Neverwinter Nights

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Rhamnetin

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Rhamnetin

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About this mod

***Out of date . I'm afraid I won't be updating this mod anymore. Note you can get all of its functionality and more in PRC, which has a working module updater again.***

Permissions and credits
Changelogs
Installation Instructions:
- Put the supplied 'override' folder into your Documents\Neverwinter Nights directory, merging with the override folder that is already in there.
- Back up the 'dialog.tlk' file in your main Neverwinter Nights\lang\<your language>\data directory (e.g. C:\Program Files (x86)\Steam\steamapps\common\Neverwinter Nights\lang\en\data\ OR C:\Program Files (x86)\GalaxyClient\Games\Neverwinter Nights\lang\en\data\).
- Put the supplied 'lang' folder into your Neverwinter Nights directory, overwriting the one that is in there.

Thanks and credit to Base Angels & Devas mod: https://neverwintervault.org/project/nwn1/prefab/creature/base-angels-devas
Thanks and credit to Phoenix Bird Pack: https://neverwintervault.org/project/nwn1/hakpak/original-hakpak/phoenix-bird-pack
This mod incorporates models and other resources from the above two mods.

KNOWN ISSUES:
- Not a bug, but Wyverns were introduced in version 1.69 I believe, so they are not available in MANY modules. So if you're playing as a Shifter, make note that shifting into a Wyvern might not work because of this (doing so will break your character and require reloading your save game).

Files edited by this mod (not counting new files):
- dialog.tlk (only in the override version) - Changed the following entries:
- 5637 from "Vampire" to "Ghoul King" (UI element)
- 8773 replacing "Large Dire Tiger" with "Beholder" (Greater Wild Shape IV feat description)
- 9029 replacing "Large Dire Tiger" with "Beholder" (Shifter prestige class menu description)
- 83579 from "Large Dire Tiger" to "Beholder" (UI element)
- 8164 from "Polymorph, Giant Spider" to "Polymorph, Dire Spider"
- 8167 from "Polymorph, Fey" to "Polymorph, Pixie"
- 8168 from "Polymorph, Zombie" to "Polymorph, Flesh Golem"
- 8172 from "Shapechange, Death Slaad" to "Shapechange, White Slaad"
- 13527 from "Polymorph Giant Spider Properties" to "Polymorph Dire Spider Properties"
- 13531 from "Polymorph Zombie Properties" to "Polymorph Flesh Golem Properties"
- 6224 - Updated description of Polymorph Self spell
- 6254 - Updated description of Shapechange spell
- 83580 - Updated description for Undead Shape to reflect the changes made.
- 8741 - Updated description for Outsider Shape to reflect the changes made.
- 8742 - Updated description for Construct Shape to reflect the changes made.
- 6135 - Changed the spell school of Death Ward to reflect my changes
- 6119 - Changed the description of Cloudkill to reflect my changes
- 6253 - Corrected a typo in the description of Shadow Shield spell ("Engergy" to "Energy")
- 6533 - Updated the description of Horrid Wilting spell to reflect my changes
- 84511 - 84512 - Updated text and description of Chaos Spittle to reflect my changes.
- 6554 - Updated description of creature summoning spells to reflect my changes.
- 12681 - Updated description of Rakshasa so that it no longer calls them tiger humanoids (as they can have heads of other animals).
        - Added entries 112286-112441 for all my content
- polymorph.2da
- spells.2da
- feat.2da 
- hen_familiar.2da
- cls_feat_palema.2da
- nw_s0_crpdoomc.ncs
- nw_s0_crpdoomc.nss
- x0_s1_petrgaze.nss
- x0_s1_petrgaze.ncs
- x2_s1_petrgaze.nss
- x2_s1_petrgaze.ncs
- x2_s2_gwildshp.nss
- x2_s2_gwildshp.ncs
- x2_s1_chaosspit.nss
- x2_s1_chaosspit.ncs
- nw_s0_horrwilt.nss
- nw_s0_horrwilt.ncs
- nw_s0_heal.nss
- nw_s0_heal.ncs
- nw_s0_harm.nss
- nw_s0_harm.ncs
- nw_s1_conefire.nss
- nw_s1_conefire.ncs
- nw_s1_coneacid.nss
- nw_s1_coneacid.ncs
- nw_s1_conecold.nss
- nw_s1_conecold.ncs
- nw_s1_coneelec.nss
- nw_s1_coneelec.ncs
- nw_s1_conesonic.nss
- nw_s1_conesonic.ncs
- nw_s0_cloudkilla.nss
- nw_s0_cloudkilla.ncs
- nw_s0_cloudkillc.nss
- nw_s0_cloudkillc.ncs
- x2_m1_mindblast.nss
- x2_m1_mindblast.ncs
- x2_s1_beholdray.nss
- x2_s1_beholdray.ncs
- x2_s1_gwmindbl.nss
- x2_s1_gwmindbl.ncs
- x2_s1_illithidb.nss
- x2_s1_illithidb.ncs
- x2_s1_psibarr.nss
- x2_s1_psibarr.ncs
- Creature template (.UTC) files for most animal companions (nw_ac*.utc)
- nw_fire.utc
- nw_firehuge.utc
- nw_firegreat.utc
- nw_fireelder.utc
- nw_earth.utc
- nw_earthhuge.utc
- nw_earthgreat.utc
- nw_eartheld.utc
- nw_s_firehuge.utc
- nw_s_firegreat.utc
- nw_s_fireelder.utc
- nw_s_earthhuge.utc
- nw_s_earthgreat.utc
- nw_s_earthelder.utc
- x2_beholder001.utc
- x2_beholder003.utc
- Most Dragon creature templates (nw_drg*.utc)
- x2_s_lich_30.utc
- x2_demilich001.utc
- nw_s0_gate.nss
- nw_s0_gate.ncs
- nw_s0_planar.nss
- nw_s0_planar.ncs
- x0_s0_planar.nss
- x0_s0_planar.ncs

Notes:
- Built for NWN Enhanced Edition, but I suspect it'll work with 1.69 however this is untested.
- This mod will not work in any module that uses its own custom versions of the files edited. This mod doesn't work in Darkness over Daggerford for example, unless you edit the appropriate .hak file and edit its polymorph.2da to incorporate the changes from the one included with this mod (which is really easy to do).

Description:
This mod is primarily an addon for Druid/Shifter builds, adding many new forms including epic level ones that give you a reason to go beyond level 20 in Shifter if you want. But it does much more: it adds new spells from D&D 3.5 (borrowing from NWN 2 code), fixes bugged spells because BioWare programmers (or early 2000s programmers?) didn't know how to code, revamps how all Summon Creature spells work, and more. Read the readme and changelog.
Changes have also been made to Shapechange and Polymorph Self spells, replacing forms with ones that are more balanced relative to the others, and all polymorph forms in the game now have at least some of the creature abilities.

This mod also affects other classes. I have granted Pale Master the ability to become (polymorph into) a Lich at level 20, then a Lesser Demilich at level 25, then a Demilich at level 30.

Animal companions now become their Dire counterparts starting at level 10 (going by the animal companion's level). Since Wolf and Dire Wolf both already exist, I replaced Wolf with Jaguar which gets replaced by a Dire Tiger at level 10.
I tried adding two new feats, each with four forms: Magical Beast Wild Shape and Greater Magical Beast Wild Shape. I also tried adding Ancient White Dragon to Dragon Shape. However, engine bugs prevent me from adding these. Thanks a lot Aurora, you fucking piece of shit. Lots of other misc changes and bugfixes have been made, as detailed below.

Changelog:
v2.3
- Updated for December 15 2020 patch
- Summon Slaad now summons a swarm of White Slaadi and Black Slaadi (that it summons one of them, the same type that you are, and when it dies it gets replaced by another up to 4, same as Elemental Swarm), and for Death Slaadi it summons a Gray Slaad
- Chaos Spittle now cycles between 20 different effects instead of 12. The magical damage + paralysis effect was replaced by magic damage + Tasha's Hideous Laughter, Drowning no longer works on oozes, the polymorph effects no longer work on constructs, and there's now a 1 second delay for the Domination effect with the polymorph-into-slaad effect. The new effects are as follows:
- Fire damage, plus casts Inferno upon failed Reflex saving throw (not really Inferno but my own duplication for HD/2 rounds to circumvent spell immunity/spell mantle)
- Cold damage, plus slowing upon failed Fortitude saving throw
- Sonic damage, plus deafening upon failed Will saving throw
- Electric damage, cast Chain Lightning and Stunning on hit upon failed Reflex saving throw
- Negative energy damage, plus Fortitude save or die
- Petrification (Fortitude save negates)
- Banish the target to Limbo upon failed Will saving throw
- Scaphism - paralysis for HD/2 rounds + Creeping Doom simulation + Infestation of Maggots all at once. Fortitude save negates all of this but still takes Magical damage and Slaad poison (separate Fortitude save for the poison naturally).
- Implemented a new Creeping Doom spell fix so that damage per round actually increases as the description says
- Summon Creature VI has a new summon - Gray Render
- Added new spell called Extract Brain. A level 6 Wizard/Sorcerer Transmutation spell that liquifies the targets brain and extracts it through their orifices. Fortitude save negates this and instead results in 2d4 INT damage + 1 per 4 caster levels, and gives you that INT as a bonus for 24 hours.

- Rebalanced cure/inflict wounds spells - minor wounds is now 1d4 hit points for both, light is now 2d4 hitpoints for both, moderate is now 4d4 for both, serious is now 8d4 for both, and critical is now 12d4 for both. The per-level increases are the same. Note to undo this, just delete x0_s0_inflict.ncs and .nss, and nw_s0_cure*.ncs and .nss

v2.2
- White Slaad and Black Slaad polymorph forms now have Chaos Gaze - Destroy Law instead of Power Word, Stun and Power Word, Kill
- Summon Slaad now summons a White Slaad for Black Slaadi (opposed to Death Slaad), and for Death Slaadi it summons a Gray Slaad

v2.1 - Updated for NWN EE Sept 16 2020 patch

v2.0 - There are big enough changes here, and enough changes here to warrant a v2.0. Version 2.0 now requires Base Angels & Devas and Phoenix Bird Pack, linked above.
- Undead Shape is no longer an epic level feat. Now it is an optional feat available after you get Greater Wild Shape II. 
- You first assume the form of a Skeleton Chieftain (wielding a Greatsword +1), Wight (natural attack drains a level on-hit), and Wraith (natural attack drains 1 point of CON on-hit). 
- At level 13, it becomes the version that was originally in the game + all changes described below.
- Outsider Shape is no longer an epic level feat. Now it is an optional feat available after you get Greater Wild Shape II.
- You first assume the form of a Red Slaad (with the appropriate creature weapon, plus Summon Slaad and Stunning Howl), Fenhound (Fear Howl), and Formian Warrior (poisonous natural attack).
- At level 8, Red Slaad is replaced by Blue Slaad which has Summon Slaad and Hold Person.
- At level 10, Blue Slaad is replaced by Green Slaad, which has Summon Slaad, Fear, and Hammer of the Gods.
- At level 12, Green Slaad is replaced by Gray Slaad, which has Summon Slaad, Lightning Bolt, and Hammer of the Gods. 
- At level 14, Outsider Shape becomes the version that was originally in the game + all changes described below.
- At level 21, Ice Storm is replaced by Incendiary Cloud for Rakshasa form, and this form is also replaced by the Rakshasa Bear form with considerable bonuses to CON, HP, and AC.
- At level 23, Death Slaad Lord is replaced by White Slaad, which has Summon Slaad, Chaos Spittle, and Power Word, Stun. Ability Scores for White Slaad are a bit nerfed compared to the actual creature in this game, which has insanely high STR and CON.
- At level 27, White Slaad is replaced by Black Slaad, which now has Summon Slaad, Chaos Spittle, and Power Word, Kill. Nerfed Ability Scores of all Black Slaad polymorph forms since STR and CON were insanely high before, above Great Wyrms and every Golem except for Adamantine Golems.
- Construct Shape has one additional form: Battle Horror. The in-game description for Battle Horror states they have magical abilities but they actually do not, however I gave this one the following spells: Greater Bull's Strength, Lesser Spell Mantle, and Enervation. 
- Iron Golem form from Construct Shape is replaced by Huge Iron Golem at level 21, Mithral Golem at level 24, and then Adamantine Golem at level 28. So, with this change and the changes to Outsider Shape, you now have an actual reason to take Shifter beyond level 20!
- At Shifter level 21, Mindflayer form from Greater Wild Shape IV is replaced by Mind Flayer Venerator. At level 24, this is replaced by Ulitharid.
- These have the same abilities but higher DEX, AC, and HP, the duration of Illithid Mind Blast is increased from 1d4 rounds to 3d4 rounds (matching that of AI Mindflayers), Psionic Inertial Barrier becomes as powerful as it is for AI (DR HD/2 / +20), and the Ulitharid has much better creature weapons with +8 enchantment.
- At Shifter level 25, Beholder form from Greater Wild Shape IV is replaced by Beholder Tyrant, which has a higher DC for the eye ray attacks as detailed below.
- Starting at level 4, a Shifter's ability to transform into draconic races improves. At level 4, you can shift into a Young Wyvern. At level 8, this improves to Juvenile Wyvern, which improves to Large Wyvern at level 12 and finally Great Wyvern at level 15.
- You can now become a Lich and a Demilich. Lich requires being at least level 20 with Epic Spell Focus: Necromancy. At level 25, you can become a Lesser Demilich if you also have Arcane Defense: Necromancy. At level 30, you can then become a Demilich. Pale Masters get these feats for free at those same levels. This is all done in the form of polymorphing so it is half-assed.
- As a Lich, you have the following 3 spells/spell-like abilities (the game engine is limited to 3 per polymorph form):
- Doom Gaze - A cone that hits everything in the area of effect with Doom
- Aura of Fear
- Horrid Wilting
- As a Lesser Demilich and Demilich, you have the following 3 spells/spell-like abilities:
- Devour Soul - I created this spell. If the target fails a fortitude saving throw, it is killed instantly and you heal yourself with its max HP. I tried using DelayCommand set make it so you heal after 24 hours but either Resting doesn't speed that up (meaning it would take 24 real world hours of play time) or it just doesn't work. If they succeed at their saving throw, they gain two permanent negative levels. 
- This is not subject to spell resistance but protection against death magic will work.
- I have also given this ability to all Demiliches in the game (a Lesser Demilich can use it 4x per day while a regular one can use it 5x).
- DC is 10 + HD/2.
- Aura of Fear
- Harm
- Revamped all Summon Creature spells. They now function as follows:
- Summon Creature I = You can choose to summon a Dire Badger (or Dire Boar if you are a Cleric with Animal domain) or any Mephit at random. I also fixed Ooze Mephit so that it has a name tag in game (which reads "Ooze Mephit") since it had none before.
- Summon Creature II = Dire Boar (replaced by Dire Panther if you are a Cleric with Animal domain) or Spitting Fire Beetle.
- Summon Creature III = Dire Wolf, Bombardier Beetle, or a random normal Elemental.
- Summon Creature IV = Dire Spider or Manticore.
- Summon Creature V = Dire Bear or Gynosphinx.
- Summon Creature VI = Dire Tiger or Adult Wyvern.
- Summon Creature VII = Androsphinx, Phoenix, or a random Huge Elemental.
- Summon Creature VIII = Fire Giant, Frost Giant, or a random Greater Elemental. If you choose to summon one of those Giants, it randomly chooses a male or female version.
- Summon Creature IX = Same as before (random Elder Elemental) except Elder Earth Elemental has returned (likewise Earth Elementals are available for other Elemental summons).
- Revamped Planar Ally and Planar Binding spells. They function the same as before for Neutral aligned summons, but Evil aligned summons have been altered:
- Lawful Evil characters summon an Erinyes.
- Chaotic Evil characters summon a Succubus.
- Neutral Evil characters summon either an Erinyes or Succubus at random.
- Good characters summon either a Hound Archon or a Movanic Deva at random.
- Changed Greater Planar Binding summoning function for Good aligned characters; Celestial Avenger has been replaced by Monandic Deva.
- Gate spell now summons a Balor if you are Chaotic Evil, a Pit Fiend if you are Lawful Evil, or one of these at random if you are Neutral Evil. The need to cast protection against evil on yourself still applies. For Neutral characters, it summons a White Slaad. For Good characters it summons a Planetar.
- Animal Companions have now been replaced by Dire versions starting at level 10.
- Since Wolf and Dire Wolf are both animal companions, I have replaced Wolf with Jaguar, which is replaced with a Dire Tiger at level 10.
- Made the bite weapon of all dragons more deadly. These changes apply not only to the creature templates, but also the Shifter and Shapechange forms:
- Large dragon bites have been changed from 2d6 to 4d6 damage
- Old dragon bites have been changed from 2d8 to 4d6 damage
- Ancient dragon bites have been changed from 2d8 to 4d8 damage
- Made Beholder bites more deadly, because look at that damned mouth and those teeth! Originally, Beholder bites did 2d4 damage. It has now been changed to 2d12 damage.
- Swapped Fireball spell with Ice Storm for Rakshasa, so yeah I did a 180 on this.
- Death Slaad Lord from Outsider Shape now has Aura of Menace instead of Fear.
- Fixed race of Harpy (made it Monstrous Humanoid instead of Magical Beast).
- Replaced Finger of Death with Power Word, Kill for Black Slaad form.
- Player polymorphed Slaadi now deal normal Chaos Spittle damage, rather than the default ((Shifter level/3) + 2)d4. The damage and functionality of this ability has also been changed: this ability now randomly selects between 12 effects plus some secondary effects. This is pure chaos after all, so it should be unpredictable, right?
- The majority of effects do X amount of damage, but the type of damage is different and so is the secondary effect. For Death Slaadi, including player polymorphed forms, X = 5d4 + (HD/2)d4 to a maximum of 10d4. For White Slaadi, X = 10d4 + (HD/2)d4 to a maximum of 15d4. For Black Slaadi, it is 20d4 + 1d4 for every five levels. Now, the different effects of Chaos Spittle are:
- #1 = Deals X magical damage and the target must make a Will save or be Confused effect (DC = 15 + HD/2 for this and all the rest). Also has a chance to inflict Chaos Mist poison (DC 20).
- #2 = Deals X negative energy damage and the target must make a Fortitude save or suffer from 1d4 permanent negative levels. Also has a chance to inflict Chaos Mist poison (DC 20).
- #3 = Deals X acid damage and Slows the target for 6 rounds. Also has a chance to inflict Chaos Mist poison (DC 20).
- #4 = Deals X/3 piercing damage, X/3 slashing damage, X/3 bludgeoning damage, and knocks the target down for 1 round.
- #5 = Deals X divine damage and the target must make a Fortitude save or be blinded permanently.
- #6 = Drowns the target as per drown spell (Fortitude save included).
- #7 = Polymorphs the target into a Red Slaad that is dominated (Green Slaad if it's a Bard, Sorcerer, or Wizard). Fortitude save negates.
- #8 = Same as #1 except it causes Fear instead of Confusion (Will save still included).
- #9 = Deals X/5 fire, cold, electrical, acid, and sonic damage.
- #10 = Reduces the target's Attack score by 10 + HD/5, reduced skill checks and saving throws by 4, and causes 75% spell failure chance, all of this for 1d4+1 rounds. This also dispels the strongest magical effect from the target.
- #11 = Polymorphs the target into a Blue Slaad that is dominated (Green Slaad if it's a Bard, Sorcerer, or Wizard). Fortitude save negates.
- #12 = Same as #1 except it has a chance to paralyze the target (Fortitude save negates paralysis).
- Buffed Red Dragon form from Shapechange spell so that it is closer to an Old Red Dragon rather than a Mature Adult.
- Gave Stone Golem form from Construct Shape its Slow Bolt ability.
- Gave Demonflesh Golem the following spells or spell-like abilities, since the normal one has them: Paralysis Gaze, Poison, and True Seeing (since for some reason the polymorphed version doesn't have permanent True Seeing while the actual creature does).
- Fixed x2_s2_gwildshp script so that weapon properties will actually be merged. Shit just got real.
- Harm can now target self (I dislike how Harm Self is a separate spell) and deals 10 * caster level to a maximum of 150 negative energy damage (healing that much for undead), like in D&D 3.5.
- Heal now deals 10 * caster level to a maximum of 150 positive energy damage, healing creatures that much and damaging undead that much, like in D&D 3.5.
- Made Death Ward spell Abjuration instead of Necromancy.
- Fixed Cone of Acid, Cone of Cold (NOT the spell), Cone of Electricity, Cone of Fire, and Cone of Sonic spells so that the first target hit by the cone can no longer effectively "shield" everyone else if they have Evasion and what not.
- Added the following spells per D&D 3.5 (mostly sourced from Neverwinter Nights 2): Nature's Avatar, Hiss of Sleep, Mass Hold Person, Power Word Blind, Power Word Disable, and Moonbolt.
- The only changes made to these new spells compared to D&D 3.5 are: Hiss of Sleep now has a range of Medium instead of Short and Nature's Avatar retains the ability score benefits of Awaken (+4 STR, +4 CON, +1d10 WIS) as well as its 24 hour duration.
- Power Word Stun is now a level 8 spell (innate and for Wizards/Sorcerers). Power Word Blind takes up its mantle at level 7, and as a bonus does not have Mind-Affecting descriptor.
- Rebalanced Bestow Curse to be less useless and changed it to Necromancy, and added Greater Bestow Curse and Epic Curse spells. 
- Bestow Curse now has 3 sub-spells: One to reduce all physical ability scores by 3, one to reduce all mental ability scores by 3, and one that causes -4 penalty on attack rolls, saves, skill checks, and 20% spell failure.
- Greater Bestow Curse (level 7 Cleric and level 8 Wizard/Sorcerer spell) has the same 3 functionalities, although the ability scores are lowered by 6, attack/saves/skill checks suffer a -8 penalty, and spell failure is increased to 40%.
- Epic Curse (epic level spell) has the same 3 functionalities, although the ability scores are lowered by 12, attack/skill checks suffer a -16 penalty, saves suffer a -12 penalty, and spell failure is increased to 90%. Requires Epic Spell Focus: Necromancy.
- Added another new spell: Greater Planar Ally for Clerics. Evil Clerics can summon a Vrock, Good Clerics summon an Astral Deva, and Neutral Clerics summon a Death Slaad.
- Added a new Epic spell only available for Clerics and Paladins: Celestial Host, inspired by the one in Planescape: Torment. First it summons an epic level Astral Deva (wielding a Mace of Disruption +8) to fight for you, followed by a Phoenix, then a Solar (wielding Forever), and finally a Gold Great Wyrm. Each one fights for you for 30 seconds and they appear one at a time due to engine limitations.
- Made Cloudkill function more like in D&D 3.5: enemies with 7 HD or above instead suffer 1d4 CON damage per round rather than 1d10 acid damage, making Cloudkill still useful at higher levels and not just a shittier version of Acid Fog.
- Horrid Wilting spell is now extra deadly towards Oozes, doing 1d8 points of damage per caster level with no upper limit (so a level 40 Wizard will deal 40d8 damage to them). It now does 1d6 damage per caster level to a maximum of 25d6 for regular living targets (decreased from 1d8/caster level).
- Petrification Gaze now actually has a higher DC for Medusa form: for Basilisk form it remains 12 + (Shifter level / 2), but for Medusa form it is 10 + (Shifter / 2) + WIS modifier.
- Increased DC of Petrification Gaze used by NPCs. It used to be 13, now it has been changed to 10 + HD/2.
- Changed DC of all Mind Blasts to be 10 + HD/2 + INT modifier (and an additional +4 for Ulitharids), and changed the duration to 3d4 rounds like the description. 
- Added a new Beholder Eye Ray attack: Sleep Ray, as per the pen and paper rules.
- Changed DC of Beholder Special Attacks (eye rays) from 15 to 17 + HD/4, and for the Beholder Tyrant and Beholder Mother appearances it is 15 + HD/2.
- Altered the Beholder's Wounding Eye Ray attack so that for Beholder Tyrants and Beholder Mothers it functions as Inflict Critical Wounds rather than Inflict Moderate Wounds. This also affects level 25 Shifters.
- Huge Fire Elemental form now only has Burning Hands (removed Pulse Attack: Fire).
- Removed Pulse Attack: Lightning from all Air Elementals.
- Removed Pulse Attack: Poison from all Earth Elementals.
- Huge and Elder Water Elemental forms now only have Pulse Attack: Drown.
- All AI elementals have the same abilities as their Druid Elemental Shape counterpart.
- Pulse Attack: Drown DC has been changed: It is still 20 for all Water Elementals except for Elder Water Elementals, for whom it is 20 + HD/2.
- Fixed class type of standard Water Elemental (including the summoned one). A typo in the creature file caused it to be a level 1 Barbarian. Now it is a level 4 Elemental.
- Fixed Black Blade of Disaster spell so that the weapon's enchantment bonus now functions as per the spell description, rather than just being +5 (based on ILikeKillAndYou and Shadooow's fix). Also gave it Overwhelming Critical and Devastating Critical since it makes sense.
- Black Slaad form replaced by White Slaad form for Shapechange spell.
- Rebalanced all Slaadi and their summons to be closer to pen and paper stats.
- Modified Chaos Mist poison like effect. If the target's Wisdom is reduced to 3, then it is immediately polymorphed into either a Red Slaad or Blue Slaad at random, unless it is an arcane spellcaster in which it becomes a Green Slaad. It is also permanently charmed.
- Fixed Shadow Essence poison so that it lowers strength correctly.
- Removed ability score benefits for Mind Flayer form in Greater Wild Shape IV.
- Rebalanced Balors and Pit Fiends, copying D&D 3.5 monster manual. They are much stronger.
- Edited Summon Slaad spell. For White and Black Slaadi, it summons a Death Slaad. For Death Slaadi, it summons a Green Slaad. For Gray Slaadi, it summons either a Green Slaad or Red Slaad at random, and for everything else it summons a Red Slaad.
- New Familiars: Intellect Devourer (which becomes a Battle Devourer at level 30) and Skeletal Devourer (WIP).
- Mass Charm now works on more than just humanoids.
- Death Slaadi, White Slaadi, and Black Slaadi now have the ability to use Chaos Gaze (Destroy Law). Death Slaadi can use it 3x per day, White Slaadi can use it 5x per day, Black Slaadi can use it 10x per day.
- Fear and Scare spells changed to Enchantment instead of Necromancy.
- True Seeing spell now provides complete immunity to Illusion spells while it lasts. This is more like the pen and paper rules, and more logical.
- Meteor Swarm now does 30d6 damage so that it's not worthless. WTF were they thinking making it equal to only Delayed Blast Fireball. Also shortened the safe distance to 1.5 meters to more accurately fit the description.
- Greater Ruin epic spell can now be used on yourself and will restore 35d6 hit points if used this way.

v1.21
- Replaced Psionic Charm Monster with Extract Brain for Mindflayer form (Greater Wild Shape IV).
- Gave Extract Brain the spell icon from Clarity spell.
- Replaced one of Spectre's two natural weapons with the one actually used by Spectres which causes level drain (-2 levels).
- Upped Shadow Attack (the spell-like ability used by Spectre form) so that it is akin to Enervation (drains 1d4 levels). This is still doubled on a critical hit.

v1.2
- Changes made to Polymorph Self spell:
- Replaced Zombie form with Flesh Golem, which has the Rage ability.
- Replaced Giant Spider with Dire Spider and gave it the Web spell. I find these two replacements to be more balanced next to the likes of Umber Hulk and Troll.
- Increased HP bonus of Troll form from +10 to +30.
v1.1
- Added two new forms: Duergar Cleric (part of Humanoid Shape) and Ancient Black Dragon (part of Dragon Shape). This required editing polymorph.2da, spells.2da, x2_s2_gwildshp.nss and thus x2_s2_gwildshp.ncs. 
- Duergar Cleric has a Mace +3 and the following spells: Invisibility, Monstrous Regeneration, and Flame Strike
- Epic Duergar Cleric has a Mace +5 and the following spells: Invisibility, Regenerate, and Blade Barrier
- Ancient Black Dragon has acid breath as expected
- Added Mass Drown spell, which is a level 9 Druid spell that works like Drown but with a "Huge" radius. It still belongs to Transmutation school, unlike in NWN 2.
Edits to polymorph.2da:
- General rebalancing, bringing creature stats (ability scores, AC, HP bonus) from polymorph/shifter forms closer to what they are in D&D's monster manual, plus some changes to better balance them to Neverwinter Nights.
- Epic Drow form now has Darkness spell ability just like regular Drow form.
- Epic Drider form now has Web spell ability.
- Made sure ring/amulet slots etc don't affect any of the animal forms, but do affect all humanoids with human-like fingers and necks and such.
Changes made to Shapechange spell:
- Death Slaad form has been replaced with Black Slaad, since Death Slaad is a bit underpowered compared to Iron Golems and Balors and Red Dragons. 
- Black Slaad has the following spells/spell-like abilities: Chaos Spittle, Summon Slaad, and Finger of Death.
- It should've inherited the racial abilities of Black Slaad, which means 20 damage resistance to all elemental forms, damage reduction 45/+7, and regeneration +10.
- Let me know if you think this is too overpowered and I'll bring it down to White Slaad instead.
- Fire Giant now has a greatsword (Tenser's Sword which deals fire damage).

v1.0:
- Changes made to Shapechange spell:
- Gave Red Dragon form the fire breath ability, same as the Shifter ability and what Red Dragons actually breathe in the game.
- Gave Balor form the following spells: Summon Tanar'ri, Greater Dispelling, and Fear, all of which Balors are supposed to have and other ones do have it in the game.
- Gave Iron Golem form the poison gas ability that other Iron Golems (including the Shifter form) actually have in the game.
- Gave Death Slaad the following spells/spell like abilities: Chaos Spittle (as per the Shifter one), Summon Slaad, and Fear, all of which other Death Slaadi have in the game.

- Changes made to Polymorph spell:
- Umber Hulk now has Confusion Gaze.
- Changes made to Elemental Shape feat - None of these come from the D&D Monster Manuals, this all comes straight out of my ass
- Huge Fire Elemental - Now has Pulse Attack - Fire, and Burning Hands
- Elder Fire Elemental - Now has Pulse Attack - Fire, Burning Hands, and Fireball
- Huge Water Elemental - Now also has Pulse Attack - Cold
- Elder Water Elemental - Now also has Pulse Attack - Cold and Cone of Cold
- Huge Air Elemental - Now also has Pulse Attack - Lightning
- Elder Air Elemental - Same as above
- Huge Earth Elemental - Now has Hurl Rocks and Pulse Attack - Poison
- Elder Earth Elemental - Now has Hurl Rocks, Pulse Attack - Poison, and Earthquake
- Changes made to Greater Wild Shape IV:
- Removed the useless Large Dire Tiger form, and replaced it with Beholder form which has the following abilities listed below. Why is Large Dire Tiger useless, you ask? It's on the same level as Dire Bear, a standard Druid form. It does not belong in Greater Wild Shape IV, above the likes of Humanoid Shape.
- Immune to knockdown
- Immune to sneak attack
- Permanent Freedom (as per Freedom of Movement spell)
- Particularly good Listen, Spot, and Search skills (no shit for the last two, it's a bunch of eyes after all)
- Beholder Special Attacks = The primary attack used by other Beholders throughout the game. All the eye ray effects at once essentially, but it's pretty complicated and not without its bugs, see here: http://nwn.wikia.com/wiki/Beholder_special_attacks
- Beholder Antimagic Cone = A cone ability that causes all enemies in the area of effect to be stripped of all magical effects and are subject to 100% spell failure for 9 seconds (1.5 rounds).
- Eye Ray - Wounding = Just the Wounding Eye Ray. If the target fails its fortitude saving throw, it takes 2d8+10 points of negative energy damage.
- Gave Mindflayer form the Psionic Charm Monster cone ability (DC 17).
- Changes made to Undead Shape:
- Replaced Vampire Form with Ghoul King form. The reason I chose to do this is because I don't like that Vampire form is not a true vampire; if you are struck down with normal weapons, you're just dead. Nonsense! You should be in a coffin somewhere in the dark and the only way to kill you is by sticking a wooden stake through your heart. Since that's not included with Vampire Form, I replaced it.
- Ghoul King has the same abilities as the Ghoul King NPC: all the standard undead immunities, two of three natural attacks have On Hit: Ghoul Rot property (DC 18), while the third natural attack has On Hit: Stun property (no idea what the DC is).
- It also has Aura of Unnatural, Tyrant Fog Zombie Mist, and Ghoul Touch spells.
- It has 18 STR, 15 CON, doesn't affect your DEX, 13 natural AC bonus (same as the default Risen Lord for reference), and 30 bonus hit points.
- Raised Risen Lord natural AC bonus from 13 to 15.
- Spectre form now has Aura of Unnatural spell.
- Changes made to Outsider Shape:
- Replaced Mestil's Acid Breath and Ice Storm spells with Acid Fog and Fireball, for Rakshasa form.
- Gave Death Slaad Lord the following spells: Summon Slaad and Fear.
- Other changes:
- All forms now have the correct sound effects, though you'll still hear your character's sounds over them for whatever reason.
- Made Petrification Gaze (Basilisk and Medusa forms) usable unlimited times per day, mirroring that of actual Basilisks and Medusae throughout the game. 
- Dominate Monster spell (innate level 9) is now also available for Druids. Not sure why it's arcane only.