Cloud of Bewilderment
From NWN2Wiki
| Cloud of Bewilderment | |
| Spell Information | |
| Spell level : | Innate level: 2, Bard: 2, Sorcerer/Wizard: 2 |
|---|---|
| School : | Evocation |
| Descriptor(s) : | Gas |
| Components : | Verbal and Somatic |
| Range : | Short |
| Target/Area : | Huge |
| Duration : | 6 sec. * cLevel 1 Round (cLevel). |
| Save : | Fortitude negates |
| Spell resistance : | Yes |
[edit] Description
Cloud of Bewilderment creates a volume of noxious gas in the area of effect. All creatures within this cloud are stunned and blinded for 1d6 rounds, each creature is allowed a Fortitude saving throw in order to avoid this condition.
[edit] Bug Notes
General:
The descriptor "Gas" is odd. It has a poison-based saving throw, so really it should be labelled poison.
Start: X2_S0_CldBewld.nss
Line 52: This spell doesn't use the NWN2 ApplyMetamagicDurationMods() and ApplyMetamagicDurationTypeMods() functions.
Both scripts:
Line 29: The effects (blindness, stun) are applied as magical effects, meaning a dispel magic spell can dispel the effects despite them still standing in the area. This should not usually happen. Making the effect EffectExtraordinary() around line 29 in both scripts would help. (The effect is temporary anyway, making it extraordinary just stops it being dispelled).
On Entry - X2_S0_CldBewldA.nss
It doesn't have a valid area effect creator check like the heartbeat script does.
Since there is a if "(!GetHasSpellEffect(SPELL_CLOUD_OF_BEWILDERMENT,oTarget))" in the on-round script, it is surprising that the On Enter script doesn't have the same check. One of these must be wrong.
Line 45: The saving function must use GetAreaOfEffectCreator() otherwise saves are not done correctly.
On Heartbeat - X2_S0_CldBewldC.nss
Line 63: The same again - the saving throw must use the area of effect creator.
[edit] Gameplay Notes
The fortitude save is interesting for a spell that stuns, since stun spells usually are mind affecting and will-save based. This makes it a good spell to stop low-fortitude characters and control an area of the battlefield. It does, however, affect allies too!
The stun and blindness together seem a little odd, but the blindness means that the target can also be sneak attacked since the stun holds them in place.
Useful for holding a group of monsters stuck in the area and "Kaboom!!!"
