Creates an electrical discharge that begins as a single stroke commencing from the caster's fingertips.
Adds the Keen property to the targeted slashing melee weapon, increasing its critical threat range. Hasted creatures gain a 50% bonus to their movement rate, a +4 dodge bonus to armor class and an extra attack every round. As haste, except that it affects multiple creatures. From NWN Lexicon. Heals 1d8 + 1 point per caster level (up to a maximum of +5 points). (rec'd by Alklau). Note: There are some logical problem on the dialouge. Grants the caster a +10 bonus to Lore checks, +1 per 2 caster levels. 3rd edition PHB p 196. It's different and refreshing and has great atmosphere, NPC interactions and even some small puzzles, as far as I recall.
A good amount of custom content, and simple but compelling mystery. Items don't have scripts directly attached to them, if they require them then it's usually the script that searches to see if it is them when they are (un)equipped, or something is hit, or an item is activated.
Allows the caster to channel holy power into a sword, or any other weapon the caster chooses. A shimmering field of energy prevents all spells of level 3 or lower from affecting the caster. All those caught in the destruction take 20d6 points of damage. Enemies receive -1 penalties to the same. The author states you can finish on Level 20 hence the size.
The subject freezes in place, standing helpless.
The caster creates a deep, resonant vibration that shakes all creatures in the area of effect from their feet if they fail a strength check (as if the caster had a strength of 20). The documentation is great. However, as the author has not appeared for more that a year, it could almost say that part 2 will not appear. Each hit causes 1d8+11 points of damage to the target and if they fail their saving throw they are stunned for that round as well.
Snickersnack! However, this short mod does looks like a bedtime story. 3rd edition PHB p 190. It's under-downloaded too. *, Fall of the Empires Book III: The Dark War - v 1.1, M's All in One Equipment Modifier - BlackSmith - Trainer - Module, Mummy Dust (NWN1) - Puzzle Solutions and Special-Item Functions, Northern Realms of Psam: Part I, Guiding Principles, Rappan Athuk -- The Dungeon of Graves v 2.0, Seppuku (hara-kiri) v1.02 (Español/English), Shadows of Divinity: Trials of the Unmasker, Strange Alliance I - Trouble in the Silverwood, Strange Alliance I - Trouble in the Silverwood (Non HCR version), The Sunken Shrine of Ahmenkatja (Non-Contest Version), Sunken Cemetery Redux (Tales of the Hullack Forest) ver 2.0, Worlds Apart Chapter 1 - God has a Problem. Strips an enemy mage of up to two magical defenses, including Spell Mantles, Globes of Invulnerability, Stoneskins, Premonition, Protection from Elements, Ghostly and Ethereal Visage, Mage Armor, Shadow Shield and Elemental Shield.
However, there is some really wrong about the island you cannot name...(rec'd Starlight), It is a nice mini module which has a good story, terrific snow storm environment and combat which require you make use of your resources on hand. (rec'd by Mirgalen), You start as a prisoner of the drow, and your mission is to make an escape and guide a group of fellow prisoners safely through the Underdark with hopes of finding a way to the Surface. The downside is that it's only part 1 and I haven't ever heard of a sequel in the making. Your sister has been abducted. Exceptionally complex locking mechanisms or magically sealed doors and containers are beyond the abilities of this spell. SPELL_GREATER_SHADOW_CONJURATION_MINOR_GLOBE. The first issuance had too many areas that were much too large, but subsequent revisions corrected that.
Ruby defensively puts up mantles not spell immunity or SR. NWN wikia has an article for the abilities used here.
(It is quite a wonder when you find that NPC keep dropping from the sky to the ground) (rec'd by Starlight), At first, the PC is only a scout for an army. I highly recommend it if you like PnP conversions. The PC is one of his staff to intimate people who do not pay in time or even rid out some who offend father. If the caster succeeds in striking an opponent with a touch attack, the target suffers 1d8 points of damage, + 1 point per caster level to a maximum of +5.
Each missile does 1d6 points of damage. Mainly it's an hack'n'slash style of adventure but the few convo can get a bit tricky. Description from header of that script âLaunches a crossbow bolt at a single target, with increasing attack and damage penalties at higher levels.â, New spell from the Shadows of Undrentide expansion. May he rest in peace. If the hand hits and succeeds in a grapple check the opponent will be held for the duration of the spell. All enemies within the area of effect must succeed at a Fortitude save or die, to a maximum of 1 enemy per caster level. The PC received a prophecy that he/she will die in a few weeks. 3rd edition PHB p 215. 3rd edition PHB p 182. Summons a random elder elemental to be a faithful and loyal servant.
This will continue until the Reflex save is made.
Vampires are destroyed instantly if they fail a Reflex saving throw. Any creature will suffer 1d4 points of damage each round that they remain within the afflicted area. The caster becomes 150% faster than their normal movement rate, allowing them to flee from dangerous encounters. Description from header of that script â+2 luck bonus on all saving throws for 5 turns.â. Exporting the items from the others was pretty easy. For Neverwinter Nights: Shadows of Undrentide on the PC, Guide and Walkthrough by RCrowbait. 3rd edition PHB p 179. After that, you need to find out your heritage. NOTE: This has the same integer value (500) as SPELL_CHARGER. It can also target a group of creatures, attempting to remove the two most powerful spell effects from each creature. The caster is surrounded by a ring of fire that damages all opponents who make a successful melee attack on the caster. Improved version of bull's strength. Feats: alertness, great fortitude, weapon proficiency (creature), weapon proficiency (simple), Blueprint:(‡) x0_basilisk
It was one of those modules that you sit down and play thinking you're only going to play for an hour or two but actually it takes 6 hours. However, the little twist in the ending is interesting and I think it is worth to mention it here. 3rd edition PHB p 197. 3rd edition PHB p 185. If any are familar with Infinite Dungeons, this is the one that I'm having difficulty with. It is also powerful enough to disperse any cloudlike area of effect spells (such as cloudkill) that are in the path of the wind gust. The spell ends after absorbing 30 points of damage from any single elemental type. New spell from the Shadows of Undrentide expansion. If there are more missiles than creatures, one of the creatures will be hit with multiple missiles.
I'm guessing none of these items will work properly without the proper scripting and such imported, too. The caster becomes an engine of destruction, gaining a +1 attack bonus for every 2 caster levels, a +4 natural armor AC bonus, 20 Strength, 22 Dexterity, 18 Constitution, +5 to their Fortitude saving throws, and +1d6 additional Hit Points per caster level. Any creature passing through the blade barrier takes 1d6 points of damage per caster level (maximum 20d6). The caster creates a black blade shaped planar rift, resembling a greatsword which fights at their side. The caster causes a massive earthquake around himself, causing 1d6 points of damage per caster level (to a maximum of 10d6) to all creatures in the area of effect. What to ask more?
The caster is not affected by the earthquake. Target creature has all traces of poison removed from their system. Summons a random greater elemental to be a faithful and loyal servant. All creatures within the area of effect randomly experience 1 or 2 of the following effects: The target creature gains damage resistance 30/- against all elemental forms of damage.
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