Hello,
I'd like to revisit this topic, as it has been over a month with these changes and I believe the consequences have been absolutely ruinous for the caster builds that used these spells as strong offensive tools in their arsenal. After the change, every level 30 character that has done its due diligence in getting gear (and I don't mean just all 5% things) will be able to pass the saves on these spells almost all the time without the need for immunity spells, outside of nat 1's and the cases of classes like rogues which have low saves. Even the lower saves classes with some extra effort can usually hit 37 in all 3 saving throws, so I am making my post with this in mind.
I'd like to talk about their design, and why I believe they were actually some of the most balanced spells in the game. The ones I will be talking of in this post are mind fog, storm of vengeance, stonehold, evard's + daltim's + kyristan's tentacles, grease + web and their more powerful shadow variants, Bigby's clenched fist and the epic spell focus abjuration ward (I believe this one uses spellcraft now?).
First, let's look at the effects of these spells on a failed saving throw:
Mind Fog: Will save vs 1d6 Round Stun, and -2d6 will saving throw decrease (half if the victim succeeds, spell lasts 1/2 CL rounds)
Storm of Vengeance: Reflex save vs stunned for 2 rounds, 6d6 electrical damage, 3d6 acid damage (Lasts for 10 rounds)
Stonehold: 1d6 Round Paralyze, not party friendly. (Lasts CL rounds)
Evard's: 1d6 + 4 Bludgeoning Damage per tentacle (able to be empowered), fortitude save vs 1 round paralyze (lower DC spell, mostly used for damage, this spell was nerfed recently in that aspect as well. Not party friendly. (Lasts 1/2 CL rounds)
Daltim's: 1d10 + 5 fire damage, can be empowered. Fortitude save vs 1 round of paralyze, not party friendly. (Also affected by the tentacle damage nerf, lasts 1/2 CL rounds).
Kyristan's: 1d4 +1 Negative damage, and a 1d3 level drain + paralyze for one round. Not party friendly. (Lasts 1/2 CL rounds)
Grease: Knocked down for 1 round, 50% movement speed decrease, not party friendly (Freedom blocks the MS decrease but not the falling, lasts 2 + 1/3 CL rounds)
Web: Entangled for spell duration, but the victim can take actions while entangled, those who succeed are slowed. Not party friendly. (Lasts CL rounds)
Bigby's: Fortitude save every round vs 1 round stun, the victim takes 1d8 + 11 force damage per round regardless. This spell cannot be removed once cast on the target. (Lasts CL rounds)
Epic Spell Focus: Abjuration's Ward: Smallest aoe here by far, will save vs 1 round paralyze with some decreased movement speed after the paralysis. (lasts for an extreme duration, hour(s)+?)
Note here about bigby's clenched fist (commonly known as bigby 8), is that it was very overpowered, but not for the reason of its effect or DC. It cannot be removed by any means other than waiting out the duration. Pray, greater restoration, what have you - just did nothing. This spell, once cast, keeps people trapped in combat for 27 rounds (54 rounds extended) and you will have to make saves against its effects *every single round,* though counterable by freedom and clarity/blank.
You'll notice that save for web, which is a full duration entangle (meaning you can free yourself immediately), the failed save effects of these spells don't actually last that long. You can fail multiple saves in a row sometimes, but you can also pray + drink Freedom of Movement or Clarity to counteract all of these except grease if you are chainstunned, which is something I have had to do quite a number of times myself, though usually saves are decent enough where you won't be stuck for too long outside of unlucky rolls. These spells have extremely accessible counterplay in either/or freedom of movement potions, mind blank, lesser mind blank, or clarity spells. Freedom of movement is breachable, but easy to reapply. Mind blank is easily breachable. Lesser mind blank is the second hardest spell to breach, at #26 out of 27 (
https://wiki.nwnarelith.com/Breach_List). Clarity is not breachable, and lasts 42 seconds from a potion. These spells and their accessible, though breachable, counterplay struck a very nice balance with me, as without spellcraft you had a very good chance to land these spells on one or more people, giving you a nice effect, but the victim had not instantly lost as if you used, say, a mass hold monster (CL rounds paralyze) or death spell. It felt very engaging.
Next, let's look at the classes hit hardest by this nerf.
Wizard: In my opinion, as someone who has mained a wizard for almost a year now and has had a large share of PvP encounters in all manner of number and happening, this was the final nail in the coffin. Even for the optimal wizard specialist, enchantment, this class has been neutered by the loss of its toolset. The last things it has going for it are mords (usable by other classes, or they use greater dispelling), and the overpowered mass hasted summons of planar conduit/mummy dust with sequencers applied. Before, it had one edge over sorcerer (though still overall weaker) in that it could take various spell foci such as illusion, enchantment, conjuration, or evocation (or all 4!) etc and be able to build a spellbook that took advantage over all of these spell schools and powerful aoe CC spells at once due to the fact they are not limited to a meager 3 different spells per circle like the sorcerer is. This has been taken away from them now, and sorcerer is just better by all metrics in terms of combat. I also did not mention IGMS here because yes while it is nice damage, the wizard spellbook is crammed already as it is and after slotting the essentials (time stop, 2-3 mords, 1 other spell such as mass hold monster) is only able to prep 1-2 maximized IGMS, maybe 2-3 empowered (a lot worse than maximized), and the non-metamagic version is just pathetic.
Caster Cleric/Favored Soul: The loss of storm of vengeance is just crippling. For offense, it was their best spell, hands down. It is somewhat usable now still, but it is nowhere near the same strength. Cleric got hit worse than favored soul here, as they had a plethora of domains that would let them access various spells on the above list I made that they would not have otherwise, and which Favored Soul is unable to get at all. Earth could give them stonehold, some would give web, one gave shadow conjurations for grease and web, mind domain gave mind fog, etc. All of these are bad now, so the caster cleric is very sad. Now these classes just buff their friends, try to Harm, and abuse overpowered summons as their forms of offense instead of being able to weave in varied and often deity-thematic spells to good effect in combat. For those looking to be strong with these classes, they should play melee variants of both, and not consider the caster side of it.
Caster Shaman: This class really has access to it all. Storm of vengeance, stonehold, shadow conjurations, mind fog. It is only limited by the amount of feats it can take, so two different shamans might not be the same at all. One could be conjuration, illusion, and enchantment while another focuses on conjuration, necromancy, and transmutation, all having strengths and weaknesses. It's a very FeelsGood class in this regard, and it is unfortunate that the caster variant falls short in its offensive capabilities after the nerf. Similar to the cleric, they now want to buff their friends, attempt to Harm, and try to abuse the current state of summons to attack targets, albeit having mass haste they are much better at the latter than the cleric classes.
All in all, these classes have had not only some or a lot of their viability shot by the spell changes, but the nerf makes for far less interesting gameplay. As I mentioned at the top, using the spells pre-nerf was very engaging, as it had you and your opponent many times going back and forth as they reacted to these spells, and you threw an offensive spell or tried to remove their immunity, and it kept the flow of things up. Now, you dispel them, spam the most disabling spell you have at them while hoping they fail the save or your summons kill them before they can run at you and hit you hard. The save lowering mechanic only promotes this sort of play, and I find it extremely uninteresting and unfun. Yes, you could have done this sort of play before, but it is often times unreliable due to immunity spells and whatnot, and now it is *your only option* against anyone with firing neurons. Honorable mention as well to the fact that wizard doesn't even have enough spellslots to make good use the mechanic at all, and the duration is far too low.
Thank you for taking the time to read all of this post, and I hope it promotes some more discussion on the topic.