spell inflicts 2 hitpoints of negative energy damage per caster level or 33% of the target's maximum hitpoints (which ever is higher), to a minimum of 10 hitpoints.

When cast by a cleric of Ragnor, it instantly damages the target so that it retains only 10 hitpoints, no matter the starting health.

A successful Will save means the target suffers 1/2 damage. Undead are fully healed by this negative energy.
Heal: This spell heals 2 hitpoints of damage per caster level or up to 33% of the target's maximum hitpoints (which ever is higher). It also neutralizes poisons, cures diseases, removes blindness/deafness, and heals insanity.

When cast by a cleric of Asis, the spell heals up to 100% of the target's maximum hitpoints, neutralizes poisons, cures diseases, removes blindness/deafness, and heals insanity.

When used on undead (and PC vampires), this spell inflicts positive energy damage (leaving the target with 10 (or fewer) hitpoints).
Ice Dagger: This spell now requires a ranged touch attack to inflict damage, and no longer grants the target a Reflex save.
Identify: This spell no longer functions as a spell. Do not select it during character creation, as you will just be wasting a known spell slot.

On leveling up, certain characters (1st level bards, 2nd level wizards and sorcerers) will instead gain an item that will let them perform this action (saving a spell slot for those casters). Used on an item in inventory, this will now automatically identify any item worth 10,000 gp or less.
Implosion: This spell can only be cast by clerics of Ragnor.
Inflict Minor Wounds: This spell inflicts 1 hitpoint of negative energy damage.

When cast by a cleric of Ragnor, it instead inflicts up to 5% of the targets maximum hitpoints in damage.
Inflict Light Wounds: This spell inflicts 1 hitpoint of negative energy damage per caster level or 5% of the target's maximum hitpoints (which ever is higher).

When cast by a cleric of Ragnor, it instead inflicts 2 hitpoints in damage per level or up to 10% of the targets maximum hitpoints in damage.

A successful Will save means the target suffers 1/2 damage. Undead are healed by this negative energy.
Inflict Moderate Wounds: This spell inflicts 1 hitpoint of negative energy damage per caster level or 10% of the target's maximum hitpoints (which ever is higher).

When cast by a cleric of Ragnor, it instead inflicts 2 hitpoints in damage per level or up to 20% of the targets maximum hitpoints in damage.

A successful Will save means the target suffers 1/2 damage. Undead are healed by this negative energy.
Inflict Serious Wounds: This spell inflicts 1 hitpoint of negative energy damage per caster level or 15% of the target's maximum hitpoints (which ever is higher).

When cast by a cleric of Ragnor, it instead inflicts 2 hitpoints in damage per level or up to 30% of the targets maximum hitpoints in damage.

A successful Will save means the target suffers 1/2 damage. Undead are healed by this negative energy.
Inflict Critical Wounds: This spell inflicts 1 hitpoint of negative energy damage per caster level or 20% of the target's maximum hitpoints (which ever is higher).

When cast by a cleric of Ragnor, it instead inflicts 2 hitpoints in damage per level or up to 40% of the targets maximum hitpoints in damage.

A successful Will save means the target suffers 1/2 damage. Undead are healed by this negative energy.
Light: This spell produces light slightly dimmer than a torch, and the color of the light produced can be preselected by a VC command.
Legend Lore: This spell no longer functions as a spell.

On leveling up, certain characters (10th level bards, 11th level wizards and sorcerers) will instead gain an item that will let them perform this action (saving a spell slot for those casters). Used on an item in inventory, this will now automatically identify any item.
Magic Armor: Formerly magic vestment, this spell functions only on armor. It is now a 3rd level spell for bards, clerics, druids, paladins, sorcerers, and wizards.
Magic Weapon: This spell is now a 1st level spell for bards, clerics, druids, paladins, rangers, sorcerers, and wizards.
Mass Blindness / Deafness: This spell is now an illusion that grants a Will save instead of a Fortitude save.
Mass Heal: All allies within the area of effect are restored to full health and hit points. This powerful magic neutralizes poisons, removes diseases, cures blindness/deafness, and heals insanity.

This spell can be cast only by followers of Asis, Goddess of Life, Birth, and Healing.
Melf's Acid Arrow: This offensive spell now requires a ranged touch attack to hit, and it ignores spell resistance.
Meteor Swarm: This potent spell rains fiery rocks down on the area, inflicting up to 1d8 points of damage per caster level (maximum 30d8), half is fire damage, half is bludgeoning damage.
Missile Storm: Formerly known as isaac's lesser missile storm (4th level), this 3rd level spell now inflicts 1d4 per 4 levels (maximum 10d4) to all enemies within a radius.
Poison: This spell now inflicts 1d10 points of Constitution damage. This becomes 2d10 if cast by a cleric of Sorgath.
Polymorph Self: This spell no longer uses the radial menu, since additional forms are available. The current list: Badger, Cow, Dire Boar, Drider, Drow, Giant Spider, Harpy, Minotaur, Penguin, Troll, Wererat, Werewolf, Wyrmling Dragon (black, blue, green, red, and white). Preselect desired form with a VC command.
Protection from Evil: Formerly part of protection from alignment, this spell has been split off on it's own.
Protection from Good: Formerly part of protection from alignment, this spell has been split off on it's own. Paladins cannot cast it.
Raise Dead: Can now be cast by druids. When cast on a player corpse, this spell restores 75% of the XP lost due to death. If cast by a cleric or druid instead of an item, it instead restores 80% of the lost XP.
Remove Curse: Casting this spell will now remove 1 curse effect/curse spell per 8 caster levels (minimum 1, maximum 5) OR 1 "unbonded" cursed item. Curse spells now include the spells: doom, bane, and blindness/deafness.
Resurrection: Can now be cast by druids. When cast on a player corpse, this spell restores 75% of the XP lost due to death. If cast by a cleric or druid instead of an item, it instead restores 85% of the lost XP.
Shapechange: This spell no longer uses the radial menu, since additional forms are available. The current list: Basilisk, Beholder, Demon (balor, succubus, and vrock), Dire Tiger, Elder Elemental (air, earth, fire, and water), Giant (fire and frost), Golem (iron and stone), Mindflayer, Red Dragon. Preselect desired form with a VC command. Can also turn into the forms from polymorph self.
Silence: Can now be cast by sorcerers and wizards as a 4th level spell. This spell no longer provides 100% immunity to sonic damage. It instead provides sonic damage resistance 10.
Slay Living: This deadly spell can not be cast by clerics of Asis. It is no longer a druid spell.
Sleep: This spell now affects 2d4 HD of creatures (up to 5 HD creatures), starting with those nearest the center of the area of effect.

Summon Creature I to Summon Creature IX: These spells have been altered, with a duration of 1 hour per caster level (max 24 hours), and summoned creatures are chosen randomly (or purposefully from a list with the ;;sum x x VC command). Each PC is able to have up to 20 summoned followers at a time.
Tenser's Transformation: This spell no longer polymorphs the caster, and it follows the pen & paper D&D much more closely...+1 to Attack Rolls per 2 levels, +4 Natural AC, +2d4 Strength, +2d4 Dexterity, 1d6 temporary HP per level, +5 on Fortitude Saves, -10 Intelligence, 100% spell failure, +2 attacks per round (max 5 total).
Time Stop: This spell effects only creatures in the caster's current area, lasts for 3 rounds, and allows creatures to make a save to resist being stopped.


Granted Spells:

Granted spells are given to priests (clerics and druids) by their patron deity as feats (Granted Spell I to Granted Spell V, see the individual deity entries for specifics). Such spells usually become more difficult to resist as the priest gains levels: the save DC for each is equal to 10 + 1/3 the priest's level + the priest's Wisdom modifier.