Template:Spell

Template

 * All fields are optional, some more then others ;)

or something more special in which case it will be displayed as-is and not explicitly categorized. It should be a Personal spell if it is cast on self, but has an area (area is defined below :) ). Every spell has an explicit range stated in the spells.2da file. Area usually covers things like spell cones and the like. In other words, you don't need to include this entry
 * name= optional name, otherwise the page title is used (which is fine in most cases, but some spells conflict so have to be in pages like "Heal (Spell)")
 * icon= should be the name of a picture of the standard NWN2 icon. Goes next to title.
 * image= should be a name of picture of the spell being cast or in effect from in-game. The picture is scaled to 300 width automatically.
 * level_XXXX= should be the level each class can cast it, and are all optional fields. One single digit here (except warlock, see note).
 * level_warlock should be used as "least," "lesser," "greater," or "dark" grades of invocation.
 * level_additional is for things like Clerical Domain spells, Prestige spells/abilities etc. Can be any text/links.
 * level_innate should be the innate level of the spell (monster abilities will use only this), or the effective spell level of an invocation.
 * school= should be the school of magic it is associated with. Do not make this a link, that is done automatically.
 * descriptor= pretty much depreciated - NWN2 doesn't carry on 3.5E's descriptors. (These are things like "Evil" or "Positive")
 * components= - This can be one of 4 entries:
 * Nothing (says "None" explicitly)
 * V (Verbal only)
 * S (Somatic only)
 * VS (Both).
 * range= should be the standard NWN2 ranges
 * P = Personal
 * T = Touch
 * S = Short
 * M = Medium
 * L = Long
 * area= should be the size of the area of effect or the targets of effect, if any. Note: Some have non-standard (not listed as "Large", or "Huge") sizes, and should be listed in  meters ; NWN2's internal engine works in meters, and quite a few abilities are still based on meters for their areas.
 * duration= should be a amount of time, or whatever is appropriate to the spell. This is a text entry field which overrides duration_type except for categorization.
 * duration_type= can be either Instantaneous, Short, Medium, Long; use initials and there are other Frequent Combinations.
 * i → Inputs: "Instantaneous"
 * s = 6 seconds per Caster's Level. SHORT
 * s → Inputs: "6 sec. * cLevel 1 Round (cLevel)."


 * 2s = 12 seconds + 6 seconds per 3 Caster's Level.
 * 2s → Inputs: "6 sec. * cLevel/3 + 12 sec. 2 + 1 Round (3 cLevel)."


 * 3s2 = 18 seconds + 6 seconds per 2 Caster's Level.
 * 3s2 → Inputs: "6 sec. * cLevel/2 + 18 sec. 3 + 1 Round (2 cLevel)."


 * 3s = 18 seconds + 6 seconds per Caster's Level.
 * 3s → Inputs: "(6 sec. * cLevel) + 18 sec. 3 + 1 Round (cLevel)."


 * M = 1 minute per Caster's Level. MEDIUM
 * M → Inputs: "1 min. * cLevel 10 Round (cLevel)."


 * L = 1 hour per Caster's Level. LONG
 * L → Inputs: "1 Hour * cLevel 20 Round (cLevel)."

These automatically input text if the duration field is absent. veryshort is for things which are typically less then 1 round / level (usually more for feats, such as Rage, however, but also see the duration of acid fog for instance). Mixed things can leave this blank, to be categorized as "Unknown/Special duration spells". If a spell has a duration stated, but it doesn't fit a category exactly, category it as best as possible (eg; lasting half a minute / level is about the same as a minute / level so call it medium duration).
 * save= should be a standard like "Will Negates"
 * Blank/missing entry = No save.

This signifies if casting the spell will break Invisibility or other things, and is a good indication of spells which harm the enemy or not.
 * save_type= is a way of categorizing the saves used in a spell. It can be a set of letters representing Fortitude, Reflex, or Will, or H for Harmless, or S for Special:
 * H = Harmless. Used for most friendly spells.
 * S = Special.
 * F = Fortitude only.
 * R = Reflex Only.
 * W = Will Only.
 * FR = Fortitude and Reflex.
 * FW = Fortitude and Will.
 * RF = Reflex and Will.
 * FRW = Fortitude, Reflex and Will.
 * spell_resistance= should be Yes or No, no links.
 * hostile= should be Yes or No.
 * touch_attack_type= should be "Ranged", "Melee" if the spell has a touch attack involved, for categorization purposes. It can be left blank to be ignored.
 * empower=, extend=, maximize=, quicken=, silent=, still=, and persist= should be Y or N, (blank is No by default). This signifies if the spell can be cast with the specific meta-magic feat noted as Yes.
 * invocation= should be set as e = "essence" or b = "blast" for if the invocation is an Eldritch essence or blast shape for Eldritch blasts.

Usage
Note: Not all the level_ variables need to be defined

Gives this result: See: Acid Fog

Old Script that was based on the Manual of the game
Spell level:

Innate level:

School:

Descriptor(s):

Components:

Range:

Target/Area:

Duration:

Save:

Spell resistance:

CSS Notes
No CSS for "infobox" from mediawiki means this kind of information was added to the style section:

.infobox { border: 1px solid #aaaaaa; background-color: #f9f9f9; color: black; margin: 0 0 0.5em 1em; padding: 0.2em; float: right; clear: right; }

TEMPLATE Incomplete
Target / Area still incomplete; S = Single, S1 = Single creature * Caster Level, 1 = Caster only, M=Medium, L=Large, C = Cone, H = Huge, P = Caster's Party, X = Point, W = Weapon. Switches in the Spell table still incomplete. Innate Level isn't showing in the Table. Even though it's not used in NWN2 Counterspell. '''— ~ ~ ~ ~ Red = 09:22, 30 March 2009 (UTC)