arrivederci, megido Registered Member #1403
Joined: 3:11:09 am GMT 02/26/09
"Casterlevel" in most Thain spells includes half the character's Palemaster levels (rounded up) for arcane casters.
The visual effects of some spells (e.g., stoneskin, barkskin) last only a few seconds. This is to reduce clientside graphics lag
Resting is restricted and limited to 3 rests per 12 in game hours. The timer starts with the first rest. Any unused rests are lost at the end of the 12 hour period and you are refreshed with the base 3 available rests. An hour in game corresponds to 2 minutes real time.
Ball Lightning Changed to operate like the Firebrand spell but cannot be targeted to the ground.
Bigby's Crushing Hand: Grapple check adapted to allow for a fairer opposed DC. Formula: Attack will now hit on natural 20, and miss on natural 1. Caster: d20 + Caster Mod (Int,Cha) + Caster Level / 2 (4 vs PCs) + 12 (Hand Str) - 1 (Hand Size Mod) + Spell focus feat bonuses Target: AC Grapple Check: Caster: d20 + Caster Level (div 2 vs PCs) + 12 (Hand Str) + 4 (Hand Size Mod) Target: d20 + BAB + Strenth Mod + Size Mod
Bigby's Grasping Hand: Attack will now hit on natural 20, and miss on natural 1 Caster: d20 + Caster Mod (Int,Cha) + Caster Level / 2 (4 vs Pcs) + 10 (Hand Str) - 1 (Hand Size Mod) Target: AC Grapple Check: Caster: d20 + Caster Level (div 2 vs PCs) + 10 (Hand Str) + 4 (Hand Size Mod) Target: d20 + BAB + Strenth Mod + Size Mod
Blade Thirst This spell has been altered to allow it to work on a par with Greater Magic Weapon (restricted to slashing weapons), furthermore, this variant can now be used upon ranged weapons (allowing the equivalent attack bonus, not enhancement) and a damage bonus added to the corresponding ammo.
Darkfire Does not stack with other temporary weapon buffs.
Deafening Clang Lasts turns/level instead of rounds/level. Does not stacks with GMW.
Find Traps Finds traps, does not untrap them.
Flame Weapon Cannot be cast on a weapon already enchanted with Magic Weapon or Greater Magic Weapon. Cannot be cast on most summons. Damage reduced to a maximum of 1d6+5.
Greater Magic Weapon Cannot be cast on a weapon already enchanted with Flame Weapon or Darkfire.
Greater Sanctuary Cannot control NPC allies while spell is active. Invulnerable while in Ethereal plane but acquiring objects drops the spell. Duration is rounds per level. Approximates SRD's Ethereal Jaunt.
Haste - Only grants +1 AC (Mass Haste is unaffected.)
Improved Invisibility Grants 25% concealment instead of 50%
Implosion Bonus DC dropped from standard NWN to bring more in line with other level 9 spells.
Knock The spell disables all locks of d20+caster level or below, in a 30 meter radius around you (up to DC 40). It always opens up to DC 30 when used from an item.
Mass Charm: Now functions like Charm Monster (works on all creatures).
Magic Circle Against Alignment Grants +4 to Will saves, immunity to Charm and Dominate (per SRD)
Mestil's Acid Sheath Damage capped to 20 + 1d6. This would make it inferior to Elemental Shield but it reaches that cap at casterlevel 10, and so is useful to mid-level and multiclassed casters.
Mordenkainen's Sword Summons a sword construct rather than a Helmed Horror. The sword has a high AB but only one attack per round, immune to slashing/piercing/bludgeoning damage (per SRD spell Mage's Sword). Greater hitpoints if the caster has Spell Focus: Transmutation.
Premonition Damage Reduction of 30/+6 at level 20.
Power Word, Kill As normal NWN but also does a flat 100 magical damage when creature is above the 100 hitpoint threshold.
Protection from Alignment Grants +4 to Will saves, immunity to Charm and Dominate (per SRD)
Shapechange Added alternatives shapes selected by the "/shapes" chat command or via the emote wand: Gold Dragon (alt of Red Dragon) and Celestial Avenger (alt of Balor).
Time Stop This spell has been modified so that it does not stop the whole server when used. The duration has been lengthened and targets are invulnerable for the duration to match PnP rules. Also a VFX is placed at the caster's location to help gauge the duration; it fades 3 seconds before the spell (per the SRD).
Tenser's Transformation No polymorph; increases caster's STR, AB, attacks per round, sets them to 100% spell failure while active.
Turn Undead Evil clerics can control rather than turn undead.
Wall of Fire: changed damage to 2d6 + (CL/3)d6, max 8d6
Summon Creature I - VI These have been slightly detuned from their NWN default so as not to give casters such powerful tanks. However, the duration for most summons is now 24 game-hours so you have lots of time to create RP with your summons. There are also alternate shapes available by using the /summons chat toggle or via the emote wand. A (conjuration school) summon will be created with higher hitpoints if the summoner has the feats Spell Focus: Conjuration and higher still with Greater Spell Focus: Conjuration.
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VII - IX The type of elemental summoned via Summon Creature VII-IX can be set via the emote wand or set back to random.
Summons a sword construct with a high AB but only one attack per round, immune to slashing/piercing/bludgeoning damage. Has AC13, AB of caster-level + stat bonus - 9 (where stat bonus is INT or CHA modifier for Wiz/Sorc respectively), can be dispelled if it hits a target with spell resistance or if struck by Lesser Dispel (least likely to succeed), Dispel Magic, Greater Dispel, or Mordenkainen's Disjunction (most likely to succeed), cannot be targeted by friendly spells (all per SRD); has 100 hit points and bonus hit points if caster has Spell Focus Transmutation.
The type of summon by default corresponds to the caster's alignment. On Thain, the caster can choose the summon type (devil/demon/slaad/celestial). There are alternate forms for the Gate summon as well, for evil (Pit Fiend) for neutral (White Slaad) and good (Celestial Avenger) forms.