BioWare
BioWare Info BioWare Games Support Forums Visit the BioWare Store
BioWare Hordes of the Underdark
Neverwinter Nights Home
Neverwinter Nights Home

Spells

Neverwinter Nights: Hordes of the Underdark introduces over 40 new spells.

[Printer Friendly Version]


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
Descriptors:  
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Single
Duration: 1 round/level
Save: None
Spell Resistance: No

Ball Lightning      (Back to Top)

You create a ball of lightning that strikes your target. The damage of the ball is 1d6 per level to a maximum of 15d6.

Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptors: Electricity
Components: Verbal, Somatic
Range: Medium
Area of Effect/ Target: Single
Duration: Instantaneous
Save: Reflex 1/2
Spell Resistance: Yes

Battletide      (Back to Top)

You create an aura that steals energy from your enemies. Your enemies 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.

Caster Level(s): Cleric 5
Innate Level: 5
School: Transmutation
Descriptors: Mind-Affecting
Components: Verbal, Somatic
Range: Short
Area of Effect/ Target: Large
Duration: 1 Round / Level
Save: No
Spell Resistance: Yes

Black Blade of Disaster      (Back to Top)

The caster creates a black blade shaped planar rift, resembling a greatsword which fights at her side. The blade cannot be harmed by physical attacks, but it can be affected by dispel magic or similar effects. For the purpose of bypassing damage reduction, the sword is considered to be a +5 weapon. The spell requires the caster to concentrate on it - casting spells or performing any other action than walking or talking may result in a concentration failure and end the spell.

Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Conjuration
Descriptors: Summoned Item
Components: Verbal, Somatic
Range: Short
Area of Effect/ Target: Point
Duration: 1 Round / Level
Save: None
Spell Resistance: No

Blackstaff      (Back to Top)

Casting this spell on a quarterstaff will do the following:

  • Gives it a +4 enhancement bonus.
  • On striking a creature, dispel magic is cast on the target.
The spell will not work on any other weapon than a quarterstaff.

Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Transmutation
Descriptors: Weapon Enchantment
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Creature holding quarterstaff or item (quarterstaff)
Duration: 1 Round / Level
Save: None
Spell Resistance: Yes

Blade Thirst      (Back to Top)

You grant a slashing weapon a +3 enhancement bonus. If you or your target dual-wield and your main weapon either is magical or has some spell cast on it, this spell will target the off-hand weapon. (Note: this spell only effects slashing melee weapons.)

Caster Level(s): Ranger 3
Innate Level: 3
School: Transmutation
Descriptors: Weapon Enchantment
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Creature's main or off-hand weapon
Duration: 1 Round / Level
Save: None
Spell Resistance: No

Bless Weapon      (Back to Top)

You empower the touched weapon with a +1 enhancement bonus, and a 2d6 damage bonus vs. undead. If you or your target dual-wield and your main weapon either is magical or has some spell cast on it, this spell will target the off-hand weapon.

Caster Level(s): Paladin 1
Innate Level: 1
School: Transmutation
Descriptors: Weapon Enchantment
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Creature's main or off-hand weapon
Duration: 1 Minute / Level
Save: None
Spell Resistance: No

Circle of Death      (Back to Top)

A wave of negative energy bursts from the target location. A number of enemy creatures equal to 1d4 per caster level must make a Fortitude save or die, beginning with those creatures with the lowest Hit Dice. Creatures with 9 or more Hit Dice are unaffected.

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptors: Death
Components: Verbal, Somatic
Range: Medium
Area of Effect/ Target: Colossal
Duration: Instant
Additional Counter Spells: Death Ward
Save: Fortitude Negates
Spell Resistance: Yes

Cloud of Bewilderment      (Back to Top)

The caster blows forth a cloud of noxious air. Enemies in the area of effect are stunned and blinded 1d6 rounds.

Caster Level(s): Wizard / Sorcerer 2, Bard 2
Innate Level: 2
School: Evocation
Descriptors: Gas
Components: Verbal, Somatic
Range: Short
Area of Effect/ Target: Huge
Duration: 1 Round / Level
Save: Fortitude
Spell Resistance: Yes

Combust      (Back to Top)

This spell makes a creature burst into flame. The initial eruption of flame causes 2d6 fire damage +1 point per caster level (maximum +10) with no saving throw. Further, the creature must make a Reflex save or catch fire taking a further 1d6 points of damage. This will continue until the Reflex save is made.

Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptors: Fire
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: One creature
Duration: Instantaneous
Save: Reflex partial
Spell Resistance: Yes

Crumble      (Back to Top)

This spell inflicts 1d6 points of damage per caster level to a selected Construct to a maximum of 15d6. This spell does not affect living creatures.

Caster Level(s): Druid 6
Innate Level: 6
School: Transmutation
Descriptors: Sonic
Components: Verbal, Somatic
Range: Medium
Area of Effect/ Target: One Construct
Duration: Instantaneous
Save: None
Spell Resistance: No

Darkfire      (Back to Top)

This spell allows the caster to immolate a non-magical weapon. The weapon will do 1d6 points of damage, +1 per two caster levels (maximum of +10) of fire damage. The caster can either target a specific melee weapon in his inventory or a creature to enchant the weapon the creature is wielding.

Caster Level(s): Cleric 3
Innate Level: 3
School: Evocation
Descriptors: Fire
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Creature, Melee Weapon
Duration: 1 Hour / Level
Save: None
Spell Resistance: No

Deafening Clang      (Back to Top)

You empower a weapon with a +1 attack bonus and a +3 sonic damage bonus. Also, the weapon gains the ability to deafen the creature that is struck like a thunderstone.

Caster Level(s): Paladin 1
Innate Level: 1
School: Transmutation
Descriptors: Weapon Enchantment
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Creature, Melee Weapon
Duration: 1 Round / Level
Save: None
Spell Resistance: No

Death Armor      (Back to Top)

You are surrounded with a magical aura that injures creatures that contact it. Any creature striking you with its body or handheld weapon takes 1d4 points of damage +1 point per 2 caster levels (maximum +5).

Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Descriptors: Magical Armor
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Caster
Duration: 1 round / level
Save: Will negates
Spell Resistance: Yes

Dragon Knight (Epic)      (Back to Top)

The caster summons a powerful adult red dragon to the targeted location to fight on his side.
Prerequisite: 21st level, the ability to cast 9th level spells and 22 ranks in spellcraft.

Electric Jolt     (Back to Top)

The caster does 1d3 points of electrical damage to a target.

Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Evocation
Descriptors: Electricity
Components: Verbal, Somatic
Range: Medium
Area of Effect/ Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes

Endure Elements     (Back to Top)

The target creature gains damage resistance 10/- against all elemental forms of damage. The spell ends after absorbing 20 points of damage from any single elemental type.

Caster Level(s): Cleric 1, Druid 1, Paladin 1, Wizard / Sorcerer 1
Innate Level: 2
School: Abjuration
Descriptors:  
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Single
Duration: 24 Hours
Save: Harmless
Spell Resistance: No

Epic Mage Armor (Epic)      (Back to Top)

The caster gets a +20 armor class bonus.
Prerequisite: 21st level, the ability to cast 9th level spells and 26 ranks in spellcraft.

Epic Warding (Epic)      (Back to Top)

The spell conjures a powerful magical ward around the caster protecting against all bludgeoning, piercing and slashing damage. It grants damage reduction 50/+20 for 1 round per level.
Prerequisite: Epic Level Caster, the ability to cast 9th level spells and 34 ranks in spellcraft.

Expeditious Retreat     (Back to Top)

The caster becomes 150% faster than their normal movement rate, allowing them to flee from dangerous encounters. This spell has no effect if the caster is already hasted.

Caster Level(s): Bard 1, Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptors:  
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Caster
Duration: 1 round/level
Save: None
Spell Resistance: No

Flame Weapon      (Back to Top)

Sets a melee weapon aflame, granting 1d4 points of fire damage +1 per caster level to a maximum of +10. You can target a specific weapon or a creature with this spell.

Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptors: Weapon Enchantment
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Creature or Melee Weapon
Duration: 1 Minute / Level
Save: None
Spell Resistance: No

Gedlee's Electric Loop      (Back to Top)

You create a small stroke of lightning that cycles through all creatures in the area of effect. The spell deals 1d6 points of damage per 2 caster levels (maximum 5d6). Those who fail their Reflex saves must succeed at a Will save or be stunned for 1 round.

Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptors: Electrical
Components: Verbal, Somatic
Range: Short
Area of Effect/ Target: Small
Duration: Instantaneous
Save: Reflex 1/2 (See Above)
Spell Resistance: Yes

Glyph of Warding      (Back to Top)

The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage per two caster levels to all creatures within the area of effect, to a maximum of 5d8.

Caster Level(s): Cleric 3
Innate Level: 3
School: Abjuration
Descriptors: Sonic
Components: Verbal, Somatic
Range: Short
Area of Effect/ Target: Large
Duration: 1 Turn / 2 Levels
Save: Reflex 1/2
Spell Resistance: Yes

Great Thunderclap      (Back to Top)

You create a loud noise equivalent to a peal of thunder and its accompanying shock wave. The spell has three effects. First, all creatures in the area must make Will saves to avoid being stunned for 1 round. Second, the creatures must make Fortitude saves or be deafened for 1 minute. Third, they must make Reflex saves or fall prone.

Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Descriptors: Sonic
Components: Verbal, Somatic
Range: Medium
Area of Effect/ Target: Huge
Duration: Instantaneous
Save: See Above
Spell Resistance: No

Greater Magic Fang      (Back to Top)

This spell strengthens the caster's animal companion, giving it +1 to hit and +1 to damage for every three levels of the caster (maximum of +5). It also grants the creature an enchantment bonus equal to the hit/damage bonus given.

Caster Level(s): Druid 3, Ranger 3
Innate Level: 3
School: Transmutation
Descriptors:  
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Caster
Duration: 1 turn/level
Save: None
Spell Resistance: No

Greater Magic Weapon      (Back to Top)

You empower the touched weapon with a +1 enhancement bonus per 3 caster levels (maximum of +5). You can either directly target the weapon you want to cast this spell on, or you can target a creature, affecting the creature's main hand weapon.

Caster Level(s): Bard 3, Cleric 4, Paladin 3, Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptors: Weapon Enchantment
Components: Verbal, Somatic
Range: Short
Area of Effect/ Target: Creature or Melee Weapon
Duration: 1 Hour / Level
Save: None
Spell Resistance: No

Greater Ruin (Epic)      (Back to Top)

The caster deals 35d6 energy damage to a single target.
Prerequisite: 21st level, the ability to cast 9th level spells and 25 ranks in spellcraft.

Greater Sanctuary      (Back to Top)

The caster becomes ethereal. No other creature can detect the caster. Attacking or performing a hostile action will make the etherealness vanish.

Caster Level(s): Cleric 6, Wizard / Sorcerer 8
Innate Level: 7
School: Transmutation
Descriptors:  
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Caster
Duration: 1 turn/level
Save: None
Spell Resistance: No

Healing Sting      (Back to Top)

You inflict 1d6 +1 point per level of damage to the living creature touched and gain an equal amount of hit points. You may not gain more hit points then your maximum with the Healing Sting.

Caster Level(s): Druid 3
Innate Level: 3
School: Necromancy
Descriptors: Negative
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Creature touched
Duration: Instantaneous
Save: Fortitude negates
Spell Resistance: Yes

Hellball (Epic)      (Back to Top)

The caster creates a ball of energy that does 10d6 points of acid, fire, electrical and sonic damage to all targets in its blast radius.
Prerequisite: 21st level, the ability to cast 9th level spells and 32 ranks in spellcraft.

Holy Sword      (Back to Top)

This spell transforms the caster's melee weapon into a powerful Holy Avenger, a specially blessed weapon that, when wielded by paladin, acts like a +5 holy weapon that dispels magic on hit.

Caster Level(s): Paladin 4
Innate Level: 4
School: Evocation
Descriptors: Weapon Enchantment
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Melee or Creature
Duration: 1 Round / Level
Save: None
Spell Resistance: No

Horizikaul's Boom      (Back to Top)

You blast the target with loud and high-pitched sounds. The target takes 1d4 points of sonic damage per two caster levels (maximum 5d4) and must make a Will save or be deafened for 1d4 rounds.

Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptors: Sonic
Components: Verbal, Somatic
Range: Short
Area of Effect/ Target: One creature
Duration: Instantaneous
Save: Will partial
Spell Resistance: Yes

Ice Dagger      (Back to Top)

You create a dagger shaped piece of ice that flies toward the target and deals 1d4 points of cold damage per level (maximum of 5d4).

Caster Level(s): Sorcerer / Wizard 1
Innate Level: 1
School: Evocation
Descriptors: Cold
Components: Verbal, Somatic
Range: Short
Area of Effect/ Target: One creature
Duration: Instantaneous
Save: Reflex 1/2
Spell Resistance: Yes

Infestation of Maggots      (Back to Top)

With but a touch, you infest a target with maggot-like creatures. They deal 1d4 points of temporary Constitution damage each round. Each round the subject makes a new Fortitude save. The spell ends if the target succeeds at its saving throw.

Caster Level(s): Druid 3
Innate Level: 3
School: Necromancy
Descriptors: Disease
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Creature touched
Duration: 1 round / 2 levels
Additional Counter Spells: Remove Disease, Heal
Save: Fortitude negates
Spell Resistance: Yes

Iron Guts      (Back to Top)

When touched, the target creature gains a +4 circumstance bonus on Fortitude saves against all poisons.

Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Abjuration
Descriptors: Poison Resistance
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Creature touched
Duration: 10 minutes / level
Save: None
Spell Resistance: No

Keen Edge      (Back to Top)

The critical threat range of one weapon is extended. Adds the keen property to one melee weapon, extending its critical threat range.

Caster Level(s): Wizard / Sorcerer 3, Bard 3
Innate Level: 3
School: Transmutation
Descriptors: Weapon Enchantment
Components: Verbal, Somatic
Range: Short
Area of Effect/ Target: Creature's main or off-hand weapon
Duration: 10 Minutes / Level
Save: None
Spell Resistance: No

Magic Vestment      (Back to Top)

You empower the touched armor or shield with a +1 AC bonus per 3 caster levels (maximum of +5).

Caster Level(s): Cleric 3
Innate Level: 3
School: Transmutation
Descriptors: Armor Enchantment
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Creature, Armor or Shield
Duration: 1 Hour / Level
Save: None
Spell Resistance: No

Magic Weapon      (Back to Top)

You empower the touched weapon with a +1 enhancement bonus.

Caster Level(s): Bard 1, Cleric 1, Paladin 1, Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptors: Weapon Enchantment
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Melee Weapon or Creature
Duration: 1 Hour / Level
Save: None
Spell Resistance: No

Monstrous Regeneration      (Back to Top)

For the duration of the spell, the target creature gains the ability to regenerate 10 Hit Points every round.

Caster Level(s): Cleric 5
Innate Level: 5
School: Conjuration
Descriptors: Regeneration
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: Single
Duration: 1 Round / 2 Caster Levels
Save: Harmless
Spell Resistance: No

Mestil's Acid Breath      (Back to Top)

You breathe forth a cone of acidic droplets. The cone inflicts 1d6 points of acid damage per caster level (maximum 10d6).

Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptors: Acid
Components: Verbal, Somatic
Range: Short
Area of Effect/ Target: Cone
Duration: Instantaneous
Save: Reflex 1/2
Spell Resistance: Yes

Mestil's Acid Sheath      (Back to Top)

This spell creates an acid shield around your person. Any creature striking you with its body does normal damage, but at the same time the attacker takes 1d6 points +2 points per caster level of acid damage.

Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptors: Acid
Components: Verbal, Somatic
Range: Personal
Area of Effect/ Target: Caster
Duration: 1 round / level
Save: None
Spell Resistance: No

Mummy Dust (Epic)      (Back to Top)

The caster summons a powerful mummy warrior to do their bidding.
Prerequisite: 21st level, the ability to cast 9th level spells and 15 ranks in spellcraft.

Scintillating Sphere      (Back to Top)

The caster unleashes a crackling electric projectile that explodes upon all within the area of effect for 1d6 points of electric damage per caster level, to a maximum of 10d6.

Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptors: Electricity
Components: Verbal, Somatic
Range: Medium
Area of Effect/ Target: Huge
Duration: Instantaneous
Save: Reflex 1/2
Spell Resistance: Yes

Shelgarn's Persistant Blade      (Back to Top)

The caster summons a dagger that acts as a faithful and loyal servant.

Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptors: Summoned Item
Components: Verbal, Somatic
Range: Short
Area of Effect/ Target: Point
Duration: 1 Round / 2 Levels
Save: None
Spell Resistance: No

Stone Bones      (Back to Top)

You cause the target undead to gain a +3 natural armor class bonus, due to the thickening of its bones.

Caster Level(s): Wizard / Sorcerer 2, Cleric 2
Innate Level: 2
School: Transmutation
Descriptors: Magical Armor
Components: Verbal, Somatic
Range: Touch
Area of Effect/ Target: One undead creature
Duration: 10 minutes / level
Save: Harmless
Spell Resistance: No

Stonehold      (Back to Top)

Creates a cloud that paralyzes any creatures inside of it, encasing them in stone for 1d6 rounds.

Caster Level(s): Druid 6
Innate Level: 6
School: Conjuration
Descriptors: Paralyse
Components: Verbal, Somatic
Range: Medium
Area of Effect/ Target: Huge
Duration: 1 Round / Level
Save: Will negates
Spell Resistance: Yes

Undeath to Death      (Back to Top)

This spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first.

Caster Level(s): Wizard / Sorcerer 6, Cleric 6
Innate Level: 6
School: Necromancy
Descriptors: Negative
Components: Verbal, Somatic
Range: Medium
Area of Effect/ Target: Colossal
Duration: Instantaneous
Save: Will negates
Spell Resistance: Yes

Vine Mine      (Back to Top)

When casting vine mine, you must select one of the following:

  • entangle (as the spell)
  • hamper movement (movement speed is halved)
  • camouflage (add +4 competence bonus on Hide checks)
Caster Level(s): Druid 5
Innate Level: 5
School: Conjuration
Descriptors: Nature
Components: Verbal, Somatic
Range: Medium
Area of Effect/ Target: Huge
Duration: 3 + 1 Round / 2 Levels
Save: Yes (Entangle)
Spell Resistance: Yes

 

 

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)
Fri, 09 May 2008 11:46PM

Hide/Show

Buy Premium Modules

Top NWN: HotU Modules:
1. TORTURED HEARTS II.
2. More...

Top NWN: SoU Modules:
1. TORTURED HEARTS II.
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

3,937,283 BioWare Users:
  72 Logged In
  8 Hidden
  232 Guests

1952 Playing Online
  100% NWN
  99% NWN: SoU
  99% NWN: HotU

560 Registered Guilds

7,543,254 posts in forums

Newest Forum Topics:
1. Path of ascension is only the b... (NWN 1: Guilds and Registry - Ye Olde Tavern)

2. Revoke Tool with ME release? (Mass Effect PC Version General Discussion (Spoilers will be moved))

3. UTF-8 to NWN2UI converter? (NWN2: Builders - NWN2 Scripting)

4. rogue skill question... (NWN 1: General Discussion (No Spoilers Allowed))

5. Druid Stormlord? (NWN2: General discussion forums for NWN2 (No Spoilers Allowed))

Current time is: (set time)
Fri, 09 May 2008 11:46PM

Hordes of the Underdark