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Is battletide
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

X2_S0_BattTide.nss:

General:

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.

If cast twice on the caster, it applies twice. It should have some form of RemoveSpellEffect() function used on OBJECT_SELF, else they can get multiple negative aura's.

Line 64/72/76: This spell doesn't use the NWN2 ApplyMetamagicDurationMods() and ApplyMetamagicDurationTypeMods() functions.

X2_S0_BattTideA.nss:

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 save is on line 48;

Line 48: The MySavingThrow() doesn't use the Area Effect Creator as the caster parameter, which can cause major problems.

X2_S0_BattTideB.nss:

Line 43/44: 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!). The fix for this is to simply uncomment/remove this if statement entirely, since all spell effects from this caster should be removed (good and bad, this fires to remove the caster's own effects got from the On Enter script for the AOE too). It might be a good idea to have

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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