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Battletide
Spell Information
Spell level : Innate level: 5, Cleric: 5
School : Transmutation
Descriptor(s) : Mind-Affecting
Components : Verbal and Somatic
Range : Personal
Target/Area : Large
Duration : 6 sec. * cLevel
1 Round (cLevel)
Save : Will negates
Spell resistance : Yes

Description

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 the effects of the Haste spell.

Bug Notes

1.03 - 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. The MySavingThrow() on line 48 of X2_S0_BattTideA.nss is also odd, since it doesn't use the Area Effect Creator as the caster parameter, possibly causing problems.

There is also some serious logic errors in X2_S0_BattTideB.nss. Luckily, it works still! The lines 43 and 44 are bugged, and essentially the if statement always is TRUE. This is, however, fine, and this if statement is not needed (and if the line was fixed, it would break the caster's own effects being removed once the spell was over!)

Also, the caster's attack bonuses are not activated in X2_S0_BattTide.nss - it should be linked with the EffectHaste() and the AOE effect (ie; doing a link to CreateGoodTideEffectsLink() ) since this would mean the spell can be dispelled properly. For another spell which intentionally suffers from this due to multiple effect applications from one spell, see Mirror Image.

Gameplay Notes

Note: The description has been corrected slightly. The additional attack is haste, thus the other bonuses also are applied too. Haste doesn't stack with itself.

While this spell has a short duration, the penalties for enemies are quite substantial for large amounts of creatures, and the caster gains the benefits of several other spells. As Clerics cannot cast Haste, this is the best alternative.

The bonuses to attack, damage and saves are quite nice. Mostly, the Haste effect is good for Clerics without an available arcane mage for the Haste spell itself.

Note: While the spell is technically not hostile to cast, if it affects a target, it will remove invisibility.

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