We're currently looking at the Cleric class. What we're looking for are suggestions on adding Domain-like Spells, based on Domains. You can suggest any spell, from any class (even monster abilities) but be reasonable.
We're looking for both "weaker" and "stronger" variations, so try to use the following templates:
Weaker
1st circle spell (can have 2 spells)
2nd circle spell
3rd circle spell
Stronger
1st/2nd circle spell (can have 2 spells)
3rd/4th circle spell
4th/5th circle spell
*If there's something you feel that MUST be there from higher spell circles, you may suggest it, but nothing overpowered.
While mechanics is important, and I'm sure there'll be some "Fireball on Fire Domain" (which is fine!), think of flavor and the theme itself as well, so it will be very cool seeing stuff like "Haste/Slow on Luck Domain".
Chaos Ideas
Disease Bolt - Red Slaad Egg
Blindness/Deafness at an earlier level.
Chaos Spittle
Confusion
Defeaning Clang
Fungus Ideas
Contagion at an earlier level
Infestation of Maggots
Troglodyte Stench
Destruction Ideas
Crumble
Balagarn's Iron Horn
Earthquake
Undead Ideas
Bolster Undead
Repose Ideas
Bless weapon at a high level.
Plant Ideas
Entangle
War Domain
Blade Thirst (at level 5)
Law Domain
Command 1/day
Renewal Domain
Passive Regeneration +1 on worm armor (identical to vanilla NWN item property)
Water Domain and Sea Caves Domain
Give Ice Storm to Sea Caves Domain (to represent falling salt stalagmites?) and Drown to Water Domain
In addition to the following suggestions, I would also suggest that Divine Might / Shield be made into free actions.
- Air Domain
Spells: Call Lightning (3), Lightning Bolt (3) Chain Lightning (6)
Abilities: Turn Elementals; Darkfire becomes onhit chainlightning level 1, lightning VFX Associated Deities:
- Animal Domain
Spells: Cat's Grace (2), True Seeing (3), Polymorph Self (5)
Abilities: Summon Creature spell is cast as if it were the next spell level higher - Cleric is able to take on animal form once / 3 levels. (Via shifter scripts?) - Animals will not attack Associated Deities:
- Cavern Domain *
Spells: Darkness (1), One with the Land (2), Call Lightning (4)
Abilities: 1/day, gain a temporary +3 Search, +3 Spot, +3 Listen bonus that lasts for one turn/level, usable only in caverns. +10% movement speed in caverns Associated Deities:
- Charm Domain *
Spells: Charm person (1), Aura of Glory (2), Charm Monster (3)
Abilities: --- Charm duration doubled Associated Deities:
- Chaos Domain *
Spells: Cloud of Bewilderment (3), Confusion (5)
Abilities: Turn Outsiders; Cleric gains ChaosShield level 1/2 cleric level; Summons changed to Chaos/Limbo Associated Deities:
- Darkness Domain *
Spells: Darkness (1), Blindness/Deafness (2), Shadow Conjuration (4)
Abilities: 10% Concealment Associated Deities:
- Death Domain
Spells: Bestow Curse (2) Phantasmal Killer (4), Enervation (5) Evil Blight (5)
Abilities: Negative Plane Avatar - The cleric is able to summon a shadow that gains in power as the cleric advances. Associated Deities:
- Destruction Domain
Spells: Stinking Cloud (3), Acid Fog (6)
Abilities: Turn Constructs Associated Deities:
- Drow Domain *
Spells: Charm person (2), Clairvoyance/Clairaudience (3), Improved Invisibility (5)
Abilities: Racial Power Associated Deities:
- Dwarf Domain *
Spells: Glyph of Warding (2), Greater Magic Weapon (3) Divine Power (3)
Abilities: Racial Power; +5 EFUSS mining Associated Deities:
- Earth Domain
Spells: Stoneskin (4), Energy Buffer (5)
Abilities: Turn Elementals; Summon theme changed to Earth, 10% physical DI Associated Deities:
- Elf Domain *
Spells: True Strike (1), Cat's Grace (2)
Abilities: Racial Power; Associated Deities:
- Evil Domain
Spells: Negative Energy Ray (1), Negative Energy Burst (3), Enervation (5)
Abilities: Turn Outsiders Associated Deities:
- Fate Domain *
Spells: True Strike (1), See Invisibility (2), Clairaudience/Clairvoyance (3)
Abilities: Bonus Feat - Uncanny Dodge; +1 Dodge AC Associated Deities:
- Fire Domain
Spells: Combust (2), Fireball (3) Wall of Fire (4), Energy Buffer (5)
Abilities: Turn Elementals; 5/- Fire resist. Flame weapon has a chance to ignite enemy (combust, 25%, level1) Associated Deities:
- Fungus Domain *
Spells:Stinking Cloud (2) Barkskin (2), Cloud of Bewilderment (3), Cloudkill (4) Mind Fog (5)
Abilities: --- Cleric is immune to Stinking Cloud / Cloud of Bewilderment / Cloudkill Associated Deities:
- Gnome Domain *
Spells: Color Spray (1), Displacement (3) Haste (4) Improved Invisibility (5)
Abilities: Racial Power, +5 EFUSS engineering. +5 Craft Trap Associated Deities:
- Good Domain
Spells: Prayer (2) Stoneskin (4), Lesser Planar Binding (5)
Abilities: Turn Outsiders; Bless spell grants +1 saves vs Evil. Prayer spell casts clarity effect; Summoning theme changed to Good/Angels Associated Deities:
- Halfling Domain *
Spells: Cat's Grace (2), Freedom of Movement (3)
Abilities: Racial Power; Bonus Feat: Weapon Finese Associated Deities:
- Hatred Domain *
Spells: Bestow Curse (2), Inflict Critical Wounds (3), Harm (5)
Abilities: 1/day/ 3 levels, target a particular enemy to gain a +1 AB bonus and a +1 negative energy damage bonus, both versus their racial type, that last for one turn / CHA modifier Associated Deities:
- Healing Domain
Spells: Cure Serious Wounds (2), Monstrous Regeneration (4) Heal (5)
Abilities: Empowered Healing - The following healing spells are cast as if with the empower spell feat: cure minor wounds, cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds +5 EFUSS healing. Circle of healing (9) 1/day Associated Deities:
- Illusion Domain *
Spells: Invisibility (2), Displacement (3), See Invisibility(2) Phantasmal Killer (4)
Abilities: --- Turn undead changed to conceal all allies in area of effect with improved invisibility. Lasts 3 rounds + CHA modifier Associated Deities:
- Knowledge Domain
Spells: Identify (1), Knock (2), Clairaudience/Clairvoyance (3), True Seeing (4), Legend Lore (5)
Abilities: --- +5 Lore, +3 Spellcraft. Associated Deities:
- Law Domain *
Spells: Clarity (2), Hold Monster (5)
Abilities: Turn Outsiders; Summoning Theme changed to LAW. +2 Divine damage vs Chaos Associated Deities:
- Luck Domain *
Spells: True Strike (1), Bestow Curse (2), Protection from Spells (5)
Abilities: Bonus Feat - Defensive Roll, +1 Universal saves Associated Deities:
- Magic Domain
Spells: Mage Armor (1), Magic Missle (1) Melf's Acid Arrow (2), Combust (2) See Invisibility (2) Negative Energy Burst (3), Scintillating Sphere (3), Haste (3) Stoneskin (4), Fear (4) Ice Storm (5) Isaac's lesser Missle Storm (5)
Abilities: --- While wearing cloth, cleric gains +1 Caster level on all spells. Associated Deities:
- Metal Domain *
Spells: Shelgarn's Persistent Blade (1), Darkfire (2),Greater Magic Weapon (3) Keen Edge (5)
Abilities: 1/day, add temporary fire damage to your weapon for one round/level: +1 Fire damage for non-hammer weapons, and +1d4 Fire damage for hammers. This should stack with Darkfire. Darkfire adds a bonus 2 physical damage to weapons. Magic Vestment adds a bonus 1 dodge AC Associated Deities:
- Nobility Domain *
Spells: Rallying Cry (1), Clarity (1) Charm Person (2), See Invisibility (3)
Abilities: --- Divine Might feat; Bonus 1 damage on held weapon (Divine / Neg for Good/Evil) +5 Parry. Turn undead also casts cure light wounds (10) Associated Deities:
- Ooze Domain *
Spells: Acid Splash (0) Grease (1), Mestil's Acid Arrow (2) Stinking Cloud (3), Mestil's Acid Breath (3) Mestil's Acid Sheath (4) Evard's Black Tentacles (4)
Abilities: Command Slimes; Darkfire changed to Acid, Summoning Theme changed to Oooze. Ooze damage slows enemy (dc 10+wis+1/2 caster level fortitude) Associated Deities:
- Orc Domain *
Spells: Prayer (2), Blood Frenzy (3), War Cry (5)
Abilities: Racial Power Associated Deities:
- Planning Domain *
Spells: Identify (1), See Invisibility (2), Clairaudience/Clairvoyance (3)
Abilities: Bonus Feat - Extend Spell Associated Deities:
- Plant Domain
Spells: Barkskin (2), Poison (3); Creeping Doom (7)
Abilities: Turn Vermin; Summoning Theme changed to Plant +1; Darkfire becomes acidic Associated Deities:
- Portal Domain *
Spells: Summon creature III (2), Alarm (1), Dismissal (3), Displacement (4) Teleport [5]
Abilities: Portal Sense - automatic supernatural ability to detect nearby hidden portals using Wisdom Your teleport spell cannot fail, but creates a portal that lasts 24 hours which may be used by anyone. Associated Deities:
- Protection Domain
Spells: Shield (1) Blur (2), Stoneskin(4) Minor Globe of Invulnerability (4), Energy Buffer (5)
Abilities: Divine Protection - The cleric is able to cast an improved form of Sanctuary that sets the save difficulty class at 10 + Cha Modifier + Cleric Level. This has a duration of 1 round per caster level + the cleric's Charisma modifier; +1 universal saves Associated Deities:
- Renewal Domain *
Spells: Cure Moderate Wounds (1), Remove disease (2), Restoration (3) Monstrous regeneration (3); Remove Curse (2)
Abilities: --- Turn undead also casts cure light wounds. Heal +5; Healing spells are empowered Associated Deities:
- Repose Domain *
Spells: Remove disease (2), Death ward (3), Undeath to Death (5) Bless Weapon (3)
Abilities: Bonus Feat - Favored Enemy (Undead) Associated Deities:
- Reptilian Domain *
Spells: Magic Fang (1), Greater Magic Fang (2), Barkskin (2) Poison (3)
Abilities: Command Lizards Associated Deities:
- Retribution Domain *
Spells: Death Armor (2), Death ward (3), Elemental Shield (4) Mestil's Acid Sheath (5)
Abilities: Bonus Feat - Divine Might - Turn undead also deals 1d12 divine damage to hostile creatures within effect. Associated Deities:
- Rune Domain *
Spells: Identify (1), Glyph of Warding (2), Delayed Blast Fireball (4)
Abilities: Bonus Feat - Scribe Scroll Associated Deities:
- Sea Caves Domain *
Spells: Ironguts (1), Drown (5) Ice Storm (5)
Abilities: Underwater Breathing - boosts the length of time which you can stay underwater before drowning; Spell failure for casting underwater removed. Move unhindered unterwater Associated Deities:
- Spells Domain *
Spells: Mage Armor (1) Lesser Dispel (1), Shield (2), Blur (2), True Seeing (3) Haste (3),Lesser Spell Breach (4), Feeblemind (5)
Abilities: --- SF Abjuration feat; Turn undead grants allies a magical shield for 5+CHA mod rounds (similiar to some bard song effects, I'm unsure of the effect name) Associated Deities:
- Spider Domain *
Spells: Web (1), Poison (3) Quillfire (2) Spike Growth (4)
Abilities: Command Spiders; Immunity: Entangle +4 poison save; Brew Potion feat Associated Deities:
- Strength Domain
Spells: Divine Power (3), Stoneskin (5)
Abilities: Divine Strength- The cleric gains a bonus to Strength equal to 2 + 1 per 3 class levels. This has a duration of 5 rounds + the cleric's Charisma modifier Associated Deities:
- Storm Domain *
Spells: Electric jolt (0) Gust of Wind (2), Gedlee's Electric Loop (2) Lightning Bolt (3) Call Lightning (3), Gust of Wind (3); Ice Storm (5) Chain Lightning (5)
Abilities: Bonus Feat - Resist Energy (Electricity) Darkfire changed to Eletrical. Old Electrical perk Associated Deities:
- Suffering Domain *
Spells: Ray of Enfeeblement (1), Death Armor (2), Bestow Curse (2) Enervation (5) Evil Blight (5) Masochism (2)
Abilities: --- Associated Deities:
- Sun Domain
Spells: Searing Light (2), Sunbeam (7)
Abilities: Exceptional Turning - Add 1d6 to all turning checks to determine the maximum Hit Die of undead turned. Also add 1d4 to the number of undead turned. Turn undead deals 2d6 damage to undead not already destroyed. Flame weapon deals a bonus 1d4 vs undead and aberrant foes. Associated Deities:
- Trade Domain *
Spells: Identify (1), Knock (2), See Invisibility (3)
Abilities: Bonus Feat - Skill Focus (Appraise) Bonus Feat: Brew potion, Bonus feat: Craft Wand Associated Deities:
- Travel Domain
Spells: Entangle (1), Web (2), Freedom of Movement (3), Slow (4), Haste (5) Teleport (5)
Abilities: --- Turn undead increases movement speed of all allies by 20% for one turn. Associated Deities:
- Trickery Domain
Spells: Invisibility (2), Invisibility Sphere (3), Improved Invisibility (5)
Abilities: Divine Trickery - Bonus to hide, bluff, search, disable trap, move silently, open lock,spot and pick pocket checks equal to 1 per 2 caster levels. This effect lasts hour/level. Associated Deities:
- Undeath Domain *
Spells: Stone Bones (1), Mage Armor (1) Magic Fang (1) Negative Energy Burst (3) Greater Magic Fang (3)
Abilities: Turning Boost - same as Sun domain; Summoned undead move 10% faster Associated Deities:
- War Domain
Spells: Cat's Grace (2), Divine Power (3) Aura of Vitality (7)
Abilities: Battle Mastery - The cleric gains a bonus of 1 + 1 per 5 caster levels to dexterity, constitution, attack rolls and damage. As well, the cleric gains damage reduction twice this amount. The effect will last for 5 rounds + charisma modifier Associated Deities:
- Water Domain
Spells: Poison (3), Ice Storm (5) Drown (5)
Abilities: Turn Elementals; Underwater Haste; Spellfailure removed under water, Flame weapon changed to cold Associated Deities:
Whilst most of VP's suggestions I agree with, two specifically should be considered carefully:
Sun Domain
Spells: Searing Light (2), Sunbeam (7)
Abilities: Exceptional Turning - Add 1d6 to all turning checks to determine the maximum Hit Die of undead turned. Also add 1d4 to the number of undead turned. Turn undead deals 2d6 damage to undead not already destroyed. Flame weapon deals a bonus 1d4 vs undead and aberrant foes. Associated Deities:
Retribution Domain *
Spells: Death Armor (2), Death ward (3), Elemental Shield (4) Mestil's Acid Sheath (5)
Abilities: Bonus Feat - Divine Might - Turn undead also deals 1d12 divine damage to hostile creatures within effect. Associated Deities:
Retribution's additional red ability for turn undead damage should be either reduced to 1d6 or modified to only affect one's own race, so that Retribution clerics are not throwing out equal damage against Undead as a Sun cleric (this is admittedly redundant, since there are no surviving Sun deities, but still).
I also think Divine Might should be removed if Mestil's is to be added.
I'd also preach caution against giving Clerics with Magic/Spell Domain combo the spells offered in VP's suggestions. If they are to be given, the spell circles on each should be knocked up by one.
A small related suggestion:
I would recommend clerics with the Plant theme be treated as druids for the purposes of harvesting herbs.
A +5 bonus to Herbalism for the Plant domain, and to Alchemy for the Magic domain, also seem like good things to hand out. +5 to Wilderness survival for animal domain would also be nice for skinning checks. This would not bring clerics up to the levels of druids/wizards for herbalism/alchemy, or even to rangers for wilderness survival, but it would set them apart from others.
One thing I'd like to see change is the Death domain.
First off, I think that the domain power which grants a sort of familiar summon would be a good perk for all clerics to get, if they earn it, and should not be specifically a death domain power. It should also be beefed up a lot if it were given to people as a reward for being awesome clerics. Given it would then be handed out on a case by case basis, that means that you don't have to deal with the absurd task of trying to come up with an NPC for each and every deity. (Alternatively, you could have a one size fits all divine servant NPC which players can rename, and perhaps customize themselves.)
Or you could just get rid of it, I really don't think anyone would care much.
Anyway, for Death Domain...
People taking this are most likely going to be necromancers of a sort. They're not going to want to throw around illusion and transmutation spells. Given that's all the perk gives (even with VP's suggestion) with the exception of Enervation, it will remain an undesirable domain for clerics who desire to go all out in terms of (un)death in terms of vastly more valuable trickery, undeath and magic domain spells and powers.
Honestly, if you look at the non-monstrous deities that get the Death Domain (Jergal, Moander, Orcus, Urogalan, Velsharoon), the only one who probably isn't going to have almost entirely necromancers among their clergy is Urogalan.
Weaker
1st circle spell (can have 2 spells) - Negative Energy Ray, Ray of Enfeeblement
2nd circle spell - Circle of Doom
3rd circle spell - Death Ward
Stronger
1st/2nd circle spell (can have 2 spells) - Ray of Enfeeblement (1), Circle of Doom (2)
3rd/4th circle spell - Negative Energy Burst (3)
4th/5th circle spell - Circle of Death (5)
Circle of Doom is normally a level 5 Cleric spell. Giving this to clerics at level 2 may seem extreme, but I ask you to keep in mind that this only deals 1d8+Caster Level damage in an AoE. Negative Energy Burst deals this same amount of damage, but deals strength damage as well. Given this, no one can honestly think it would be overpowered to give it to Death Domain clerics at level 2 or 3.
Circle of Death, however, might be too much. Finger of Death at 5 or Slay Living at 4 might be better, as they're single target and at lower levels won't have as high of a DC.
Meanwhile, the Undeath Domain is something that I think could do with focusing more on creation of Undead rather than on buffing these Undead. I would suggest allowing Undeath Domain clerics to get +1 to the tier of the shambling corpses animated, perhaps in addition to their turning boost. Perhaps at high levels, prominent clerics could get Create Undead or something like that.
- Domain, Weaker
1st circle spell (can have 2 spells)
2nd circle spell
3rd circle spell
- Domain, Stronger
1st/2nd circle spell (can have 2 spells)
3rd/4th circle spell
4th/5th circle spell
(â€
= EFU Custom Spell)
(Hyperlink (//%22http://nwn.wikia.com/wiki/Main_Page%22) = Non-standard Spell)
[/HR]
- Air, Weaker
Whispering Wind †(1)
Cloud of Bewilderment (2)
Gust of Wind (3)
- Air, Stronger
Cloud of Bewilderment (2)
Gust of Wind (3)
Cloudkill (4)
[/HR]
- Animal, Weaker
Hold Animal (1)
Greater Magic Fang (2)
Dominate Animal (3)
- Animal, Stronger
Greater Magic Fang (2)
Polymorph Self (4)
Hold Monster (5)
[/HR]
- Cavern, Weaker
Camouflage (1)
One with the Land (2)
Mass Ultravision (3)
- Cavern, Stronger
Call Lightning (3)
Stoneskin (4)
Earthquake (5)
[/HR]
- Charm, Weaker
Charm Person (1)
Aura of Glory (2)
Tasha's Hideous Laughter (3)
- Charm, Stronger
Aura of Glory (2)
Tasha's Hideous Laughter (3)
Greater Eagle's Splendor (//%22http://nwn.wikia.com/wiki/Greater_eagle%27s_splendor%22) (5)
[/HR]
- Chaos, Weaker
Color Spray (1)
Rod of Wonder (//%22http://nwn.wikia.com/wiki/Rod_of_wonder%22) (2)
Wounding Whispers (3)
- Chaos, Stronger
Chaos Shield (//%22http://nwn.wikia.com/wiki/Chaos_shield%22) (2)
Confusion (4)
Summon Planar Destroyer (//%22http://nwn.wikia.com/wiki/Create_shadowfiend%22) (5)
[/HR]
- Darkness, Weaker
Darkness (1)
Blindness/Deafness (2)
Mass Ultravision (3)
- Darkness, Stronger
Darkness (1)
Evard's Black Tentacles (4)
Mass Blindness/Deafness (5)
[/HR]
- Death, Weaker
Chill Touch (1)
Ghoul Touch (2)
Infestation of Maggots (3)
- Death, Stronger
Death Ward (3)
Enervation (4)
Circle of Death (5)
[/HR]
- Destruction, Weaker
Burning Hands (1)
Dispel Magic (2)
Crumble (3)
- Destruction, Stronger
Inflict Serious Wounds (2)
Inflict Critical Wounds (3)
Harm (5)
[/HR]
- Drow, Weaker
Charm Person (1)
Invisibility (2)
Clairaudience/Clairvoyance (3)
- Drow, Stronger
Aura of Glory (2)
Clairaudience/Clairvoyance (3)
Improved Invisibility (4)
[/HR]
- Dwarf, Weaker
Ironguts (1)
Magic Vestment (2)
Greater Magic Weapon (3)
- Dwarf, Stronger
Greater Magic Weapon (3)
Stoneskin (4)
Blade Barrier (5)
[/HR]
- Earth, Weaker
Endurance (1)
Protection from Elements (2)
Call Lightning (3)
- Earth, Stronger
Protection from Elements (2)
Stoneskin (4)
Greater Stoneskin (5)
[/HR]
- Elf, Weaker
True Strike (1)
Cat's Grace (2)
Clairaudience/Clairvoyance (3)
- Elf, Stronger
Clairaudience/Clairvoyance (3)
Lower Spell Resistance (4)
Vine Mine (5)
[/HR]
- Evil, Weaker
Nybor's Gentle Reminder †(1)
Bestow Curse (2)
Vampiric Touch (3)
- Evil, Stronger
Vampiric Touch (3)
Fear (4)
Beltyn's Burning Blood †(5)
[/HR]
- Fate, Weaker
True Strike (1)
Clarity (2)
True Seeing (3)
- Fate, Stronger
True Seeing (3)
Minor Globe of Invulnerability (4)
Dirge (5)
[/HR]
- Fire, Weaker
Burning Hands (1)
Darkfire (2)
Elemental Shield (3)
- Fire, Stronger
Elemental Shield (3)
Wall of Fire (4)
Inferno (5)
[/HR]
- Fungus, Weaker
Entangle (1)
Barkskin (2)
Stinking Cloud (3)
- Fungus, Stronger
Barkskin (2)
Monstrous Regeneration (4)
Mind Fog (5)
[/HR]
- Gnome, Weaker
Color Spray (1)
Ghostly Visage (2)
Displacement (3)
- Gnome, Stronger
Ghostly Visage (2)
Phantasmal Killer (4)
Baleful Polymorph (5)
[/HR]
- Good, Weaker
Owl's Wisdom (1)
Prayer (2)
Dismissal (3)
- Good, Stronger
Dismissal (3)
Chaav's Laugh †(4)
Holy Aura (//%22http://nwn.wikia.com/wiki/Aura_versus_alignment%22) (5)
[/HR]
- Halfling, Weaker
Knock (1)
Cat's Grace (2)
Freedom of Movement (3)
- Halfling, Stronger
Cat's Grace (2)
Freedom of Movement (3)
Greater Sanctuary (5)
[/HR]
- Hatred, Weaker
Ray of Enfeeblement (1)
Masochism †(2)
Poison (3)
- Hatred, Stronger
Masochism †(2)
Enervation (4)
Flesh-to-Stone (5)
[/HR]
- Healing, Weaker
Cure Moderate Wounds (1)
Cure Serious Wounds (2)
Healing Circle (3)
- Healing, Stronger
Cure Serious Wounds (2)
Healing Circle (3)
Heal (5)
[/HR]
- Illusion, Weaker
Color Spray (1)
Invisibility (2)
Displacement (3)
- Illusion, Stronger
Invisibility (2)
Phantasmal Killer (4)
Ethereal Visage (5)
[/HR]
- Knowledge, Weaker
Identify (1)
See Invisibility (2)
Clairaudience/Clairvoyance (3)
- Knowledge, Stronger
Clairaudience/Clairvoyance (3)
Feeblemind (4)
Legend Lore (5)
[/HR]
- Law, Weaker
Balagarn's Iron Horn (1)
Clarity (2)
Hammer of the Gods (3)
- Law, Stronger
Clarity (2)
Hold Monster (4)
Dominate Person (5)
[/HR]
- Luck, Weaker
Tymora's Smile (//%22http://nwn.wikia.com/wiki/Tymora%27s_smile%22) (1)
Haste/Slow (2)
Keen Edge (3)
- Luck, Stronger
Haste/Slow (2)
Displacement (3)
Tide of Battle (//%22http://nwn.wikia.com/wiki/Tide_of_battle%22) (5)
[/HR]
- Magic, Weaker
Magic Missile (1)
Ghostly Visage (2)
Haste (3)
- Magic, Stronger
Ghostly Visage (2)
Isaac's Lesser Missile Storm (4)
Isaac's Greater Missile Storm (5)
[/HR]
- Metal, Weaker
Shelgarn's Persistent Blade (1)
Magic Vestment (2)
Greater Magic Weapon (3)
- Metal,Stronger
Magic Vestment (2)
Greater Magic Weapon (3)
Blade Barrier (5)
[/HR]
- Nobility, Weaker
Charm Person (1)
Aura of Glory (2)
Greater Magic Weapon (3)
- Nobility, Stronger
Aura of Glory (2)
Battletide (4)
Dominate Person (5)
[/HR]
- Ooze, Weaker
Grease (1)
Melf's Acid Arrow (2)
Mestil's Acid Breath (3)
- Ooze, Stronger
Mestil's Acid Breath (3)
Monstrous Regeneration (4)
Mestil's Acid Sheath (5)
[/HR]
- Orc, Weaker
Inspire Courage (//%22http://nwn.wikia.com/wiki/Inspire_courage%22) (1)
Blood Frenzy (2)
Greater Magic Weapon (3)
- Orc, Stronger
Blood Frenzy (2)
Spell Resistance (4)
War Cry (5)
[/HR]
- Planning, Weaker
Identify (1)
Invisibility Purge (2)
Scrying †(3)
- Planning, Stronger
Invisibility Purge (2)
Lesser Spell Breach (4)
Delayed Blast Fireball (5)
[/HR]
- Plant, Weaker
Entangle (1)
Barkskin (2)
Spike Growth (3)
- Plant, Stronger
Barkskin (2)
Spike Growth (3)
Vine Mine (5)
[/HR]
- Portal, Weaker
Summon Creature II (1)
Summon Creature III (2)
Dismissal (3)
- Portal, Stronger
Dismissal (3)
Summon Creature V (4)
Teleport (5)
[/HR]
- Protection, Weaker
Mage Armor (1)
Protection from Elements (2)
Elemental Shield (3)
- Protection, Stronger
Protection from Elements (2)
Stoneskin (4)
Lesser Spell Mantle (5)
[/HR]
- Renewal, Weaker
Lesser Restoration (1)
Remove Disease (2)
Restoraton (3)
- Renewal, Stronger
Restoration (3)
Monstrous Regeneration (4)
Regeneration (5)
[/HR]
- Repose, Weaker
Silence (1)
Bless Weapon (2)
Death Ward (3)
- Repose, Stronger
Bless Weapon (2)
Death Ward (3)
Undeath to Death (5)
[/HR]
- Reptilian, Weaker
Ironguts (1)
Greater Magic Fang (2)
Poison (3)
- Reptilian, Stronger
Greater Magic Fang (2)
Monstrous Regeneration (4)
Flesh-to-Stone (5)
[/HR]
- Retribution, Weaker
Silence (1)
Death Armor (2)
Divine Power (3)
- Retribution, Stronger
Death Armor (2)
Elemental Shield (3)
Mestil's Acid Sheath (5)
[/HR]
- Rune, Weaker
Identify (1)
Glyph of Warding (2)
Dismissal (3)
- Rune, Stronger
Glyph of Warding (2)
Spell Resistance (4)
Delayed Blast Fireball (5)
[/HR]
- Sea Caves, Weaker
Endurance (1)
Bestow Curse (2)
Ice Burst †(3)
- Sea Caves, Stronger
Bestow Curse (2)
Ice Burst †(3)
Drown (5)
[/HR]
- Spells, Weaker
Lesser Dispel (1)
Dispel Magic (2)
Dismissal (3)
- Spells, Stronger
Shield (2)
Lesser Spell Breach (4)
Lesser Spell Mantle (5)
[/HR]
- Spiders, Weaker
Ironguts (1)
Web (2)
Poison (3)
- Spiders, Stronger
Web (2)
Poison (3)
Confusion (4)
[/HR]
- Strength, Weaker
Bull's Strength (1)
Blood Frenzy (2)
Divine Power (3)
- Strength, Stronger
Divine Power (3)
Polymorph Self (4)
Greater Bull's Strength (//%22http://nwn.wikia.com/wiki/Greater_eagle%27s_splendor%22) (5)
[/HR]
- Storm, Weaker
Horzikaul's Boom (1)
Gedlee's Electric Loop (2)
Gust of Wind (3)
- Storm, Stronger
Gust of Wind (3)
Ice Storm (4)
Ball Lightning (5)
[/HR]
- Suffering, Weaker
Ray of Enfeeblement (1)
Masochism †(2)
Infestation of Maggots (3)
- Suffering, Stronger
Masochism †(2)
Enervation (4)
Beltyn's Burning Blood †(5)
[/HR]
- Sun, Weaker
Disrupt Undead (0)
Searing Light (2)
Hammer of the Gods (3)
- Sun, Stronger
Searing Light (2)
Hammer of the Gods (3)
Sunbeam (5)
[/HR]
- Trade, Weaker
Identify (1)
See Invisibility (2)
Haste (3)
- Trade, Stronger
See Invisibility (2)
Haste (3)
Owl's Insight (5)
[/HR]
- Travel, Weaker
Jump (0)
Expeditious Retreat (1)
Spike Growth (3)
- Travel, Stronger
Cat's Grace (2)
Freedom of Movement (3)
Mass Haste (5)
[/HR]
- Trickery, Weaker
Charm Person (1)
Invisibility (2)
Invisibility Sphere (3)
- Trickery, Stronger
Invisibility (2)
Improved Invisibility (4)
Rogue's Cunning (//%22http://nwn.wikia.com/wiki/Rogue%27s_cunning%22) (5)
[/HR]
- Undeath, Weaker
Stone Bones (1)
Ghoul Touch (2)
Negative Energy Burst (3)
- Undeath, Stronger
Negative Energy Burst (3)
Circle of Doom (4)
Control Undead (5)
[/HR]
- War, Weaker
Inspire Courage (//%22http://nwn.wikia.com/wiki/Inspire_courage%22) (1)
Prayer (2)
Divine Power (3)
- War, Stronger
Prayer (2)
Battletide (4)
War Cry (5)
[/HR]
- Water, Weaker
Ice Dagger (1)
Protection from Elements (2)
Ice Burst †(3)
- Water, Stronger
Ice Burst †(3)
Ice Storm (4)
Drown (5)