|Spell level :||Innate level: 5, Cleric: 5|
|Components :||Verbal and Somatic|
|Duration :||6 sec. * cLevel|
1 Round (cLevel)
|Save :||Will negates|
|Spell resistance :||Yes|
You create an aura that steals energy from your enemies. Your enemies must make a negative-based will saving throw or suffer a -2 circumstance penalty on saves, attack rolls, and damage rolls, once entering the aura. On casting, you gain a +2 circumstance bonus to your saves, attack rolls, and damage rolls. You also gain an extra attack.
This spell currently applies an additional +1 to hit and +1 to Dodge AC from the haste effect, this can be remedied by changing the attack bonus to 1 on line 110 of x2_i0_spells.nss and adding a eLink = EffectLinkEffects(eLink, EffectACDecrease(1)); statement to the end of CreateGoodTideEffectsLink. Alternatively, use the EffectModifyAttacks effect, which makes the Haste effect unnecessary and solves the problem with extra bonuses applied by Haste:
effect eAttackMod = EffectModifyAttacks(1);
Line 64/72/76: This spell doesn't use the NWN2 ApplyMetamagicDurationMods() and ApplyMetamagicDurationTypeMods() functions.
Line 48: This does have a save, each creature when they enter the aura's effect, has to make a Negative-based will saving throw (and the spell resistance check, which is there). The description says there is no save (above description has been edited to what it really is). The MySavingThrow() doesn't use the Area Effect Creator as the caster parameter, which can cause major problems. The line should be changed to:
if(!MySavingThrow(SAVING_THROW_WILL, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_NEGATIVE, oCreator))
(Removed obsolete bug description - 01/11)
Note: Due to engine limitations the additional attack was added through a Haste effect. Thus the additional benefits of the haste spell are erroneously applied and the spell currently grants the caster a +2 bonus to damage, +2 to hit, +2 bonus to saves, +1 bonus to dodge AC and an extra attack. While this spell has a short duration, the spell is primarily used to appy the haste effect for Clerics without an available arcane mage or necessary domains for the Haste spell itself. Even with Haste already active, however, Battletide still helps protect nearby allies by weakening enemy attack and damage rolls as well as leaving enemies more vulnerable to failed save throws.
Note: While the spell is technically not hostile to cast, if it affects a target, it will remove invisibility.