BioWare
BioWare Info BioWare Games Support Forums Visit the BioWare Store
BioWare Shadows of Undrentide
Neverwinter Nights Home
Neverwinter Nights Home

Spells

We've stuffed over 50 new spells into the Neverwinter Nights: Shadows of Undrentide spell book. Feats are nice and all but, as a spell caster, I need to instill mind-melting terror in my enemies so bring on the darn spells!

[Printer Friendly Version]


Acid Splash      (Back to Top)

The caster fires a small orb of acid at the target for 1d3 points of acid damage.

Caster Level(s): Wizard 0, Sorcerer 0
Innate Level: 0
School: Conjuration
Components: Verbal, Somatic
Range: Medium
Area of Effect/ Target: Single
Duration: Instant
Additional Counter Spells:  
Save: None

Amplify      (Back to Top)

The caster or a target gains a +20 bonus to Listen checks.

Caster Level(s): Bard 1
Innate Level: 1
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Single
Duration: 1 round / level
Additional Counter Spells:  
Save: None
Spell Resistance: No

Aura of Glory      (Back to Top)

The caster channels divine power to gain a +2 Charisma bonus. As well all allies near the caster gain a +6 bonus to their saving throws versus fear and 1d4 points of healing.

Caster Level(s): Paladin 2
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Caster
Duration: 1 turn/ level
Additional Counter Spells:  
Save: None
Spell Resistance: No

Balagarn's Iron Horn      (Back to Top)

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). Every creature that falls suffers a point of damage and will be knocked down for one round.

Caster Level(s): Bard 1, Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Colossal
Duration: Instant
Additional Counter Spells:  
Save: None
Spell Resistance: Yes

Bane      (Back to Top)

Bane fills the caster's enemies with fear and doubt. They suffer a -1 penalty on their attack rolls and a -1 penalty on saving throws against fear.

Caster Level(s): Cleric 1
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting
Components: Verbal, Somatic
Range: Long
Area of Effect/ Target: Colossal
Duration: 1 turn / level
Additional Counter Spells: Bless
Save: Will negates
Spell Resistance: Yes

Banishment      (Back to Top)

The caster is able to cause all summoned creatures, familiars, animal companions, and Outsiders in the area of effect to be destroyed. A number of creatures equal to twice the caster's level in HD can be banished.

Caster Level(s): Cleric 6, Wizard / Sorcerer 7
Innate Level: 6
School: Abjuration
Descriptors:
Components: Verbal, Somatic
Range: Short
Area of Effect/ Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

Bigby's Crushing Hand      (Back to Top)

A mighty giant hand appears and attacks the target. If it hits and succeeds in a grapple check, the target is held fast for the duration of the spell and suffers 2d6+12 points of damage each round.

Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Evocation
Components: Verbal, Somatic
Range: Long
Area of Effect/ Target: Single
Duration: 1 round / level
Additional Counter Spells:  
Save: Fortitude
Spell Resistance: Yes
See a Bigby's hand spell in action:
Neverwinter Nights: Shadows of Undrentide - Click to view.
View Small | View Large

Bigby's Grasping Hand      (Back to Top)

A grabby giant hand appears and makes a grab for the target. If the hand hits and succeeds in a grapple check the opponent will be held for the duration of the spell.

Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Components: Verbal, Somatic
Range: Long
Area of Effect/ Target: Single
Duration: 1 round / level
Additional Counter Spells:  
Save: Yes
Spell Resistance: Yes
See a Bigby's hand spell in action:
Neverwinter Nights: Shadows of Undrentide - Click to view.
View Small | View Large

Bigby's Interposing Hand      (Back to Top)

A meddlesome giant hand appears over the target, making it difficult for him to attack. He receives a -10 penalty to all attack rolls for the duration of the spell.

Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Components: Verbal, Somatic
Range: Long
Area of Effect/ Target: Single
Duration: 1 round / level
Additional Counter Spells:  
Save: None
Spell Resistance: Yes
See a Bigby's hand spell in action:
Neverwinter Nights: Shadows of Undrentide - Click to view.
View Small | View Large

Bigby's Forceful Hand      (Back to Top)

A somewhat pushy giant hand appears and attempts to bull rush one target. The hand gains a +14 bonus on the Strength check. A target that is bull rushed suffers 1d8 points of damage and is dazed for the duration of the spell.

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Components: Verbal, Somatic
Range: Long
Area of Effect/ Target: Single
Duration: 1 round / level
Additional Counter Spells:  
Save: None
Spell Resistance: Yes
See a Bigby's hand spell in action:
Neverwinter Nights: Shadows of Undrentide - Click to view.
View Small | View Large

Bigby's Clenched Fist      (Back to Top)

A hostile giant hand appears and attacks the target, once each round for the duration of the spell. Each hit causes 1d8+12 points of damage to the target and if they fail their saving throw they are stunned for that round as well.

Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Components: Verbal, Somatic
Range: Long
Area of Effect/ Target: Single
Duration: 1 round / level
Additional Counter Spells:  
Save: Fortitude
Spell Resistance: Yes
See a Bigby's hand spell in action:
Neverwinter Nights: Shadows of Undrentide - Click to view.
View Small | View Large

Blood Frenzy      (Back to Top)

The caster enters a rage similar to that of a barbarian. The caster gains a +2 bonus to Strength and Constitution and a +1 bonus to Will saves, while suffering a -1 penalty to AC.

Caster Level(s): Druid 2
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Caster
Duration: 1 round/ level
Additional Counter Spells:  
Save: None
Spell Resistance: No

Bombardment      (Back to Top)

Rocks fall from the sky, causing 1d8 points of damage per caster level (max 20d8) to all enemies in the area.

Caster Level(s): Druid 8
Innate Level: 8
School: Conjuration
Components: Verbal, Somatic
Range: Long
Area of Effect/ Target: Huge
Duration: Instant
Additional Counter Spells:  
Save: Reflex 1/2
Spell Resistance: Yes

Camouflage      (Back to Top)

The caster's coloring changes to match the surroundings, gaining a +10 competence bonus to any Hide checks.

Caster Level(s): Druid 1, Ranger 1
Innate Level: 1
School: Transmutation
Descriptors:
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Caster
Duration: 1 turn / level
Additional Counter Spells:
Save: None
Spell Resistance: No

Continual Flame      (Back to Top)

This creates a magical flame that burns as bright as a torch until dispelled.

Caster Level(s): Cleric 3, Wizard / Sorcerer 2
Innate Level: 3
School: Illusion
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Single
Duration: Permanent
Additional Counter Spells:  
Save: None
Spell Resistance: No

Dirge      (Back to Top)

The caster's song draws the energies of death and destruction. Any enemies in the area of effect suffer 2 points of Strength and Dexterity ability score damage each round. If the enemy leaves the area of effect, their Strength and Dexterity are restored.

Caster Level(s): Bard 6
Innate Level: 6
School: Evocation
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Large
Duration: 1 round / level
Additional Counter Spells:  
Save: Fortitude negates
Spell Resistance: Yes

Displacement      (Back to Top)

The target gains 50% concealment, through the caster's ability to emulate the natural abilities of the displacer beast.

Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate Level: 3
School: Illusion
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Single
Duration: 1 round / level
Additional Counter Spells:  
Save: None
Spell Resistance: No

Divine Favor      (Back to Top)

The caster gains a +1 bonus to attack and weapon damage rolls for every three caster levels (at least +1, to a maximum of +5).

Caster Level(s): Cleric 1, Paladin 1
Innate Level: 1
School: Evocation
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Caster
Duration: 1 turn
Additional Counter Spells:  
Save: None
Spell Resistance: No

Drown      (Back to Top)

The caster creates water in the lungs of a target creature. Any drowned creature dies. Golems and other nonliving creatures cannot be drowned.

Caster Level(s): Druid 6
Innate Level: 6
School: Transmutation
Components: Verbal, Somatic
Range: Short
Area of Effect/ Target: Single
Duration: Instant
Additional Counter Spells:  
Save: Fortitude negates
Spell Resistance: Yes

Earthquake      (Back to Top)

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. The caster is not affected by the earthquake.

Caster Level(s): Cleric 8, Druid 9
Innate Level: 8
School: Evocation
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Colossal
Duration: Instant
Additional Counter Spells:  
Save: Reflex 1/2
Spell Resistance: No

Entropic Shield      (Back to Top)

A magical field appears around the caster, granting any enemies nearby with a 20% miss chance on ranged attacks.

Caster Level(s): Cleric 1
Innate Level: 1
School: Abjuration
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Caster
Duration: 1 turn / level
Additional Counter Spells:  
Save: None
Spell Resistance: No

Firebrand      (Back to Top)

Masses of flame (one per caster level) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of damage per caster level (max 15d6).

Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Components: Verbal, Somatic
Range: Medium
Area of Effect/ Target: Colossal
Duration: Instant
Additional Counter Spells:  
Save: Reflex 1/2
Spell Resistances: Yes

Flare      (Back to Top)

A burst of hot light is fired from the caster to one target, making it suffer a -1 penalty to attack rolls.

Caster Level(s): Bard 0, Druid 0, Wizard / Sorcerer 0
Innate Level: 0
School: Evocation
Components: Verbal
Range: Medium
Area of Effect/ Target: Single
Duration: 10 rounds
Additional Counter Spells:  
Save: Fort negates
Spell Resistance: Yes

Flesh to Stone      (Back to Top)

The subject and all possessions it carries turns into a mindless, inert statue. Only a stone to flesh spell can restore the subject to normal.

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptors:
Components: Verbal, Somatic
Range: Medium
Area of Effect/ Target: Single
Duration: Permanent
Under Normal difficulty or easier, the duration is one round per caster level. Higher difficulty settings make the petrification permanent. As well, if the caster rests, any creatures turned to stone by him will be restored, as if the stone to flesh spell had been cast upon them.
Additional Counter Spells: Stone to Flesh
Save: Fortitude
Spell Resistance: Yes

Gust of Wind      (Back to Top)

This spell creates a blast of air that knocks down any creatures failing their saving throws. It is also powerful enough to disperse any area of effect spells (such as cloudkill) that are in the path of the wind gust.

Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Components: Verbal, Somatic
Range: Medium
Area of Effect/ Target: Huge
Duration: Instant
Additional Counter Spells:  
Save: Fortitude negates
Spell Resistance: Yes

Inferno      (Back to Top)

The caster causes a target to ignite into flame. Each round the target will suffer 2d6 points of fire damage.

Caster Level(s): Druid 5
Innate Level: 5
School: Transmutation
Descriptor(s): Fire
Components: Verbal, Somatic
Range: Short
Area of Effect/ Target: Single
Duration: 1 round / level
Additional Counter Spells:  
Save: None
Spell Resistance: Yes

Inflict Critical Wounds      (Back to Top)

If the caster succeeds in striking an opponent with a touch attack, the target suffers 4d8 points of damage, +1 point per caster level to a maximum of +20. Inflict spells have a reverse effect when use on the undead. Undead are healed instead of wounded the same number of points that result from this spell.

Caster Level(s): Cleric 4
Innate Level: 4
School: Necromancy
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Single
Duration: Instant
Additional Counter Spells: Cure Critical Wounds
Save: Will 1/2
Spell Resistance: Yes

Inflict Light Wounds      (Back to Top)

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. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.

Caster Level(s): Cleric 1
Innate Level: 1
School: Necromancy
Descriptors: Negative
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Single
Duration: Instant
Additional Counter Spells: Cure Light Wounds
Save: Will 1/2
Spell Resistance: Yes

Inflict Minor Wounds      (Back to Top)

If the caster succeeds in striking an opponent with a touch attack, the target suffers 1 point of damage.

Caster Level(s): Cleric 0
Innate Level: 0
School: Necromancy
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Single
Duration: Instant
Additional Counter Spells: Cure Minor Wounds
Save: Will 1/2
Spell Resistance: Yes

Inflict Moderate Wounds      (Back to Top)

If the caster succeeds in striking an opponent with a touch attack, the target suffers 2d8 points of damage, + 1 point per caster level to a maximum of +10. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.

Caster Level(s): Cleric 2
Innate Level: 2
School: Necromancy
Descriptors: Negative
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Single
Duration: Instant
Additional Counter Spells: Cure Moderate Wounds
Save: Will 1/2
Spell Resistance: Yes

Inflict Serious Wounds      (Back to Top)

If the caster succeeds in striking an opponent with a touch attack, the target suffers 3d8 points of damage, + 1 point per caster level to a maximum of +15. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.

Caster Level(s): Cleric 3
Innate Level: 3
School: Necromancy
Descriptors: Negative
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Single
Duration: Instant
Additional Counter Spells: Cure Serious Wounds
Save: Will 1/2
Spell Resistance: Yes

Isaac’s Greater Missile Storm      (Back to Top)

A number of energy missiles (one per caster level but to a maximum of 20) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the creatures will be hit with multiple missiles. Each missile does 2d6 points of damage.

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Components: Verbal, Somatic
Range: Long
Area of Effect/ Target: Gargantuan
Duration: Instant
Additional Counter Spells:  
Save: None
Spell Resistance: Yes
See Isaac’s Greater Missile Storm in action:
Neverwinter Nights: Shadows of Undrentide - Click to view.
View Small | View Large

Isaac’s Lesser Missile Storm      (Back to Top)

A number of energy missiles (one per caster level but to a maximum of 10) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the creatures will be hit with multiple missiles. Each missile does 1d6 points of damage.

Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Components: Verbal, Somatic
Range: Long
Area of Effect/ Target: Gargantuan
Duration: Instant
Additional Counter Spells:  
Save: None
Spell Resistance: Yes

Magic Fang      (Back to Top)

This spell strengthens the caster's animal companion giving it +1 to hit and +1 to damage. It grants the creature damage reduction of 1/+1 (i.e. the damage reduction is ignored if you are being attacked by an opponent using a +1 weapon or better). It also grants the creature the ability to strike as if it were a +1 weapon (so it can bypass other creature's damage reduction).

Caster Level(s): Druid 1, Ranger 1
Innate Level: 1
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Caster
Duration: 1 turn/ level
Additional Counter Spells:  
Save: None
Spell Resistance: No

Mass Camouflage      (Back to Top)

All allies in the area of effect gain a +10 competence bonus to any Hide skill.

Caster Level(s): Druid 4, Ranger 4
Innate Level: 4
School: Transmutation
Components: Verbal, Somatic
Range: Long
Area of Effect/ Target: Colossal
Duration: 1 hour / level
Additional Counter Spells:  
Save: None
Spell Resistance: No

One with the Land      (Back to Top)

The caster forges a strong link with nature, gaining a +3 competence bonus to Animal Empathy, Hide, Move Silently, and Set Trap skills.

Caster Level(s): Druid 2, Ranger 2
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Caster
Duration: 1 hour / level
Additional Counter Spells:  
Save: None
Spell Resistance: No

Owl’s Insight      (Back to Top)

The target creature's Wisdom is increased by 1d4+1.

Caster Level(s): Bard 2, Cleric 2, Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Single
Duration: 1 hour / level
Additional Counter Spells:  
Save: Harmless
Spell Resistance: No

Planar Ally      (Back to Top)

An Outsider is summoned to assist the caster. The type of Outsider varies with the caster's alignment.

Caster Level(s): Cleric 6
Innate Level: 6
School: Conjuration
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Caster
Duration: 1 hour / level
Additional Counter Spells:  
Save: None
Spell Resistance: No

Quillfire      (Back to Top)

The caster throws poisonous quills at a target, doing 2d8 points of damage (+1 per 2 levels of the caster - max +5), plus inflicting Scorpion Venom on the target.

Caster Level(s): Druid 3
Innate Level: 3
School: Transmutation
Components: Verbal, Somatic
Range: Short
Area of Effect/ Target: Single
Duration: Instant
Additional Counter Spells:  
Save: None
Spell Resistance: No

Shield      (Back to Top)

The caster gains +4 bonus to AC and a +3 bonus to Reflex saves. The caster is also immune to Magic Missiles for the duration of the spell.

Caster Level(s): Wizard 1, Sorcerer 1
Innate Level: 1
School: Abjuration
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Caster
Duration: 1 turn/ level
Additional Counter Spells:  
Save: None
Spell Resistance: No

Shield of Faith      (Back to Top)

The target gains a +2 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5).

Caster Level(s): Cleric 1
Innate Level: 1
School: Abjuration
Descriptors:
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Single
Duration: 1 turn / level
Additional Counter Spells:
Save: None
Spell Resistance: No

Spike Growth      (Back to Top)

Covers the terrain with small spikes. Any creature will suffer 1d4 points of damage each round that they remain within the afflicted area. These spikes can damage the victim's legs, so that even once they are free of the spike growth, their movement rate is slowed for a day.

Caster Level(s): Druid 3
Innate Level: 3
School: Transmutation
Components: Verbal, Somatic
Range: Long
Area of Effect/ Target: Large
Duration: 1 hour / level
Additional Counter Spells:  
Save: Reflex partial
Spell Resistance: Yes

Stone to Flesh      (Back to Top)

This spell restores a petrified creature to its normal state, restoring life and goods.

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptors:
Components: Verbal, Somatic
Range: Medium
Area of Effect/ Target: Single
Duration: Permanent
Additional Counter Spells: Flesh to Stone
Save: None
Spell Resistance: No

Sunburst      (Back to Top)

A brilliant explosion occurs where the caster directs causing 1d6 points of damage per caster level to all undead creatures to a maximum of 25d6 (6d6 points of damage to creatures that are not undead). Vampires are destroyed instantly if they fail a Reflex saving throw. All enemies in the area of effect must also make a succesful Reflex saving throw or be blinded permanently (the blindness can only be magically removed).

Caster Level(s): Druid 8, Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Components: Verbal, Somatic
Range: Medium
Area of Effect/ Target: Huge
Duration: Instant
Additional Counter Spells:  
Save: Reflex
Spell Resistance: Yes

Tasha’s Hideous Laughter      (Back to Top)

If the target fails their saving throw they will begin laughing hysterically. They will be unable to defend themselves until the spell wears off. A creature whose racial type is different from the caster gains a +4 bonus on its saving throw because humor doesn't 'translate' well.

Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Enchantment
Components: Verbal, Somatic
Range: Short
Area of Effect/ Target: Single
Duration: 1d3 rounds
Additional Counter Spells:  
Save: Will negates
Spell Resistance: Yes

True Strike      (Back to Top)

Through magical intuition the caster gains a +20 to attack rolls.

Caster Level(s): Wizard 1, Sorcerer 1
Innate Level: 1
School: Divination
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Caster
Duration: 9 Seconds
Additional Counter Spells:  
Save: None
Spell Resistance: No

Undeath's Eternal Foe      (Back to Top)

All allies in the area of effect will receive the following bonuses: immunity to negative damage, immunity to level/energy drain, immunity to ability score decreases, immunity to poisons, and immunity to diseases.

Caster Level(s): Cleric 9
Innate Level: 9
School: Abjuration
Components: Verbal, Somatic
Range: Long
Area of Effect/ Target: Medium
Duration: 1 round / level
Additional Counter Spells:  
Save: None
Spell Resistance: No

Wounding Whispers      (Back to Top)

The caster is surrounded with whispers that injure any creature that hits the caster for 1d8 points of sonic damage.

Caster Level(s): Bard 3
Innate Level: 3
School: Abjuration
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Caster
Duration: 1 round / level
Additional Counter Spells:  
Save: None
Spell Resistance: No

 

 

New Mass Effect Trailer
Hide/Show
View Latest Screenshots
Hide/Show

Multiplayer Games at Neverwinter Connections

Today
Schedule a Game...



Current time is: (set time)
Sat, 17 May 2008 07:00PM

Hide/Show

Buy Premium Modules

Top NWN: HotU Modules:
1. The Aielund Saga Act IV The Fall of...
2. More...

Top NWN: SoU Modules:
1. The Aielund Saga Act IV The Fall of...
2. More...

Top CEP Modules:
1. The Lord of Terror The Diablo Campa...
2. More...

Top Modules - NWVault:
1. Hall of Fame
2. More...

Top Modules - Stratics:
1. The Peasant
2. More...

Total Modules: 4423

Hide/Show

3,945,228 BioWare Users:
  58 Logged In
  6 Hidden
  284 Guests

2033 Playing Online
  100% NWN
  98% NWN: SoU
  99% NWN: HotU

547 Registered Guilds

7,558,027 posts in forums

Newest Forum Topics:
1. EK vs Cleric (NWN2: General discussion forums for NWN2 (No Spoilers Allowed))

2. NWN2 save editor (NWN2: Custom Content)

3. Diamond serial #'s identical? (NWN 1: Macintosh Version - General Discussion)

4. Different houses (NWN2: Builders - NWN2 Toolset)

5. Free crafting (NWN 1: Scripting)

Current time is: (set time)
Sat, 17 May 2008 07:00PM

Shadows of Undrentide