The World of Aenea - A Persistent Neverwinter Nights World


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World of Aenea PW

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1,220,376 Wands!
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Changed Spells:

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.
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.
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.
Grease: No longer a ranger spell.
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).
Identify: This spell no longer functions as a spell. 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.
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.
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.
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: Casting this spell now initiates a conversation-based menu. More forms are now available.
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.
Shapechange: Casting this spell now initiates a conversation-based menu, with more forms available. Can also turn into the forms from polymorph self.
Slay Living: This deadly spell can not be cast by clerics of Asis. It is no longer a druid spell.
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 has been disabled.


Granted Spells:

Granted spells are given to clerics by their deity. Such spells usually become more difficult to resist as the cleric gains levels: the save DC for each is equal to 10 + 1/2 the cleric's level + the cleric's Wisdom modifier.

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