spell changes?

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imom411
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spell changes?

Post by imom411 »

Could someone link to/explain what the spell changes in NS4 are? I know of some of them, like True Seeing gives +20 spot (is this the case for both natural and casted TS?) Also, I remember reading that stoneskin, etc, duration was reduced, but don't remember to what. I seem to remember that Acid Sheath/Death Armor don't stack and have damage decreased. How does NS4 handle Time Stop? Other changes?

Thanks.

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Post by Teladro »

Just about every duration is halved. I can't think of one off the top of my head that isn't. Shadowshield only lasts 1 round/2 levels. Damage shields do not stack, and are capped rediculously low. Use elemental shield for imm to fire/cold if nothing else. Time Stop is disabled, it's not possible to use it in any form. All the bigbies have changes to their checks, but the general rule is the more str the target has, the more they'll save against em. Familiars are disabled, and all summons are nerfed and worthless, unless you're a wizard. GMS has been changed so that each missile does (level*2d6) to a maximum of 20 levels, or something. Now haste. Haste lasts for 1 round/2 levels. Haste adds 1 Dodge AC, 1 AB, 1 relfex save, 1 extra melee attack per round, and increases your movement speed by 50%. Haste does NOT allow an extra cast per round. Haste does NOT add 4 dodge AC.

That's about it, as far as a crazy, old sorcerer can remember.

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Post by Yonwe »

I myself don't have a complete list, but this is what I know to be implimented:

~ Durations - As Redzan said, a good rule of thumb is that durations are cut in half; however, Extend Spell doubles the original duration and not the modded one on most buffs, not attack spells.

~ True Sigh - See Invisibility 1 turn/lvl, with +20 to Spot and Search
~ Time Stop - Deactivated
~ IGMS - 1d6/lvl, max 20d6
~ Haste - 1 rnd/2 lvls, as per 3.5 rules (+1 AC, +1 attack, 50% more speed, extra attack action only if no movement, no extra spells)
~ Various AOE Spells - Cannot stack the same spell in same area; there are a few bugs in this, causing it to be permitted in some areas and not others.
~ Regenerate - Extended from 1 rnd/level to 1 hour/lvl (maybe turns, but I've never seen it run out on a cleric of mine)
~ Call Lightning - Uses d10 instead of d6, max 10d10
~ Charm Person - Deactivated
~ Hold Person/Hold Monster/Dominate Person - They seem to have their durations cut in half, but I haven't clocked it enough to be 100% on it
~ Damage Reduction Spells - 1 turn/lvl instead of 1 hour/lvl
~ Acid Sheath/Death Armor/Fireshield - These are being reworked so they give some better immunities and balance their damage out; as for right now, they've basically been nerfed into uselessness except at high levels when you have better spells.
~ Word of Faith - Blindness effect cut down to just a couple rounds instead of 1 rnd/lvl
~ Healing Spells - Relative to amount of health you have, caster level, and whether or not you have the Healing Domain; Heal is 10hp/lvl (give or take...) instead of a full heal, which Greater Restoration still does
~ Harm - Changed to be in line with Heal, see above
~ Shadow Shield - Also gives immunity to negative energy
~ Resurrection - Gives a Heal spell effect instead of just healing target to full health
~ Wail of the Banshee - Deafens for a few rounds anyone who survives, rendering them immune to a second Wail until they are no longer deaf
~ Dirge - Deactivated
~ Spells that increase Lore - Nerfed overall

Like I said, not a complete list, but a good reference for the big stuff. Hope this helps!
~DM Yonwe
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imom411
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Post by imom411 »

Cool, lots of good info. Couple of questions:
Shadowshield only lasts 1 round/2 levels.
Can this be true? It's normally 1 turn/lvl AFAIK. It would seem more reasonable to take it down to either 1 turn/2 lvls or 1 round/lvl.
all summons are nerfed and worthless, unless you're a wizard
Do you really think so? The abilities of some summons seem to be worth it. Also, I've noticed that, at lower levels at least, divine summons seem to be stronger than arcanes. For example, I think that an arcane dire bison has like 73 hp, but a divine one has about 91, with higher str/attack. Is this true?

Anyway, thanks for helping me create some forum activity :D

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Post by imom411 »

Also, if Bigby's at least takes into accout the strength of its target, rather than caster, then I for one would be less embarrassed to use it. Good change.

What about some of the high-level AoE divine spells? I'm thinking of Firestorm and Storm of Vengeance. I don't know how those usually work with Party PvP settings, but the grimoire does say that the spells hurt enemies within range. How do they work in NS4, including friendly damage? It would be cool if they worked like Call Lightning (wow, 1d10/lvl? nice!) and Flame Strike.

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Post by Teladro »

imom411 wrote:Couple of questions:
Shadowshield only lasts 1 round/2 levels.
Can this be true? It's normally 1 turn/lvl AFAIK. It would seem more reasonable to take it down to either 1 turn/2 lvls or 1 round/lvl.
all summons are nerfed and worthless, unless you're a wizard
Do you really think so?
NS4 is quite friendly to wailers and wilters. SS just isn't very useful at that duration.

Yes, wizards are weak and need all the help they can get. When most of the higher NPCs can kill any of the summons in a hit or 2, they're not that great.
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imom411
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Post by imom411 »

NS4 is quite friendly to wailers and wilters.
How so? Do they get benefits/increased saves or is just because other mages can't protect against them with Shadow Shield? Clerics, of course, can protect with Neg Energy Protect & Death Ward.

Also, Storm of Vengeance and Firestorm? Hurt friendlies?[/quote]

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Post by TheBestDeception »

No...both of them ignore friendy targets. Cast that storm and wait for them to run in to get you...

Creeping doom, on the other hand...

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Post by BlkMamba »

Also I've Noticed Greater Sanctuary doesnt work either, dont know if it just deactivated or not, but from what i can read its really not much different than Invis, not sure why it dont work

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Chela Kirg
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Post by Chela Kirg »

Because GS never should work as it does in NWN, (it wasnt in PnP just as a reference), and it is a big exploit trick in NWN. I wouldnt change it, if it only was used to get away from a fight to safety...

br

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Post by Flailer »

Also, Mass Charm is deactivated. *sniff*
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