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		<title>Sorcerer Perks</title>
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		<updated>2026-03-21T13:08:04Z</updated>

		<summary type="html">&lt;p&gt;Tala: gloom touched&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Perks= &lt;br /&gt;
Like many classes in EFU Sorcerers have a large list of perks to choose from. You may select a perk by opening your character&#039;s Crafting Menu. You may only choose one kit and cannot change your perk once it is chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will lose these perks if you take levels in a base class other than Sorcerer!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note, each perk has additional known spells on levels 9 and 10, which can be found in [[Sorcerer|Expanded Spells Known by Level]].&lt;br /&gt;
&lt;br /&gt;
==Arcane Leech==&lt;br /&gt;
&lt;br /&gt;
There is nothing more fulfilling than using others&#039; magical energy against them, no matter of its origin. Whether to satisfy one’s hunger of the arcane or commanding complete domination over it, these sorcerers would stop at nothing in order to empower themselves while weakening others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&lt;br /&gt;
**+1 Caster Level&lt;br /&gt;
* &#039;&#039;&#039;Isaac&#039;s Lesser Missile Storm&#039;&#039;&#039;&lt;br /&gt;
**+1 Caster Level&lt;br /&gt;
* &#039;&#039;&#039;Isaac&#039;s Greater Missile Storm:&#039;&#039;&#039;&lt;br /&gt;
**+1 Caster Level&lt;br /&gt;
&lt;br /&gt;
When Dispelling another creature, the dispelled spells are then applied to the Sorcerer under the following terms:&lt;br /&gt;
* The sorcerer&#039;s max spell circle is equal or greater than the spell&#039;s innate level.&lt;br /&gt;
* The spell is not a hostile spell.&lt;br /&gt;
&lt;br /&gt;
When casting a dispelling spell from an item, the Magic Domination ability only has a chance to work:&lt;br /&gt;
* 10% when casting from a non-Mage items.&lt;br /&gt;
* 25% when casting from scrolls.&lt;br /&gt;
* 50% when casting from magical wands.&lt;br /&gt;
* 100% when casting from magical staves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Spellcraft&lt;br /&gt;
* 10 Spell Resistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 Saves vs Spells&lt;br /&gt;
* 12 Spell Resistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 Saves vs Spells (from +1 Saves VS Spells at Level 5)&lt;br /&gt;
* 14 Spell Resistance&lt;br /&gt;
&lt;br /&gt;
==Arcane Mimic==&lt;br /&gt;
&lt;br /&gt;
Mimic Spells ability:&lt;br /&gt;
Mimics get the Player Tool: Mimic Spells. By targeting another creature with the player tool the mimic copies the spells of the creature by the following conditions:&lt;br /&gt;
* If the target doesn&#039;t have a spellcasting class, this fails.&lt;br /&gt;
* If the distance between the mimic and the target is more than 10 meters, this fails.&lt;br /&gt;
* The mimic only copies from spell circles they can currently cast as a sorcerer.&lt;br /&gt;
* The amount of spells copied from each level are the amount of spells the PC should be able to cast as a sorcerer in their current level.&lt;br /&gt;
* The copied spells are only part of the Wizard/Sorc spellbook. (this is a tech constraint with no work around for now)&lt;br /&gt;
* The target cannot be a blue NPC&lt;br /&gt;
* If there&#039;s still cooldown, or the target is too far, nothing happens&lt;br /&gt;
* If the creature is a subdued PC, this will always work&lt;br /&gt;
* If the creature is a hostile NPC or PC, they roll a Will save against their spells being mimicked. DC: 15 + SORCERER_LEVEL&lt;br /&gt;
The cooldown for the ability only triggers if they succeed in mimicking the spells&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039;&lt;br /&gt;
* +3 Spellcraft&lt;br /&gt;
* +3 Concentration&lt;br /&gt;
* Mimic Spells Cooldown: 10 minutes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5:&#039;&#039;&#039;&lt;br /&gt;
* Mimic Spells Cooldown: 5 minutes&lt;br /&gt;
* Mimic Spells also mimics the summon theme and the element of the target (if relevant)&lt;br /&gt;
* Mimic Spells also mimics the spell modifications of some of the other perks (if the target has such perk): Arcane Leech, Ashen Mirage, Azure Fire, Bouldermancer, Crimson Storm, Dream Eater, Eldritch Archer, Lifestealer, Hydromancer, Sand Mage, Snake Charmer, Unpredictable, Zealous Faith&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8:&#039;&#039;&#039;&lt;br /&gt;
* Mimic Spells Cooldown: 3 minutes&lt;br /&gt;
* Mimic Feats - Will mimic from the target all their Spell Focus and Greater Spell Focus feats. These are removed when mimicking another target and on server reset.&lt;br /&gt;
* Mimic Spells also mimics the spells color theme of the target&lt;br /&gt;
&lt;br /&gt;
==Ashen Mirage==&lt;br /&gt;
&lt;br /&gt;
The Ashen Mirage sorcerers can make anything come true… or at least the illusion of it. With their complete mastery over their domain, they confuse enemies and allies alike. And from time to time, even they’re not sure anymore what’s real and what’s not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Summon Familiar&#039;&#039;&#039;&lt;br /&gt;
** Replaced with a mirror image of yourself (50% concealment, minimal stats)&lt;br /&gt;
* &#039;&#039;&#039;Mislead&#039;&#039;&#039;&lt;br /&gt;
** Bonus +4 rounds to effect duration and mirror image duration&lt;br /&gt;
* &#039;&#039;&#039;Phantoms of Deception&#039;&#039;&#039;&lt;br /&gt;
** Bonus +4 rounds to effect duration and mirror image duration&lt;br /&gt;
* &#039;&#039;&#039;Displacement&#039;&#039;&#039;&lt;br /&gt;
** Bonus +4 rounds to effect duration and mirror image duration&lt;br /&gt;
* &#039;&#039;&#039;Summon Shadow&#039;&#039;&#039;&lt;br /&gt;
** Bonus +4 rounds to shadow mirror image duration&lt;br /&gt;
* &#039;&#039;&#039;Augment Familiar&#039;&#039;&#039;&lt;br /&gt;
** Targets your mirror image familiar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Summon Theme changed to Illusion&lt;br /&gt;
* Arcane Defense: Illusion&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +10 Temporary HP to Mirror Images&lt;br /&gt;
* Once per rest, when the PC suffers a lethal blow there&#039;s a 33% chance that it was actually a Mirror Image, and the PC is ported a few feet away.&lt;br /&gt;
** Greater Sanctuary effect for a single round and an invisibility effect for a single minute.&lt;br /&gt;
** The corpse of the mirror image will disappear after a few minutes.&lt;br /&gt;
* &#039;&#039;&#039;Reflecting Light&#039;&#039;&#039; Player Tool&lt;br /&gt;
** By targeting their Mirror Images, the Ashen Mirage transforms their mirror image into a fierce blinding light&lt;br /&gt;
** This ability destroys the mirror image, and causes an explosion, inflicting 1d6 / 2 levels (max 10d6) Fire damage to all creatures in a huge radius, rolling a reflex save for half the damage &lt;br /&gt;
** Creatures hit roll a fortitude save which if they fail, they&#039;re blinded for 1 round per 2 caster levels&lt;br /&gt;
** Cooldown: 30 Seconds&lt;br /&gt;
** The DC for both saves is 8 + Ashen Mirage&#039;s CHA modifier + Mirror Image Spell DC&lt;br /&gt;
*** Mislead: +1&lt;br /&gt;
*** Phantoms: +2&lt;br /&gt;
*** Displacement: +3&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +20 Temporary HP to Mirror Images (increased from 10)&lt;br /&gt;
* 20% Concealment&lt;br /&gt;
* The sorcerer receives a player tool that allows them to switch places with Mirror Images with a flashy VFX. &lt;br /&gt;
** They get a second tool that just fires the same VFX but doesn&#039;t swap between them. &lt;br /&gt;
** Shared cooldown of 5 minutes every usage of either of the tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bone Warden== &lt;br /&gt;
The long vigil is the popular name for the service you&#039;re known, guarding the tombs of ancient warriors and kings. Somewhat less known is your ordeals into the dark arts of necromancy and the communion with the bones you have in your keep. Now the knuckles of saints and villains alike bend to one man -- you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Animate Dead 2/day player tool&lt;br /&gt;
*Receive raise-able skeleton bones each rest.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*3/- DR Slashing and Piercing&lt;br /&gt;
*Animated minions receive +3 Natural AC&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*15% Negative Energy Immunity&lt;br /&gt;
*Attendance at the Court of Bones 2/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attendance at the Court Bones&#039;&#039;&#039;&lt;br /&gt;
:Summon two skeleton royal guards. Nearby undead minions receive +2 AB, +2 AC, and regeneration. Lasts 2 minutes.&lt;br /&gt;
&lt;br /&gt;
==Bouldermancer==&lt;br /&gt;
Power is not the mage&#039;s magic, nor is it the brute&#039;s strength. It is a combination of both. Those who have reached this understanding have developed the magic to enhance one&#039;s strength beyond their limits. With this power, nothing can stand in their way and anything can be dealt with, either with magic or strength&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bull&#039;s Strength&#039;&#039;&#039;&lt;br /&gt;
**Provides a flat +5 bonus to strength&lt;br /&gt;
*&#039;&#039;&#039;Stoneskin&#039;&#039;&#039;&lt;br /&gt;
**Additional 20 points of damage absorption, DR remains at 10/+5&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Sorcerer Token: Summon boulder 1/day&lt;br /&gt;
*Automatic success on lifting boulders summoned by the PC&lt;br /&gt;
*Toughness feat&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Sorcerer Token: Summon boulder 2/day&lt;br /&gt;
*5% Physical Damage Immunity&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Sorcerer Token: Summon boulder 3/day&lt;br /&gt;
*Automatic success on lifting any boulder&lt;br /&gt;
*+2 STR&lt;br /&gt;
&lt;br /&gt;
==Calligrapher==&lt;br /&gt;
There is no higher magic than a brush upon canvas, than bringing imagination into reality. And you have learned to harness that wonderful power. From the tip of your pen spring fantastic wonders that others can only look upon in envy, rewriting this ugly world one line at a time!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Summoning theme changed to INK, recolored water elementals that inflict acid damage&lt;br /&gt;
*Summoning INK theme +1&lt;br /&gt;
*Protective Runes Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to write protective runes on nearby non-hostile creatures in a medium radius. This ability destroys the elemental, and grants the receiver with (3 + summon circle)/+1 damage reduction, for 2 rounds per 3 Painting ranks the Calligrapher has.&lt;br /&gt;
*+3 Painting&lt;br /&gt;
*Bonus Feat: Scribe Scroll&lt;br /&gt;
*Flame Weapon is set to Acid&lt;br /&gt;
*Spells are recolored to black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Rewrite Scroll Player Tool: 3/day the Calligrapher can rewrite a scroll, allowing him to use it, removing all preexisting restrictions and making it OUB: Sorcerer.&lt;br /&gt;
*Disabling Runes Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to write disabling runes on the nearby hostile creature. This ability destroys the elemental and inflicts a disabling effect on the receiver for 1 round per 3 painting ranks the Calligrapher has. The effect is determined by the target summons&#039;s circle: 1/2 - Doom effect, 3/4 - Slow effect, 5 and above - Paralyzing effect. The DC is 10 + Calligrapher&#039;s CHA modifier + Summon Circle.&lt;br /&gt;
*Flame Weapon VFX change to black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Scrolls used by the calligrapher gain +1 CL.&lt;br /&gt;
*Ink Explosion Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to cause acidic damage all around the summon. This ability destroys the elemental, and causes an explosion, inflicting (summon circle * 2)d6 (max 10d6) Acid damage to all hostile creatures in a huge radius. Creatures in the radius roll a reflex save for half the damage and a fortitude save which if they fail, they&#039;re blinded. The DC for both saves is 10 + Calligrapher&#039;s CHA modifier + summon circle. The blindness duration is 1 round per 3 Painting ranks the Calligrapher has, max 3 rounds. Cooldown: 30 Seconds&lt;br /&gt;
&lt;br /&gt;
==Carrion Feaster== &lt;br /&gt;
Scorned, reviled, pursued. Even at the end of the world, there is room for contempt of those who have embraced survival. While it sickened you at first, you have learnt to go by through doing what others dare not and you feast upon those that stand in your way. Better they nurture someone alive than through ignorance succumbing, either to starvation or the influence of the Dread.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Animate Dead 2/day player tool&lt;br /&gt;
*Standard animate dead creature replaced with a ghoul.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Immunity: Disease&lt;br /&gt;
*+10% movement speed&lt;br /&gt;
*Consume Corpse player tool 1/day.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Strength&lt;br /&gt;
*On-hit: Ghoul Touch on Gauntlets (for unarmed attacks)&lt;br /&gt;
*+2 vampiric regeneration and +15% movement speed on animated creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consume Corpse&#039;&#039;&#039;&lt;br /&gt;
*Destroy target undead minion and restore your life with 1/4th of the target&#039;s hitpoints.&lt;br /&gt;
&lt;br /&gt;
==Crimson Storm==&lt;br /&gt;
Toying with the forces of nature should be the domain of others, but some Sorcerers, out of spite, jealousy or just search of power, have decided they too should dominate it. Red with their own blood, they have reached the point of commanding storms, lightnings and thunders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*Many Lightning spells have vfx changes, including summon creature and flame weapon&lt;br /&gt;
*Elemental Shield: Changed to Lightning damage, Lightning/Sonic/Acid immunity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Summon Theme changes to Air&lt;br /&gt;
*All Lightning and Sonic spells are treated as being cast at +1 Caster Level above character level (including flame weapon)&lt;br /&gt;
*All other elemental spells (cold/acid/fire) get -2 Caster Level&lt;br /&gt;
*Summon Creature is cast at one tier higher (Summon I becomes Summon II)&lt;br /&gt;
*Natural Overcharge: Casting hostile lightning spells (not from items and excluding Electric jolt) on Infusers will charge up their orbs&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+1 lightning damage to all attacks&lt;br /&gt;
*Sorcerer Token: Call Lightning 3/day&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*50% lightning immunity&lt;br /&gt;
&lt;br /&gt;
==Cultist== &lt;br /&gt;
Many powers, fell or strange, find themselves happy to accept fervent worship. Those lucky enough to be born with the arcane talent to supplement their presence of self often find it a great boon to assist their object of praise. Thus, the cultist&#039;s eagerness gains them a significant advantage in coaxing recruits, escaping those distraught at their beliefs, and calling forth minions relevant to the pursuit of their worship&#039;s ends. Whether these ends are nefarious, strange, or otherwise, is ultimately up to the whims of this natural leader.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*Summon Creature duration increased by 2 rounds per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+3 Persuade&lt;br /&gt;
*+20 Total Maximum Summoning Points&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Magic Fang (5) 3/day&lt;br /&gt;
*+1 Universal Saves&lt;br /&gt;
*+40 Total Maximum Summoning Points (from +20 Total at Level 1)&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Lesser Planar Binding (9) 1/day&lt;br /&gt;
*+60 Total Maximum Summoning Points (from +40 Total at Level 5)&lt;br /&gt;
&lt;br /&gt;
==Death Syphon==&lt;br /&gt;
Once something is dead, it is gone. It needs no more of the residual energy it left behind. So why not let others feast on it? Death Syphons are those who once tried once to use such energies, and once this taboo has been broken, they can never go back. Always channeling the energy of the dead, whether friend or foe, through their body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Syphon Life: When nearby creatures die, the sorcerer is healed by 1 point. If the dead creature is an ooze, undead, construct or aberrant, the abilities don&#039;t trigger.&lt;br /&gt;
*Syphon Magic: When a creature with a magic level dies, there&#039;s a 10% of a 1st circle slot being restored. Same racial rules apply as for Syphon Life.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+1 saves vs death&lt;br /&gt;
*Syphon Life: If the sorcerer is fully healed, a non-enemy creature nearby will be healed instead&lt;br /&gt;
*Syphon Magic: When a creature with a magic level dies, there&#039;s a 20% of a 1st circle and 10% of a 2nd circle slot being restored.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 saves vs death (2 total)&lt;br /&gt;
*Syphon Life: 2% chance of a lesser restoration being applied on the Sorcerer&lt;br /&gt;
*Syphon Magic: When a creature with a magic level dies, there&#039;s a 40% of a 1st circle, 20% of a 2nd circle, and 10% of a 3rd circle slot being restored.&lt;br /&gt;
*Sorcerer Token: Virulent Walking Bomb 1/day&lt;br /&gt;
&lt;br /&gt;
Syphon Magic explanation and example: &lt;br /&gt;
Killing one level 8 orc sorcerer will restore a circle 3 spell slot. But killing a simple kobold will only restore a circle 1 spell slot. So combined magic levels (wizard, sorcerer, bard, cleric, druid) below 5 potentially restores a 1st circle slot, below level 8 restores a 2nd level spell slot and at or above restores a 3rd level spell slot. You need to be level 1, 5, 8 to restore 1, 2, 3 circle spell slot respectively.&lt;br /&gt;
For each creature death you can only restore a single slot, starting from the highest one. If the highest one fails, or all the slots are filled, it will try again for the next one.&lt;br /&gt;
It won&#039;t try to restore slots beyond the max slots of the PC.&lt;br /&gt;
&lt;br /&gt;
==Dream Eater==&lt;br /&gt;
The deepest desires and darkest secrets, the most haunting experiences and worst fears. Dreams create and shape a world of imagination few others ever see.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Immunity: Sleep&lt;br /&gt;
*Sorcerer Token: Nightmare 1 use every 60 seconds.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Sleep spell affects 4 + 1d4 HD&#039;s worth of more creatures.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*20% Concealment. &lt;br /&gt;
*+2 to Sleep spell DC.&lt;br /&gt;
*Sorcerer Token: Nightmare 1 use every 30 seconds. (Replaces the previous token.)&lt;br /&gt;
*Regains a level 1 spell slot upon using Nightmare.&lt;br /&gt;
&#039;&#039;&#039;Nightmare&#039;&#039;&#039;&lt;br /&gt;
:Deals 1d6 / level magical damage to the sleeping target. Heals the sorcerer for half.&lt;br /&gt;
:Kills a sleeping or slumbering NPC of hit dice 4 or below.&lt;br /&gt;
:Provides a random boon.&lt;br /&gt;
&lt;br /&gt;
==Eldritch Archer==&lt;br /&gt;
Eldritch Arrow:&lt;br /&gt;
The sorcerer may cast spells on arrows (each time on a -single- arrow). The arrow&#039;s name changes to &amp;quot;&amp;lt;ARROW_NAME&amp;gt; of &amp;lt;SPELL_NAME&amp;gt;&amp;quot; and an on-hit property is added on hit. When the arrow hits a target, it will cast the spell on the target. The spell level on the item is half of the caster&#039;s levels.&lt;br /&gt;
* These arrows can&#039;t be traded or dropped, and will disappear on server reset.&lt;br /&gt;
* Only the listed spells will work with this ability, but more will be added in the future&lt;br /&gt;
* Cantrips can be cast on a stack of arrows and will affect them all, and they won&#039;t disappear on server reset (this is a QoL to avoid players keep on casting cantrips on single arrows)&lt;br /&gt;
* It&#039;s not possible to stack spells on the same arrow&lt;br /&gt;
* Mirror Images will copy the current quiver of Eldritch Arrows, but the stack count will be reduced to 5 arrows.&lt;br /&gt;
&lt;br /&gt;
Spell changes:&lt;br /&gt;
* Shelgarn Spells - The sorcerer may animate bow weapons as well.&lt;br /&gt;
* Melf&#039;s Acid Arrow - cast as 1 CL above&lt;br /&gt;
* Flame Arrow - cast as 1 CL above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039;&lt;br /&gt;
* Elf Weapon Proficiency feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5:&#039;&#039;&#039;&lt;br /&gt;
* Point Blank Shot feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8:&#039;&#039;&#039;&lt;br /&gt;
* Shelgarn animated bows get 1d4 elemental damage to their arrows (the element is determined by the sorcerer&#039;s element: fire/cold/acid/lightning/sonic. Default: fire)&lt;br /&gt;
* Each cast on arrows now creates 2 eldritch arrows instead of 1.&lt;br /&gt;
&lt;br /&gt;
List of Eldritch Arrow spells:&lt;br /&gt;
*Circle 0: Daze, Light, Flare, Acid Splash, Electric Jolt&lt;br /&gt;
*Circle 1: Grease, Scare, Sleep, Horizikauls Boom, Ice Dagger, Nybor&#039;s Gentle Reminder&lt;br /&gt;
*Circle 2: Darkness, Ghoul Touch, Lesser Dispel, Web, Tasha&#039;s, Gedlee, Combust, Cloud of Bewilderment, Curse of Impending Blades&lt;br /&gt;
*Circle 3: Dispel, Fireball, Gust of Wind, Hold Person, Slow, Stinking Cloud, Vampiric Touch, Scintillating Sphere, Ice Burst, Slumber&lt;br /&gt;
*Circle 4: Bestow Curse, Charm Monster, Cloudkill, Confusion, Contagion, Enervation, Fear, Lesser Spell Breach, Phantasmal Killer, Wall of Fire, Ice Storm, Evard&#039;s, Lower Spell Resistance, Future&#039;s Pain, Acid Orb, Cold Orb, Electric Orb, Fire Orb, Gas Explosion, Frost Blast, Wall of Ice, Cacophonic Burst, Virulent Walking Bomb&lt;br /&gt;
*Circle 5: Dismissal, Feeblemind, Hold Monster, Mind Fog, Beltyn&#039;s Burning Blood, Baleful Polymorph, Devastating Bodyswap&lt;br /&gt;
*Circle 6: Acid Fog, Circle of Death, Greater Dispelling, Greater Spell Breach, Bigby&#039;s Forceful Hand, Flesh To Stone, Undeath to Death&lt;br /&gt;
&lt;br /&gt;
Shadow Variants (Shadow Conjuration, Greater Shadow Conjuration, Shades) will create appropriate ammo.&lt;br /&gt;
If a clone is made out of an Eldritch Archer and their equipped ammunition is an Eldritch Ammo made from a non cantrips spell, the stack decreases to 5, and the remaining stack is made into a new ammo with a random cantrips spell instead. If the caster has GSF Illusion, the above is only relevant if the spells are Mislead or Phantoms of Deception (so displacement/shadow conjuration/glass doppelganger keep their ammo as is).&lt;br /&gt;
&lt;br /&gt;
==Hematologist==&lt;br /&gt;
The idea that the blood is what sparks the talent within many young sorcerers is well known throughout the lands, and some sorcerers take this research to heart, studying the blood of others and pushing the limits of their own. This makes them more privy to the expertise of a physician, for good or ill, while the research is often used to strengthen the sorcerer&#039;s own physical form, empowered by what magic courses through their veins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+2 Fortitude Save&lt;br /&gt;
*Drawn blood can produce magical benefits&lt;br /&gt;
*Blood Track 5/day player tool (use on PC blood vials)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+3 Heal&lt;br /&gt;
*+1d6 Sneak Attack feat&lt;br /&gt;
*Spell Penetration feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*10 Spell Resistance&lt;br /&gt;
*10% Physical Damage Reduction&lt;br /&gt;
*Blood Expunge 1/day player tool (use on PC blood vial for a knockdown effect on blood owner for 1+1d2 rounds)&lt;br /&gt;
&lt;br /&gt;
==Hydromancer== &lt;br /&gt;
The call of the sea has forever lured adventurers. While those who cross its surface are often attuned to the winds for ease of sailing, there are some who take their path deeper. Sometimes revered as the chosen of a watery god, it is thought that something within these sorcerers&#039; blood is deeply attuned to the hidden powers of the depths and they grow to be almost as comfortable beneath the surface as above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;&lt;br /&gt;
**Does 1d8+1 damage.&lt;br /&gt;
*&#039;&#039;&#039;Ice dagger&#039;&#039;&#039; &lt;br /&gt;
**Upon impact, the dagger splits into shards damaging nearby enemy creatures for 1d4 cold damage.&lt;br /&gt;
*&#039;&#039;&#039;Burning Hands&#039;&#039;&#039; &lt;br /&gt;
**Changed to Gout of Water, dealing cold damage and causing 25% Cold vulnerability for 4 rounds.&lt;br /&gt;
*&#039;&#039;&#039;Flame Arrow&#039;&#039;&#039;&lt;br /&gt;
**Damage changed to cold.&lt;br /&gt;
*&#039;&#039;&#039;Vampiric Touch&#039;&#039;&#039;&lt;br /&gt;
**Hand of Ice, damage changed to cold and freezes target for 2 rounds.&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shield&#039;&#039;&#039; &lt;br /&gt;
**Damage shield changed to cold.&lt;br /&gt;
*&#039;&#039;&#039;Firebrand&#039;&#039;&#039; &lt;br /&gt;
**Damage changed to cold.&lt;br /&gt;
*&#039;&#039;&#039;Stoneskin&#039;&#039;&#039;&lt;br /&gt;
**VFX changed to cold.&lt;br /&gt;
*&#039;&#039;&#039;Melf&#039;s Acid Arrow&#039;&#039;&#039;&lt;br /&gt;
**Damage changed to Cold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Flame Weapon element changed to cold.&lt;br /&gt;
*Slow regeneration underwater.&lt;br /&gt;
*Drinking potions restores 1 hp.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+1 Cold Damage to attacks&lt;br /&gt;
*Halves spell casting penalty underwater&lt;br /&gt;
*Double water breath duration.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*50% Cold Immunity&lt;br /&gt;
*Negates spellcasting penalty underwater.&lt;br /&gt;
*+10% movement speed underwater.&lt;br /&gt;
&lt;br /&gt;
==Infuser== &lt;br /&gt;
While the potency of electrical charges is widely known within arcane circles, few go the length to investigate the potential for use and storage like the Infusers. Narrowing their innate powers to a specific field they have gained a recklessness few others envy. It is not an uncommon sight to find these mad sorcerers holding themselves and objects aloft at high places, calling thunder down upon the unworthy earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Electric Jolt&#039;&#039;&#039;&lt;br /&gt;
**Does 1d8+1 damage.&lt;br /&gt;
*&#039;&#039;&#039;Horizikaul&#039;s boom&#039;&#039;&#039;&lt;br /&gt;
**Also does 1d4 electrical damage.&lt;br /&gt;
*&#039;&#039;&#039;Ice storm&#039;&#039;&#039;&lt;br /&gt;
**Cold damage changed to electrical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Flame Weapon element changed to electrical. &lt;br /&gt;
*When hit by Electric Jolt or Gedlee&#039;s Electric Loop the sorcerer is charged up, granting a 1d4 electrical damage shield and 10% movement speed for 2 minutes. (Does not stack with itself)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Rechargable Infuser Orb with 1/charge Geedle&#039;s Electric Loop, 3/charge Lightning Bolt and 5/charge Scintillating Sphere. Gains 1d6 charges when Horizikaul&#039;s Boom is cast on the item. Max 9 charges.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*50% Electrical Immunity. &lt;br /&gt;
*Rechargable Infuser Orb Orb max charges now 18 (from 9 max charges at Level 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rechargeable Infuser Orb&#039;&#039;&#039;&lt;br /&gt;
:The rechargeable orb will correctly give you charges for the different spells on first charge-up after a rest. Using any of the spells from the orb until the spell charges reach zero will make you unable to cast more of the same spell, even after charging with Horizikaul&#039;s Boom. A rest will fix that.&lt;br /&gt;
&lt;br /&gt;
:However, as long as you do not deplete the number of spell charges to 0 (not item charges) you can continue to refresh them through charging with Horizikaul&#039;s Boom. At level 5 this method can only be used for the lightning bolt and Gedlee&#039;s Electric Loop spells, as scintillating sphere can only be used once.&lt;br /&gt;
&lt;br /&gt;
==Lifestealer== &lt;br /&gt;
Some magic has the power to scour away the soul and leave a man hollow within. Sorcerers, who often lack the circumspection and understanding of wizards, will occasionally and tragically dabble in such dark fonts of the Arcane without any regard for the price. Though none could possibly accept such a terrible price willingly, those who inadvertently do pay this toll welcome upon themselves a malevolent and relentless hunger which must continually seek the souls and lifeforce of other beings to prevent it from consuming them utterly. It is when this cruel curse intersects and interacts with the innate magical power of the Sorcerer that the wretched Lifestealer is born.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Ray of Enfeeblement will apply all stolen strength to the caster as a strength buff for the spell&#039;s duration.&lt;br /&gt;
*The sorcerer&#039;s equipped weapon has +3 vampiric regeneration.&lt;br /&gt;
*Although not specific to this perk, it is noteworthy that the general cap for attribute bonuses has been raised from +12 to +20 (e.g. a 10 STR lifestealer could theoretically achieve +20 STR to achieve 30 STR)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*If Negative Energy Burst successfully saps the strength of at least 1 target, the same is applied as a strength bonus to the caster. Negative energy burst no longer drains the caster&#039;s strength.&lt;br /&gt;
*Gluttonous Thirst: If you slay an NPC that is not immune to ability drain, you are healed a number of hit points equal to your caster level.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Enervation applies a +1 bonus to BAB for every 2 levels stolen. This buff effect lasts for 1 minute/level and is refreshed every time Enervation is cast. This rise in BAB may be sufficient to increase the sorcerer&#039;s attacks per round. Note that these effects will not be applied if Enervation is cast on an NPC.&lt;br /&gt;
*Relentless Hunger: If an opponent affected by the spell Negative Energy Protection is hit by one of Negative Energy Ray, Negative Energy Burst, Vampiric Touch, Ray of Enfeeblement or Enervation then the spell will be successfully blocked. However, Negative Energy Protection is dispelled in the process, enabling penetration by any subsequent draining or negative energy spells.&lt;br /&gt;
&lt;br /&gt;
==Maiden of Woe==&lt;br /&gt;
Your broken lips have long since stopped uttering pleas and prayers, weary of the silence that is returned to you. No longer do you believe. No longer do you wait for providence. Now sorrow surrounds you like a blanket against a dark world, a world in which misery has come with company. The unjudged come at your call and beckon, seeking the mercy of your company before they are doomed once more to the empty courts of dead gods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil and Female only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Negative Energy Ray (3) 5/day.&lt;br /&gt;
*Summoning theme changed to Spirits.&lt;br /&gt;
*Spirits are drawn to the sorceress and will periodically appear (player tool toggle)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*5/- DR Negative Energy. &lt;br /&gt;
*Absorb necromancy spells of level 2 and below. &lt;br /&gt;
*A larger number of spirits are drawn to the sorceress and will appear more often as a result (player tool toggle)&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*15% Concealment. &lt;br /&gt;
*A ghostly white aura circle the sorceress. &lt;br /&gt;
*Stronger spirits flock to the sorceress.&lt;br /&gt;
*Upon death, hostile creatures nearby must succeed against a fortitude save of DC 18 + Sorceress&#039; charisma modifier or be cursed.&lt;br /&gt;
&lt;br /&gt;
==Mesmerizing==&lt;br /&gt;
From beautiful maidens to the smooth-tongued, the charismatic presence of the blood-born can seldom be denied. Some find themselves so thoroughly exalted even among others who share their magic, and this reflects in their very visage, offering an arbiter who has immense power over their fellow man.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+3 Bluff&lt;br /&gt;
*+3 Intimidate&lt;br /&gt;
*+3 Persuade&lt;br /&gt;
*+5 Appraise&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Bewitching player tool 2/day; a failed will save makes one hostile NPC confused for 3 + Cha mod rounds&lt;br /&gt;
*Charm Person and Dominate Person now work on all racial types (though immunity to mind spells still applies)&lt;br /&gt;
*Failed bluff/persuade rolls are automatically re-rolled once&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Charisma&lt;br /&gt;
*Sorcerer Token: Mass Charm (15) 1/day&lt;br /&gt;
&lt;br /&gt;
==Ooze Savant==&lt;br /&gt;
The primordial ooze has always had an occult charm drawing in the impressionable or the mad. As a fervent servant, you carry a piece of sentience with you that may once have been a part of this legendary being, your devout purpose to make it grow and make it consume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sewer area bonus&#039;&#039;&#039; &lt;br /&gt;
*+4 Hide, +4 Move Silently, 5/+1 damage reduction and slow regeneration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experimental&#039;&#039;&#039;&lt;br /&gt;
*Ooze Savant may use the command &amp;quot;/c possess_ooze&amp;quot; to possess their special ooze summon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*Special Summon Familiar. Disabled until level 5. Can name it with /c name_companion.&lt;br /&gt;
*Slimes innate summoning theme.&lt;br /&gt;
*Acid Splash does 1d8+1 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Flame Weapon element changed to acid. &lt;br /&gt;
*Player tool to corrode items into a mush usable for the ooze (Gives XP at low levels).&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Can call upon an ooze which can be fed to grow stronger. And bigger. Use the Corrode Tool on the ooze.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*50% Acid Immunity. &lt;br /&gt;
*Crumble 1/day.&lt;br /&gt;
&lt;br /&gt;
==Planar Bound==&lt;br /&gt;
Some sorcerers have ancestry that one way or another is distinctly unholy. These arcanists often find it easy to call upon or command allies associated with the dark patrons that tainted their lineage and slowly develop unearthly characteristics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Summon Creature 1 3/day&lt;br /&gt;
*Summoning theme set depending on the PC&#039;s element to one of the four Djinn themes (acid/cold/electrical/fire). Default is fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+2 save vs spells cast by Good-aligned creatures. &lt;br /&gt;
*Light emanates from the sorcerer. &lt;br /&gt;
* 10% Damage Immunity to the PC&#039;s element (acid/cold/electrical/fire). Default is fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Damage Reduction 5/+1&lt;br /&gt;
* +2 INT&lt;br /&gt;
* Stronger light emanates from the sorcerer.&lt;br /&gt;
&lt;br /&gt;
==Rotbringer==&lt;br /&gt;
In the halls of the shuffling, the strong-legged man is king. Whatever innate power dwells within you, it is clear that it draws the unliving like moths to a flame. Wherever you go there is an army waiting to be raised, ready to follow one who is turning slowly into someone like them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil and Male only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Animate Dead 2/day player tool &lt;br /&gt;
*Suitable creatures that are slain by the Rotbringer come back as special zombies.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Negative Energy Ray and Negative Energy Burst heal the sorcerer. &lt;br /&gt;
*Flies start to circle the Rotbringer&lt;br /&gt;
*Animating without a corpse creates two zombies.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Negative Energy Burst (5) 2/day&lt;br /&gt;
*Sorcerer Token: Control Undead 1/day&lt;br /&gt;
&lt;br /&gt;
==Sand Mage==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Hands (Burning Sand)&#039;&#039;&#039;&lt;br /&gt;
**Casts as one level above&lt;br /&gt;
*&#039;&#039;&#039;Death Armor (Sand Armor)&#039;&#039;&#039;&lt;br /&gt;
**VFX change, damage is piercing, base damage is 1d6 instead of 1d4, bonus damage starts progression from 2. SF/GSF custom bonuses are either Abjuration or Necromancy (whichever the PC has), and grants immunity to piercing instead of negative energy, 10% for SF and 20% with GSF. If the caster has Spell Focus Abjuration, whenever a creature is damaged by the Sand Armor, they have a 10% chance of losing Ghostly Visage effects, if they have it.&lt;br /&gt;
*&#039;&#039;&#039;Stone Bones&#039;&#039;&#039;&lt;br /&gt;
**Casts as one level above&lt;br /&gt;
*&#039;&#039;&#039;Mestil&#039;s Acid Breath (Acidic Sand)&#039;&#039;&#039;&lt;br /&gt;
**Casts as one level above&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shield (Rock Shield)&#039;&#039;&#039;&lt;br /&gt;
**VFX change, damage is bludgeoning, base damage is 1d8 instead of 1d6, +2 per caster level instead of +1, damage immunity is lowered to 20% physical piercing/slashing instead of 50% cold/fire. SF and GSF changes: Evocation only increases duration, Transmutation increase to 35/50 to SF/GSF respectively.&lt;br /&gt;
*&#039;&#039;&#039;Stoneskin (Black Sand Skin)&#039;&#039;&#039;&lt;br /&gt;
**VFX change, Additional 20 points of damage absorption, DR remains at 10/+5&lt;br /&gt;
*&#039;&#039;&#039;Enervation&#039;&#039;&#039;&lt;br /&gt;
**For each drained level, the caster gets 5% physical DI for caster level / minute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*+2 Discipline&lt;br /&gt;
*+2 Concentration&lt;br /&gt;
*Summon Theme changed to Sand&lt;br /&gt;
*Summon Creature is cast at one tier higher (Summon I becomes Summon II)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+1 Natural AC&lt;br /&gt;
*+1 Fort&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*+2 CON&lt;br /&gt;
*+5% movement speed&lt;br /&gt;
&lt;br /&gt;
==Scion==&lt;br /&gt;
Most blood-born arcanists realize their origin and fate greater than the ordinary, though a select few of them ever seek to research and harness the power of their past and descendants. Whether that of an ancient race, relation to the draconic, or an ancestry that is even more obscure, the Scion&#039;s body is greatly empowered in many ways in line with what his bloodline and predecessors would sanction. These many peculiar benefits assist him as he uncovers the secrets of the past, and what a Scion&#039;s destiny holds henceforth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+1 Natural AC&lt;br /&gt;
*+1d4 Slashing Damage to Gloves (for unarmed attacks)&lt;br /&gt;
*+3 Lore&lt;br /&gt;
*+2 Saves VS Traps&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+1 Attack Bonus&lt;br /&gt;
*+2 Strength&lt;br /&gt;
*2/- physical damage resistance&lt;br /&gt;
*+3 Saves VS Traps (from +2 Saves VS Traps at Level 1)&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Natural AC (from +1 Natural AC at Level 1)&lt;br /&gt;
*+1d6 Slashing Damage to Gloves (for unarmed attacks, from +1d4 at level 1)&lt;br /&gt;
*Immunity to Poison&lt;br /&gt;
*+4 Saves VS Traps (from +3 Saves VS Traps at Level 5)&lt;br /&gt;
&lt;br /&gt;
==Secret of the Azure Pyre==&lt;br /&gt;
These are sorcerers who have gained mastery over the powers of flame, transforming it into something more powerful. Whether the fire burned in their bloodline or having a strong attunement to the Plane of Fire, these sorcerers wield the power of flame as if it was part of their body and soul&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
* Many fire spells have vfx changes, including Summon Creature and Flame Weapon&lt;br /&gt;
*&#039;&#039;&#039;Burning Hands&#039;&#039;&#039;&lt;br /&gt;
**On a failed reflex save: 10% fire vulnerability for 1d4 rounds&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shield&#039;&#039;&#039;&lt;br /&gt;
**Base damage changed to 1d8&lt;br /&gt;
*&#039;&#039;&#039;Blast of Flame&#039;&#039;&#039;&lt;br /&gt;
**On a failed reflex save: 25% fire vulnerability for 2d4 rounds&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Summon theme changed to fire&lt;br /&gt;
*All fire spells are treated as being cast at +1 Caster Level above character level (including flame weapon). All other elemental spells (cold/acid/elec/sonic) they get -2 Caster Level&lt;br /&gt;
*Summon Creature is cast at one tier higher (Summon I becomes Summon II)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+1 fire damage to all attacks &lt;br /&gt;
*Fire-based effects that hit the PC also heal them for a random number up to a quarter of the received damage&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*25% fire immunity&lt;br /&gt;
*Sorcerer&#039;s Weapon On Hit: Flare lvl 1&lt;br /&gt;
&lt;br /&gt;
==Snake Charmer==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*The following spells also inflict poison on a failed save against poison (https://nwn.fandom.com/wiki/Poison).&lt;br /&gt;
*&#039;&#039;&#039;Melf&#039;s Acid Arrow&#039;&#039;&#039;: Sassone Leaf Residue&lt;br /&gt;
*&#039;&#039;&#039;Ghoul Touch&#039;&#039;&#039;: Dark Reaver Powder&lt;br /&gt;
*&#039;&#039;&#039;Vampiric Touch&#039;&#039;&#039;: Deathblade&lt;br /&gt;
*&#039;&#039;&#039;Acid Orb&#039;&#039;&#039;: Giant Wasp Poison&lt;br /&gt;
*&#039;&#039;&#039;Gas Explosion&#039;&#039;&#039;: Large Scorpion Venom&lt;br /&gt;
*&#039;&#039;&#039;Cloudkill&#039;&#039;&#039;: Bebilith Venom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Summon theme changed to Snakes&lt;br /&gt;
*Use Poison feat&lt;br /&gt;
*+3 Heal&lt;br /&gt;
*+3 Appraise&lt;br /&gt;
*+3 Perform&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Immunity to Poison&lt;br /&gt;
*Spawns a random poison each time they rest&lt;br /&gt;
*Poison Empower: Instead of getting poisoned, the Snake Charmer is empowered by the poison for 1 minute/level of the Snake Charmer. This ability doesn&#039;t stack and new poisons won&#039;t overwrite the existing effect. The empowering is based on the primary poison effect. for example, if a poison decreases 1d6 CON, the Charmer will get 1d6 CON. Poisons that don&#039;t have a primary stat ability damage default to 1d6 CON. This ability is relevant to poisons when inflicted by spells and consuming poisonous items. Poisons weapons don&#039;t trigger this ability, but the Charmer will still be immune to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*5% Piercing Immunity&lt;br /&gt;
*Snake theme +1&lt;br /&gt;
&lt;br /&gt;
==Spellsword==&lt;br /&gt;
*Uncommonly heard of, and even more rarely practised, the mages who do combine their magical talent with martial expertise epitomize why this style of combat is often unfounded. Regardless of its difficulty, a minority of arcanists continue down this path in the pursuit of their own prosperity, offering a unique versatility on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Weapon Proficiency (Martial) feat&lt;br /&gt;
*Weapon Proficiency (Exotic) feat&lt;br /&gt;
*+1 Attack Bonus&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+2 Magical Damage on melee &amp;amp; ranged attacks&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Damage Reduction 5/+1&lt;br /&gt;
*+2 Attack Bonus (from +1 Attack Bonus at Level 1)&lt;br /&gt;
&lt;br /&gt;
==Stalker==&lt;br /&gt;
Some sorcerers who discover the ability to withdraw away from the realm of sight become all too comfortable with the solitude, and become drunk upon the secrets that pervade the dark and hidden places of the world. The habit is frightfully addictive, and self-destructive in equal measure. It is a horrible thing for a man to wake up one day, and to forget what it means to have a face...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller&lt;br /&gt;
*Sorcerer Token: Camouflage (5) 1 use/day&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Darkness (3) 3 use/day&lt;br /&gt;
*-2 WIS, +2 DEX&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Permanent Invisibility - Every 10 rounds, if the PC is not already invisible, the effect &amp;quot;Invisibility&amp;quot; is applied to them automatically. The PC may not switch this off. &lt;br /&gt;
*Skin irreversibly becomes ashen in tone, even if Level 8 is lost.&lt;br /&gt;
&lt;br /&gt;
==Tribal Shaman==&lt;br /&gt;
Whether someone who makes their way as a shaman among their tribe or a witch doctor somewhere else in the wilds, those who bear inherent arcane power are often feared and respected among the villagers and nomads of the Great Ring. The abilities of these sorcerers give them the tools to allow them to more easily survive their harsh environments and the many inhabitants that stalk them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Animals do not attack you&lt;br /&gt;
*+5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller&lt;br /&gt;
*Sorcerer Token: One With the Land (7) 1/day&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+3 Spot&lt;br /&gt;
*+3 Listen&lt;br /&gt;
*10% Elemental Damage Reduction&lt;br /&gt;
*Tracking player tool&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Wisdom&lt;br /&gt;
*Sorcerer Token: Hold Animal (3) 1/day&lt;br /&gt;
&lt;br /&gt;
==Unpredictable==&lt;br /&gt;
Either born from the chaos of Limbo or one who&#039;s talents has manifested in a way beyond their understanding, these subjects, willing or not, find their potentially immense powers to be kept in check by their inability to control the erratic ways they become divulged. These sorts of arcanists are often feared by others and themselves alike, unknowing as to what their affliction will cause them to procure next.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+3 Intimidate&lt;br /&gt;
*On Hit Chaos Shield Level 3 to the Sorcerer&#039;s Cloth/Armor&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Spell DC fluctuation&lt;br /&gt;
*Random element on each cast of &amp;quot;Flame Weapon&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*A Gift of Pandemonium (Contact a DM upon reaching this level with this perk to receive your &amp;quot;gift&amp;quot; from the table. This can possibly permanently end your character)&lt;br /&gt;
&lt;br /&gt;
==Witchcraft==&lt;br /&gt;
Though the Desert is scarce in herbs compared to the verdant, fallen Rings, there are still witches who combine their arcane lore with a mastery of the cauldron and alembic. With the King dead and the prohibition on shapechanging ended, they may now openly make use of their warping, protean brews to transmute their form as easily as they transmute base material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+5 Alchemy&lt;br /&gt;
*+5 Herbalism&lt;br /&gt;
*+2 VS Disease&lt;br /&gt;
*Use Poison feat&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+5 Spellcraft&lt;br /&gt;
*+2 VS Poison&lt;br /&gt;
*Sorcerer Token: Alter Self 2/day&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Regeneration +1&lt;br /&gt;
&lt;br /&gt;
==Zealous Faith== &lt;br /&gt;
Those who come to the realization that their magic is a god-given gift find that their devotion does not go unrewarded. Often, this manifests itself depending on what deity a person will serve, becoming more and more obvious in the magics they call forth. Whatever the origin, their spellcraft becomes empowered to smite the foes of their patron.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+2 Divine Save&lt;br /&gt;
*When cast on oneself, &amp;quot;Magic Weapon&amp;quot; induces an additional +1 divine damage for neutral &amp;amp; good, +1 negative energy damage for evil.&lt;br /&gt;
*Sorcerer Token: Bless (2) 3/day &lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+2 Fear Save&lt;br /&gt;
*When cast on oneself, &amp;quot;Shield&amp;quot; adds a +2 AC Armour bonus to your equipped armour. It also grants 50% Damage Immunity to negative energy damage for neutral &amp;amp; good, 50% Damage Immunity to divine damage for evil&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Will Save&lt;br /&gt;
*When cast on oneself, the element of &amp;quot;Flame Weapon&amp;quot; is replaced with divine damage and glow for neutral &amp;amp; good, negative energy damage and glow for evil&lt;br /&gt;
**When casting flame weapon on their summoned Shelgarn, the element is replaced with divine/negative&lt;br /&gt;
**When casting flame weapon on a Leysword fighter perk, the element is replaced with divine/negative, provided they share the same Alignment on the Good/Evil axis&lt;br /&gt;
*When casting flame weapon on animated undead, the creature gets negative energy if the sorcerer is evil and has SF Necromancy&lt;br /&gt;
&lt;br /&gt;
==Gloom-Touched==&lt;br /&gt;
&lt;br /&gt;
Some sorcerers stray too often through the Glooms, or endure them too deeply, and come away marked by their shifting humors. Their magic never settles for long. Each respite draws forth a different stain of the supernatural, leaving the Gloom-Touched to wield an ever-changing blend of uncanny talents and altered spellcraft.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rule&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Level 1&lt;br /&gt;
| Gain 1 random Gloom theme.&lt;br /&gt;
|-&lt;br /&gt;
| Level 5&lt;br /&gt;
| Gain a second random Gloom theme.&lt;br /&gt;
|-&lt;br /&gt;
| Level 8&lt;br /&gt;
| Gain a third random Gloom theme.&lt;br /&gt;
|-&lt;br /&gt;
| Rest&lt;br /&gt;
| Active Gloom themes reroll.&lt;br /&gt;
|-&lt;br /&gt;
| Server reset&lt;br /&gt;
| Active Gloom themes reroll.&lt;br /&gt;
|-&lt;br /&gt;
| Spellbook&lt;br /&gt;
| Known Sorcerer spells are rebuilt for circles 0 through 6 whenever themes reroll.&lt;br /&gt;
|-&lt;br /&gt;
| Spell source&lt;br /&gt;
| Spells are drawn from a shared pool of staple Sorcerer spells plus spells tied to the current active themes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Spell&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flame Weapon&#039;&#039;&#039;&lt;br /&gt;
| Uses a random element by default. If the sorcerer currently has the &#039;&#039;Faith&#039;&#039; theme, it instead follows Zealous Faith behavior: neutral and good casters grant divine damage, while evil casters grant negative energy damage. Existing spell element overrides from relevant rolled themes still apply when appropriate.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Summon Creature&#039;&#039;&#039;&lt;br /&gt;
| Casts with a random summon identity from the sorcerer&#039;s currently active summon themes, if any are available. Possible summon themes include Illusion, Crimson Storm, Azure Pyre, Water, Ink, Sand, and Snakes, depending on the sorcerer&#039;s current rolls.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Gloom Themes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Theme&lt;br /&gt;
! Benefits&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arcane&#039;&#039;&#039;&lt;br /&gt;
| +3 Spellcraft; 10 Spell Resistance; dispelling another creature can steal non-hostile spells and apply them to you&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Veil&#039;&#039;&#039;&lt;br /&gt;
| 10% Concealment; stronger mirror images; gains Ashen Mirage-style survival magic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Storm&#039;&#039;&#039;&lt;br /&gt;
| +1 caster level with electrical and sonic spells; +1 electrical damage on attacks; 10% electrical immunity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Azure&#039;&#039;&#039;&lt;br /&gt;
| +1 caster level with fire spells; +1 fire damage on attacks; 10% fire immunity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mist&#039;&#039;&#039;&lt;br /&gt;
| +1 caster level with cold spells; +1 cold damage on attacks; Hydromancer-style underwater sustain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ichor&#039;&#039;&#039;&lt;br /&gt;
| +1 caster level with acid spells; +2 Spellcraft; 10% acid immunity; scrolls used by the sorcerer gain +1 caster level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blood&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Ray of Enfeeblement&#039;&#039; can turn stolen Strength into Strength for the caster; &#039;&#039;Negative Energy Burst&#039;&#039; can do the same; slaying suitable NPCs restores hit points equal to caster level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grave&#039;&#039;&#039;&lt;br /&gt;
| Nearby deaths restore health; magical deaths can restore lower-circle spell slots; +1 save vs death&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dream&#039;&#039;&#039;&lt;br /&gt;
| Immunity to sleep; &#039;&#039;Sleep&#039;&#039; becomes stronger and harder to resist&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bone&#039;&#039;&#039;&lt;br /&gt;
| 3/- damage resistance against slashing and piercing; 10% negative energy immunity; +1 save vs death&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sand&#039;&#039;&#039;&lt;br /&gt;
| +2 Concentration; +2 Discipline; +1 Fortitude&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scion&#039;&#039;&#039;&lt;br /&gt;
| +1 Attack Bonus; +2 Strength; 2/- physical damage resistance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wild&#039;&#039;&#039;&lt;br /&gt;
| Animals do not attack you; immunity to poison; +3 Spot; +3 Listen&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Glamour&#039;&#039;&#039;&lt;br /&gt;
| +3 Bluff; +3 Intimidate; +3 Persuade; failed diplomacy-style social checks are rerolled once; +2 Charisma&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Witch&#039;&#039;&#039;&lt;br /&gt;
| +5 Alchemy; +5 Herbalism; +5 Spellcraft; +2 saves vs poison; +2 saves vs disease&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Faith&#039;&#039;&#039;&lt;br /&gt;
| +2 Will; self-buff spells gain Zealous Faith style behavior&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shared Spell Pool&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Circle&lt;br /&gt;
! Spells&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;Acid Splash&#039;&#039;, &#039;&#039;Daze&#039;&#039;, &#039;&#039;Disrupt Undead&#039;&#039;, &#039;&#039;Electric Jolt&#039;&#039;, &#039;&#039;Fire Bolt&#039;&#039;, &#039;&#039;Flare&#039;&#039;, &#039;&#039;Light&#039;&#039;, &#039;&#039;Mage Hand&#039;&#039;, &#039;&#039;Ray of Frost&#039;&#039;, &#039;&#039;Resistance&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Endure Elements&#039;&#039;, &#039;&#039;Mage Armor&#039;&#039;, &#039;&#039;Magic Weapon&#039;&#039;, &#039;&#039;Protect&#039;&#039;, &#039;&#039;Shield&#039;&#039;, &#039;&#039;Shell&#039;&#039;, &#039;&#039;Summon Creature I&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Enhance Ability&#039;&#039;, &#039;&#039;Flame Weapon&#039;&#039;, &#039;&#039;Ghostly Visage&#039;&#039;, &#039;&#039;Invisibility&#039;&#039;, &#039;&#039;Protection from Arrows&#039;&#039;, &#039;&#039;Resist Elements&#039;&#039;, &#039;&#039;Summon Creature II&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &#039;&#039;Dispel Magic&#039;&#039;, &#039;&#039;Greater Magic Weapon&#039;&#039;, &#039;&#039;Haste&#039;&#039;, &#039;&#039;Heroism&#039;&#039;, &#039;&#039;Mass Protect&#039;&#039;, &#039;&#039;Mass Shell&#039;&#039;, &#039;&#039;Protection from Elements&#039;&#039;, &#039;&#039;Summon Creature III&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;Lesser Spell Breach&#039;&#039;, &#039;&#039;Minor Globe of Invulnerability&#039;&#039;, &#039;&#039;Stoneskin&#039;&#039;, &#039;&#039;Summon Creature IV&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| &#039;&#039;Energy Buffer&#039;&#039;, &#039;&#039;Greater Heroism&#039;&#039;, &#039;&#039;Lesser Planar Binding&#039;&#039;, &#039;&#039;Lesser Spell Mantle&#039;&#039;, &#039;&#039;Summon Creature V&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| &#039;&#039;Ethereal Visage&#039;&#039;, &#039;&#039;Globe of Invulnerability&#039;&#039;, &#039;&#039;Greater Stoneskin&#039;&#039;, &#039;&#039;Mass Haste&#039;&#039;, &#039;&#039;Summon Creature VI&#039;&#039;, &#039;&#039;Tenser&#039;s Transformation&#039;&#039;, &#039;&#039;True Seeing&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Theme Spell Pools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Theme&lt;br /&gt;
! Theme Spells&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arcane&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Magic Missile&#039;&#039;, &#039;&#039;Lesser Dispel&#039;&#039;, &#039;&#039;Dispel Magic&#039;&#039;, &#039;&#039;Isaac&#039;s Lesser Missile Storm&#039;&#039;, &#039;&#039;Lesser Spell Breach&#039;&#039;, &#039;&#039;Lower Spell Resistance&#039;&#039;, &#039;&#039;Feeblemind&#039;&#039;, &#039;&#039;Lesser Spell Mantle&#039;&#039;, &#039;&#039;Greater Dispelling&#039;&#039;, &#039;&#039;Greater Spell Breach&#039;&#039;, &#039;&#039;Isaac&#039;s Greater Missile Storm&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Veil&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Mislead&#039;&#039;, &#039;&#039;See Invisibility&#039;&#039;, &#039;&#039;Darkvision&#039;&#039;, &#039;&#039;Clairaudience/Clairvoyance&#039;&#039;, &#039;&#039;Displacement&#039;&#039;, &#039;&#039;Phantoms of Deception&#039;&#039;, &#039;&#039;Shadow Conjuration&#039;&#039;, &#039;&#039;Glass Doppelganger&#039;&#039;, &#039;&#039;Greater Shadow Conjuration&#039;&#039;, &#039;&#039;Shades&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Storm&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Electric Jolt&#039;&#039;, &#039;&#039;Horizikaul&#039;s Boom&#039;&#039;, &#039;&#039;Gedlee&#039;s Electric Loop&#039;&#039;, &#039;&#039;Lightning Bolt&#039;&#039;, &#039;&#039;Scintillating Sphere&#039;&#039;, &#039;&#039;Ball Lightning&#039;&#039;, &#039;&#039;Chain Lightning&#039;&#039;, &#039;&#039;Electric Orb&#039;&#039;, &#039;&#039;Great Thunderclap&#039;&#039;, &#039;&#039;Horizikaul&#039;s Shout&#039;&#039;, &#039;&#039;Lightning Avatar&#039;&#039;, &#039;&#039;Cacophonic Burst&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Azure&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Fire Bolt&#039;&#039;, &#039;&#039;Flare&#039;&#039;, &#039;&#039;Burning Bolt&#039;&#039;, &#039;&#039;Burning Hands&#039;&#039;, &#039;&#039;Scorching Ray&#039;&#039;, &#039;&#039;Fireball&#039;&#039;, &#039;&#039;Flame Arrow&#039;&#039;, &#039;&#039;Blast of Flame&#039;&#039;, &#039;&#039;Fire Orb&#039;&#039;, &#039;&#039;Wall of Fire&#039;&#039;, &#039;&#039;Devastating Bodyswap&#039;&#039;, &#039;&#039;Firebrand&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mist&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Ray of Frost&#039;&#039;, &#039;&#039;Ice Dagger&#039;&#039;, &#039;&#039;Cone of Cold&#039;&#039;, &#039;&#039;Cold Orb&#039;&#039;, &#039;&#039;Frost Blast&#039;&#039;, &#039;&#039;Ice Storm&#039;&#039;, &#039;&#039;Wall of Ice&#039;&#039;, &#039;&#039;Herald of Winter&#039;&#039;, &#039;&#039;Extract Water Elemental&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ichor&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Acid Splash&#039;&#039;, &#039;&#039;Melf&#039;s Acid Arrow&#039;&#039;, &#039;&#039;Mestil&#039;s Acid Breath&#039;&#039;, &#039;&#039;Acid Orb&#039;&#039;, &#039;&#039;Evard&#039;s Black Tentacles&#039;&#039;, &#039;&#039;Gas Explosion&#039;&#039;, &#039;&#039;Mestil&#039;s Acid Sheath&#039;&#039;, &#039;&#039;Acid Fog&#039;&#039;, &#039;&#039;Acid Storm&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blood&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Negative Energy Ray&#039;&#039;, &#039;&#039;Ray of Enfeeblement&#039;&#039;, &#039;&#039;Negative Energy Burst&#039;&#039;, &#039;&#039;Vampiric Touch&#039;&#039;, &#039;&#039;Withering Kiss&#039;&#039;, &#039;&#039;Enervation&#039;&#039;, &#039;&#039;Beltyn&#039;s Burning Blood&#039;&#039;, &#039;&#039;Circle of Death&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grave&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Negative Energy Ray&#039;&#039;, &#039;&#039;Scare&#039;&#039;, &#039;&#039;Animate Dead&#039;&#039;, &#039;&#039;Negative Energy Burst&#039;&#039;, &#039;&#039;Cloudkill&#039;&#039;, &#039;&#039;Contagion&#039;&#039;, &#039;&#039;Fear&#039;&#039;, &#039;&#039;Virulent Walking Bomb&#039;&#039;, &#039;&#039;Circle of Death&#039;&#039;, &#039;&#039;Undeath to Death&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dream&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Sleep&#039;&#039;, &#039;&#039;Phantasmal Affliction&#039;&#039;, &#039;&#039;Crushing Despair&#039;&#039;, &#039;&#039;Foiled Future&#039;&#039;, &#039;&#039;Mass Phantasmal Affliction&#039;&#039;, &#039;&#039;Slow&#039;&#039;, &#039;&#039;Slumber&#039;&#039;, &#039;&#039;Fear&#039;&#039;, &#039;&#039;Future&#039;s Pain&#039;&#039;, &#039;&#039;Phantasmal Killer&#039;&#039;, &#039;&#039;Hypnotic Pattern&#039;&#039;, &#039;&#039;Mind Fog&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bone&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Negative Energy Ray&#039;&#039;, &#039;&#039;Stone Bones&#039;&#039;, &#039;&#039;Animate Dead&#039;&#039;, &#039;&#039;Negative Energy Burst&#039;&#039;, &#039;&#039;Lesser Animation of Poe&#039;&#039;, &#039;&#039;Stoneskin&#039;&#039;, &#039;&#039;Greater Shadow Conjuration&#039;&#039;, &#039;&#039;Circle of Death&#039;&#039;, &#039;&#039;Greater Stoneskin&#039;&#039;, &#039;&#039;Undeath to Death&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sand&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Burning Hands&#039;&#039;, &#039;&#039;Death Armor&#039;&#039;, &#039;&#039;Stone Bones&#039;&#039;, &#039;&#039;Mestil&#039;s Acid Breath&#039;&#039;, &#039;&#039;Elemental Shield&#039;&#039;, &#039;&#039;Enervation&#039;&#039;, &#039;&#039;Ironskin&#039;&#039;, &#039;&#039;Stoneskin&#039;&#039;, &#039;&#039;Sand Storm&#039;&#039;, &#039;&#039;Disintegrate&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scion&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Mage Armor&#039;&#039;, &#039;&#039;Shield&#039;&#039;, &#039;&#039;True Strike&#039;&#039;, &#039;&#039;Greater Magic Weapon&#039;&#039;, &#039;&#039;Ironskin&#039;&#039;, &#039;&#039;Shelgarn&#039;s Superior Blade&#039;&#039;, &#039;&#039;Stoneskin&#039;&#039;, &#039;&#039;Bigby&#039;s Interposing Hand&#039;&#039;, &#039;&#039;Shelgarn&#039;s Invincible Blade&#039;&#039;, &#039;&#039;Bigby&#039;s Forceful Hand&#039;&#039;, &#039;&#039;Tenser&#039;s Transformation&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wild&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Summon Creature I&#039;&#039;, &#039;&#039;Melf&#039;s Acid Arrow&#039;&#039;, &#039;&#039;Summon Creature II&#039;&#039;, &#039;&#039;Summon Creature III&#039;&#039;, &#039;&#039;Cloudkill&#039;&#039;, &#039;&#039;Contagion&#039;&#039;, &#039;&#039;Gas Explosion&#039;&#039;, &#039;&#039;Spiderskin&#039;&#039;, &#039;&#039;Summon Creature IV&#039;&#039;, &#039;&#039;Summon Creature V&#039;&#039;, &#039;&#039;Summon Creature VI&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Glamour&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Charm Person&#039;&#039;, &#039;&#039;Color Spray&#039;&#039;, &#039;&#039;Tasha&#039;s Hideous Laughter&#039;&#039;, &#039;&#039;Crushing Despair&#039;&#039;, &#039;&#039;Charm Monster&#039;&#039;, &#039;&#039;Confusion&#039;&#039;, &#039;&#039;Dominate Person&#039;&#039;, &#039;&#039;Hold Monster&#039;&#039;, &#039;&#039;Hypnotic Pattern&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Witch&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Grease&#039;&#039;, &#039;&#039;Alter Self&#039;&#039;, &#039;&#039;Cloud of Bewilderment&#039;&#039;, &#039;&#039;Stinking Cloud&#039;&#039;, &#039;&#039;Contagion&#039;&#039;, &#039;&#039;Mass Ultravision&#039;&#039;, &#039;&#039;Polymorph Self&#039;&#039;, &#039;&#039;Baleful Polymorph&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Faith&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Magic Weapon&#039;&#039;, &#039;&#039;Protect&#039;&#039;, &#039;&#039;Shell&#039;&#039;, &#039;&#039;Shield&#039;&#039;, &#039;&#039;Flame Weapon&#039;&#039;, &#039;&#039;Greater Magic Weapon&#039;&#039;, &#039;&#039;Mass Protect&#039;&#039;, &#039;&#039;Mass Shell&#039;&#039;, &#039;&#039;Shelgarn&#039;s Superior Blade&#039;&#039;, &#039;&#039;Shelgarn&#039;s Invincible Blade&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gloom Walker Synergy&#039;&#039;&#039;&lt;br /&gt;
* When a Gloom-Touched sorcerer casts a non-hostile spell on a target with the &#039;&#039;Gloom Walker&#039;&#039; fighter perk, that spell is cast at +1 caster level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Unavailable Perks=&lt;br /&gt;
&lt;br /&gt;
These perks are in development by the EfU DM team, and may become available on an app-only basis in future.&lt;br /&gt;
&lt;br /&gt;
==Bloodcrafter (BETA)==&lt;br /&gt;
&lt;br /&gt;
The Bloodcrafter has unique abilities to craft blood golems from blood vials of other creatures in their inventory, through a myriad of spells and tools. As the theme of the perk, and the perk itself, are very unique, only players who have successfully played antagonists and villains, are classy in PvP, and know to report any buggy mechanics and not abuse them will be considered in their applications.&lt;br /&gt;
&lt;br /&gt;
The DM team would like to see it in play and adjust and fix it before making it available for all.&lt;br /&gt;
&lt;br /&gt;
The mechanics of the perk will be sent to the players after a successful app! &lt;br /&gt;
&lt;br /&gt;
[[Category:Character_Perks]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Sorcerer_Perks&amp;diff=3536</id>
		<title>Sorcerer Perks</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Sorcerer_Perks&amp;diff=3536"/>
		<updated>2026-03-21T13:02:46Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Perks= &lt;br /&gt;
Like many classes in EFU Sorcerers have a large list of perks to choose from. You may select a perk by opening your character&#039;s Crafting Menu. You may only choose one kit and cannot change your perk once it is chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will lose these perks if you take levels in a base class other than Sorcerer!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note, each perk has additional known spells on levels 9 and 10, which can be found in [[Sorcerer|Expanded Spells Known by Level]].&lt;br /&gt;
&lt;br /&gt;
==Arcane Leech==&lt;br /&gt;
&lt;br /&gt;
There is nothing more fulfilling than using others&#039; magical energy against them, no matter of its origin. Whether to satisfy one’s hunger of the arcane or commanding complete domination over it, these sorcerers would stop at nothing in order to empower themselves while weakening others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&lt;br /&gt;
**+1 Caster Level&lt;br /&gt;
* &#039;&#039;&#039;Isaac&#039;s Lesser Missile Storm&#039;&#039;&#039;&lt;br /&gt;
**+1 Caster Level&lt;br /&gt;
* &#039;&#039;&#039;Isaac&#039;s Greater Missile Storm:&#039;&#039;&#039;&lt;br /&gt;
**+1 Caster Level&lt;br /&gt;
&lt;br /&gt;
When Dispelling another creature, the dispelled spells are then applied to the Sorcerer under the following terms:&lt;br /&gt;
* The sorcerer&#039;s max spell circle is equal or greater than the spell&#039;s innate level.&lt;br /&gt;
* The spell is not a hostile spell.&lt;br /&gt;
&lt;br /&gt;
When casting a dispelling spell from an item, the Magic Domination ability only has a chance to work:&lt;br /&gt;
* 10% when casting from a non-Mage items.&lt;br /&gt;
* 25% when casting from scrolls.&lt;br /&gt;
* 50% when casting from magical wands.&lt;br /&gt;
* 100% when casting from magical staves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Spellcraft&lt;br /&gt;
* 10 Spell Resistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 Saves vs Spells&lt;br /&gt;
* 12 Spell Resistance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 Saves vs Spells (from +1 Saves VS Spells at Level 5)&lt;br /&gt;
* 14 Spell Resistance&lt;br /&gt;
&lt;br /&gt;
==Arcane Mimic==&lt;br /&gt;
&lt;br /&gt;
Mimic Spells ability:&lt;br /&gt;
Mimics get the Player Tool: Mimic Spells. By targeting another creature with the player tool the mimic copies the spells of the creature by the following conditions:&lt;br /&gt;
* If the target doesn&#039;t have a spellcasting class, this fails.&lt;br /&gt;
* If the distance between the mimic and the target is more than 10 meters, this fails.&lt;br /&gt;
* The mimic only copies from spell circles they can currently cast as a sorcerer.&lt;br /&gt;
* The amount of spells copied from each level are the amount of spells the PC should be able to cast as a sorcerer in their current level.&lt;br /&gt;
* The copied spells are only part of the Wizard/Sorc spellbook. (this is a tech constraint with no work around for now)&lt;br /&gt;
* The target cannot be a blue NPC&lt;br /&gt;
* If there&#039;s still cooldown, or the target is too far, nothing happens&lt;br /&gt;
* If the creature is a subdued PC, this will always work&lt;br /&gt;
* If the creature is a hostile NPC or PC, they roll a Will save against their spells being mimicked. DC: 15 + SORCERER_LEVEL&lt;br /&gt;
The cooldown for the ability only triggers if they succeed in mimicking the spells&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039;&lt;br /&gt;
* +3 Spellcraft&lt;br /&gt;
* +3 Concentration&lt;br /&gt;
* Mimic Spells Cooldown: 10 minutes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5:&#039;&#039;&#039;&lt;br /&gt;
* Mimic Spells Cooldown: 5 minutes&lt;br /&gt;
* Mimic Spells also mimics the summon theme and the element of the target (if relevant)&lt;br /&gt;
* Mimic Spells also mimics the spell modifications of some of the other perks (if the target has such perk): Arcane Leech, Ashen Mirage, Azure Fire, Bouldermancer, Crimson Storm, Dream Eater, Eldritch Archer, Lifestealer, Hydromancer, Sand Mage, Snake Charmer, Unpredictable, Zealous Faith&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8:&#039;&#039;&#039;&lt;br /&gt;
* Mimic Spells Cooldown: 3 minutes&lt;br /&gt;
* Mimic Feats - Will mimic from the target all their Spell Focus and Greater Spell Focus feats. These are removed when mimicking another target and on server reset.&lt;br /&gt;
* Mimic Spells also mimics the spells color theme of the target&lt;br /&gt;
&lt;br /&gt;
==Ashen Mirage==&lt;br /&gt;
&lt;br /&gt;
The Ashen Mirage sorcerers can make anything come true… or at least the illusion of it. With their complete mastery over their domain, they confuse enemies and allies alike. And from time to time, even they’re not sure anymore what’s real and what’s not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Summon Familiar&#039;&#039;&#039;&lt;br /&gt;
** Replaced with a mirror image of yourself (50% concealment, minimal stats)&lt;br /&gt;
* &#039;&#039;&#039;Mislead&#039;&#039;&#039;&lt;br /&gt;
** Bonus +4 rounds to effect duration and mirror image duration&lt;br /&gt;
* &#039;&#039;&#039;Phantoms of Deception&#039;&#039;&#039;&lt;br /&gt;
** Bonus +4 rounds to effect duration and mirror image duration&lt;br /&gt;
* &#039;&#039;&#039;Displacement&#039;&#039;&#039;&lt;br /&gt;
** Bonus +4 rounds to effect duration and mirror image duration&lt;br /&gt;
* &#039;&#039;&#039;Summon Shadow&#039;&#039;&#039;&lt;br /&gt;
** Bonus +4 rounds to shadow mirror image duration&lt;br /&gt;
* &#039;&#039;&#039;Augment Familiar&#039;&#039;&#039;&lt;br /&gt;
** Targets your mirror image familiar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Summon Theme changed to Illusion&lt;br /&gt;
* Arcane Defense: Illusion&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +10 Temporary HP to Mirror Images&lt;br /&gt;
* Once per rest, when the PC suffers a lethal blow there&#039;s a 33% chance that it was actually a Mirror Image, and the PC is ported a few feet away.&lt;br /&gt;
** Greater Sanctuary effect for a single round and an invisibility effect for a single minute.&lt;br /&gt;
** The corpse of the mirror image will disappear after a few minutes.&lt;br /&gt;
* &#039;&#039;&#039;Reflecting Light&#039;&#039;&#039; Player Tool&lt;br /&gt;
** By targeting their Mirror Images, the Ashen Mirage transforms their mirror image into a fierce blinding light&lt;br /&gt;
** This ability destroys the mirror image, and causes an explosion, inflicting 1d6 / 2 levels (max 10d6) Fire damage to all creatures in a huge radius, rolling a reflex save for half the damage &lt;br /&gt;
** Creatures hit roll a fortitude save which if they fail, they&#039;re blinded for 1 round per 2 caster levels&lt;br /&gt;
** Cooldown: 30 Seconds&lt;br /&gt;
** The DC for both saves is 8 + Ashen Mirage&#039;s CHA modifier + Mirror Image Spell DC&lt;br /&gt;
*** Mislead: +1&lt;br /&gt;
*** Phantoms: +2&lt;br /&gt;
*** Displacement: +3&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +20 Temporary HP to Mirror Images (increased from 10)&lt;br /&gt;
* 20% Concealment&lt;br /&gt;
* The sorcerer receives a player tool that allows them to switch places with Mirror Images with a flashy VFX. &lt;br /&gt;
** They get a second tool that just fires the same VFX but doesn&#039;t swap between them. &lt;br /&gt;
** Shared cooldown of 5 minutes every usage of either of the tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bone Warden== &lt;br /&gt;
The long vigil is the popular name for the service you&#039;re known, guarding the tombs of ancient warriors and kings. Somewhat less known is your ordeals into the dark arts of necromancy and the communion with the bones you have in your keep. Now the knuckles of saints and villains alike bend to one man -- you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Animate Dead 2/day player tool&lt;br /&gt;
*Receive raise-able skeleton bones each rest.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*3/- DR Slashing and Piercing&lt;br /&gt;
*Animated minions receive +3 Natural AC&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*15% Negative Energy Immunity&lt;br /&gt;
*Attendance at the Court of Bones 2/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attendance at the Court Bones&#039;&#039;&#039;&lt;br /&gt;
:Summon two skeleton royal guards. Nearby undead minions receive +2 AB, +2 AC, and regeneration. Lasts 2 minutes.&lt;br /&gt;
&lt;br /&gt;
==Bouldermancer==&lt;br /&gt;
Power is not the mage&#039;s magic, nor is it the brute&#039;s strength. It is a combination of both. Those who have reached this understanding have developed the magic to enhance one&#039;s strength beyond their limits. With this power, nothing can stand in their way and anything can be dealt with, either with magic or strength&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bull&#039;s Strength&#039;&#039;&#039;&lt;br /&gt;
**Provides a flat +5 bonus to strength&lt;br /&gt;
*&#039;&#039;&#039;Stoneskin&#039;&#039;&#039;&lt;br /&gt;
**Additional 20 points of damage absorption, DR remains at 10/+5&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Sorcerer Token: Summon boulder 1/day&lt;br /&gt;
*Automatic success on lifting boulders summoned by the PC&lt;br /&gt;
*Toughness feat&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Sorcerer Token: Summon boulder 2/day&lt;br /&gt;
*5% Physical Damage Immunity&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Sorcerer Token: Summon boulder 3/day&lt;br /&gt;
*Automatic success on lifting any boulder&lt;br /&gt;
*+2 STR&lt;br /&gt;
&lt;br /&gt;
==Calligrapher==&lt;br /&gt;
There is no higher magic than a brush upon canvas, than bringing imagination into reality. And you have learned to harness that wonderful power. From the tip of your pen spring fantastic wonders that others can only look upon in envy, rewriting this ugly world one line at a time!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Summoning theme changed to INK, recolored water elementals that inflict acid damage&lt;br /&gt;
*Summoning INK theme +1&lt;br /&gt;
*Protective Runes Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to write protective runes on nearby non-hostile creatures in a medium radius. This ability destroys the elemental, and grants the receiver with (3 + summon circle)/+1 damage reduction, for 2 rounds per 3 Painting ranks the Calligrapher has.&lt;br /&gt;
*+3 Painting&lt;br /&gt;
*Bonus Feat: Scribe Scroll&lt;br /&gt;
*Flame Weapon is set to Acid&lt;br /&gt;
*Spells are recolored to black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Rewrite Scroll Player Tool: 3/day the Calligrapher can rewrite a scroll, allowing him to use it, removing all preexisting restrictions and making it OUB: Sorcerer.&lt;br /&gt;
*Disabling Runes Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to write disabling runes on the nearby hostile creature. This ability destroys the elemental and inflicts a disabling effect on the receiver for 1 round per 3 painting ranks the Calligrapher has. The effect is determined by the target summons&#039;s circle: 1/2 - Doom effect, 3/4 - Slow effect, 5 and above - Paralyzing effect. The DC is 10 + Calligrapher&#039;s CHA modifier + Summon Circle.&lt;br /&gt;
*Flame Weapon VFX change to black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Scrolls used by the calligrapher gain +1 CL.&lt;br /&gt;
*Ink Explosion Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to cause acidic damage all around the summon. This ability destroys the elemental, and causes an explosion, inflicting (summon circle * 2)d6 (max 10d6) Acid damage to all hostile creatures in a huge radius. Creatures in the radius roll a reflex save for half the damage and a fortitude save which if they fail, they&#039;re blinded. The DC for both saves is 10 + Calligrapher&#039;s CHA modifier + summon circle. The blindness duration is 1 round per 3 Painting ranks the Calligrapher has, max 3 rounds. Cooldown: 30 Seconds&lt;br /&gt;
&lt;br /&gt;
==Carrion Feaster== &lt;br /&gt;
Scorned, reviled, pursued. Even at the end of the world, there is room for contempt of those who have embraced survival. While it sickened you at first, you have learnt to go by through doing what others dare not and you feast upon those that stand in your way. Better they nurture someone alive than through ignorance succumbing, either to starvation or the influence of the Dread.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Animate Dead 2/day player tool&lt;br /&gt;
*Standard animate dead creature replaced with a ghoul.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Immunity: Disease&lt;br /&gt;
*+10% movement speed&lt;br /&gt;
*Consume Corpse player tool 1/day.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Strength&lt;br /&gt;
*On-hit: Ghoul Touch on Gauntlets (for unarmed attacks)&lt;br /&gt;
*+2 vampiric regeneration and +15% movement speed on animated creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consume Corpse&#039;&#039;&#039;&lt;br /&gt;
*Destroy target undead minion and restore your life with 1/4th of the target&#039;s hitpoints.&lt;br /&gt;
&lt;br /&gt;
==Crimson Storm==&lt;br /&gt;
Toying with the forces of nature should be the domain of others, but some Sorcerers, out of spite, jealousy or just search of power, have decided they too should dominate it. Red with their own blood, they have reached the point of commanding storms, lightnings and thunders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*Many Lightning spells have vfx changes, including summon creature and flame weapon&lt;br /&gt;
*Elemental Shield: Changed to Lightning damage, Lightning/Sonic/Acid immunity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Summon Theme changes to Air&lt;br /&gt;
*All Lightning and Sonic spells are treated as being cast at +1 Caster Level above character level (including flame weapon)&lt;br /&gt;
*All other elemental spells (cold/acid/fire) get -2 Caster Level&lt;br /&gt;
*Summon Creature is cast at one tier higher (Summon I becomes Summon II)&lt;br /&gt;
*Natural Overcharge: Casting hostile lightning spells (not from items and excluding Electric jolt) on Infusers will charge up their orbs&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+1 lightning damage to all attacks&lt;br /&gt;
*Sorcerer Token: Call Lightning 3/day&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*50% lightning immunity&lt;br /&gt;
&lt;br /&gt;
==Cultist== &lt;br /&gt;
Many powers, fell or strange, find themselves happy to accept fervent worship. Those lucky enough to be born with the arcane talent to supplement their presence of self often find it a great boon to assist their object of praise. Thus, the cultist&#039;s eagerness gains them a significant advantage in coaxing recruits, escaping those distraught at their beliefs, and calling forth minions relevant to the pursuit of their worship&#039;s ends. Whether these ends are nefarious, strange, or otherwise, is ultimately up to the whims of this natural leader.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*Summon Creature duration increased by 2 rounds per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+3 Persuade&lt;br /&gt;
*+20 Total Maximum Summoning Points&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Magic Fang (5) 3/day&lt;br /&gt;
*+1 Universal Saves&lt;br /&gt;
*+40 Total Maximum Summoning Points (from +20 Total at Level 1)&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Lesser Planar Binding (9) 1/day&lt;br /&gt;
*+60 Total Maximum Summoning Points (from +40 Total at Level 5)&lt;br /&gt;
&lt;br /&gt;
==Death Syphon==&lt;br /&gt;
Once something is dead, it is gone. It needs no more of the residual energy it left behind. So why not let others feast on it? Death Syphons are those who once tried once to use such energies, and once this taboo has been broken, they can never go back. Always channeling the energy of the dead, whether friend or foe, through their body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Syphon Life: When nearby creatures die, the sorcerer is healed by 1 point. If the dead creature is an ooze, undead, construct or aberrant, the abilities don&#039;t trigger.&lt;br /&gt;
*Syphon Magic: When a creature with a magic level dies, there&#039;s a 10% of a 1st circle slot being restored. Same racial rules apply as for Syphon Life.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+1 saves vs death&lt;br /&gt;
*Syphon Life: If the sorcerer is fully healed, a non-enemy creature nearby will be healed instead&lt;br /&gt;
*Syphon Magic: When a creature with a magic level dies, there&#039;s a 20% of a 1st circle and 10% of a 2nd circle slot being restored.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 saves vs death (2 total)&lt;br /&gt;
*Syphon Life: 2% chance of a lesser restoration being applied on the Sorcerer&lt;br /&gt;
*Syphon Magic: When a creature with a magic level dies, there&#039;s a 40% of a 1st circle, 20% of a 2nd circle, and 10% of a 3rd circle slot being restored.&lt;br /&gt;
*Sorcerer Token: Virulent Walking Bomb 1/day&lt;br /&gt;
&lt;br /&gt;
Syphon Magic explanation and example: &lt;br /&gt;
Killing one level 8 orc sorcerer will restore a circle 3 spell slot. But killing a simple kobold will only restore a circle 1 spell slot. So combined magic levels (wizard, sorcerer, bard, cleric, druid) below 5 potentially restores a 1st circle slot, below level 8 restores a 2nd level spell slot and at or above restores a 3rd level spell slot. You need to be level 1, 5, 8 to restore 1, 2, 3 circle spell slot respectively.&lt;br /&gt;
For each creature death you can only restore a single slot, starting from the highest one. If the highest one fails, or all the slots are filled, it will try again for the next one.&lt;br /&gt;
It won&#039;t try to restore slots beyond the max slots of the PC.&lt;br /&gt;
&lt;br /&gt;
==Dream Eater==&lt;br /&gt;
The deepest desires and darkest secrets, the most haunting experiences and worst fears. Dreams create and shape a world of imagination few others ever see.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Immunity: Sleep&lt;br /&gt;
*Sorcerer Token: Nightmare 1 use every 60 seconds.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Sleep spell affects 4 + 1d4 HD&#039;s worth of more creatures.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*20% Concealment. &lt;br /&gt;
*+2 to Sleep spell DC.&lt;br /&gt;
*Sorcerer Token: Nightmare 1 use every 30 seconds. (Replaces the previous token.)&lt;br /&gt;
*Regains a level 1 spell slot upon using Nightmare.&lt;br /&gt;
&#039;&#039;&#039;Nightmare&#039;&#039;&#039;&lt;br /&gt;
:Deals 1d6 / level magical damage to the sleeping target. Heals the sorcerer for half.&lt;br /&gt;
:Kills a sleeping or slumbering NPC of hit dice 4 or below.&lt;br /&gt;
:Provides a random boon.&lt;br /&gt;
&lt;br /&gt;
==Eldritch Archer==&lt;br /&gt;
Eldritch Arrow:&lt;br /&gt;
The sorcerer may cast spells on arrows (each time on a -single- arrow). The arrow&#039;s name changes to &amp;quot;&amp;lt;ARROW_NAME&amp;gt; of &amp;lt;SPELL_NAME&amp;gt;&amp;quot; and an on-hit property is added on hit. When the arrow hits a target, it will cast the spell on the target. The spell level on the item is half of the caster&#039;s levels.&lt;br /&gt;
* These arrows can&#039;t be traded or dropped, and will disappear on server reset.&lt;br /&gt;
* Only the listed spells will work with this ability, but more will be added in the future&lt;br /&gt;
* Cantrips can be cast on a stack of arrows and will affect them all, and they won&#039;t disappear on server reset (this is a QoL to avoid players keep on casting cantrips on single arrows)&lt;br /&gt;
* It&#039;s not possible to stack spells on the same arrow&lt;br /&gt;
* Mirror Images will copy the current quiver of Eldritch Arrows, but the stack count will be reduced to 5 arrows.&lt;br /&gt;
&lt;br /&gt;
Spell changes:&lt;br /&gt;
* Shelgarn Spells - The sorcerer may animate bow weapons as well.&lt;br /&gt;
* Melf&#039;s Acid Arrow - cast as 1 CL above&lt;br /&gt;
* Flame Arrow - cast as 1 CL above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039;&lt;br /&gt;
* Elf Weapon Proficiency feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5:&#039;&#039;&#039;&lt;br /&gt;
* Point Blank Shot feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8:&#039;&#039;&#039;&lt;br /&gt;
* Shelgarn animated bows get 1d4 elemental damage to their arrows (the element is determined by the sorcerer&#039;s element: fire/cold/acid/lightning/sonic. Default: fire)&lt;br /&gt;
* Each cast on arrows now creates 2 eldritch arrows instead of 1.&lt;br /&gt;
&lt;br /&gt;
List of Eldritch Arrow spells:&lt;br /&gt;
*Circle 0: Daze, Light, Flare, Acid Splash, Electric Jolt&lt;br /&gt;
*Circle 1: Grease, Scare, Sleep, Horizikauls Boom, Ice Dagger, Nybor&#039;s Gentle Reminder&lt;br /&gt;
*Circle 2: Darkness, Ghoul Touch, Lesser Dispel, Web, Tasha&#039;s, Gedlee, Combust, Cloud of Bewilderment, Curse of Impending Blades&lt;br /&gt;
*Circle 3: Dispel, Fireball, Gust of Wind, Hold Person, Slow, Stinking Cloud, Vampiric Touch, Scintillating Sphere, Ice Burst, Slumber&lt;br /&gt;
*Circle 4: Bestow Curse, Charm Monster, Cloudkill, Confusion, Contagion, Enervation, Fear, Lesser Spell Breach, Phantasmal Killer, Wall of Fire, Ice Storm, Evard&#039;s, Lower Spell Resistance, Future&#039;s Pain, Acid Orb, Cold Orb, Electric Orb, Fire Orb, Gas Explosion, Frost Blast, Wall of Ice, Cacophonic Burst, Virulent Walking Bomb&lt;br /&gt;
*Circle 5: Dismissal, Feeblemind, Hold Monster, Mind Fog, Beltyn&#039;s Burning Blood, Baleful Polymorph, Devastating Bodyswap&lt;br /&gt;
*Circle 6: Acid Fog, Circle of Death, Greater Dispelling, Greater Spell Breach, Bigby&#039;s Forceful Hand, Flesh To Stone, Undeath to Death&lt;br /&gt;
&lt;br /&gt;
Shadow Variants (Shadow Conjuration, Greater Shadow Conjuration, Shades) will create appropriate ammo.&lt;br /&gt;
If a clone is made out of an Eldritch Archer and their equipped ammunition is an Eldritch Ammo made from a non cantrips spell, the stack decreases to 5, and the remaining stack is made into a new ammo with a random cantrips spell instead. If the caster has GSF Illusion, the above is only relevant if the spells are Mislead or Phantoms of Deception (so displacement/shadow conjuration/glass doppelganger keep their ammo as is).&lt;br /&gt;
&lt;br /&gt;
==Hematologist==&lt;br /&gt;
The idea that the blood is what sparks the talent within many young sorcerers is well known throughout the lands, and some sorcerers take this research to heart, studying the blood of others and pushing the limits of their own. This makes them more privy to the expertise of a physician, for good or ill, while the research is often used to strengthen the sorcerer&#039;s own physical form, empowered by what magic courses through their veins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+2 Fortitude Save&lt;br /&gt;
*Drawn blood can produce magical benefits&lt;br /&gt;
*Blood Track 5/day player tool (use on PC blood vials)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+3 Heal&lt;br /&gt;
*+1d6 Sneak Attack feat&lt;br /&gt;
*Spell Penetration feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*10 Spell Resistance&lt;br /&gt;
*10% Physical Damage Reduction&lt;br /&gt;
*Blood Expunge 1/day player tool (use on PC blood vial for a knockdown effect on blood owner for 1+1d2 rounds)&lt;br /&gt;
&lt;br /&gt;
==Hydromancer== &lt;br /&gt;
The call of the sea has forever lured adventurers. While those who cross its surface are often attuned to the winds for ease of sailing, there are some who take their path deeper. Sometimes revered as the chosen of a watery god, it is thought that something within these sorcerers&#039; blood is deeply attuned to the hidden powers of the depths and they grow to be almost as comfortable beneath the surface as above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;&lt;br /&gt;
**Does 1d8+1 damage.&lt;br /&gt;
*&#039;&#039;&#039;Ice dagger&#039;&#039;&#039; &lt;br /&gt;
**Upon impact, the dagger splits into shards damaging nearby enemy creatures for 1d4 cold damage.&lt;br /&gt;
*&#039;&#039;&#039;Burning Hands&#039;&#039;&#039; &lt;br /&gt;
**Changed to Gout of Water, dealing cold damage and causing 25% Cold vulnerability for 4 rounds.&lt;br /&gt;
*&#039;&#039;&#039;Flame Arrow&#039;&#039;&#039;&lt;br /&gt;
**Damage changed to cold.&lt;br /&gt;
*&#039;&#039;&#039;Vampiric Touch&#039;&#039;&#039;&lt;br /&gt;
**Hand of Ice, damage changed to cold and freezes target for 2 rounds.&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shield&#039;&#039;&#039; &lt;br /&gt;
**Damage shield changed to cold.&lt;br /&gt;
*&#039;&#039;&#039;Firebrand&#039;&#039;&#039; &lt;br /&gt;
**Damage changed to cold.&lt;br /&gt;
*&#039;&#039;&#039;Stoneskin&#039;&#039;&#039;&lt;br /&gt;
**VFX changed to cold.&lt;br /&gt;
*&#039;&#039;&#039;Melf&#039;s Acid Arrow&#039;&#039;&#039;&lt;br /&gt;
**Damage changed to Cold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Flame Weapon element changed to cold.&lt;br /&gt;
*Slow regeneration underwater.&lt;br /&gt;
*Drinking potions restores 1 hp.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+1 Cold Damage to attacks&lt;br /&gt;
*Halves spell casting penalty underwater&lt;br /&gt;
*Double water breath duration.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*50% Cold Immunity&lt;br /&gt;
*Negates spellcasting penalty underwater.&lt;br /&gt;
*+10% movement speed underwater.&lt;br /&gt;
&lt;br /&gt;
==Infuser== &lt;br /&gt;
While the potency of electrical charges is widely known within arcane circles, few go the length to investigate the potential for use and storage like the Infusers. Narrowing their innate powers to a specific field they have gained a recklessness few others envy. It is not an uncommon sight to find these mad sorcerers holding themselves and objects aloft at high places, calling thunder down upon the unworthy earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Electric Jolt&#039;&#039;&#039;&lt;br /&gt;
**Does 1d8+1 damage.&lt;br /&gt;
*&#039;&#039;&#039;Horizikaul&#039;s boom&#039;&#039;&#039;&lt;br /&gt;
**Also does 1d4 electrical damage.&lt;br /&gt;
*&#039;&#039;&#039;Ice storm&#039;&#039;&#039;&lt;br /&gt;
**Cold damage changed to electrical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Flame Weapon element changed to electrical. &lt;br /&gt;
*When hit by Electric Jolt or Gedlee&#039;s Electric Loop the sorcerer is charged up, granting a 1d4 electrical damage shield and 10% movement speed for 2 minutes. (Does not stack with itself)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Rechargable Infuser Orb with 1/charge Geedle&#039;s Electric Loop, 3/charge Lightning Bolt and 5/charge Scintillating Sphere. Gains 1d6 charges when Horizikaul&#039;s Boom is cast on the item. Max 9 charges.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*50% Electrical Immunity. &lt;br /&gt;
*Rechargable Infuser Orb Orb max charges now 18 (from 9 max charges at Level 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rechargeable Infuser Orb&#039;&#039;&#039;&lt;br /&gt;
:The rechargeable orb will correctly give you charges for the different spells on first charge-up after a rest. Using any of the spells from the orb until the spell charges reach zero will make you unable to cast more of the same spell, even after charging with Horizikaul&#039;s Boom. A rest will fix that.&lt;br /&gt;
&lt;br /&gt;
:However, as long as you do not deplete the number of spell charges to 0 (not item charges) you can continue to refresh them through charging with Horizikaul&#039;s Boom. At level 5 this method can only be used for the lightning bolt and Gedlee&#039;s Electric Loop spells, as scintillating sphere can only be used once.&lt;br /&gt;
&lt;br /&gt;
==Lifestealer== &lt;br /&gt;
Some magic has the power to scour away the soul and leave a man hollow within. Sorcerers, who often lack the circumspection and understanding of wizards, will occasionally and tragically dabble in such dark fonts of the Arcane without any regard for the price. Though none could possibly accept such a terrible price willingly, those who inadvertently do pay this toll welcome upon themselves a malevolent and relentless hunger which must continually seek the souls and lifeforce of other beings to prevent it from consuming them utterly. It is when this cruel curse intersects and interacts with the innate magical power of the Sorcerer that the wretched Lifestealer is born.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Ray of Enfeeblement will apply all stolen strength to the caster as a strength buff for the spell&#039;s duration.&lt;br /&gt;
*The sorcerer&#039;s equipped weapon has +3 vampiric regeneration.&lt;br /&gt;
*Although not specific to this perk, it is noteworthy that the general cap for attribute bonuses has been raised from +12 to +20 (e.g. a 10 STR lifestealer could theoretically achieve +20 STR to achieve 30 STR)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*If Negative Energy Burst successfully saps the strength of at least 1 target, the same is applied as a strength bonus to the caster. Negative energy burst no longer drains the caster&#039;s strength.&lt;br /&gt;
*Gluttonous Thirst: If you slay an NPC that is not immune to ability drain, you are healed a number of hit points equal to your caster level.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Enervation applies a +1 bonus to BAB for every 2 levels stolen. This buff effect lasts for 1 minute/level and is refreshed every time Enervation is cast. This rise in BAB may be sufficient to increase the sorcerer&#039;s attacks per round. Note that these effects will not be applied if Enervation is cast on an NPC.&lt;br /&gt;
*Relentless Hunger: If an opponent affected by the spell Negative Energy Protection is hit by one of Negative Energy Ray, Negative Energy Burst, Vampiric Touch, Ray of Enfeeblement or Enervation then the spell will be successfully blocked. However, Negative Energy Protection is dispelled in the process, enabling penetration by any subsequent draining or negative energy spells.&lt;br /&gt;
&lt;br /&gt;
==Maiden of Woe==&lt;br /&gt;
Your broken lips have long since stopped uttering pleas and prayers, weary of the silence that is returned to you. No longer do you believe. No longer do you wait for providence. Now sorrow surrounds you like a blanket against a dark world, a world in which misery has come with company. The unjudged come at your call and beckon, seeking the mercy of your company before they are doomed once more to the empty courts of dead gods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil and Female only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Negative Energy Ray (3) 5/day.&lt;br /&gt;
*Summoning theme changed to Spirits.&lt;br /&gt;
*Spirits are drawn to the sorceress and will periodically appear (player tool toggle)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*5/- DR Negative Energy. &lt;br /&gt;
*Absorb necromancy spells of level 2 and below. &lt;br /&gt;
*A larger number of spirits are drawn to the sorceress and will appear more often as a result (player tool toggle)&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*15% Concealment. &lt;br /&gt;
*A ghostly white aura circle the sorceress. &lt;br /&gt;
*Stronger spirits flock to the sorceress.&lt;br /&gt;
*Upon death, hostile creatures nearby must succeed against a fortitude save of DC 18 + Sorceress&#039; charisma modifier or be cursed.&lt;br /&gt;
&lt;br /&gt;
==Mesmerizing==&lt;br /&gt;
From beautiful maidens to the smooth-tongued, the charismatic presence of the blood-born can seldom be denied. Some find themselves so thoroughly exalted even among others who share their magic, and this reflects in their very visage, offering an arbiter who has immense power over their fellow man.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+3 Bluff&lt;br /&gt;
*+3 Intimidate&lt;br /&gt;
*+3 Persuade&lt;br /&gt;
*+5 Appraise&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Bewitching player tool 2/day; a failed will save makes one hostile NPC confused for 3 + Cha mod rounds&lt;br /&gt;
*Charm Person and Dominate Person now work on all racial types (though immunity to mind spells still applies)&lt;br /&gt;
*Failed bluff/persuade rolls are automatically re-rolled once&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Charisma&lt;br /&gt;
*Sorcerer Token: Mass Charm (15) 1/day&lt;br /&gt;
&lt;br /&gt;
==Ooze Savant==&lt;br /&gt;
The primordial ooze has always had an occult charm drawing in the impressionable or the mad. As a fervent servant, you carry a piece of sentience with you that may once have been a part of this legendary being, your devout purpose to make it grow and make it consume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sewer area bonus&#039;&#039;&#039; &lt;br /&gt;
*+4 Hide, +4 Move Silently, 5/+1 damage reduction and slow regeneration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experimental&#039;&#039;&#039;&lt;br /&gt;
*Ooze Savant may use the command &amp;quot;/c possess_ooze&amp;quot; to possess their special ooze summon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*Special Summon Familiar. Disabled until level 5. Can name it with /c name_companion.&lt;br /&gt;
*Slimes innate summoning theme.&lt;br /&gt;
*Acid Splash does 1d8+1 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Flame Weapon element changed to acid. &lt;br /&gt;
*Player tool to corrode items into a mush usable for the ooze (Gives XP at low levels).&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Can call upon an ooze which can be fed to grow stronger. And bigger. Use the Corrode Tool on the ooze.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*50% Acid Immunity. &lt;br /&gt;
*Crumble 1/day.&lt;br /&gt;
&lt;br /&gt;
==Planar Bound==&lt;br /&gt;
Some sorcerers have ancestry that one way or another is distinctly unholy. These arcanists often find it easy to call upon or command allies associated with the dark patrons that tainted their lineage and slowly develop unearthly characteristics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil only&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Summon Creature 1 3/day&lt;br /&gt;
*Summoning theme set depending on the PC&#039;s element to one of the four Djinn themes (acid/cold/electrical/fire). Default is fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+2 save vs spells cast by Good-aligned creatures. &lt;br /&gt;
*Light emanates from the sorcerer. &lt;br /&gt;
* 10% Damage Immunity to the PC&#039;s element (acid/cold/electrical/fire). Default is fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Damage Reduction 5/+1&lt;br /&gt;
* +2 INT&lt;br /&gt;
* Stronger light emanates from the sorcerer.&lt;br /&gt;
&lt;br /&gt;
==Rotbringer==&lt;br /&gt;
In the halls of the shuffling, the strong-legged man is king. Whatever innate power dwells within you, it is clear that it draws the unliving like moths to a flame. Wherever you go there is an army waiting to be raised, ready to follow one who is turning slowly into someone like them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evil and Male only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Animate Dead 2/day player tool &lt;br /&gt;
*Suitable creatures that are slain by the Rotbringer come back as special zombies.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Negative Energy Ray and Negative Energy Burst heal the sorcerer. &lt;br /&gt;
*Flies start to circle the Rotbringer&lt;br /&gt;
*Animating without a corpse creates two zombies.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Negative Energy Burst (5) 2/day&lt;br /&gt;
*Sorcerer Token: Control Undead 1/day&lt;br /&gt;
&lt;br /&gt;
==Sand Mage==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Hands (Burning Sand)&#039;&#039;&#039;&lt;br /&gt;
**Casts as one level above&lt;br /&gt;
*&#039;&#039;&#039;Death Armor (Sand Armor)&#039;&#039;&#039;&lt;br /&gt;
**VFX change, damage is piercing, base damage is 1d6 instead of 1d4, bonus damage starts progression from 2. SF/GSF custom bonuses are either Abjuration or Necromancy (whichever the PC has), and grants immunity to piercing instead of negative energy, 10% for SF and 20% with GSF. If the caster has Spell Focus Abjuration, whenever a creature is damaged by the Sand Armor, they have a 10% chance of losing Ghostly Visage effects, if they have it.&lt;br /&gt;
*&#039;&#039;&#039;Stone Bones&#039;&#039;&#039;&lt;br /&gt;
**Casts as one level above&lt;br /&gt;
*&#039;&#039;&#039;Mestil&#039;s Acid Breath (Acidic Sand)&#039;&#039;&#039;&lt;br /&gt;
**Casts as one level above&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shield (Rock Shield)&#039;&#039;&#039;&lt;br /&gt;
**VFX change, damage is bludgeoning, base damage is 1d8 instead of 1d6, +2 per caster level instead of +1, damage immunity is lowered to 20% physical piercing/slashing instead of 50% cold/fire. SF and GSF changes: Evocation only increases duration, Transmutation increase to 35/50 to SF/GSF respectively.&lt;br /&gt;
*&#039;&#039;&#039;Stoneskin (Black Sand Skin)&#039;&#039;&#039;&lt;br /&gt;
**VFX change, Additional 20 points of damage absorption, DR remains at 10/+5&lt;br /&gt;
*&#039;&#039;&#039;Enervation&#039;&#039;&#039;&lt;br /&gt;
**For each drained level, the caster gets 5% physical DI for caster level / minute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*+2 Discipline&lt;br /&gt;
*+2 Concentration&lt;br /&gt;
*Summon Theme changed to Sand&lt;br /&gt;
*Summon Creature is cast at one tier higher (Summon I becomes Summon II)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+1 Natural AC&lt;br /&gt;
*+1 Fort&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*+2 CON&lt;br /&gt;
*+5% movement speed&lt;br /&gt;
&lt;br /&gt;
==Scion==&lt;br /&gt;
Most blood-born arcanists realize their origin and fate greater than the ordinary, though a select few of them ever seek to research and harness the power of their past and descendants. Whether that of an ancient race, relation to the draconic, or an ancestry that is even more obscure, the Scion&#039;s body is greatly empowered in many ways in line with what his bloodline and predecessors would sanction. These many peculiar benefits assist him as he uncovers the secrets of the past, and what a Scion&#039;s destiny holds henceforth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+1 Natural AC&lt;br /&gt;
*+1d4 Slashing Damage to Gloves (for unarmed attacks)&lt;br /&gt;
*+3 Lore&lt;br /&gt;
*+2 Saves VS Traps&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+1 Attack Bonus&lt;br /&gt;
*+2 Strength&lt;br /&gt;
*2/- physical damage resistance&lt;br /&gt;
*+3 Saves VS Traps (from +2 Saves VS Traps at Level 1)&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Natural AC (from +1 Natural AC at Level 1)&lt;br /&gt;
*+1d6 Slashing Damage to Gloves (for unarmed attacks, from +1d4 at level 1)&lt;br /&gt;
*Immunity to Poison&lt;br /&gt;
*+4 Saves VS Traps (from +3 Saves VS Traps at Level 5)&lt;br /&gt;
&lt;br /&gt;
==Secret of the Azure Pyre==&lt;br /&gt;
These are sorcerers who have gained mastery over the powers of flame, transforming it into something more powerful. Whether the fire burned in their bloodline or having a strong attunement to the Plane of Fire, these sorcerers wield the power of flame as if it was part of their body and soul&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
* Many fire spells have vfx changes, including Summon Creature and Flame Weapon&lt;br /&gt;
*&#039;&#039;&#039;Burning Hands&#039;&#039;&#039;&lt;br /&gt;
**On a failed reflex save: 10% fire vulnerability for 1d4 rounds&lt;br /&gt;
*&#039;&#039;&#039;Elemental Shield&#039;&#039;&#039;&lt;br /&gt;
**Base damage changed to 1d8&lt;br /&gt;
*&#039;&#039;&#039;Blast of Flame&#039;&#039;&#039;&lt;br /&gt;
**On a failed reflex save: 25% fire vulnerability for 2d4 rounds&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Summon theme changed to fire&lt;br /&gt;
*All fire spells are treated as being cast at +1 Caster Level above character level (including flame weapon). All other elemental spells (cold/acid/elec/sonic) they get -2 Caster Level&lt;br /&gt;
*Summon Creature is cast at one tier higher (Summon I becomes Summon II)&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+1 fire damage to all attacks &lt;br /&gt;
*Fire-based effects that hit the PC also heal them for a random number up to a quarter of the received damage&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*25% fire immunity&lt;br /&gt;
*Sorcerer&#039;s Weapon On Hit: Flare lvl 1&lt;br /&gt;
&lt;br /&gt;
==Snake Charmer==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
*The following spells also inflict poison on a failed save against poison (https://nwn.fandom.com/wiki/Poison).&lt;br /&gt;
*&#039;&#039;&#039;Melf&#039;s Acid Arrow&#039;&#039;&#039;: Sassone Leaf Residue&lt;br /&gt;
*&#039;&#039;&#039;Ghoul Touch&#039;&#039;&#039;: Dark Reaver Powder&lt;br /&gt;
*&#039;&#039;&#039;Vampiric Touch&#039;&#039;&#039;: Deathblade&lt;br /&gt;
*&#039;&#039;&#039;Acid Orb&#039;&#039;&#039;: Giant Wasp Poison&lt;br /&gt;
*&#039;&#039;&#039;Gas Explosion&#039;&#039;&#039;: Large Scorpion Venom&lt;br /&gt;
*&#039;&#039;&#039;Cloudkill&#039;&#039;&#039;: Bebilith Venom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Summon theme changed to Snakes&lt;br /&gt;
*Use Poison feat&lt;br /&gt;
*+3 Heal&lt;br /&gt;
*+3 Appraise&lt;br /&gt;
*+3 Perform&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Immunity to Poison&lt;br /&gt;
*Spawns a random poison each time they rest&lt;br /&gt;
*Poison Empower: Instead of getting poisoned, the Snake Charmer is empowered by the poison for 1 minute/level of the Snake Charmer. This ability doesn&#039;t stack and new poisons won&#039;t overwrite the existing effect. The empowering is based on the primary poison effect. for example, if a poison decreases 1d6 CON, the Charmer will get 1d6 CON. Poisons that don&#039;t have a primary stat ability damage default to 1d6 CON. This ability is relevant to poisons when inflicted by spells and consuming poisonous items. Poisons weapons don&#039;t trigger this ability, but the Charmer will still be immune to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*5% Piercing Immunity&lt;br /&gt;
*Snake theme +1&lt;br /&gt;
&lt;br /&gt;
==Spellsword==&lt;br /&gt;
*Uncommonly heard of, and even more rarely practised, the mages who do combine their magical talent with martial expertise epitomize why this style of combat is often unfounded. Regardless of its difficulty, a minority of arcanists continue down this path in the pursuit of their own prosperity, offering a unique versatility on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Weapon Proficiency (Martial) feat&lt;br /&gt;
*Weapon Proficiency (Exotic) feat&lt;br /&gt;
*+1 Attack Bonus&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+2 Magical Damage on melee &amp;amp; ranged attacks&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Damage Reduction 5/+1&lt;br /&gt;
*+2 Attack Bonus (from +1 Attack Bonus at Level 1)&lt;br /&gt;
&lt;br /&gt;
==Stalker==&lt;br /&gt;
Some sorcerers who discover the ability to withdraw away from the realm of sight become all too comfortable with the solitude, and become drunk upon the secrets that pervade the dark and hidden places of the world. The habit is frightfully addictive, and self-destructive in equal measure. It is a horrible thing for a man to wake up one day, and to forget what it means to have a face...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller&lt;br /&gt;
*Sorcerer Token: Camouflage (5) 1 use/day&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Sorcerer Token: Darkness (3) 3 use/day&lt;br /&gt;
*-2 WIS, +2 DEX&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Permanent Invisibility - Every 10 rounds, if the PC is not already invisible, the effect &amp;quot;Invisibility&amp;quot; is applied to them automatically. The PC may not switch this off. &lt;br /&gt;
*Skin irreversibly becomes ashen in tone, even if Level 8 is lost.&lt;br /&gt;
&lt;br /&gt;
==Tribal Shaman==&lt;br /&gt;
Whether someone who makes their way as a shaman among their tribe or a witch doctor somewhere else in the wilds, those who bear inherent arcane power are often feared and respected among the villagers and nomads of the Great Ring. The abilities of these sorcerers give them the tools to allow them to more easily survive their harsh environments and the many inhabitants that stalk them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*Animals do not attack you&lt;br /&gt;
*+5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller&lt;br /&gt;
*Sorcerer Token: One With the Land (7) 1/day&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+3 Spot&lt;br /&gt;
*+3 Listen&lt;br /&gt;
*10% Elemental Damage Reduction&lt;br /&gt;
*Tracking player tool&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Wisdom&lt;br /&gt;
*Sorcerer Token: Hold Animal (3) 1/day&lt;br /&gt;
&lt;br /&gt;
==Unpredictable==&lt;br /&gt;
Either born from the chaos of Limbo or one who&#039;s talents has manifested in a way beyond their understanding, these subjects, willing or not, find their potentially immense powers to be kept in check by their inability to control the erratic ways they become divulged. These sorts of arcanists are often feared by others and themselves alike, unknowing as to what their affliction will cause them to procure next.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+3 Intimidate&lt;br /&gt;
*On Hit Chaos Shield Level 3 to the Sorcerer&#039;s Cloth/Armor&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*Spell DC fluctuation&lt;br /&gt;
*Random element on each cast of &amp;quot;Flame Weapon&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*A Gift of Pandemonium (Contact a DM upon reaching this level with this perk to receive your &amp;quot;gift&amp;quot; from the table. This can possibly permanently end your character)&lt;br /&gt;
&lt;br /&gt;
==Witchcraft==&lt;br /&gt;
Though the Desert is scarce in herbs compared to the verdant, fallen Rings, there are still witches who combine their arcane lore with a mastery of the cauldron and alembic. With the King dead and the prohibition on shapechanging ended, they may now openly make use of their warping, protean brews to transmute their form as easily as they transmute base material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+5 Alchemy&lt;br /&gt;
*+5 Herbalism&lt;br /&gt;
*+2 VS Disease&lt;br /&gt;
*Use Poison feat&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+5 Spellcraft&lt;br /&gt;
*+2 VS Poison&lt;br /&gt;
*Sorcerer Token: Alter Self 2/day&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*Regeneration +1&lt;br /&gt;
&lt;br /&gt;
==Zealous Faith== &lt;br /&gt;
Those who come to the realization that their magic is a god-given gift find that their devotion does not go unrewarded. Often, this manifests itself depending on what deity a person will serve, becoming more and more obvious in the magics they call forth. Whatever the origin, their spellcraft becomes empowered to smite the foes of their patron.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
*+2 Divine Save&lt;br /&gt;
*When cast on oneself, &amp;quot;Magic Weapon&amp;quot; induces an additional +1 divine damage for neutral &amp;amp; good, +1 negative energy damage for evil.&lt;br /&gt;
*Sorcerer Token: Bless (2) 3/day &lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039; &lt;br /&gt;
*+2 Fear Save&lt;br /&gt;
*When cast on oneself, &amp;quot;Shield&amp;quot; adds a +2 AC Armour bonus to your equipped armour. It also grants 50% Damage Immunity to negative energy damage for neutral &amp;amp; good, 50% Damage Immunity to divine damage for evil&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
*+2 Will Save&lt;br /&gt;
*When cast on oneself, the element of &amp;quot;Flame Weapon&amp;quot; is replaced with divine damage and glow for neutral &amp;amp; good, negative energy damage and glow for evil&lt;br /&gt;
**When casting flame weapon on their summoned Shelgarn, the element is replaced with divine/negative&lt;br /&gt;
**When casting flame weapon on a Leysword fighter perk, the element is replaced with divine/negative, provided they share the same Alignment on the Good/Evil axis&lt;br /&gt;
*When casting flame weapon on animated undead, the creature gets negative energy if the sorcerer is evil and has SF Necromancy&lt;br /&gt;
&lt;br /&gt;
==Gloom-Touched==&lt;br /&gt;
&lt;br /&gt;
Some sorcerers stray too often through the Glooms, or endure them too deeply, and come away marked by their shifting humors. Their magic never settles for long. Each respite draws forth a different stain of the supernatural, leaving the Gloom-Touched to wield an ever-changing blend of uncanny talents and altered spellcraft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
* At Sorcerer level 1, you gain 1 active Gloom theme.&lt;br /&gt;
* At Sorcerer level 5, you gain 2 active Gloom themes.&lt;br /&gt;
* At Sorcerer level 8, you gain 3 active Gloom themes.&lt;br /&gt;
* Your active themes reroll whenever you rest.&lt;br /&gt;
* Your active themes also reroll on server reset.&lt;br /&gt;
* Whenever your themes reroll, your known Sorcerer spells are rebuilt for circles 0 through 6.&lt;br /&gt;
* Your spellbook is drawn from a shared pool of staple Sorcerer spells, plus additional spells tied to your current active themes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Modifications&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flame Weapon&#039;&#039;&#039;&lt;br /&gt;
** Uses a random element by default.&lt;br /&gt;
** If the sorcerer currently has the &#039;&#039;Faith&#039;&#039; theme, it instead follows Zealous Faith behavior:&lt;br /&gt;
*** Neutral and Good casters grant divine damage.&lt;br /&gt;
*** Evil casters grant negative energy damage.&lt;br /&gt;
** Existing spell element overrides from relevant rolled themes still apply when appropriate.&lt;br /&gt;
* &#039;&#039;&#039;Summon Creature&#039;&#039;&#039;&lt;br /&gt;
** Casts with a random summon identity from the sorcerer&#039;s currently active summon themes, if any are available.&lt;br /&gt;
** Possible summon themes include Illusion, Crimson Storm, Azure Pyre, Water, Ink, Sand, and Snakes, depending on the sorcerer&#039;s current rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Gain 1 random Gloom theme.&lt;br /&gt;
* Your known Sorcerer spells are partially rebuilt around that theme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Gain a second random Gloom theme.&lt;br /&gt;
* Your spellbook becomes more heavily themed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* Gain a third random Gloom theme.&lt;br /&gt;
* Your spellbook becomes strongly themed, while still retaining a shared core of staple Sorcerer spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Gloom Themes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Arcane&#039;&#039;&#039;&lt;br /&gt;
** +3 Spellcraft&lt;br /&gt;
** 10 Spell Resistance&lt;br /&gt;
** Dispelling another creature can steal non-hostile spells and apply them to you&lt;br /&gt;
* &#039;&#039;&#039;Veil&#039;&#039;&#039;&lt;br /&gt;
** 10% Concealment&lt;br /&gt;
** Stronger mirror images&lt;br /&gt;
** Gains Ashen Mirage-style survival magic&lt;br /&gt;
* &#039;&#039;&#039;Storm&#039;&#039;&#039;&lt;br /&gt;
** +1 caster level with electrical and sonic spells&lt;br /&gt;
** +1 electrical damage on attacks&lt;br /&gt;
** 10% electrical immunity&lt;br /&gt;
* &#039;&#039;&#039;Azure&#039;&#039;&#039;&lt;br /&gt;
** +1 caster level with fire spells&lt;br /&gt;
** +1 fire damage on attacks&lt;br /&gt;
** 10% fire immunity&lt;br /&gt;
* &#039;&#039;&#039;Mist&#039;&#039;&#039;&lt;br /&gt;
** +1 caster level with cold spells&lt;br /&gt;
** +1 cold damage on attacks&lt;br /&gt;
** Hydromancer-style underwater sustain&lt;br /&gt;
* &#039;&#039;&#039;Ichor&#039;&#039;&#039;&lt;br /&gt;
** +1 caster level with acid spells&lt;br /&gt;
** +2 Spellcraft&lt;br /&gt;
** 10% acid immunity&lt;br /&gt;
** Scrolls used by the sorcerer gain +1 caster level&lt;br /&gt;
* &#039;&#039;&#039;Blood&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Ray of Enfeeblement&#039;&#039; can turn stolen Strength into Strength for the caster&lt;br /&gt;
** &#039;&#039;Negative Energy Burst&#039;&#039; can do the same&lt;br /&gt;
** Slaying suitable NPCs restores hit points equal to caster level&lt;br /&gt;
* &#039;&#039;&#039;Grave&#039;&#039;&#039;&lt;br /&gt;
** Nearby deaths restore health&lt;br /&gt;
** Magical deaths can restore lower-circle spell slots&lt;br /&gt;
** +1 save vs death&lt;br /&gt;
* &#039;&#039;&#039;Dream&#039;&#039;&#039;&lt;br /&gt;
** Immunity to sleep&lt;br /&gt;
** &#039;&#039;Sleep&#039;&#039; becomes stronger and harder to resist&lt;br /&gt;
* &#039;&#039;&#039;Bone&#039;&#039;&#039;&lt;br /&gt;
** 3/- damage resistance against slashing and piercing&lt;br /&gt;
** 10% negative energy immunity&lt;br /&gt;
** +1 save vs death&lt;br /&gt;
* &#039;&#039;&#039;Sand&#039;&#039;&#039;&lt;br /&gt;
** +2 Concentration&lt;br /&gt;
** +2 Discipline&lt;br /&gt;
** +1 Fortitude&lt;br /&gt;
* &#039;&#039;&#039;Scion&#039;&#039;&#039;&lt;br /&gt;
** +1 Attack Bonus&lt;br /&gt;
** +2 Strength&lt;br /&gt;
** 2/- physical damage resistance&lt;br /&gt;
* &#039;&#039;&#039;Wild&#039;&#039;&#039;&lt;br /&gt;
** Animals do not attack you&lt;br /&gt;
** Immunity to poison&lt;br /&gt;
** +3 Spot&lt;br /&gt;
** +3 Listen&lt;br /&gt;
* &#039;&#039;&#039;Glamour&#039;&#039;&#039;&lt;br /&gt;
** +3 Bluff&lt;br /&gt;
** +3 Intimidate&lt;br /&gt;
** +3 Persuade&lt;br /&gt;
** Failed diplomacy-style social checks are rerolled once&lt;br /&gt;
** +2 Charisma&lt;br /&gt;
* &#039;&#039;&#039;Witch&#039;&#039;&#039;&lt;br /&gt;
** +5 Alchemy&lt;br /&gt;
** +5 Herbalism&lt;br /&gt;
** +5 Spellcraft&lt;br /&gt;
** +2 saves vs poison&lt;br /&gt;
** +2 saves vs disease&lt;br /&gt;
* &#039;&#039;&#039;Faith&#039;&#039;&#039;&lt;br /&gt;
** +2 Will&lt;br /&gt;
** Self-buff spells gain Zealous Faith style behavior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shared Spell Pool&#039;&#039;&#039;&lt;br /&gt;
These are the staple spells any Gloom-Touched sorcerer may roll regardless of theme.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Circle 0&#039;&#039;&#039;: &#039;&#039;Acid Splash&#039;&#039;, &#039;&#039;Daze&#039;&#039;, &#039;&#039;Disrupt Undead&#039;&#039;, &#039;&#039;Electric Jolt&#039;&#039;, &#039;&#039;Fire Bolt&#039;&#039;, &#039;&#039;Flare&#039;&#039;, &#039;&#039;Light&#039;&#039;, &#039;&#039;Mage Hand&#039;&#039;, &#039;&#039;Ray of Frost&#039;&#039;, &#039;&#039;Resistance&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Circle 1&#039;&#039;&#039;: &#039;&#039;Endure Elements&#039;&#039;, &#039;&#039;Mage Armor&#039;&#039;, &#039;&#039;Magic Weapon&#039;&#039;, &#039;&#039;Protect&#039;&#039;, &#039;&#039;Shield&#039;&#039;, &#039;&#039;Shell&#039;&#039;, &#039;&#039;Summon Creature I&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Circle 2&#039;&#039;&#039;: &#039;&#039;Enhance Ability&#039;&#039;, &#039;&#039;Flame Weapon&#039;&#039;, &#039;&#039;Ghostly Visage&#039;&#039;, &#039;&#039;Invisibility&#039;&#039;, &#039;&#039;Protection from Arrows&#039;&#039;, &#039;&#039;Resist Elements&#039;&#039;, &#039;&#039;Summon Creature II&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Circle 3&#039;&#039;&#039;: &#039;&#039;Dispel Magic&#039;&#039;, &#039;&#039;Greater Magic Weapon&#039;&#039;, &#039;&#039;Haste&#039;&#039;, &#039;&#039;Heroism&#039;&#039;, &#039;&#039;Mass Protect&#039;&#039;, &#039;&#039;Mass Shell&#039;&#039;, &#039;&#039;Protection from Elements&#039;&#039;, &#039;&#039;Summon Creature III&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Circle 4&#039;&#039;&#039;: &#039;&#039;Lesser Spell Breach&#039;&#039;, &#039;&#039;Minor Globe of Invulnerability&#039;&#039;, &#039;&#039;Stoneskin&#039;&#039;, &#039;&#039;Summon Creature IV&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Circle 5&#039;&#039;&#039;: &#039;&#039;Energy Buffer&#039;&#039;, &#039;&#039;Greater Heroism&#039;&#039;, &#039;&#039;Lesser Planar Binding&#039;&#039;, &#039;&#039;Lesser Spell Mantle&#039;&#039;, &#039;&#039;Summon Creature V&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Circle 6&#039;&#039;&#039;: &#039;&#039;Ethereal Visage&#039;&#039;, &#039;&#039;Globe of Invulnerability&#039;&#039;, &#039;&#039;Greater Stoneskin&#039;&#039;, &#039;&#039;Mass Haste&#039;&#039;, &#039;&#039;Summon Creature VI&#039;&#039;, &#039;&#039;Tenser&#039;s Transformation&#039;&#039;, &#039;&#039;True Seeing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Theme Spell Pools&#039;&#039;&#039;&lt;br /&gt;
Each active theme also adds its own spells to the possible roll pool.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arcane&#039;&#039;&#039;: &#039;&#039;Magic Missile&#039;&#039;, &#039;&#039;Lesser Dispel&#039;&#039;, &#039;&#039;Dispel Magic&#039;&#039;, &#039;&#039;Isaac&#039;s Lesser Missile Storm&#039;&#039;, &#039;&#039;Lesser Spell Breach&#039;&#039;, &#039;&#039;Lower Spell Resistance&#039;&#039;, &#039;&#039;Feeblemind&#039;&#039;, &#039;&#039;Lesser Spell Mantle&#039;&#039;, &#039;&#039;Greater Dispelling&#039;&#039;, &#039;&#039;Greater Spell Breach&#039;&#039;, &#039;&#039;Isaac&#039;s Greater Missile Storm&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Veil&#039;&#039;&#039;: &#039;&#039;Mislead&#039;&#039;, &#039;&#039;See Invisibility&#039;&#039;, &#039;&#039;Darkvision&#039;&#039;, &#039;&#039;Clairaudience/Clairvoyance&#039;&#039;, &#039;&#039;Displacement&#039;&#039;, &#039;&#039;Phantoms of Deception&#039;&#039;, &#039;&#039;Shadow Conjuration&#039;&#039;, &#039;&#039;Glass Doppelganger&#039;&#039;, &#039;&#039;Greater Shadow Conjuration&#039;&#039;, &#039;&#039;Shades&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Storm&#039;&#039;&#039;: &#039;&#039;Electric Jolt&#039;&#039;, &#039;&#039;Horizikaul&#039;s Boom&#039;&#039;, &#039;&#039;Gedlee&#039;s Electric Loop&#039;&#039;, &#039;&#039;Lightning Bolt&#039;&#039;, &#039;&#039;Scintillating Sphere&#039;&#039;, &#039;&#039;Ball Lightning&#039;&#039;, &#039;&#039;Chain Lightning&#039;&#039;, &#039;&#039;Electric Orb&#039;&#039;, &#039;&#039;Great Thunderclap&#039;&#039;, &#039;&#039;Horizikaul&#039;s Shout&#039;&#039;, &#039;&#039;Lightning Avatar&#039;&#039;, &#039;&#039;Cacophonic Burst&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Azure&#039;&#039;&#039;: &#039;&#039;Fire Bolt&#039;&#039;, &#039;&#039;Flare&#039;&#039;, &#039;&#039;Burning Bolt&#039;&#039;, &#039;&#039;Burning Hands&#039;&#039;, &#039;&#039;Scorching Ray&#039;&#039;, &#039;&#039;Fireball&#039;&#039;, &#039;&#039;Flame Arrow&#039;&#039;, &#039;&#039;Blast of Flame&#039;&#039;, &#039;&#039;Fire Orb&#039;&#039;, &#039;&#039;Wall of Fire&#039;&#039;, &#039;&#039;Devastating Bodyswap&#039;&#039;, &#039;&#039;Firebrand&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mist&#039;&#039;&#039;: &#039;&#039;Ray of Frost&#039;&#039;, &#039;&#039;Ice Dagger&#039;&#039;, &#039;&#039;Cone of Cold&#039;&#039;, &#039;&#039;Cold Orb&#039;&#039;, &#039;&#039;Frost Blast&#039;&#039;, &#039;&#039;Ice Storm&#039;&#039;, &#039;&#039;Wall of Ice&#039;&#039;, &#039;&#039;Herald of Winter&#039;&#039;, &#039;&#039;Extract Water Elemental&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ichor&#039;&#039;&#039;: &#039;&#039;Acid Splash&#039;&#039;, &#039;&#039;Melf&#039;s Acid Arrow&#039;&#039;, &#039;&#039;Mestil&#039;s Acid Breath&#039;&#039;, &#039;&#039;Acid Orb&#039;&#039;, &#039;&#039;Evard&#039;s Black Tentacles&#039;&#039;, &#039;&#039;Gas Explosion&#039;&#039;, &#039;&#039;Mestil&#039;s Acid Sheath&#039;&#039;, &#039;&#039;Acid Fog&#039;&#039;, &#039;&#039;Acid Storm&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Blood&#039;&#039;&#039;: &#039;&#039;Negative Energy Ray&#039;&#039;, &#039;&#039;Ray of Enfeeblement&#039;&#039;, &#039;&#039;Negative Energy Burst&#039;&#039;, &#039;&#039;Vampiric Touch&#039;&#039;, &#039;&#039;Withering Kiss&#039;&#039;, &#039;&#039;Enervation&#039;&#039;, &#039;&#039;Beltyn&#039;s Burning Blood&#039;&#039;, &#039;&#039;Circle of Death&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Grave&#039;&#039;&#039;: &#039;&#039;Negative Energy Ray&#039;&#039;, &#039;&#039;Scare&#039;&#039;, &#039;&#039;Animate Dead&#039;&#039;, &#039;&#039;Negative Energy Burst&#039;&#039;, &#039;&#039;Cloudkill&#039;&#039;, &#039;&#039;Contagion&#039;&#039;, &#039;&#039;Fear&#039;&#039;, &#039;&#039;Virulent Walking Bomb&#039;&#039;, &#039;&#039;Circle of Death&#039;&#039;, &#039;&#039;Undeath to Death&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dream&#039;&#039;&#039;: &#039;&#039;Sleep&#039;&#039;, &#039;&#039;Phantasmal Affliction&#039;&#039;, &#039;&#039;Crushing Despair&#039;&#039;, &#039;&#039;Foiled Future&#039;&#039;, &#039;&#039;Mass Phantasmal Affliction&#039;&#039;, &#039;&#039;Slow&#039;&#039;, &#039;&#039;Slumber&#039;&#039;, &#039;&#039;Fear&#039;&#039;, &#039;&#039;Future&#039;s Pain&#039;&#039;, &#039;&#039;Phantasmal Killer&#039;&#039;, &#039;&#039;Hypnotic Pattern&#039;&#039;, &#039;&#039;Mind Fog&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bone&#039;&#039;&#039;: &#039;&#039;Negative Energy Ray&#039;&#039;, &#039;&#039;Stone Bones&#039;&#039;, &#039;&#039;Animate Dead&#039;&#039;, &#039;&#039;Negative Energy Burst&#039;&#039;, &#039;&#039;Lesser Animation of Poe&#039;&#039;, &#039;&#039;Stoneskin&#039;&#039;, &#039;&#039;Greater Shadow Conjuration&#039;&#039;, &#039;&#039;Circle of Death&#039;&#039;, &#039;&#039;Greater Stoneskin&#039;&#039;, &#039;&#039;Undeath to Death&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sand&#039;&#039;&#039;: &#039;&#039;Burning Hands&#039;&#039;, &#039;&#039;Death Armor&#039;&#039;, &#039;&#039;Stone Bones&#039;&#039;, &#039;&#039;Mestil&#039;s Acid Breath&#039;&#039;, &#039;&#039;Elemental Shield&#039;&#039;, &#039;&#039;Enervation&#039;&#039;, &#039;&#039;Ironskin&#039;&#039;, &#039;&#039;Stoneskin&#039;&#039;, &#039;&#039;Sand Storm&#039;&#039;, &#039;&#039;Disintegrate&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scion&#039;&#039;&#039;: &#039;&#039;Mage Armor&#039;&#039;, &#039;&#039;Shield&#039;&#039;, &#039;&#039;True Strike&#039;&#039;, &#039;&#039;Greater Magic Weapon&#039;&#039;, &#039;&#039;Ironskin&#039;&#039;, &#039;&#039;Shelgarn&#039;s Superior Blade&#039;&#039;, &#039;&#039;Stoneskin&#039;&#039;, &#039;&#039;Bigby&#039;s Interposing Hand&#039;&#039;, &#039;&#039;Shelgarn&#039;s Invincible Blade&#039;&#039;, &#039;&#039;Bigby&#039;s Forceful Hand&#039;&#039;, &#039;&#039;Tenser&#039;s Transformation&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wild&#039;&#039;&#039;: &#039;&#039;Summon Creature I&#039;&#039;, &#039;&#039;Melf&#039;s Acid Arrow&#039;&#039;, &#039;&#039;Summon Creature II&#039;&#039;, &#039;&#039;Summon Creature III&#039;&#039;, &#039;&#039;Cloudkill&#039;&#039;, &#039;&#039;Contagion&#039;&#039;, &#039;&#039;Gas Explosion&#039;&#039;, &#039;&#039;Spiderskin&#039;&#039;, &#039;&#039;Summon Creature IV&#039;&#039;, &#039;&#039;Summon Creature V&#039;&#039;, &#039;&#039;Summon Creature VI&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Glamour&#039;&#039;&#039;: &#039;&#039;Charm Person&#039;&#039;, &#039;&#039;Color Spray&#039;&#039;, &#039;&#039;Tasha&#039;s Hideous Laughter&#039;&#039;, &#039;&#039;Crushing Despair&#039;&#039;, &#039;&#039;Charm Monster&#039;&#039;, &#039;&#039;Confusion&#039;&#039;, &#039;&#039;Dominate Person&#039;&#039;, &#039;&#039;Hold Monster&#039;&#039;, &#039;&#039;Hypnotic Pattern&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Witch&#039;&#039;&#039;: &#039;&#039;Grease&#039;&#039;, &#039;&#039;Alter Self&#039;&#039;, &#039;&#039;Cloud of Bewilderment&#039;&#039;, &#039;&#039;Stinking Cloud&#039;&#039;, &#039;&#039;Contagion&#039;&#039;, &#039;&#039;Mass Ultravision&#039;&#039;, &#039;&#039;Polymorph Self&#039;&#039;, &#039;&#039;Baleful Polymorph&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Faith&#039;&#039;&#039;: &#039;&#039;Magic Weapon&#039;&#039;, &#039;&#039;Protect&#039;&#039;, &#039;&#039;Shell&#039;&#039;, &#039;&#039;Shield&#039;&#039;, &#039;&#039;Flame Weapon&#039;&#039;, &#039;&#039;Greater Magic Weapon&#039;&#039;, &#039;&#039;Mass Protect&#039;&#039;, &#039;&#039;Mass Shell&#039;&#039;, &#039;&#039;Shelgarn&#039;s Superior Blade&#039;&#039;, &#039;&#039;Shelgarn&#039;s Invincible Blade&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gloom Walker Synergy&#039;&#039;&#039;&lt;br /&gt;
* When a Gloom-Touched sorcerer casts a non-hostile spell on a target with the &#039;&#039;Gloom Walker&#039;&#039; fighter perk, that spell is cast at +1 caster level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Unavailable Perks=&lt;br /&gt;
&lt;br /&gt;
These perks are in development by the EfU DM team, and may become available on an app-only basis in future.&lt;br /&gt;
&lt;br /&gt;
==Bloodcrafter (BETA)==&lt;br /&gt;
&lt;br /&gt;
The Bloodcrafter has unique abilities to craft blood golems from blood vials of other creatures in their inventory, through a myriad of spells and tools. As the theme of the perk, and the perk itself, are very unique, only players who have successfully played antagonists and villains, are classy in PvP, and know to report any buggy mechanics and not abuse them will be considered in their applications.&lt;br /&gt;
&lt;br /&gt;
The DM team would like to see it in play and adjust and fix it before making it available for all.&lt;br /&gt;
&lt;br /&gt;
The mechanics of the perk will be sent to the players after a successful app! &lt;br /&gt;
&lt;br /&gt;
[[Category:Character_Perks]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=3535</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=3535"/>
		<updated>2026-03-21T12:56:13Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
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&lt;br /&gt;
{{Heading|Welcome to EFU: Sands of Intrigue!}}&lt;br /&gt;
&lt;br /&gt;
Our wiki exists to provide players with a central location for all general resources available in EFU. &lt;br /&gt;
&lt;br /&gt;
Please use the [https://www.efupw.com/forums/ Forums] for any questions or concerns. &lt;br /&gt;
&lt;br /&gt;
You can find a list of contributors to the content of this wiki [[Credits|here]].&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{Heading|External Links}}&lt;br /&gt;
&lt;br /&gt;
For the main website, please visit [https://www.efupw.com/ EFUPW]. For the statistics website, [http://nwn.efupw.com:10002/ EFUSL]&lt;br /&gt;
&lt;br /&gt;
You may join our [https://discord.gg/D272S5qW2y Discord Server] to discuss the game with our active and welcoming community!&lt;br /&gt;
&lt;br /&gt;
For base NWN mechanics information, please visit [https://nwn.fandom.com/wiki/Main_Page NWNWiki].&lt;br /&gt;
&lt;br /&gt;
If you have enjoyed the server and wish to contribute towards running costs and potential future art assets, there&#039;s a thread on Donations [https://www.efupw.com/forums/index.php?topic=687923.0 here]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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{{Heading|EFU}}&lt;br /&gt;
*[[Server Rules|Server Rules and Guidelines]]&lt;br /&gt;
*[[Death in EFU]]&lt;br /&gt;
*[[Applications]]&lt;br /&gt;
*[[Frequently Asked Questions|FAQs for New Players]]&lt;br /&gt;
*[[Change_Log|V6 Launch Change Log]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
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{{Heading|Character}}&lt;br /&gt;
*[[New Character&#039;s Backstory]]&lt;br /&gt;
*[[Races]]&lt;br /&gt;
*[[Role-playing Attributes]]&lt;br /&gt;
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{{Heading|The World of EFU: Sands of Intrigue}}&lt;br /&gt;
*[[Factions &amp;amp; Associations]]&lt;br /&gt;
*[[Local Gods and Powers]]&lt;br /&gt;
*[[Region Profiles]]&lt;br /&gt;
*[[Political Leagues]]&lt;br /&gt;
*[[Time and Dates]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
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{{Class_Page}}&lt;br /&gt;
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{{Heading|Systems}}&lt;br /&gt;
*[[Aspects]]&lt;br /&gt;
*[[Chat Commands]]&lt;br /&gt;
*[[Climbing]]&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[http://nwn.efupw.com:10002// EFUSL]&lt;br /&gt;
*[[EFUSL 2 Documentation]]&lt;br /&gt;
*[[Furniture]]&lt;br /&gt;
*[[Necromancy]]&lt;br /&gt;
*[[Optional Impairments]]&lt;br /&gt;
*[[Player Tools]]&lt;br /&gt;
*[[Politics]]&lt;br /&gt;
*[[Player Properties]]&lt;br /&gt;
*[[Quests]]&lt;br /&gt;
*[[Siege Tools]]&lt;br /&gt;
*[[Summoning]]&lt;br /&gt;
*[[Polymorph Shapes]]&lt;br /&gt;
*[[Rune Crafting]]&lt;br /&gt;
&lt;br /&gt;
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{{Heading|Mechanics}}&lt;br /&gt;
*[[Custom Spells]]&lt;br /&gt;
*[[Spell changes|Spell Changes]]&lt;br /&gt;
*[[Spell Focus |Spell Focus Changes]]&lt;br /&gt;
*[[Item Changes|Item Changes]]&lt;br /&gt;
*[[Skill Changes]]&lt;br /&gt;
*[[General Changes &amp;amp; Feat Changes]]&lt;br /&gt;
*[[Guide to Dye Colours]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Rune_Crafting&amp;diff=3534</id>
		<title>Rune Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Rune_Crafting&amp;diff=3534"/>
		<updated>2026-03-21T12:53:44Z</updated>

		<summary type="html">&lt;p&gt;Tala: Rune Crafting page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Rune Crafting =&lt;br /&gt;
&lt;br /&gt;
Rune Crafting currently refers to the smithing system used to transfer magical item properties by converting them into &#039;&#039;&#039;runes&#039;&#039;&#039; and applying them to other items.&lt;br /&gt;
&lt;br /&gt;
== How It Works ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Extract&#039;&#039;&#039; one supported property from a donor item into a rune.&lt;br /&gt;
# &#039;&#039;&#039;Apply&#039;&#039;&#039; that rune to a compatible target item.&lt;br /&gt;
&lt;br /&gt;
General rules:&lt;br /&gt;
* Extraction always destroys the donor item.&lt;br /&gt;
* Applying a rune always destroys the rune.&lt;br /&gt;
* Full GP cost is charged only on success.&lt;br /&gt;
* Failed attempts charge a tax equal to &#039;&#039;&#039;10%&#039;&#039;&#039; of the full cost, minimum &#039;&#039;&#039;1gp&#039;&#039;&#039;.&lt;br /&gt;
* Extraction DC is based on application DC:&lt;br /&gt;
** &#039;&#039;&#039;Extract DC = ceil(Apply DC x 0.8)&#039;&#039;&#039;&lt;br /&gt;
* If you apply a property that already exists on the target item, the system does &#039;&#039;&#039;not&#039;&#039;&#039; merge or upgrade it automatically. It simply adds another property, which may be redundant.&lt;br /&gt;
&lt;br /&gt;
== Who Can Use It ==&lt;br /&gt;
* You need at least &#039;&#039;&#039;5 base Smithing ranks&#039;&#039;&#039; to use the forge or mold station.&lt;br /&gt;
* Buffs and equipment do not count toward that requirement.&lt;br /&gt;
&lt;br /&gt;
== Supported Item Types ==&lt;br /&gt;
&lt;br /&gt;
Smithing currently supports:&lt;br /&gt;
* Weapons, except ammo and throwables&lt;br /&gt;
* Shields&lt;br /&gt;
* Medium armors&lt;br /&gt;
* Heavy armors&lt;br /&gt;
&lt;br /&gt;
Smithing does &#039;&#039;&#039;not&#039;&#039;&#039; currently support:&lt;br /&gt;
* Robes&lt;br /&gt;
* Light armors&lt;br /&gt;
* Ammo&lt;br /&gt;
* Throwables&lt;br /&gt;
&lt;br /&gt;
== Donor Restrictions ==&lt;br /&gt;
&lt;br /&gt;
Items cannot be used as &#039;&#039;&#039;extraction donors&#039;&#039;&#039; if they are:&lt;br /&gt;
* plot-marked&lt;br /&gt;
* bound&lt;br /&gt;
* relic&lt;br /&gt;
* tailor-made or enhanced outfits from the tailoring enchant path&lt;br /&gt;
&lt;br /&gt;
Items cannot be used as &#039;&#039;&#039;molding donors&#039;&#039;&#039; if they are:&lt;br /&gt;
* plot-marked&lt;br /&gt;
* bound&lt;br /&gt;
* relic&lt;br /&gt;
&lt;br /&gt;
== Compatibility Rules ==&lt;br /&gt;
* Weapons and shields: the rune must match the &#039;&#039;&#039;exact base item&#039;&#039;&#039;.&lt;br /&gt;
* Armor: the rune must match the &#039;&#039;&#039;exact armor type&#039;&#039;&#039;.&lt;br /&gt;
* The target item must also support that property type.&lt;br /&gt;
&lt;br /&gt;
== General Limits ==&lt;br /&gt;
* Normal items can receive up to &#039;&#039;&#039;3&#039;&#039;&#039; successful smiths.&lt;br /&gt;
* Molded items can receive up to &#039;&#039;&#039;7&#039;&#039;&#039; successful smiths.&lt;br /&gt;
&lt;br /&gt;
== Skill Focus ==&lt;br /&gt;
Skill Focus: Smithing provides two benefits:&lt;br /&gt;
* lower GP costs&lt;br /&gt;
* better extraction value retention&lt;br /&gt;
&lt;br /&gt;
Property caps still apply even with Skill Focus.&lt;br /&gt;
&lt;br /&gt;
== Smithing Property Tables ==&lt;br /&gt;
&lt;br /&gt;
=== Skill Increase ===&lt;br /&gt;
&lt;br /&gt;
Rules:&lt;br /&gt;
* Maximum rune value with Skill Focus: &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
* Without Skill Focus, extracted value is reduced to &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Apply DC&lt;br /&gt;
! Extract DC&lt;br /&gt;
! Apply GP&lt;br /&gt;
|-&lt;br /&gt;
| +1 || 23 || 19 || 500&lt;br /&gt;
|-&lt;br /&gt;
| +2 || 30 || 24 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| +3 || 40 || 32 || 2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saves Increase ===&lt;br /&gt;
&lt;br /&gt;
Caps:&lt;br /&gt;
* Specific saves: &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
* General saves (Fortitude, Reflex, Will): &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
* Universal saves: &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amount limits:&lt;br /&gt;
* General saves: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
* Universal saves: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Variant&lt;br /&gt;
! Value&lt;br /&gt;
! Apply DC&lt;br /&gt;
! Extract DC&lt;br /&gt;
! Apply GP&lt;br /&gt;
|-&lt;br /&gt;
| Specific || +1 || 25 || 20 || 750&lt;br /&gt;
|-&lt;br /&gt;
| Specific || +2 || 32 || 26 || 1500&lt;br /&gt;
|-&lt;br /&gt;
| Specific || +3 || 45 || 36 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| General (Fort/Ref/Will) || +1 || 35 || 28 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| General (Fort/Ref/Will) || +2 || 50 || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Universal || +1 || 55 || 44 || 5500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Damage Immunity Increase ===&lt;br /&gt;
&lt;br /&gt;
Physical types:&lt;br /&gt;
* Slashing&lt;br /&gt;
* Piercing&lt;br /&gt;
* Bludgeoning&lt;br /&gt;
&lt;br /&gt;
Rules:&lt;br /&gt;
* Physical damage immunity is limited to &#039;&#039;&#039;1&#039;&#039;&#039; per item.&lt;br /&gt;
* Other damage immunity types have no amount limit.&lt;br /&gt;
* Without Skill Focus, extracted immunity is reduced to &#039;&#039;&#039;5%&#039;&#039;&#039;&lt;br /&gt;
* With Skill Focus, extracted immunity is capped at &#039;&#039;&#039;10%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Variant&lt;br /&gt;
! Value&lt;br /&gt;
! Apply DC&lt;br /&gt;
! Extract DC&lt;br /&gt;
! Apply GP&lt;br /&gt;
|-&lt;br /&gt;
| Physical DI || 5% || 40 || 32 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Physical DI || 10% || 50 || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Other DI || 5% || 35 || 28 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| Other DI || 10% || 45 || 36 || 3000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AC Increase ===&lt;br /&gt;
&lt;br /&gt;
Rules:&lt;br /&gt;
* All AC rune values are capped at &#039;&#039;&#039;+4&#039;&#039;&#039;&lt;br /&gt;
* Without Skill Focus, extracted AC values are reduced to &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;AC Increase (Normal)&#039;&#039;&#039; can only be successfully added once per item&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Variant&lt;br /&gt;
! Value&lt;br /&gt;
! Apply DC&lt;br /&gt;
! Extract DC&lt;br /&gt;
! Apply GP&lt;br /&gt;
|-&lt;br /&gt;
| Normal || +1 || 40 || 32 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| Normal || +2 || 45 || 36 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Normal || +3 || 55 || 44 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| Normal || +4 || 65 || 52 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| Racial || +1 || 30 || 24 || 1500&lt;br /&gt;
|-&lt;br /&gt;
| Racial || +2 || 35 || 28 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| Racial || +3 || 40 || 32 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Racial || +4 || 45 || 36 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| Alignment || +1 || 35 || 28 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Alignment || +2 || 42 || 34 || 3200&lt;br /&gt;
|-&lt;br /&gt;
| Alignment || +3 || 50 || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Alignment || +4 || 58 || 47 || 4700&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Damage Increase and Massive Criticals ===&lt;br /&gt;
&lt;br /&gt;
Caps even with Skill Focus:&lt;br /&gt;
* Flat values: &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
* Random values: &#039;&#039;&#039;1d8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amount limits:&lt;br /&gt;
* &#039;&#039;&#039;Damage Increase (Normal)&#039;&#039;&#039;: 1 on normal items, 2 on molded items&lt;br /&gt;
* &#039;&#039;&#039;Massive Criticals&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
==== Damage Increase (Normal) ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Apply DC&lt;br /&gt;
! Extract DC&lt;br /&gt;
! Apply GP&lt;br /&gt;
|-&lt;br /&gt;
| +1 || 35 || 28 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| +2 || 45 || 36 || 3500&lt;br /&gt;
|-&lt;br /&gt;
| +3 || 60 || 48 || 5500&lt;br /&gt;
|-&lt;br /&gt;
| 1d4 || 50 || 40 || 4500&lt;br /&gt;
|-&lt;br /&gt;
| 1d6 || 70 || 56 || 6500&lt;br /&gt;
|-&lt;br /&gt;
| 1d8 || 80 || 64 || 10000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Damage Increase (Racial) ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Apply DC&lt;br /&gt;
! Extract DC&lt;br /&gt;
! Apply GP&lt;br /&gt;
|-&lt;br /&gt;
| +1 || 20 || 16 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| +2 || 30 || 24 || 1500&lt;br /&gt;
|-&lt;br /&gt;
| +3 || 40 || 32 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| 1d4 || 35 || 28 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 1d6 || 45 || 36 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| 1d8 || 60 || 48 || 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Damage Increase (Alignment) ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Apply DC&lt;br /&gt;
! Extract DC&lt;br /&gt;
! Apply GP&lt;br /&gt;
|-&lt;br /&gt;
| +1 || 30 || 24 || 1500&lt;br /&gt;
|-&lt;br /&gt;
| +2 || 38 || 31 || 2200&lt;br /&gt;
|-&lt;br /&gt;
| +3 || 50 || 40 || 3500&lt;br /&gt;
|-&lt;br /&gt;
| 1d4 || 45 || 36 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| 1d6 || 55 || 44 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 1d8 || 70 || 56 || 6000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Massive Criticals ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Apply DC&lt;br /&gt;
! Extract DC&lt;br /&gt;
! Apply GP&lt;br /&gt;
|-&lt;br /&gt;
| +1 || 30 || 24 || 1500&lt;br /&gt;
|-&lt;br /&gt;
| +2 || 35 || 28 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| +3 || 45 || 36 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| 1d4 || 40 || 32 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| 1d6 || 50 || 40 || 3500&lt;br /&gt;
|-&lt;br /&gt;
| 1d8 || 60 || 48 || 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Molding ==&lt;br /&gt;
&lt;br /&gt;
Molding creates a new blank smithing base from an existing item.&lt;br /&gt;
&lt;br /&gt;
Rules:&lt;br /&gt;
* The donor item is destroyed.&lt;br /&gt;
* No roll is made.&lt;br /&gt;
* Base molding cost is &#039;&#039;&#039;500gp&#039;&#039;&#039; before discounts.&lt;br /&gt;
* The molded item keeps the original item&#039;s appearance and base identity.&lt;br /&gt;
* Only the owning smith can smith or edit it, though DMs can bypass this.&lt;br /&gt;
* Applying runes to a molded item gets an additional &#039;&#039;&#039;0.9x&#039;&#039;&#039; GP discount.&lt;br /&gt;
&lt;br /&gt;
== Final Note ==&lt;br /&gt;
&lt;br /&gt;
Rune Crafting will continue to be adjusted over time, especially GP costs, DC values, and supported item categories.&lt;br /&gt;
&lt;br /&gt;
If the system works well, it is expected to expand to more item types in the future.&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Turn_Undead&amp;diff=916</id>
		<title>Turn Undead</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Turn_Undead&amp;diff=916"/>
		<updated>2019-02-08T21:23:05Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Change Overview==&lt;br /&gt;
EFU: City of Rings has an entirely new Turn Undead system based on the Cleric&#039;s domains. When a PC initiates the use of Turn Undead, one effect out of three possible ones based on the primary domain of the Cleric will randomly take place.&lt;br /&gt;
&lt;br /&gt;
If a multiclassed character, there is a chance to experience failure if the character has more non-&amp;quot;turn undead class&amp;quot; (hereby referred to as TUC) levels than TUC class levels. Upon failure, the incantation of Turn Undead will simply do nothing and the charge will be depleted. &lt;br /&gt;
&lt;br /&gt;
The chance of success is equal to the character&#039;s TUC levels divided by non-TUC levels, rounded up to the nearest percentage up to 100%. Examples of such include:&lt;br /&gt;
&lt;br /&gt;
 3 Cleric, 4 Fighter = 3/4 = 75%&lt;br /&gt;
 1 Cleric, 8 Rogue = 1/8 = 12.5% rounded to 13%&lt;br /&gt;
 4 Cleric, 4 Wizard = 4/4 = 100%&lt;br /&gt;
 2 Cleric, 1 Fighter = 2/1 = 100%&lt;br /&gt;
 3 Cleric, 2 Paladin, 3 Fighter = (3+2)/3 = 5/3 = 100%&lt;br /&gt;
 2 Cleric, 1 Paladin, 4 Fighter = (2+1)/4 = 3/4 = 75%&lt;br /&gt;
&lt;br /&gt;
The new Turn Undead effects ignore the regular Turn Undead effect entirely (unless otherwise specified), regardless of the bonuses of any of the domains listed in the past (for example, Turning Undead, Destruction Domain turns Constructs, etc.).&lt;br /&gt;
==Primary Domains==&lt;br /&gt;
===Air Domain===&lt;br /&gt;
&#039;&#039;&#039;Tailwind:&#039;&#039;&#039; Nearby allies in a colossal radius receive +25% movement speed for 5 + 3*CHA &lt;br /&gt;
rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flurry:&#039;&#039;&#039; Nearby enemies in a huge radius roll a fortitude save VS DC 10 + 2*CHA or are knocked over for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enveloping Gale:&#039;&#039;&#039; Nearby allies in a colossal radius have +1 dodge AC for 3 + 1*CHA turns.&lt;br /&gt;
&lt;br /&gt;
===Chaos Domain===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empower Chaos:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius with a chaotic alignment receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influx of Turmoil:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius receive +2 to a random ability score or -2 to a random ability score for 5 + 3*CHA turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anarchy&#039;s Arrival:&#039;&#039;&#039; Nearby enemies in a colossal radius roll a mind-affecting save VS DC 10 + 2*CHA or are confused for 1d4 rounds. Nearby enemies in a colossal radius with a lawful alignment receive a -3 penalty to the saving throw.&lt;br /&gt;
&lt;br /&gt;
===Death Domain===&lt;br /&gt;
&#039;&#039;&#039;Onset of Decay:&#039;&#039;&#039; Nearby enemies in a huge radius receive 1d8 + 2*CHA negative energy damage. Nearby allies and enemies who are undead are healed for this amount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesser Death Ward:&#039;&#039;&#039; Nearby allies in a colossal radius receive +6 to Death saving throws for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decrepitude:&#039;&#039;&#039; Nearby non-undead enemies in a colossal radius receive -4 saving throws to Cold, Death, Disease, Negative Energy, and Poison for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Destruction Domain===&lt;br /&gt;
&#039;&#039;&#039;To Rust:&#039;&#039;&#039; Nearby enemies in a colossal radius have any held shield item rendered equippable only by constructs for 3 + 1*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacrificial Bombardier:&#039;&#039;&#039; After a brief warning, a ball of fire is cast at the user’s location which does 2*CHAd4 damage to nearby allies and enemies in a huge radius , including the user.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Break Constructs:&#039;&#039;&#039; Nearby allies in a colossal radius receive +1 bludgeoning damage VS all, and +1d6 bludgeoning damage VS constructs for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Drow Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Drow:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius who are drow or half-drow receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Webs of the Drider:&#039;&#039;&#039; Nearby allies in a colossal radius are given Immunity: Web for 5 + 3*CHA rounds. The spell Web is then cast where the user stands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venomous Cruelty:&#039;&#039;&#039; Nearby allies in a huge radius with an evil alignment have a 80% chance to receive On Hit: Poison DC 18 (CON damage) for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Dwarf Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Dwarves:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius who are dwarves receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Maneuver:&#039;&#039;&#039; Nearby allies in a colossal radius who are dwarves receive +4 dodge AC VS goblinoids, orcs, and half-orcs, +1d4 bludgeoning damage VS giants, and +1 non-magical AB VS giants. Nearby allies who are not dwarves receive +2 dodge AC VS goblinoids, orcs, and half-orcs, and +1 non-magical AB VS giants. This lasts for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stout Guzzler:&#039;&#039;&#039; Nearby allies in a colossal radius receive +2 CON and +4 saving throws VS poison for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Earth Domain===&lt;br /&gt;
&#039;&#039;&#039;Lesser Stoneskin:&#039;&#039;&#039; Nearby allies in a colossal radius receive 15/+5 damage reduction for 5 + 3*CHA rounds, up to a maximum of 20 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Call Boulder:&#039;&#039;&#039; A boulder emerges from the ground in front of the user. This boulder can be lifted and thrown like typical thrown boulders. For 3 + 1*CHA rounds, the user automatically succeeds checks to lift and throw boulders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness of the Crag:&#039;&#039;&#039; Nearby allies in a colossal radius receive 20% physical damage immunity and a 20% movement speed penalty for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Elf Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Elves:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius who are non-drow elves or half-elves receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elven Aim:&#039;&#039;&#039; Nearby allies in a colossal radius have their ranged weapons receive +1 non-magical AB, ranged ammunition receives +1 magical damage and +1 piercing damage for 5 + 3*CHA turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eyes of the Forest:&#039;&#039;&#039; Nearby allies in a colossal radius receive +1*DLevel Listen and +1*DLevel Spot for 3 + 1*CHA turns.&lt;br /&gt;
&lt;br /&gt;
===Evil Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Evil:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius with an evil alignment receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rend the Righteous:&#039;&#039;&#039; Nearby allies in a colossal radius receive +1d4 negative energy damage VS good for 3 + 1*CHA turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drain Life:&#039;&#039;&#039; Does 1dCHA negative energy damage to nearby living allies and enemies in a huge radius. Heals the user equal to the total damage done up to a maximum of DLevel*CHA.&lt;br /&gt;
&lt;br /&gt;
===Fire Domain===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wildfire:&#039;&#039;&#039; Nearby enemies in a colossal radius are lit aflame for 1dCHA fire damage a round for three rounds. On the third round, they make a reflex save VS DC 10 + 2*CHA. Upon failure, they and all nearby enemies in a huge radius to them around them take an additional 1dCHA fire damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cleansing Flame:&#039;&#039;&#039; Any nearby allies in a colossal radius afflicted by poison, disease, or a negative effect removable by Lesser Restoration has the spell Combust cast upon them equal to a level three caster. If the spell is successfully cast, poison, disease, and any such negative effects are removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing With Fire:&#039;&#039;&#039; Nearby allies in a colossal radius receive 20% fire damage immunity and a flame shield of 1dCHA for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Gnome Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Gnomes:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius who are gnomes receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slaughter the Vile:&#039;&#039;&#039; Nearby allies in a colossal radius receive +2 dodge AC VS reptilians, +1 dodge AC VS giants and goblinoids, +1 non-magical AB VS giants, goblinoids, and reptilians, +1d4 divine damage VS reptilians, and +1 divine damage VS giants and goblinoids for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mastery of Illusions:&#039;&#039;&#039; Nearby allies in a colossal radius receive 15% concealment for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Good Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Good:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius with a good alignment receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn the Unholy:&#039;&#039;&#039; Nearby enemies in a colossal radius who are evil outsiders or undead take 1*CHAd4 divine damage. Additionally, they make a will save VS DC 10 + 2*CHA or are feared for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Call to the Righteous:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius have a chance to receive the effects of the spell Aid cast upon for 5 + 3*CHA rounds according to the following table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;margin:0.5em auto;width:60%&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Alignment&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;% Chance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Lawful Good&lt;br /&gt;
| 90%&lt;br /&gt;
|-&lt;br /&gt;
| Neutral Good&lt;br /&gt;
| 80%&lt;br /&gt;
|-&lt;br /&gt;
| Chaotic Good&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
| Lawful Neutral&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| True Neutral&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| Chaotic Neutral&lt;br /&gt;
| 40%&lt;br /&gt;
|-&lt;br /&gt;
| Lawful Evil&lt;br /&gt;
| 30%&lt;br /&gt;
|-&lt;br /&gt;
| Neutral Evil&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Chaotic Evil&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Halfling Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Halflings:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius who are halflings receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Champion the Smallfolk:&#039;&#039;&#039; The user receives +1 dodge AC for every nearby ally in a huge radius who is a dwarf, gnome, or halfling, up to a maximum of +4 or +1*DLevel, whichever is lower, for 5 + 3*CHA rounds. For every +2 dodge AC, receive +1 universal saves for the duration. For every +4 dodge AC, receive +1 non-magical AB for the duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guile of the Hin:&#039;&#039;&#039; Nearby allies in a colossal radius receive +2 saves VS fear and +1*DLevel Tumble for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Knowledge Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower the Intelligent:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius with 13 or more INT receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarly Pursuits:&#039;&#039;&#039; Nearby allies in a colossal radius receive +2*DLevel Lore and +1*DLevel Concentration for 3 + 1*CHA turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drain Understanding:&#039;&#039;&#039; Nearby enemies in a colossal radius make a mind-affecting save VS DC 10 + 2*CHA. Upon failure they lose -1 INT, WIS, and CHA for 5 + 3*CHA rounds. The user gains INT, WIS, and CHA equal to the amount lost by enemies, up to a maximum of +4 or +1*DLevel, whichever is lower, for the duration.&lt;br /&gt;
&lt;br /&gt;
===Law Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Law:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius with a lawful alignment receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eschew Discord:&#039;&#039;&#039; Nearby non-chaotic allies in a colossal radius have a 80% chance to receive the effects of the spell Clarity for 5 + 3*CHA rounds. Nearby non-lawful enemies in a colossal radius have a 80% to take 1dCHA divine damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punish the Guilty:&#039;&#039;&#039; Nearby enemies in a colossal radius have their will save reduced by 1d4 and movement speed reduced by 10% for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Magic Domain===&lt;br /&gt;
&#039;&#039;&#039;Defense of the Arcane:&#039;&#039;&#039; Nearby allies in a colossal radius who are bards, characters with the feat Courteous Magocracy, clerics with the Magic and/or Spells domain, sorcerers, or wizards, have a 50% chance to receive each of the following spells: Endure Elements, Ghostly Visage, and Mage Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practice of the Art:&#039;&#039;&#039; Nearby allies in a colossal radius receive +1*DLevel Spellcraft for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Droplets of the Weave:&#039;&#039;&#039; Create a “Droplet of the Weave” in the user’s inventory. This is a miscellaneous small item which is only usable by bards, clerics, sorcerers, and wizards, infused a single use of one of any spell learned by bards, sorcerers, or wizards, up to the third circle, chosen at random. Characters can carry of a maximum of one. Excess disappear, as do all on server reset.&lt;br /&gt;
&lt;br /&gt;
===Orc Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Orcs:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius who are half-orcs or orcs receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wrath of the Orcblood:&#039;&#039;&#039; Nearby allies in a colossal radius receive +2 dodge AC VS dwarves, elves, and half-elves, and +1d4 bludgeoning damage VS dwarves, elves, and half-elves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reckless Crush:&#039;&#039;&#039; Nearby allies in a colossal radius receive Blood Frenzy for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Water Domain===&lt;br /&gt;
&#039;&#039;&#039;Lesser Drown:&#039;&#039;&#039; The nearest single enemy in a colossal radius rolls a fortitude save VS DC 10 + 2*CHA or takes magical damage equal to 20% of their maximum health points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessings of the Waves:&#039;&#039;&#039; Nearby allies in a colossal radius have their swim speed unaffected by armor for 3 + 1*CHA turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacial Blast:&#039;&#039;&#039; Nearby enemies in a colossal radius take 1dCHA cold damage, then roll a reflex save VS DC 10 + 2*CHA or are slowed by 20% for 3 + 1*CHA rounds.&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Turn_Undead&amp;diff=915</id>
		<title>Turn Undead</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Turn_Undead&amp;diff=915"/>
		<updated>2019-02-08T21:21:43Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Change Overview==&lt;br /&gt;
EFU: City of Rings has an entirely new Turn Undead system based on the Cleric&#039;s domains. When a PC initiates the use of Turn Undead, one effect out of three possible ones based on the primary domain of the Cleric will randomly take place.&lt;br /&gt;
&lt;br /&gt;
If a multiclassed character, there is a chance to experience failure if the character has more non-&amp;quot;turn undead class&amp;quot; (hereby referred to as TUC) levels than TUC class levels. Upon failure, the incantation of Turn Undead will simply do nothing and the charge will be depleted. &lt;br /&gt;
&lt;br /&gt;
The chance of success is equal to the character&#039;s TUC levels divided by non-TUC levels, rounded up to the nearest percentage up to 100%. Examples of such include:&lt;br /&gt;
&lt;br /&gt;
3 Cleric, 4 Fighter = 3/4 = 75%&lt;br /&gt;
1 Cleric, 8 Rogue = 1/8 = 12.5% rounded to 13%&lt;br /&gt;
4 Cleric, 4 Wizard = 4/4 = 100%&lt;br /&gt;
2 Cleric, 1 Fighter = 2/1 = 100%&lt;br /&gt;
3 Cleric, 2 Paladin, 3 Fighter = (3+2)/3 = 5/3 = 100%&lt;br /&gt;
2 Cleric, 1 Paladin, 4 Fighter = (2+1)/4 = 3/4 = 75%&lt;br /&gt;
&lt;br /&gt;
The new Turn Undead effects ignore the regular Turn Undead effect entirely (unless otherwise specified), regardless of the bonuses of any of the domains listed in the past (for example, Turning Undead, Destruction Domain turns Constructs, etc.).&lt;br /&gt;
==Primary Domains==&lt;br /&gt;
===Air Domain===&lt;br /&gt;
&#039;&#039;&#039;Tailwind:&#039;&#039;&#039; Nearby allies in a colossal radius receive +25% movement speed for 5 + 3*CHA &lt;br /&gt;
rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flurry:&#039;&#039;&#039; Nearby enemies in a huge radius roll a fortitude save VS DC 10 + 2*CHA or are knocked over for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enveloping Gale:&#039;&#039;&#039; Nearby allies in a colossal radius have +1 dodge AC for 3 + 1*CHA turns.&lt;br /&gt;
&lt;br /&gt;
===Chaos Domain===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empower Chaos:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius with a chaotic alignment receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influx of Turmoil:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius receive +2 to a random ability score or -2 to a random ability score for 5 + 3*CHA turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anarchy&#039;s Arrival:&#039;&#039;&#039; Nearby enemies in a colossal radius roll a mind-affecting save VS DC 10 + 2*CHA or are confused for 1d4 rounds. Nearby enemies in a colossal radius with a lawful alignment receive a -3 penalty to the saving throw.&lt;br /&gt;
&lt;br /&gt;
===Death Domain===&lt;br /&gt;
&#039;&#039;&#039;Onset of Decay:&#039;&#039;&#039; Nearby enemies in a huge radius receive 1d8 + 2*CHA negative energy damage. Nearby allies and enemies who are undead are healed for this amount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesser Death Ward:&#039;&#039;&#039; Nearby allies in a colossal radius receive +6 to Death saving throws for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decrepitude:&#039;&#039;&#039; Nearby non-undead enemies in a colossal radius receive -4 saving throws to Cold, Death, Disease, Negative Energy, and Poison for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Destruction Domain===&lt;br /&gt;
&#039;&#039;&#039;To Rust:&#039;&#039;&#039; Nearby enemies in a colossal radius have any held shield item rendered equippable only by constructs for 3 + 1*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacrificial Bombardier:&#039;&#039;&#039; After a brief warning, a ball of fire is cast at the user’s location which does 2*CHAd4 damage to nearby allies and enemies in a huge radius , including the user.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Break Constructs:&#039;&#039;&#039; Nearby allies in a colossal radius receive +1 bludgeoning damage VS all, and +1d6 bludgeoning damage VS constructs for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Drow Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Drow:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius who are drow or half-drow receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Webs of the Drider:&#039;&#039;&#039; Nearby allies in a colossal radius are given Immunity: Web for 5 + 3*CHA rounds. The spell Web is then cast where the user stands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venomous Cruelty:&#039;&#039;&#039; Nearby allies in a huge radius with an evil alignment have a 80% chance to receive On Hit: Poison DC 18 (CON damage) for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Dwarf Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Dwarves:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius who are dwarves receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Maneuver:&#039;&#039;&#039; Nearby allies in a colossal radius who are dwarves receive +4 dodge AC VS goblinoids, orcs, and half-orcs, +1d4 bludgeoning damage VS giants, and +1 non-magical AB VS giants. Nearby allies who are not dwarves receive +2 dodge AC VS goblinoids, orcs, and half-orcs, and +1 non-magical AB VS giants. This lasts for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stout Guzzler:&#039;&#039;&#039; Nearby allies in a colossal radius receive +2 CON and +4 saving throws VS poison for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Earth Domain===&lt;br /&gt;
&#039;&#039;&#039;Lesser Stoneskin:&#039;&#039;&#039; Nearby allies in a colossal radius receive 15/+5 damage reduction for 5 + 3*CHA rounds, up to a maximum of 20 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Call Boulder:&#039;&#039;&#039; A boulder emerges from the ground in front of the user. This boulder can be lifted and thrown like typical thrown boulders. For 3 + 1*CHA rounds, the user automatically succeeds checks to lift and throw boulders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness of the Crag:&#039;&#039;&#039; Nearby allies in a colossal radius receive 20% physical damage immunity and a 20% movement speed penalty for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Elf Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Elves:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius who are non-drow elves or half-elves receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elven Aim:&#039;&#039;&#039; Nearby allies in a colossal radius have their ranged weapons receive +1 non-magical AB, ranged ammunition receives +1 magical damage and +1 piercing damage for 5 + 3*CHA turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eyes of the Forest:&#039;&#039;&#039; Nearby allies in a colossal radius receive +1*DLevel Listen and +1*DLevel Spot for 3 + 1*CHA turns.&lt;br /&gt;
&lt;br /&gt;
===Evil Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Evil:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius with an evil alignment receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rend the Righteous:&#039;&#039;&#039; Nearby allies in a colossal radius receive +1d4 negative energy damage VS good for 3 + 1*CHA turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drain Life:&#039;&#039;&#039; Does 1dCHA negative energy damage to nearby living allies and enemies in a huge radius. Heals the user equal to the total damage done up to a maximum of DLevel*CHA.&lt;br /&gt;
&lt;br /&gt;
===Fire Domain===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wildfire:&#039;&#039;&#039; Nearby enemies in a colossal radius are lit aflame for 1dCHA fire damage a round for three rounds. On the third round, they make a reflex save VS DC 10 + 2*CHA. Upon failure, they and all nearby enemies in a huge radius to them around them take an additional 1dCHA fire damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cleansing Flame:&#039;&#039;&#039; Any nearby allies in a colossal radius afflicted by poison, disease, or a negative effect removable by Lesser Restoration has the spell Combust cast upon them equal to a level three caster. If the spell is successfully cast, poison, disease, and any such negative effects are removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing With Fire:&#039;&#039;&#039; Nearby allies in a colossal radius receive 20% fire damage immunity and a flame shield of 1dCHA for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Gnome Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Gnomes:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius who are gnomes receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slaughter the Vile:&#039;&#039;&#039; Nearby allies in a colossal radius receive +2 dodge AC VS reptilians, +1 dodge AC VS giants and goblinoids, +1 non-magical AB VS giants, goblinoids, and reptilians, +1d4 divine damage VS reptilians, and +1 divine damage VS giants and goblinoids for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mastery of Illusions:&#039;&#039;&#039; Nearby allies in a colossal radius receive 15% concealment for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Good Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Good:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius with a good alignment receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn the Unholy:&#039;&#039;&#039; Nearby enemies in a colossal radius who are evil outsiders or undead take 1*CHAd4 divine damage. Additionally, they make a will save VS DC 10 + 2*CHA or are feared for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Call to the Righteous:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius have a chance to receive the effects of the spell Aid cast upon for 5 + 3*CHA rounds according to the following table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;margin:0.5em auto;width:60%&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Alignment&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;% Chance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Lawful Good&lt;br /&gt;
| 90%&lt;br /&gt;
|-&lt;br /&gt;
| Neutral Good&lt;br /&gt;
| 80%&lt;br /&gt;
|-&lt;br /&gt;
| Chaotic Good&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
| Lawful Neutral&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| True Neutral&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| Chaotic Neutral&lt;br /&gt;
| 40%&lt;br /&gt;
|-&lt;br /&gt;
| Lawful Evil&lt;br /&gt;
| 30%&lt;br /&gt;
|-&lt;br /&gt;
| Neutral Evil&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Chaotic Evil&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Halfling Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Halflings:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius who are halflings receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Champion the Smallfolk:&#039;&#039;&#039; The user receives +1 dodge AC for every nearby ally in a huge radius who is a dwarf, gnome, or halfling, up to a maximum of +4 or +1*DLevel, whichever is lower, for 5 + 3*CHA rounds. For every +2 dodge AC, receive +1 universal saves for the duration. For every +4 dodge AC, receive +1 non-magical AB for the duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guile of the Hin:&#039;&#039;&#039; Nearby allies in a colossal radius receive +2 saves VS fear and +1*DLevel Tumble for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Knowledge Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower the Intelligent:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius with 13 or more INT receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarly Pursuits:&#039;&#039;&#039; Nearby allies in a colossal radius receive +2*DLevel Lore and +1*DLevel Concentration for 3 + 1*CHA turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drain Understanding:&#039;&#039;&#039; Nearby enemies in a colossal radius make a mind-affecting save VS DC 10 + 2*CHA. Upon failure they lose -1 INT, WIS, and CHA for 5 + 3*CHA rounds. The user gains INT, WIS, and CHA equal to the amount lost by enemies, up to a maximum of +4 or +1*DLevel, whichever is lower, for the duration.&lt;br /&gt;
&lt;br /&gt;
===Law Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Law:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius with a lawful alignment receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eschew Discord:&#039;&#039;&#039; Nearby non-chaotic allies in a colossal radius have a 80% chance to receive the effects of the spell Clarity for 5 + 3*CHA rounds. Nearby non-lawful enemies in a colossal radius have a 80% to take 1dCHA divine damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punish the Guilty:&#039;&#039;&#039; Nearby enemies in a colossal radius have their will save reduced by 1d4 and movement speed reduced by 10% for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Magic Domain===&lt;br /&gt;
&#039;&#039;&#039;Defense of the Arcane:&#039;&#039;&#039; Nearby allies in a colossal radius who are bards, characters with the feat Courteous Magocracy, clerics with the Magic and/or Spells domain, sorcerers, or wizards, have a 50% chance to receive each of the following spells: Endure Elements, Ghostly Visage, and Mage Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practice of the Art:&#039;&#039;&#039; Nearby allies in a colossal radius receive +1*DLevel Spellcraft for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Droplets of the Weave:&#039;&#039;&#039; Create a “Droplet of the Weave” in the user’s inventory. This is a miscellaneous small item which is only usable by bards, clerics, sorcerers, and wizards, infused a single use of one of any spell learned by bards, sorcerers, or wizards, up to the third circle, chosen at random. Characters can carry of a maximum of one. Excess disappear, as do all on server reset.&lt;br /&gt;
&lt;br /&gt;
===Orc Domain===&lt;br /&gt;
&#039;&#039;&#039;Empower Orcs:&#039;&#039;&#039; Nearby allies and enemies in a colossal radius who are half-orcs or orcs receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wrath of the Orcblood:&#039;&#039;&#039; Nearby allies in a colossal radius receive +2 dodge AC VS dwarves, elves, and half-elves, and +1d4 bludgeoning damage VS dwarves, elves, and half-elves for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reckless Crush:&#039;&#039;&#039; Nearby allies in a colossal radius receive Blood Frenzy for 5 + 3*CHA rounds.&lt;br /&gt;
&lt;br /&gt;
===Water Domain===&lt;br /&gt;
&#039;&#039;&#039;Lesser Drown:&#039;&#039;&#039; The nearest single enemy in a colossal radius rolls a fortitude save VS DC 10 + 2*CHA or takes magical damage equal to 20% of their maximum health points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessings of the Waves:&#039;&#039;&#039; Nearby allies in a colossal radius have their swim speed unaffected by armor for 3 + 1*CHA turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacial Blast:&#039;&#039;&#039; Nearby enemies in a colossal radius take 1dCHA cold damage, then roll a reflex save VS DC 10 + 2*CHA or are slowed by 20% for 3 + 1*CHA rounds.&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Barbarian_Furors&amp;diff=814</id>
		<title>Barbarian Furors</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Barbarian_Furors&amp;diff=814"/>
		<updated>2019-02-01T09:22:46Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Furors are the modifiers to barbarian rage which can be earned by various actions found in game. Barbarians can unlock furors when reaching either 5 or 7 levels of barbarian. Tasks may be attempted any number of times, once per reset, though they will, of course, likely have their own risks.&lt;br /&gt;
&lt;br /&gt;
=Basic Furors=&lt;br /&gt;
Here is a list of basic furors available in game. Rarer, more powerful furors can be found through in-game means, exploration and adventure. Get looking!&lt;br /&gt;
&lt;br /&gt;
==Exhilarating Rage==&lt;br /&gt;
Provide an additional 1dX strength and constitution for the duration of the rage, where X is equal to the barbarian’s charisma modifier, provided it is positive. The roll is done separately for strength and constitution. This specific bonus to both stats cannot exceed +1 per two barbarian levels, though stacks with the base rage charisma bonus.&lt;br /&gt;
&lt;br /&gt;
==Inspiring Rage==&lt;br /&gt;
Apply the barbarian’s charisma modifier to strength and constitution to nearby allies in a gargantuan radius for the duration of the rage, provided it is positive. The bonus to both stats cannot exceed +1 per two barbarian levels.&lt;br /&gt;
&lt;br /&gt;
==Everlasting Rage==&lt;br /&gt;
Provide an additional bonus to the duration of each rage equal to the barbarian’s wisdom modifier, provided it is positive. The bonus to duration cannot exceed one round per two barbarian level.&lt;br /&gt;
&lt;br /&gt;
==Enduring Rage==&lt;br /&gt;
The increased duration of barbarian rage cooldown provided per exhaustion point becomes 1dX, where X is equal to 10 - wisdom modifier, instead of 1d10, provided the wisdom modifier is positive.&lt;br /&gt;
&lt;br /&gt;
==Terrifying Rage==&lt;br /&gt;
Upon initial use of barbarian rage, enemies in a gargantuan radius receive -1 attack bonus, -1 damage, and -1 will for the duration of the rage. Then those enemies must make a will save VS fear with a DC equal to 10 + Y, where Y is the barbarian’s intimidate skill divided by 3 rounded down. If they fail, they are feared for 1dX rounds, where X is equal to the amount of barbarian levels.&lt;br /&gt;
&lt;br /&gt;
==Ear-Shattering Rage==&lt;br /&gt;
Upon initial use of barbarian rage, enemies in a gargantuan radius take sonic damage equal to 2dX, where X is equal the amount of barbarian levels. Then those enemies must make a will save VS sonic with a DC equal to 10 + Y, where Y is the barbarian’s intimidate skill divided by 3 rounded down. If they fail, they are dazed for 1dX rounds, then deafened for 1dX rounds, rolled separately. Already deafened foes are not afflicted by these effects.&lt;br /&gt;
&lt;br /&gt;
==Panicking Rage==&lt;br /&gt;
Upon initial use of barbarian rage, the barbarian fears themselves for 1d3 rounds, receives X dodge AC for 1dX rounds, where X is equal to the amount of barbarian levels. The barbarian receives +20% movement speed for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
==Bloodcrazed Rage==&lt;br /&gt;
Provides vampiric regeneration +1dX to the barbarian’s equipped melee weapon for the duration of the rage, where X is equal to the amount of barbarian levels.&lt;br /&gt;
&lt;br /&gt;
==Punishing Rage==&lt;br /&gt;
Provides the barbarian’s armor a damage shield which causes slashing damage equal to 1dX on hit for the duration of the rage, where X is the barbarian level.&lt;br /&gt;
&lt;br /&gt;
==Stalker Rage==&lt;br /&gt;
Upon initial use of barbarian rage, provide +X to the skills Hide, Listen, Move Silently, Search, Spot, and Tumble equal to the amount of barbarian levels for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
==Agile Rage==&lt;br /&gt;
All applications of strength in the barbarian rage instead applies that value to dexterity, minus 2.&lt;br /&gt;
&lt;br /&gt;
==Berserker Rage==&lt;br /&gt;
Provides an additional +1d4 strength and constitution for the duration of the rage, rolled separately, but also induces a fatigue period for one turn after the rage which causes -2 strength, constitution, armor class, and will save.&lt;br /&gt;
&lt;br /&gt;
The following list is currently not implemented and will be available in the future.&lt;br /&gt;
&lt;br /&gt;
=Barbarian Weird Furors=&lt;br /&gt;
&lt;br /&gt;
* The following list is currently not implemented and will be available in the future.&lt;br /&gt;
* Here is a list of the rarer furors that will be available in-game:&lt;br /&gt;
&lt;br /&gt;
==Turtle Shell Rage==&lt;br /&gt;
Provides +25% additional damage immunity and 5dX temporary hit points where X is equal to the amount of barbarian levels, though also applies a 25% movement speed penalty for the duration of the rage.&lt;br /&gt;
==Salt Raider&#039;s Rage==&lt;br /&gt;
The barbarian’s armor does not deter swimming speed, gains underwater breathing, gains X*5% immunity to electrical damage, and gains +X to taunt, where X is equal to the amount of barbarian levels, for the duration of the rage.&lt;br /&gt;
==Huntsman&#039;s Rage==&lt;br /&gt;
Provides mighty +1dX to the barbarian’s equipped ranged weapon for the duration of the rage, where X is equal to the amount of barbarian levels.&lt;br /&gt;
==Avenging Rage==&lt;br /&gt;
If not enraged, receive a free instance of your rage that does not induce any exhaustion points when an allied player character dies within a gargantuan radius of the barbarian.&lt;br /&gt;
== Avaricious Rage==&lt;br /&gt;
For the duration of the barbarian’s rage, landing a killing blow on a humanoid enemy provides 2dX gold pieces, where X is equal to the amount of barbarian levels, up to a maximum of 10*barbarian levels per rage.&lt;br /&gt;
==Sewer-Dweller==&lt;br /&gt;
Upon initial use of barbarian rage, the barbarian is cured of any poisons and diseases and ability score penalties afflicted by them. Then the barbarian gains immunity to poison, disease, the spell Grease, the spell Stinking Cloud, and X*5% immunity to acid damage, for the duration of the rage, where X is equal to the amount of barbarian levels.&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=270</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=270"/>
		<updated>2019-01-19T15:14:05Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are EFU&#039;s custom spells. More will be added in time, and existing ones might see mechanical or visual changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
 Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
 Duration: 2 hours/level (D)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
   &lt;br /&gt;
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: You&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Special&lt;br /&gt;
 Target: Special&lt;br /&gt;
 Duration: 10 minute/level&lt;br /&gt;
 Saving Throw: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blast of Flame&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of fire shoots forth from the caster&#039;s hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Teleport&#039;&#039; ====&lt;br /&gt;
 School: Conjuration (Teleportation)&lt;br /&gt;
 Level: Sor/Wiz 5, Travel 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 10 ft&lt;br /&gt;
 Target: You and touched objects or other touched willing creatures&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You may also bring one additional willing Medium or &lt;br /&gt;
 smaller creature or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be &lt;br /&gt;
 transported must be within 10 ft.&lt;br /&gt;
 &lt;br /&gt;
 You must have already marked the location which you would like to teleport to. Note that you can mark and set destinations with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Summon Swarm&#039;&#039; ====&lt;br /&gt;
 Spell level: druid 3; sorcerer/wizard 3 &lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: conjuration&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: point&lt;br /&gt;
 Duration: 24 hours&lt;br /&gt;
 Save: none &lt;br /&gt;
 Spell resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster summons a swarm of 2-3 summons of the first circle.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Future&#039;s Pain ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4 &lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: fortitude 1/2  &lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster blasts his target with future pain they&#039;ll suffer 1d4 rounds in the future and deals 1d4 points of bludgeoning damage per caster level to the target.&lt;br /&gt;
 &lt;br /&gt;
 Remarks: &lt;br /&gt;
  A caster with SF: Divination inflicts additional 1d4 damage.&lt;br /&gt;
  Creatures that fail the saving throw are knocked down for a single round if the caster has GSF: Divination&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Insight&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Single Target&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person and the weight of their pack.&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chaav&#039;s Laugh&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Cleric 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 40ft&lt;br /&gt;
 Area: 40-ft-radius spread centered on you&lt;br /&gt;
 Duration: 1 minute/level&lt;br /&gt;
 Saving Throw: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.&lt;br /&gt;
 Good creatures within the spell&#039;s area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls an saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20).&lt;br /&gt;
 Evil creatures within the spell&#039;s are that fail a Will save take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell.&lt;br /&gt;
 Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav&#039;s Laugh.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heroism&#039;&#039; ====&lt;br /&gt;
 Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: no &lt;br /&gt;
 Spell resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: A single target receives +2 to attack and saves for one round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Masochism&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Clr 3, Sor/Wiz 2&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Target: Caster&lt;br /&gt;
 Duration: 1 round/level&lt;br /&gt;
 &lt;br /&gt;
 For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It&#039;s possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Nybor&#039;s Gentle Reminder&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): Mind&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Rouse&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorcerer/Wizard 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment (Compulsion) [Mind-Affecting]&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 10-ft.-radius burst&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 With a loud snap of your fingers, you cause any sleeping creatures in the spell&#039;s area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that &lt;br /&gt;
 have taken nonlethal damage in excess of their current hit points.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Slumber&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Colossal&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Description: Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Acid&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with acid orb. The orb deals 1d6/lvl dmg (max 15d6), and stunning the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cold Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with cold orb. The orb deals 1d6/lvl dmg (max 15d6), blinding the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Electric Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Electricity&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with Lightning orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fire Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with fire orb. The orb deals 1d6/lvl dmg (max 15d6), dazing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Storm&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 6 &lt;br /&gt;
 Innate Level: 6 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2 &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster cause acid to rain. The acid deals 1d6/lvl dmg (max 15d6)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burning Bolt&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Energy Blast&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex 1/2&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster launches a blast of elemental energy, dealing the target 1d4 damage for each of the caster&#039;s levels. The blast&#039;s energy is chosen by the caster and may be fire, electricity, cold or acid.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Frost Blast&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Cold &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Large &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates freeze effect &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an icy projectile that explodes upon all within the area of effect for 1d6 points of cold damage per caster level, to a maximum of 10d6. Those damaged by explosion must succeed a Fortitude save, or be frozen for one round per two caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Gas Explosion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates effect&lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horizikaul&#039;s Shout&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4; bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: sonic&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: 11 meter cone&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex negates knockdown; fortitude negates deafness&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: All targets within an 11 meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Burst&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex half&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scorching Ray&#039;&#039; ====&lt;br /&gt;
 School: Evocation [Fire]&lt;br /&gt;
 Level: Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: One or more rays&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 2d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Beltyn&#039;s Burning Blood&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You infuse a living creature&#039;s blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any round which the creature fails it&#039;s save, it is slowed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chill Touch&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1d4 + 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A touch from the character&#039;s hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Disrupt Undead&#039;&#039; ====&lt;br /&gt;
 Disrupt Undead&lt;br /&gt;
 Necromancy&lt;br /&gt;
 Level: Sor/Wiz 0&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: Ray&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Halt Undead&#039;&#039; ====&lt;br /&gt;
 Spell level: cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: necromancy&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: huge (6.67 meter radius)&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heart Clutch&#039;&#039; ====&lt;br /&gt;
 Necromancy [Evil]&lt;br /&gt;
 Level: Cleric/Wizard/Sorcerer 3&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Medium (100 ft. + 10 ft./level)&lt;br /&gt;
 Target: One humanoid&lt;br /&gt;
 Duration: Concentration (see text)&lt;br /&gt;
 Saving Throw: Fortitude negates (see text)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a magical force that grips the subject&#039;s heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round.&lt;br /&gt;
 Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Augment Familiar&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Sorcerer/Wizard 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: Your familiar&lt;br /&gt;
 Duration: Concentration + 1 round/level&lt;br /&gt;
 Saving Throw: Fortitude negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes (harmless)&lt;br /&gt;
 &lt;br /&gt;
 This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Polymorph&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Druid/Sorcerer/Wizard 5&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: One creature&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Saving Throw: Fortitude negates, Will partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 As Polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard or toad). If the new form would prove fatal to the creature, the target gets a +4 bonus on the save. If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses it&#039;s extraordinary, supernatural and spell-like abilities, loses it&#039;s ability to cast spells, and gains the alignment, special abilities and Intelligence, Wisdom and Charisma scores of it&#039;s new form in place of its own. It still retains it&#039;s class and level (or HD), as well as all benefits deriving therefrom. Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the Shapechanger subtype can revert to it&#039;s normal form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Bless Water&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Level: Cleric/Paladin 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Flask of water touched&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Save: Will negates (object)&lt;br /&gt;
 Spell Resistance: Yes (object)&lt;br /&gt;
 &lt;br /&gt;
 This transmutation imbues a flask of water with positive energy, turning it into Holy Water.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Jump&#039;&#039; ====&lt;br /&gt;
 Transmutation&lt;br /&gt;
 Level: Drd 1, Rgr 1, Sor/Wiz 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Creature touched&lt;br /&gt;
 Duration: 1 min./level (D)&lt;br /&gt;
 Saving Throw: Will negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject gets a +10 enhancement bonus on Tumble checks. The enhancement bonus increases to +15 at caster level 5th, and to +20 (the maximum) at caster level 9th.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Lower Spell Resistance&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Cleric 4, Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Minute / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude Negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell reduces the target&#039;s spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell&#039;s save DC equal to his caster level.&lt;br /&gt;
&lt;br /&gt;
==== Mass Ultravision ====&lt;br /&gt;
 Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Friendly creatures in a 20&#039; radius burst&lt;br /&gt;
 Duration: 1 Hour / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target creature&#039;s ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.&lt;br /&gt;
&lt;br /&gt;
==== Whispering Wind ====&lt;br /&gt;
 Transmutation [Air]&lt;br /&gt;
 Level: Brd 2, Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Current region&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.&lt;br /&gt;
 &lt;br /&gt;
 Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
 &lt;br /&gt;
 You can prepare the spell to bear a short message, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=269</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=269"/>
		<updated>2019-01-19T15:13:05Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are EFU&#039;s custom spells. More will be added in time, and existing ones might see mechanical or visual changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
 Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
 Duration: 2 hours/level (D)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
   &lt;br /&gt;
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: You&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Special&lt;br /&gt;
 Target: Special&lt;br /&gt;
 Duration: 10 minute/level&lt;br /&gt;
 Saving Throw: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blast of Flame&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of fire shoots forth from the caster&#039;s hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Teleport&#039;&#039; ====&lt;br /&gt;
 School: Conjuration (Teleportation)&lt;br /&gt;
 Level: Sor/Wiz 5, Travel 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 10 ft&lt;br /&gt;
 Target: You and touched objects or other touched willing creatures&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You may also bring one additional willing Medium or &lt;br /&gt;
 smaller creature or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be &lt;br /&gt;
 transported must be within 10 ft.&lt;br /&gt;
 &lt;br /&gt;
 You must have already marked the location which you would like to teleport to. Note that you can mark and set destinations with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Summon Swarm&#039;&#039; ====&lt;br /&gt;
 Spell level: druid 3; sorcerer/wizard 3 &lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: conjuration&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: point&lt;br /&gt;
 Duration: 24 hours&lt;br /&gt;
 Save: none &lt;br /&gt;
 Spell resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster summons a swarm of 2-3 summons of the first circle.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Future&#039;s Pain ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4 &lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: fortitude 1/2  &lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster blasts his target with future pain they&#039;ll suffer 1d4 rounds in the future and deals 1d4 points of bludgeoning damage per caster level to the target.&lt;br /&gt;
 &lt;br /&gt;
 Remarks: &lt;br /&gt;
  A caster with SF: Divination inflicts additional 1d4 damage.&lt;br /&gt;
  Creatures that fail the saving throw are knocked down for a single round if the caster has GSF: Divination&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Insight&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Single Target&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person and the weight of their pack.&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chaav&#039;s Laugh&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Cleric 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 40ft&lt;br /&gt;
 Area: 40-ft-radius spread centered on you&lt;br /&gt;
 Duration: 1 minute/level&lt;br /&gt;
 Saving Throw: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.&lt;br /&gt;
 Good creatures within the spell&#039;s area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls an saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20).&lt;br /&gt;
 Evil creatures within the spell&#039;s are that fail a Will save take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell.&lt;br /&gt;
 Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav&#039;s Laugh.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heroism&#039;&#039; ====&lt;br /&gt;
 Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: no &lt;br /&gt;
 Spell resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: A single target receives +2 to attack and saves for one round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Masochism&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Clr 3, Sor/Wiz 2&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Target: Caster&lt;br /&gt;
 Duration: 1 round/level&lt;br /&gt;
 &lt;br /&gt;
 For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It&#039;s possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Nybor&#039;s Gentle Reminder&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): Mind&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Rouse&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorcerer/Wizard 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment (Compulsion) [Mind-Affecting]&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 10-ft.-radius burst&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 With a loud snap of your fingers, you cause any sleeping creatures in the spell&#039;s area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that &lt;br /&gt;
 have taken nonlethal damage in excess of their current hit points.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Slumber&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Colossal&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Description: Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Acid&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with acid orb. The orb deals 1d6/lvl dmg (max 15d6), and stunning the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cold Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with cold orb. The orb deals 1d6/lvl dmg (max 15d6), blinding the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Electric Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Electricity&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with Lightning orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fire Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with fire orb. The orb deals 1d6/lvl dmg (max 15d6), dazing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Storm&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 6 &lt;br /&gt;
 Innate Level: 6 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2 &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster cause acid to rain. The acid deals 1d6/lvl dmg (max 15d6)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burning Bolt&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Energy Blast&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex 1/2&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster launches a blast of elemental energy, dealing the target 1d4 damage for each of the caster&#039;s levels. The blast&#039;s energy is chosen by the caster and may be fire, electricity, cold or acid.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Frost Blast&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Cold &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Large &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates freeze effect &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an icy projectile that explodes upon all within the area of effect for 1d6 points of cold damage per caster level, to a maximum of 10d6. Those damaged by explosion must succeed a Fortitude &lt;br /&gt;
save, or be frozen for one round per two caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Gas Explosion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates effect&lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horizikaul&#039;s Shout&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4; bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: sonic&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: 11 meter cone&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex negates knockdown; fortitude negates deafness&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: All targets within an 11 meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Burst&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex half&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scorching Ray&#039;&#039; ====&lt;br /&gt;
 School: Evocation [Fire]&lt;br /&gt;
 Level: Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: One or more rays&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 2d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Beltyn&#039;s Burning Blood&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 5&lt;br /&gt;
 Innate Level: 5&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You infuse a living creature&#039;s blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any &lt;br /&gt;
round which the creature fails it&#039;s save, it is slowed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chill Touch&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Necromancy&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1d4 + 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A touch from the character&#039;s hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Disrupt Undead&#039;&#039; ====&lt;br /&gt;
 Disrupt Undead&lt;br /&gt;
 Necromancy&lt;br /&gt;
 Level: Sor/Wiz 0&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: Ray&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Halt Undead&#039;&#039; ====&lt;br /&gt;
 Spell level: cleric 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: necromancy&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: huge (6.67 meter radius)&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: will negates&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heart Clutch&#039;&#039; ====&lt;br /&gt;
 Necromancy [Evil]&lt;br /&gt;
 Level: Cleric/Wizard/Sorcerer 3&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Medium (100 ft. + 10 ft./level)&lt;br /&gt;
 Target: One humanoid&lt;br /&gt;
 Duration: Concentration (see text)&lt;br /&gt;
 Saving Throw: Fortitude negates (see text)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a magical force that grips the subject&#039;s heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round.&lt;br /&gt;
 Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Augment Familiar&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Sorcerer/Wizard 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: Your familiar&lt;br /&gt;
 Duration: Concentration + 1 round/level&lt;br /&gt;
 Saving Throw: Fortitude negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes (harmless)&lt;br /&gt;
 &lt;br /&gt;
 This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Baleful Polymorph&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Caster Level: Druid/Sorcerer/Wizard 5&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Target: One creature&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Saving Throw: Fortitude negates, Will partial&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 As Polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard or toad). If the new form would prove fatal to the creature, the target gets a +4 bonus on the save. If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses it&#039;s extraordinary, supernatural and spell-like abilities, loses it&#039;s ability to cast spells, and gains the alignment, special abilities and Intelligence, Wisdom and Charisma scores of it&#039;s new form in place of its own. It still retains it&#039;s class and level (or HD), as well as all benefits deriving therefrom. Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the Shapechanger subtype can revert to it&#039;s normal form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Bless Water&#039;&#039; ====&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Level: Cleric/Paladin 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Flask of water touched&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Save: Will negates (object)&lt;br /&gt;
 Spell Resistance: Yes (object)&lt;br /&gt;
 &lt;br /&gt;
 This transmutation imbues a flask of water with positive energy, turning it into Holy Water.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Jump&#039;&#039; ====&lt;br /&gt;
 Transmutation&lt;br /&gt;
 Level: Drd 1, Rgr 1, Sor/Wiz 1&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Target: Creature touched&lt;br /&gt;
 Duration: 1 min./level (D)&lt;br /&gt;
 Saving Throw: Will negates (harmless)&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The subject gets a +10 enhancement bonus on Tumble checks. The enhancement bonus increases to +15 at caster level 5th, and to +20 (the maximum) at caster level 9th.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Lower Spell Resistance&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Cleric 4, Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Short&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: 1 Minute / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude Negates&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell reduces the target&#039;s spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell&#039;s save DC equal to his caster level.&lt;br /&gt;
&lt;br /&gt;
==== Mass Ultravision ====&lt;br /&gt;
 Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Transmutation&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Touch&lt;br /&gt;
 Area of Effect / Target: Friendly creatures in a 20&#039; radius burst&lt;br /&gt;
 Duration: 1 Hour / Level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The target creature&#039;s ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.&lt;br /&gt;
&lt;br /&gt;
==== Whispering Wind ====&lt;br /&gt;
 Transmutation [Air]&lt;br /&gt;
 Level: Brd 2, Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Current region&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.&lt;br /&gt;
 &lt;br /&gt;
 Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
 &lt;br /&gt;
 You can prepare the spell to bear a short message, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=268</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=268"/>
		<updated>2019-01-19T15:02:12Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are EFU&#039;s custom spells. More will be added in time, and existing ones might see mechanical or visual changes.&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
 Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
 Duration: 2 hours/level (D)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
   &lt;br /&gt;
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: You&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Special&lt;br /&gt;
 Target: Special&lt;br /&gt;
 Duration: 10 minute/level&lt;br /&gt;
 Saving Throw: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blast of Flame&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of fire shoots forth from the caster&#039;s hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Teleport&#039;&#039; ====&lt;br /&gt;
 School: Conjuration (Teleportation)&lt;br /&gt;
 Level: Sor/Wiz 5, Travel 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 10 ft&lt;br /&gt;
 Target: You and touched objects or other touched willing creatures&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You may also bring one additional willing Medium or &lt;br /&gt;
 smaller creature or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be &lt;br /&gt;
 transported must be within 10 ft.&lt;br /&gt;
 &lt;br /&gt;
 You must have already marked the location which you would like to teleport to. Note that you can mark and set destinations with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Summon Swarm&#039;&#039; ====&lt;br /&gt;
 Spell level: druid 3; sorcerer/wizard 3 &lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: conjuration&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: point&lt;br /&gt;
 Duration: 24 hours&lt;br /&gt;
 Save: none &lt;br /&gt;
 Spell resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster summons a swarm of 2-3 summons of the first circle.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Future&#039;s Pain ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4 &lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: fortitude 1/2  &lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster blasts his target with future pain they&#039;ll suffer 1d4 rounds in the future and deals 1d4 points of bludgeoning damage per caster level to the target.&lt;br /&gt;
 &lt;br /&gt;
 Remarks: &lt;br /&gt;
  A caster with SF: Divination inflicts additional 1d4 damage.&lt;br /&gt;
  Creatures that fail the saving throw are knocked down for a single round if the caster has GSF: Divination&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Insight&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Single Target&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person and the weight of their pack.&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chaav&#039;s Laugh&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Cleric 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 40ft&lt;br /&gt;
 Area: 40-ft-radius spread centered on you&lt;br /&gt;
 Duration: 1 minute/level&lt;br /&gt;
 Saving Throw: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.&lt;br /&gt;
 Good creatures within the spell&#039;s area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls an saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20).&lt;br /&gt;
 Evil creatures within the spell&#039;s are that fail a Will save take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell.&lt;br /&gt;
 Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav&#039;s Laugh.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heroism&#039;&#039; ====&lt;br /&gt;
 Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: no &lt;br /&gt;
 Spell resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: A single target receives +2 to attack and saves for one round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Masochism&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Clr 3, Sor/Wiz 2&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Target: Caster&lt;br /&gt;
 Duration: 1 round/level&lt;br /&gt;
 &lt;br /&gt;
 For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It&#039;s possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Nybor&#039;s Gentle Reminder&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): Mind&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Rouse&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorcerer/Wizard 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment (Compulsion) [Mind-Affecting]&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 10-ft.-radius burst&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 With a loud snap of your fingers, you cause any sleeping creatures in the spell&#039;s area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that &lt;br /&gt;
 have taken nonlethal damage in excess of their current hit points.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Slumber&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Colossal&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Description: Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Acid&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with acid orb. The orb deals 1d6/lvl dmg (max 15d6), and stunning the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cold Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with cold orb. The orb deals 1d6/lvl dmg (max 15d6), blinding the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Electric Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Electricity&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with Lightning orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fire Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with fire orb. The orb deals 1d6/lvl dmg (max 15d6), dazing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Storm&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 6 &lt;br /&gt;
 Innate Level: 6 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2 &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster cause acid to rain. The acid deals 1d6/lvl dmg (max 15d6)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burning Bolt&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Energy Blast&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex 1/2&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster launches a blast of elemental energy, dealing the target 1d4 damage for each of the caster&#039;s levels. The blast&#039;s energy is chosen by the caster and may be fire, electricity, cold or acid.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Frost Blast&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Cold &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Large &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates freeze effect &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an icy projectile that explodes upon all within the area of effect for 1d6 points of cold damage per caster level, to a maximum of 10d6. Those damaged by explosion must succeed a Fortitude &lt;br /&gt;
save, or be frozen for one round per two caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Gas Explosion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates effect&lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horizikaul&#039;s Shout&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4; bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: sonic&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: 11 meter cone&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex negates knockdown; fortitude negates deafness&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: All targets within an 11 meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Burst&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex half&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scorching Ray&#039;&#039; ====&lt;br /&gt;
 School: Evocation [Fire]&lt;br /&gt;
 Level: Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: One or more rays&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 2d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells= &lt;br /&gt;
We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers.  A complete list of all spell changes can be found [https://wiki.efupw.com/index.php?title=Spell_changes here].&lt;br /&gt;
&lt;br /&gt;
Unfortunately these are temporarily disabled during the transition to EE.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer/Wizard (Level 0)==&lt;br /&gt;
===&amp;lt;strong&amp;gt;Necromancy&amp;lt;/strong&amp;gt;===&lt;br /&gt;
====&#039;&#039;Disrupt Undead&#039;&#039;====&lt;br /&gt;
*Deal 1d6 positive damage to a single undead creature.        &lt;br /&gt;
==Sorcerer/Wizard (Level 1)==&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Command==== &lt;br /&gt;
*For one round, make a target flee, approach, fall or halt.&lt;br /&gt;
&lt;br /&gt;
====Nybor&#039;s Gentle Reminder==== &lt;br /&gt;
*Stun for 1 round, penalties for 1 round/level after.&lt;br /&gt;
&lt;br /&gt;
====Rouse==== &lt;br /&gt;
*Awaken all sleeping creatures in a 10-foot-radius burst.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Jump==== &lt;br /&gt;
*Significant bonus to Tumble.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Burning Bolt==== &lt;br /&gt;
*Fire multiple flaming bolts at an opponent&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Chill Touch==== &lt;br /&gt;
*Make undead flee. Deal strength and negative energy damage to everyone else.&lt;br /&gt;
==Sorcerer/Wizard (Level 2)==&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Augment Familiar==== &lt;br /&gt;
*For 1 round/level, your familiar becomes much more effective in combat.&lt;br /&gt;
====Whispering Wind==== &lt;br /&gt;
*Send messages to distant locations of your choice.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Scorching Ray==== &lt;br /&gt;
*Ranged spell which deals fire damage.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Alarm==== &lt;br /&gt;
*For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Masochism==== &lt;br /&gt;
*Gain brief, temporary bonuses based on hitpoints lost in any given round&lt;br /&gt;
==Sorcerer/Wizard (Level 3)==&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Ice Burst==== &lt;br /&gt;
*High radius, relatively low-damage burst of ice damage.&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Regroup==== &lt;br /&gt;
*Teleport up to 1 willing companion per level to your position from within a limited radius.&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Heart Clutch==== &lt;br /&gt;
*For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.&lt;br /&gt;
==Sorcerer/Wizard (Level 4)==&lt;br /&gt;
===Divination===&lt;br /&gt;
====Scrying==== &lt;br /&gt;
*For 1 minute/level, spy on any creature in your current area OR any PC within range.&lt;br /&gt;
====Arcane Eye==== &lt;br /&gt;
*For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Ward Area==== &lt;br /&gt;
*Temporarily protect the current area from scrying.&lt;br /&gt;
====Ilyykur&#039;s Mantle==== &lt;br /&gt;
*You cloak yourself in an aura that gives you a +1   bonus per 3   caster levels (maximum +5) on saving throws against  spells  and spell   like abilities, and you gain electricity resistance  10.&lt;br /&gt;
====Lower Spell Resistance==== &lt;br /&gt;
*Lower a single target&#039;s spell resistance.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Blast of Flame==== &lt;br /&gt;
*Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.&lt;br /&gt;
====Acid/Cold/Electric/Fire Orb==== &lt;br /&gt;
*Launch an orb of elemental damage against a single target which bypasses spell resistance.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Mass Ultravision==== &lt;br /&gt;
*Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.&lt;br /&gt;
==Sorcerer/Wizard (Level 5)==&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Teleport==== &lt;br /&gt;
*Teleport yourself and, if desired, a small party to a predetermined location.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Baleful Polymorph==== &lt;br /&gt;
*Turn your victim permanently into a chicken if they fail a -4 fortitude save.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=267</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=267"/>
		<updated>2019-01-19T15:00:32Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are EFU&#039;s custom spells. More will be added in time, and existing ones might see mechanical or visual changes.&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
 Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
 Duration: 2 hours/level (D)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
   &lt;br /&gt;
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: You&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Special&lt;br /&gt;
 Target: Special&lt;br /&gt;
 Duration: 10 minute/level&lt;br /&gt;
 Saving Throw: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blast of Flame&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of fire shoots forth from the caster&#039;s hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Teleport&#039;&#039; ====&lt;br /&gt;
 School: Conjuration (Teleportation)&lt;br /&gt;
 Level: Sor/Wiz 5, Travel 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 10 ft&lt;br /&gt;
 Target: You and touched objects or other touched willing creatures&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You may also bring one additional willing Medium or &lt;br /&gt;
 smaller creature or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be &lt;br /&gt;
 transported must be within 10 ft.&lt;br /&gt;
 &lt;br /&gt;
 You must have already marked the location which you would like to teleport to. Note that you can mark and set destinations with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Summon Swarm&#039;&#039; ====&lt;br /&gt;
 Spell level: druid 3; sorcerer/wizard 3 &lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: conjuration&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: point&lt;br /&gt;
 Duration: 24 hours&lt;br /&gt;
 Save: none &lt;br /&gt;
 Spell resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster summons a swarm of 2-3 summons of the first circle.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Future&#039;s Pain ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4 &lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: fortitude 1/2  &lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster blasts his target with future pain they&#039;ll suffer 1d4 rounds in the future and deals 1d4 points of bludgeoning damage per caster level to the target.&lt;br /&gt;
 &lt;br /&gt;
 Remarks: &lt;br /&gt;
  A caster with SF: Divination inflicts additional 1d4 damage.&lt;br /&gt;
  Creatures that fail the saving throw are knocked down for a single round if the caster has GSF: Divination&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Insight&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Single Target&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person and the weight of their pack.&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chaav&#039;s Laugh&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Cleric 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 40ft&lt;br /&gt;
 Area: 40-ft-radius spread centered on you&lt;br /&gt;
 Duration: 1 minute/level&lt;br /&gt;
 Saving Throw: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.&lt;br /&gt;
 Good creatures within the spell&#039;s area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls an saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20).&lt;br /&gt;
 Evil creatures within the spell&#039;s are that fail a Will save take a -2 morale penalty on attack rolls and saves against fear effects for the duration of&lt;br /&gt;
the spell.&lt;br /&gt;
 Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav&#039;s Laugh.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heroism&#039;&#039; ====&lt;br /&gt;
 Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: no &lt;br /&gt;
 Spell resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: A single target receives +2 to attack and saves for one round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Masochism&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Clr 3, Sor/Wiz 2&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Target: Caster&lt;br /&gt;
 Duration: 1 round/level&lt;br /&gt;
 &lt;br /&gt;
 For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It&#039;s possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Nybor&#039;s Gentle Reminder&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): Mind&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Rouse&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorcerer/Wizard 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment (Compulsion) [Mind-Affecting]&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 10-ft.-radius burst&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 With a loud snap of your fingers, you cause any sleeping creatures in the spell&#039;s area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that &lt;br /&gt;
 have taken nonlethal damage in excess of their current hit points.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Slumber&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Colossal&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Description: Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Acid&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with acid orb. The orb deals 1d6/lvl dmg (max 15d6), and stunning the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Cold Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with cold orb. The orb deals 1d6/lvl dmg (max 15d6), blinding the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Electric Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Electricity&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with Lightning orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Fire Orb&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: Single.&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fort&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The caster targets a single creature with fire orb. The orb deals 1d6/lvl dmg (max 15d6), dazing the target for 1 round on a failed save.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Burning Bolt&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Long&lt;br /&gt;
 Area of Effect / Target: Single&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Energy Blast&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: long (40 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex 1/2&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster launches a blast of elemental energy, dealing the target 1d4 damage for each of the caster&#039;s levels. The blast&#039;s energy is chosen by the caster and may be fire, electricity, cold or acid.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Gas Explosion&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates effect&lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Frost Blast&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4 &lt;br /&gt;
 Innate Level: 4 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Cold &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Large &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2, Fortitude negates freeze effect &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster unleashes an icy projectile that explodes upon all within the area of effect for 1d6 points of cold damage per caster level, to a maximum of 10d6. Those damaged by explosion must succeed a Fortitude &lt;br /&gt;
save, or be frozen for one round per two caster levels.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Acid Storm&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 6 &lt;br /&gt;
 Innate Level: 6 &lt;br /&gt;
 School: Evocation &lt;br /&gt;
 Descriptor(s): Acid &lt;br /&gt;
 Component(s): Verbal, Somatic &lt;br /&gt;
 Range: Medium &lt;br /&gt;
 Area of Effect / Target: Huge &lt;br /&gt;
 Duration: Instant &lt;br /&gt;
 Additional Counter Spells: &lt;br /&gt;
 Save: Reflex 1/2 &lt;br /&gt;
 Spell Resistance: Yes &lt;br /&gt;
 &lt;br /&gt;
 The caster cause acid to rain. The acid deals 1d6/lvl dmg (max 15d6)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Horizikaul&#039;s Shout&#039;&#039; ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4; bard 4&lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: evocation&lt;br /&gt;
 Descriptor: sonic&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: 11 meter cone&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: reflex negates knockdown; fortitude negates deafness&lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: All targets within an 11 meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ice Burst&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: Evocation&lt;br /&gt;
 Descriptor(s): Cold&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Medium&lt;br /&gt;
 Area of Effect / Target: Colossal&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex half&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Scorching Ray&#039;&#039; ====&lt;br /&gt;
 School: Evocation [Fire]&lt;br /&gt;
 Level: Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Effect: One or more rays&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 2d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells= &lt;br /&gt;
We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers.  A complete list of all spell changes can be found [https://wiki.efupw.com/index.php?title=Spell_changes here].&lt;br /&gt;
&lt;br /&gt;
Unfortunately these are temporarily disabled during the transition to EE.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer/Wizard (Level 0)==&lt;br /&gt;
===&amp;lt;strong&amp;gt;Necromancy&amp;lt;/strong&amp;gt;===&lt;br /&gt;
====&#039;&#039;Disrupt Undead&#039;&#039;====&lt;br /&gt;
*Deal 1d6 positive damage to a single undead creature.        &lt;br /&gt;
==Sorcerer/Wizard (Level 1)==&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Command==== &lt;br /&gt;
*For one round, make a target flee, approach, fall or halt.&lt;br /&gt;
&lt;br /&gt;
====Nybor&#039;s Gentle Reminder==== &lt;br /&gt;
*Stun for 1 round, penalties for 1 round/level after.&lt;br /&gt;
&lt;br /&gt;
====Rouse==== &lt;br /&gt;
*Awaken all sleeping creatures in a 10-foot-radius burst.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Jump==== &lt;br /&gt;
*Significant bonus to Tumble.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Burning Bolt==== &lt;br /&gt;
*Fire multiple flaming bolts at an opponent&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Chill Touch==== &lt;br /&gt;
*Make undead flee. Deal strength and negative energy damage to everyone else.&lt;br /&gt;
==Sorcerer/Wizard (Level 2)==&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Augment Familiar==== &lt;br /&gt;
*For 1 round/level, your familiar becomes much more effective in combat.&lt;br /&gt;
====Whispering Wind==== &lt;br /&gt;
*Send messages to distant locations of your choice.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Scorching Ray==== &lt;br /&gt;
*Ranged spell which deals fire damage.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Alarm==== &lt;br /&gt;
*For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Masochism==== &lt;br /&gt;
*Gain brief, temporary bonuses based on hitpoints lost in any given round&lt;br /&gt;
==Sorcerer/Wizard (Level 3)==&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Ice Burst==== &lt;br /&gt;
*High radius, relatively low-damage burst of ice damage.&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Regroup==== &lt;br /&gt;
*Teleport up to 1 willing companion per level to your position from within a limited radius.&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Heart Clutch==== &lt;br /&gt;
*For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.&lt;br /&gt;
==Sorcerer/Wizard (Level 4)==&lt;br /&gt;
===Divination===&lt;br /&gt;
====Scrying==== &lt;br /&gt;
*For 1 minute/level, spy on any creature in your current area OR any PC within range.&lt;br /&gt;
====Arcane Eye==== &lt;br /&gt;
*For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Ward Area==== &lt;br /&gt;
*Temporarily protect the current area from scrying.&lt;br /&gt;
====Ilyykur&#039;s Mantle==== &lt;br /&gt;
*You cloak yourself in an aura that gives you a +1   bonus per 3   caster levels (maximum +5) on saving throws against  spells  and spell   like abilities, and you gain electricity resistance  10.&lt;br /&gt;
====Lower Spell Resistance==== &lt;br /&gt;
*Lower a single target&#039;s spell resistance.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Blast of Flame==== &lt;br /&gt;
*Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.&lt;br /&gt;
====Acid/Cold/Electric/Fire Orb==== &lt;br /&gt;
*Launch an orb of elemental damage against a single target which bypasses spell resistance.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Mass Ultravision==== &lt;br /&gt;
*Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.&lt;br /&gt;
==Sorcerer/Wizard (Level 5)==&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Teleport==== &lt;br /&gt;
*Teleport yourself and, if desired, a small party to a predetermined location.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Baleful Polymorph==== &lt;br /&gt;
*Turn your victim permanently into a chicken if they fail a -4 fortitude save.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=264</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=264"/>
		<updated>2019-01-19T14:49:55Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are EFU&#039;s custom spells. More will be added in time, and existing ones might see mechanical or visual changes.&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
 Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
 Duration: 2 hours/level (D)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
   &lt;br /&gt;
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: You&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Special&lt;br /&gt;
 Target: Special&lt;br /&gt;
 Duration: 10 minute/level&lt;br /&gt;
 Saving Throw: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blast of Flame&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of fire shoots forth from the caster&#039;s hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Teleport&#039;&#039; ====&lt;br /&gt;
 School: Conjuration (Teleportation)&lt;br /&gt;
 Level: Sor/Wiz 5, Travel 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 10 ft&lt;br /&gt;
 Target: You and touched objects or other touched willing creatures&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You may also bring one additional willing Medium or &lt;br /&gt;
 smaller creature or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be &lt;br /&gt;
 transported must be within 10 ft.&lt;br /&gt;
 &lt;br /&gt;
 You must have already marked the location which you would like to teleport to. Note that you can mark and set destinations with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Summon Swarm&#039;&#039; ====&lt;br /&gt;
 Spell level: druid 3; sorcerer/wizard 3 &lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: conjuration&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: point&lt;br /&gt;
 Duration: 24 hours&lt;br /&gt;
 Save: none &lt;br /&gt;
 Spell resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster summons a swarm of 2-3 summons of the first circle.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Future&#039;s Pain ====&lt;br /&gt;
 Spell level: sorcerer/wizard 4 &lt;br /&gt;
 Innate level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: medium (20 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: instant&lt;br /&gt;
 Save: fortitude 1/2  &lt;br /&gt;
 Spell resistance: yes&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster blasts his target with future pain they&#039;ll suffer 1d4 rounds in the future and deals 1d4 points of bludgeoning damage per caster level to the target.&lt;br /&gt;
&lt;br /&gt;
 Remarks: &lt;br /&gt;
  A caster with SF: Divination inflicts additional 1d4 damage.&lt;br /&gt;
  Creatures that fail the saving throw are knocked down for a single round if the caster has GSF: Divination&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Insight&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: divination&lt;br /&gt;
 Components: Verbal, Somatic&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Single Target&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Save: none&lt;br /&gt;
 Spell Resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person and the weight of their pack.&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Chaav&#039;s Laugh&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Cleric 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 40ft&lt;br /&gt;
 Area: 40-ft-radius spread centered on you&lt;br /&gt;
 Duration: 1 minute/level&lt;br /&gt;
 Saving Throw: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.&lt;br /&gt;
 Good creatures within the spell&#039;s area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls an saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level&lt;br /&gt;
20).&lt;br /&gt;
 Evil creatures within the spell&#039;s are that fail a Will save take a -2 morale penalty on attack rolls and saves against fear effects for the duration of&lt;br /&gt;
the spell.&lt;br /&gt;
 Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav&#039;s Laugh.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Heroism&#039;&#039; ====&lt;br /&gt;
 Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3&lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Descriptor: mind-affecting&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: single&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: no &lt;br /&gt;
 Spell resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: A single target receives +2 to attack and saves for one round / level.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Masochism&#039;&#039; ====&lt;br /&gt;
 Enchantment&lt;br /&gt;
 Level: Clr 3, Sor/Wiz 2&lt;br /&gt;
 Components: V, S, M&lt;br /&gt;
 Casting Time: 1 action&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Target: Caster&lt;br /&gt;
 Duration: 1 round/level&lt;br /&gt;
 &lt;br /&gt;
 For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It&#039;s possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Nybor&#039;s Gentle Reminder&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment&lt;br /&gt;
 Descriptor(s): Mind&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 1 creature&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Rouse&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Sorcerer/Wizard 1&lt;br /&gt;
 Innate Level: 1&lt;br /&gt;
 School: Enchantment (Compulsion) [Mind-Affecting]&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Close&lt;br /&gt;
 Area of Effect / Target: 10-ft.-radius burst&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
 With a loud snap of your fingers, you cause any sleeping creatures in the spell&#039;s area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that &lt;br /&gt;
 have taken nonlethal damage in excess of their current hit points.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Slumber&#039;&#039; ====&lt;br /&gt;
 Spell Level: wizard/sorcerer 3&lt;br /&gt;
 Innate Level: 3&lt;br /&gt;
 School: enchantment&lt;br /&gt;
 Components: verbal&lt;br /&gt;
 Range: long&lt;br /&gt;
 Area of Effect: Colossal&lt;br /&gt;
 Duration: One round per level&lt;br /&gt;
 Save: Will negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 Description: Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells= &lt;br /&gt;
We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers.  A complete list of all spell changes can be found [https://wiki.efupw.com/index.php?title=Spell_changes here].&lt;br /&gt;
&lt;br /&gt;
Unfortunately these are temporarily disabled during the transition to EE.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer/Wizard (Level 0)==&lt;br /&gt;
===&amp;lt;strong&amp;gt;Necromancy&amp;lt;/strong&amp;gt;===&lt;br /&gt;
====&#039;&#039;Disrupt Undead&#039;&#039;====&lt;br /&gt;
*Deal 1d6 positive damage to a single undead creature.        &lt;br /&gt;
==Sorcerer/Wizard (Level 1)==&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Command==== &lt;br /&gt;
*For one round, make a target flee, approach, fall or halt.&lt;br /&gt;
&lt;br /&gt;
====Nybor&#039;s Gentle Reminder==== &lt;br /&gt;
*Stun for 1 round, penalties for 1 round/level after.&lt;br /&gt;
&lt;br /&gt;
====Rouse==== &lt;br /&gt;
*Awaken all sleeping creatures in a 10-foot-radius burst.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Jump==== &lt;br /&gt;
*Significant bonus to Tumble.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Burning Bolt==== &lt;br /&gt;
*Fire multiple flaming bolts at an opponent&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Chill Touch==== &lt;br /&gt;
*Make undead flee. Deal strength and negative energy damage to everyone else.&lt;br /&gt;
==Sorcerer/Wizard (Level 2)==&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Augment Familiar==== &lt;br /&gt;
*For 1 round/level, your familiar becomes much more effective in combat.&lt;br /&gt;
====Whispering Wind==== &lt;br /&gt;
*Send messages to distant locations of your choice.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Scorching Ray==== &lt;br /&gt;
*Ranged spell which deals fire damage.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Alarm==== &lt;br /&gt;
*For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Masochism==== &lt;br /&gt;
*Gain brief, temporary bonuses based on hitpoints lost in any given round&lt;br /&gt;
==Sorcerer/Wizard (Level 3)==&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Ice Burst==== &lt;br /&gt;
*High radius, relatively low-damage burst of ice damage.&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Regroup==== &lt;br /&gt;
*Teleport up to 1 willing companion per level to your position from within a limited radius.&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Heart Clutch==== &lt;br /&gt;
*For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.&lt;br /&gt;
==Sorcerer/Wizard (Level 4)==&lt;br /&gt;
===Divination===&lt;br /&gt;
====Scrying==== &lt;br /&gt;
*For 1 minute/level, spy on any creature in your current area OR any PC within range.&lt;br /&gt;
====Arcane Eye==== &lt;br /&gt;
*For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Ward Area==== &lt;br /&gt;
*Temporarily protect the current area from scrying.&lt;br /&gt;
====Ilyykur&#039;s Mantle==== &lt;br /&gt;
*You cloak yourself in an aura that gives you a +1   bonus per 3   caster levels (maximum +5) on saving throws against  spells  and spell   like abilities, and you gain electricity resistance  10.&lt;br /&gt;
====Lower Spell Resistance==== &lt;br /&gt;
*Lower a single target&#039;s spell resistance.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Blast of Flame==== &lt;br /&gt;
*Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.&lt;br /&gt;
====Acid/Cold/Electric/Fire Orb==== &lt;br /&gt;
*Launch an orb of elemental damage against a single target which bypasses spell resistance.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Mass Ultravision==== &lt;br /&gt;
*Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.&lt;br /&gt;
==Sorcerer/Wizard (Level 5)==&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Teleport==== &lt;br /&gt;
*Teleport yourself and, if desired, a small party to a predetermined location.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Baleful Polymorph==== &lt;br /&gt;
*Turn your victim permanently into a chicken if they fail a -4 fortitude save.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=263</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=263"/>
		<updated>2019-01-19T14:40:28Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of EFU&#039;s Custom Spells:&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
 Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
 Duration: 2 hours/level (D)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
   &lt;br /&gt;
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: You&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Special&lt;br /&gt;
 Target: Special&lt;br /&gt;
 Duration: 10 minute/level&lt;br /&gt;
 Saving Throw: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Blast of Flame&#039;&#039; ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of fire shoots forth from the caster&#039;s hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Teleport&#039;&#039; ====&lt;br /&gt;
 School: Conjuration (Teleportation)&lt;br /&gt;
 Level: Sor/Wiz 5, Travel 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 10 ft&lt;br /&gt;
 Target: You and touched objects or other touched willing creatures&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You may also bring one additional willing Medium or &lt;br /&gt;
 smaller creature or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be &lt;br /&gt;
 transported must be within 10 ft.&lt;br /&gt;
 &lt;br /&gt;
 You must have already marked the location which you would like to teleport to. Note that you can mark and set destinations with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Summon Swarm&#039;&#039; ====&lt;br /&gt;
 Spell level: druid 3; sorcerer/wizard 3 &lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: conjuration&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: point&lt;br /&gt;
 Duration: 24 hours&lt;br /&gt;
 Save: none &lt;br /&gt;
 Spell resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster summons a swarm of 2-3 summons of the first circle.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells= &lt;br /&gt;
We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers.  A complete list of all spell changes can be found [https://wiki.efupw.com/index.php?title=Spell_changes here].&lt;br /&gt;
&lt;br /&gt;
Unfortunately these are temporarily disabled during the transition to EE.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer/Wizard (Level 0)==&lt;br /&gt;
===&amp;lt;strong&amp;gt;Necromancy&amp;lt;/strong&amp;gt;===&lt;br /&gt;
====&#039;&#039;Disrupt Undead&#039;&#039;====&lt;br /&gt;
*Deal 1d6 positive damage to a single undead creature.        &lt;br /&gt;
==Sorcerer/Wizard (Level 1)==&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Command==== &lt;br /&gt;
*For one round, make a target flee, approach, fall or halt.&lt;br /&gt;
&lt;br /&gt;
====Nybor&#039;s Gentle Reminder==== &lt;br /&gt;
*Stun for 1 round, penalties for 1 round/level after.&lt;br /&gt;
&lt;br /&gt;
====Rouse==== &lt;br /&gt;
*Awaken all sleeping creatures in a 10-foot-radius burst.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Jump==== &lt;br /&gt;
*Significant bonus to Tumble.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Burning Bolt==== &lt;br /&gt;
*Fire multiple flaming bolts at an opponent&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Chill Touch==== &lt;br /&gt;
*Make undead flee. Deal strength and negative energy damage to everyone else.&lt;br /&gt;
==Sorcerer/Wizard (Level 2)==&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Augment Familiar==== &lt;br /&gt;
*For 1 round/level, your familiar becomes much more effective in combat.&lt;br /&gt;
====Whispering Wind==== &lt;br /&gt;
*Send messages to distant locations of your choice.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Scorching Ray==== &lt;br /&gt;
*Ranged spell which deals fire damage.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Alarm==== &lt;br /&gt;
*For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Masochism==== &lt;br /&gt;
*Gain brief, temporary bonuses based on hitpoints lost in any given round&lt;br /&gt;
==Sorcerer/Wizard (Level 3)==&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Ice Burst==== &lt;br /&gt;
*High radius, relatively low-damage burst of ice damage.&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Regroup==== &lt;br /&gt;
*Teleport up to 1 willing companion per level to your position from within a limited radius.&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Heart Clutch==== &lt;br /&gt;
*For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.&lt;br /&gt;
==Sorcerer/Wizard (Level 4)==&lt;br /&gt;
===Divination===&lt;br /&gt;
====Scrying==== &lt;br /&gt;
*For 1 minute/level, spy on any creature in your current area OR any PC within range.&lt;br /&gt;
====Arcane Eye==== &lt;br /&gt;
*For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Ward Area==== &lt;br /&gt;
*Temporarily protect the current area from scrying.&lt;br /&gt;
====Ilyykur&#039;s Mantle==== &lt;br /&gt;
*You cloak yourself in an aura that gives you a +1   bonus per 3   caster levels (maximum +5) on saving throws against  spells  and spell   like abilities, and you gain electricity resistance  10.&lt;br /&gt;
====Lower Spell Resistance==== &lt;br /&gt;
*Lower a single target&#039;s spell resistance.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Blast of Flame==== &lt;br /&gt;
*Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.&lt;br /&gt;
====Acid/Cold/Electric/Fire Orb==== &lt;br /&gt;
*Launch an orb of elemental damage against a single target which bypasses spell resistance.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Mass Ultravision==== &lt;br /&gt;
*Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.&lt;br /&gt;
==Sorcerer/Wizard (Level 5)==&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Teleport==== &lt;br /&gt;
*Teleport yourself and, if desired, a small party to a predetermined location.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Baleful Polymorph==== &lt;br /&gt;
*Turn your victim permanently into a chicken if they fail a -4 fortitude save.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=262</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=262"/>
		<updated>2019-01-19T14:39:53Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of EFU&#039;s Custom Spells:&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
 Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
 Duration: 2 hours/level (D)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
   &lt;br /&gt;
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: You&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Special&lt;br /&gt;
 Target: Special&lt;br /&gt;
 Duration: 10 minute/level&lt;br /&gt;
 Saving Throw: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==== ``Blast of Flame`` ====&lt;br /&gt;
 Caster Level(s): Wizard / Sorcerer 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Conjuration&lt;br /&gt;
 Descriptor(s): Fire&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Cone, 30ft&lt;br /&gt;
 Area of Effect / Target: Spell Cone&lt;br /&gt;
 Duration: Instant&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: Reflex 1/2&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
 &lt;br /&gt;
 A cone of fire shoots forth from the caster&#039;s hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
==== ``Teleport`` ====&lt;br /&gt;
 School: Conjuration (Teleportation)&lt;br /&gt;
 Level: Sor/Wiz 5, Travel 5&lt;br /&gt;
 Components: V&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: 10 ft&lt;br /&gt;
 Target: You and touched objects or other touched willing creatures&lt;br /&gt;
 Duration: Instantaneous&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You may also bring one additional willing Medium or &lt;br /&gt;
 smaller creature or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be &lt;br /&gt;
 transported must be within 10 ft.&lt;br /&gt;
 &lt;br /&gt;
 You must have already marked the location which you would like to teleport to. Note that you can mark and set destinations with your Teleport configuration menu (which is accessed from your craft menu).&lt;br /&gt;
&lt;br /&gt;
==== ``Summon Swarm`` ====&lt;br /&gt;
 Spell level: druid 3; sorcerer/wizard 3 &lt;br /&gt;
 Innate level: 3&lt;br /&gt;
 School: conjuration&lt;br /&gt;
 Components: verbal, somatic&lt;br /&gt;
 Range: short (8 meters) &lt;br /&gt;
 Area of effect: point&lt;br /&gt;
 Duration: 24 hours&lt;br /&gt;
 Save: none &lt;br /&gt;
 Spell resistance: no&lt;br /&gt;
 &lt;br /&gt;
 Description: The caster summons a swarm of 2-3 summons of the first circle.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells= &lt;br /&gt;
We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers.  A complete list of all spell changes can be found [https://wiki.efupw.com/index.php?title=Spell_changes here].&lt;br /&gt;
&lt;br /&gt;
Unfortunately these are temporarily disabled during the transition to EE.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer/Wizard (Level 0)==&lt;br /&gt;
===&amp;lt;strong&amp;gt;Necromancy&amp;lt;/strong&amp;gt;===&lt;br /&gt;
====&#039;&#039;Disrupt Undead&#039;&#039;====&lt;br /&gt;
*Deal 1d6 positive damage to a single undead creature.        &lt;br /&gt;
==Sorcerer/Wizard (Level 1)==&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Command==== &lt;br /&gt;
*For one round, make a target flee, approach, fall or halt.&lt;br /&gt;
&lt;br /&gt;
====Nybor&#039;s Gentle Reminder==== &lt;br /&gt;
*Stun for 1 round, penalties for 1 round/level after.&lt;br /&gt;
&lt;br /&gt;
====Rouse==== &lt;br /&gt;
*Awaken all sleeping creatures in a 10-foot-radius burst.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Jump==== &lt;br /&gt;
*Significant bonus to Tumble.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Burning Bolt==== &lt;br /&gt;
*Fire multiple flaming bolts at an opponent&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Chill Touch==== &lt;br /&gt;
*Make undead flee. Deal strength and negative energy damage to everyone else.&lt;br /&gt;
==Sorcerer/Wizard (Level 2)==&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Augment Familiar==== &lt;br /&gt;
*For 1 round/level, your familiar becomes much more effective in combat.&lt;br /&gt;
====Whispering Wind==== &lt;br /&gt;
*Send messages to distant locations of your choice.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Scorching Ray==== &lt;br /&gt;
*Ranged spell which deals fire damage.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Alarm==== &lt;br /&gt;
*For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Masochism==== &lt;br /&gt;
*Gain brief, temporary bonuses based on hitpoints lost in any given round&lt;br /&gt;
==Sorcerer/Wizard (Level 3)==&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Ice Burst==== &lt;br /&gt;
*High radius, relatively low-damage burst of ice damage.&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Regroup==== &lt;br /&gt;
*Teleport up to 1 willing companion per level to your position from within a limited radius.&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Heart Clutch==== &lt;br /&gt;
*For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.&lt;br /&gt;
==Sorcerer/Wizard (Level 4)==&lt;br /&gt;
===Divination===&lt;br /&gt;
====Scrying==== &lt;br /&gt;
*For 1 minute/level, spy on any creature in your current area OR any PC within range.&lt;br /&gt;
====Arcane Eye==== &lt;br /&gt;
*For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Ward Area==== &lt;br /&gt;
*Temporarily protect the current area from scrying.&lt;br /&gt;
====Ilyykur&#039;s Mantle==== &lt;br /&gt;
*You cloak yourself in an aura that gives you a +1   bonus per 3   caster levels (maximum +5) on saving throws against  spells  and spell   like abilities, and you gain electricity resistance  10.&lt;br /&gt;
====Lower Spell Resistance==== &lt;br /&gt;
*Lower a single target&#039;s spell resistance.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Blast of Flame==== &lt;br /&gt;
*Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.&lt;br /&gt;
====Acid/Cold/Electric/Fire Orb==== &lt;br /&gt;
*Launch an orb of elemental damage against a single target which bypasses spell resistance.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Mass Ultravision==== &lt;br /&gt;
*Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.&lt;br /&gt;
==Sorcerer/Wizard (Level 5)==&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Teleport==== &lt;br /&gt;
*Teleport yourself and, if desired, a small party to a predetermined location.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Baleful Polymorph==== &lt;br /&gt;
*Turn your victim permanently into a chicken if they fail a -4 fortitude save.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=258</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=258"/>
		<updated>2019-01-19T14:36:41Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of EFU&#039;s Custom Spells:&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
 Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
 Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
 Duration: 2 hours/level (D)&lt;br /&gt;
 Saving Throw: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
   &lt;br /&gt;
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
 Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
 Innate Level: 4&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Descriptor(s):&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: You&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Additional Counter Spells:&lt;br /&gt;
 Save: None&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
 Abjuration&lt;br /&gt;
 Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
 Components: V, S&lt;br /&gt;
 Casting Time: 1 standard action&lt;br /&gt;
 Range: Special&lt;br /&gt;
 Target: Special&lt;br /&gt;
 Duration: 10 minute/level&lt;br /&gt;
 Saving Throw: Harmless&lt;br /&gt;
 Spell Resistance: No&lt;br /&gt;
 &lt;br /&gt;
 The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells= &lt;br /&gt;
We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers.  A complete list of all spell changes can be found [https://wiki.efupw.com/index.php?title=Spell_changes here].&lt;br /&gt;
&lt;br /&gt;
Unfortunately these are temporarily disabled during the transition to EE.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer/Wizard (Level 0)==&lt;br /&gt;
===&amp;lt;strong&amp;gt;Necromancy&amp;lt;/strong&amp;gt;===&lt;br /&gt;
====&#039;&#039;Disrupt Undead&#039;&#039;====&lt;br /&gt;
*Deal 1d6 positive damage to a single undead creature.        &lt;br /&gt;
==Sorcerer/Wizard (Level 1)==&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Command==== &lt;br /&gt;
*For one round, make a target flee, approach, fall or halt.&lt;br /&gt;
&lt;br /&gt;
====Nybor&#039;s Gentle Reminder==== &lt;br /&gt;
*Stun for 1 round, penalties for 1 round/level after.&lt;br /&gt;
&lt;br /&gt;
====Rouse==== &lt;br /&gt;
*Awaken all sleeping creatures in a 10-foot-radius burst.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Jump==== &lt;br /&gt;
*Significant bonus to Tumble.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Burning Bolt==== &lt;br /&gt;
*Fire multiple flaming bolts at an opponent&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Chill Touch==== &lt;br /&gt;
*Make undead flee. Deal strength and negative energy damage to everyone else.&lt;br /&gt;
==Sorcerer/Wizard (Level 2)==&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Augment Familiar==== &lt;br /&gt;
*For 1 round/level, your familiar becomes much more effective in combat.&lt;br /&gt;
====Whispering Wind==== &lt;br /&gt;
*Send messages to distant locations of your choice.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Scorching Ray==== &lt;br /&gt;
*Ranged spell which deals fire damage.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Alarm==== &lt;br /&gt;
*For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Masochism==== &lt;br /&gt;
*Gain brief, temporary bonuses based on hitpoints lost in any given round&lt;br /&gt;
==Sorcerer/Wizard (Level 3)==&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Ice Burst==== &lt;br /&gt;
*High radius, relatively low-damage burst of ice damage.&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Regroup==== &lt;br /&gt;
*Teleport up to 1 willing companion per level to your position from within a limited radius.&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Heart Clutch==== &lt;br /&gt;
*For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.&lt;br /&gt;
==Sorcerer/Wizard (Level 4)==&lt;br /&gt;
===Divination===&lt;br /&gt;
====Scrying==== &lt;br /&gt;
*For 1 minute/level, spy on any creature in your current area OR any PC within range.&lt;br /&gt;
====Arcane Eye==== &lt;br /&gt;
*For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Ward Area==== &lt;br /&gt;
*Temporarily protect the current area from scrying.&lt;br /&gt;
====Ilyykur&#039;s Mantle==== &lt;br /&gt;
*You cloak yourself in an aura that gives you a +1   bonus per 3   caster levels (maximum +5) on saving throws against  spells  and spell   like abilities, and you gain electricity resistance  10.&lt;br /&gt;
====Lower Spell Resistance==== &lt;br /&gt;
*Lower a single target&#039;s spell resistance.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Blast of Flame==== &lt;br /&gt;
*Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.&lt;br /&gt;
====Acid/Cold/Electric/Fire Orb==== &lt;br /&gt;
*Launch an orb of elemental damage against a single target which bypasses spell resistance.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Mass Ultravision==== &lt;br /&gt;
*Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.&lt;br /&gt;
==Sorcerer/Wizard (Level 5)==&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Teleport==== &lt;br /&gt;
*Teleport yourself and, if desired, a small party to a predetermined location.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Baleful Polymorph==== &lt;br /&gt;
*Turn your victim permanently into a chicken if they fail a -4 fortitude save.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=257</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=257"/>
		<updated>2019-01-19T14:35:59Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of EFU&#039;s Custom Spells:&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
   Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
   Components: V, S&lt;br /&gt;
   Casting Time: 1 standard action&lt;br /&gt;
   Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
   Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
   Duration: 2 hours/level (D)&lt;br /&gt;
   Saving Throw: None&lt;br /&gt;
   Spell Resistance: No&lt;br /&gt;
   &lt;br /&gt;
   Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
   Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
   Innate Level: 4&lt;br /&gt;
   School: Abjuration&lt;br /&gt;
   Descriptor(s):&lt;br /&gt;
   Component(s): Verbal, Somatic&lt;br /&gt;
   Range: Personal&lt;br /&gt;
   Area of Effect / Target: You&lt;br /&gt;
   Duration: 1 round / level&lt;br /&gt;
   Additional Counter Spells:&lt;br /&gt;
   Save: None&lt;br /&gt;
   Spell Resistance: No&lt;br /&gt;
   &lt;br /&gt;
   You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
   Abjuration&lt;br /&gt;
   Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
   Components: V, S&lt;br /&gt;
   Casting Time: 1 standard action&lt;br /&gt;
   Range: Special&lt;br /&gt;
   Target: Special&lt;br /&gt;
   Duration: 10 minute/level&lt;br /&gt;
   Saving Throw: Harmless&lt;br /&gt;
   Spell Resistance: No&lt;br /&gt;
   &lt;br /&gt;
   The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells= &lt;br /&gt;
We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers.  A complete list of all spell changes can be found [https://wiki.efupw.com/index.php?title=Spell_changes here].&lt;br /&gt;
&lt;br /&gt;
Unfortunately these are temporarily disabled during the transition to EE.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer/Wizard (Level 0)==&lt;br /&gt;
===&amp;lt;strong&amp;gt;Necromancy&amp;lt;/strong&amp;gt;===&lt;br /&gt;
====&#039;&#039;Disrupt Undead&#039;&#039;====&lt;br /&gt;
*Deal 1d6 positive damage to a single undead creature.        &lt;br /&gt;
==Sorcerer/Wizard (Level 1)==&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Command==== &lt;br /&gt;
*For one round, make a target flee, approach, fall or halt.&lt;br /&gt;
&lt;br /&gt;
====Nybor&#039;s Gentle Reminder==== &lt;br /&gt;
*Stun for 1 round, penalties for 1 round/level after.&lt;br /&gt;
&lt;br /&gt;
====Rouse==== &lt;br /&gt;
*Awaken all sleeping creatures in a 10-foot-radius burst.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Jump==== &lt;br /&gt;
*Significant bonus to Tumble.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Burning Bolt==== &lt;br /&gt;
*Fire multiple flaming bolts at an opponent&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Chill Touch==== &lt;br /&gt;
*Make undead flee. Deal strength and negative energy damage to everyone else.&lt;br /&gt;
==Sorcerer/Wizard (Level 2)==&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Augment Familiar==== &lt;br /&gt;
*For 1 round/level, your familiar becomes much more effective in combat.&lt;br /&gt;
====Whispering Wind==== &lt;br /&gt;
*Send messages to distant locations of your choice.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Scorching Ray==== &lt;br /&gt;
*Ranged spell which deals fire damage.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Alarm==== &lt;br /&gt;
*For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Masochism==== &lt;br /&gt;
*Gain brief, temporary bonuses based on hitpoints lost in any given round&lt;br /&gt;
==Sorcerer/Wizard (Level 3)==&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Ice Burst==== &lt;br /&gt;
*High radius, relatively low-damage burst of ice damage.&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Regroup==== &lt;br /&gt;
*Teleport up to 1 willing companion per level to your position from within a limited radius.&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Heart Clutch==== &lt;br /&gt;
*For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.&lt;br /&gt;
==Sorcerer/Wizard (Level 4)==&lt;br /&gt;
===Divination===&lt;br /&gt;
====Scrying==== &lt;br /&gt;
*For 1 minute/level, spy on any creature in your current area OR any PC within range.&lt;br /&gt;
====Arcane Eye==== &lt;br /&gt;
*For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Ward Area==== &lt;br /&gt;
*Temporarily protect the current area from scrying.&lt;br /&gt;
====Ilyykur&#039;s Mantle==== &lt;br /&gt;
*You cloak yourself in an aura that gives you a +1   bonus per 3   caster levels (maximum +5) on saving throws against  spells  and spell   like abilities, and you gain electricity resistance  10.&lt;br /&gt;
====Lower Spell Resistance==== &lt;br /&gt;
*Lower a single target&#039;s spell resistance.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Blast of Flame==== &lt;br /&gt;
*Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.&lt;br /&gt;
====Acid/Cold/Electric/Fire Orb==== &lt;br /&gt;
*Launch an orb of elemental damage against a single target which bypasses spell resistance.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Mass Ultravision==== &lt;br /&gt;
*Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.&lt;br /&gt;
==Sorcerer/Wizard (Level 5)==&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Teleport==== &lt;br /&gt;
*Teleport yourself and, if desired, a small party to a predetermined location.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Baleful Polymorph==== &lt;br /&gt;
*Turn your victim permanently into a chicken if they fail a -4 fortitude save.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=256</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=256"/>
		<updated>2019-01-19T14:35:10Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of EFU&#039;s Custom Spells:&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
   Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
   Components: V, S&lt;br /&gt;
   Casting Time: 1 standard action&lt;br /&gt;
   Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
   Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
   Duration: 2 hours/level (D)&lt;br /&gt;
   Saving Throw: None&lt;br /&gt;
   Spell Resistance: No&lt;br /&gt;
   &lt;br /&gt;
  Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
   Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
   Innate Level: 4&lt;br /&gt;
   School: Abjuration&lt;br /&gt;
   Descriptor(s):&lt;br /&gt;
   Component(s): Verbal, Somatic&lt;br /&gt;
   Range: Personal&lt;br /&gt;
   Area of Effect / Target: You&lt;br /&gt;
   Duration: 1 round / level&lt;br /&gt;
   Additional Counter Spells:&lt;br /&gt;
   Save: None&lt;br /&gt;
   Spell Resistance: No&lt;br /&gt;
   &lt;br /&gt;
   You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
   Abjuration&lt;br /&gt;
   Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
   Components: V, S&lt;br /&gt;
   Casting Time: 1 standard action&lt;br /&gt;
   Range: Special&lt;br /&gt;
   Target: Special&lt;br /&gt;
   Duration: 10 minute/level&lt;br /&gt;
   Saving Throw: Harmless&lt;br /&gt;
   Spell Resistance: No&lt;br /&gt;
   &lt;br /&gt;
   The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells= &lt;br /&gt;
We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers.  A complete list of all spell changes can be found [https://wiki.efupw.com/index.php?title=Spell_changes here].&lt;br /&gt;
&lt;br /&gt;
Unfortunately these are temporarily disabled during the transition to EE.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer/Wizard (Level 0)==&lt;br /&gt;
===&amp;lt;strong&amp;gt;Necromancy&amp;lt;/strong&amp;gt;===&lt;br /&gt;
====&#039;&#039;Disrupt Undead&#039;&#039;====&lt;br /&gt;
*Deal 1d6 positive damage to a single undead creature.        &lt;br /&gt;
==Sorcerer/Wizard (Level 1)==&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Command==== &lt;br /&gt;
*For one round, make a target flee, approach, fall or halt.&lt;br /&gt;
&lt;br /&gt;
====Nybor&#039;s Gentle Reminder==== &lt;br /&gt;
*Stun for 1 round, penalties for 1 round/level after.&lt;br /&gt;
&lt;br /&gt;
====Rouse==== &lt;br /&gt;
*Awaken all sleeping creatures in a 10-foot-radius burst.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Jump==== &lt;br /&gt;
*Significant bonus to Tumble.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Burning Bolt==== &lt;br /&gt;
*Fire multiple flaming bolts at an opponent&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Chill Touch==== &lt;br /&gt;
*Make undead flee. Deal strength and negative energy damage to everyone else.&lt;br /&gt;
==Sorcerer/Wizard (Level 2)==&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Augment Familiar==== &lt;br /&gt;
*For 1 round/level, your familiar becomes much more effective in combat.&lt;br /&gt;
====Whispering Wind==== &lt;br /&gt;
*Send messages to distant locations of your choice.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Scorching Ray==== &lt;br /&gt;
*Ranged spell which deals fire damage.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Alarm==== &lt;br /&gt;
*For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Masochism==== &lt;br /&gt;
*Gain brief, temporary bonuses based on hitpoints lost in any given round&lt;br /&gt;
==Sorcerer/Wizard (Level 3)==&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Ice Burst==== &lt;br /&gt;
*High radius, relatively low-damage burst of ice damage.&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Regroup==== &lt;br /&gt;
*Teleport up to 1 willing companion per level to your position from within a limited radius.&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Heart Clutch==== &lt;br /&gt;
*For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.&lt;br /&gt;
==Sorcerer/Wizard (Level 4)==&lt;br /&gt;
===Divination===&lt;br /&gt;
====Scrying==== &lt;br /&gt;
*For 1 minute/level, spy on any creature in your current area OR any PC within range.&lt;br /&gt;
====Arcane Eye==== &lt;br /&gt;
*For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Ward Area==== &lt;br /&gt;
*Temporarily protect the current area from scrying.&lt;br /&gt;
====Ilyykur&#039;s Mantle==== &lt;br /&gt;
*You cloak yourself in an aura that gives you a +1   bonus per 3   caster levels (maximum +5) on saving throws against  spells  and spell   like abilities, and you gain electricity resistance  10.&lt;br /&gt;
====Lower Spell Resistance==== &lt;br /&gt;
*Lower a single target&#039;s spell resistance.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Blast of Flame==== &lt;br /&gt;
*Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.&lt;br /&gt;
====Acid/Cold/Electric/Fire Orb==== &lt;br /&gt;
*Launch an orb of elemental damage against a single target which bypasses spell resistance.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Mass Ultravision==== &lt;br /&gt;
*Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.&lt;br /&gt;
==Sorcerer/Wizard (Level 5)==&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Teleport==== &lt;br /&gt;
*Teleport yourself and, if desired, a small party to a predetermined location.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Baleful Polymorph==== &lt;br /&gt;
*Turn your victim permanently into a chicken if they fail a -4 fortitude save.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=255</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=255"/>
		<updated>2019-01-19T14:34:46Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of EFU&#039;s Custom Spells:&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
   Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
   Components: V, S&lt;br /&gt;
   Casting Time: 1 standard action&lt;br /&gt;
   Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
   Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
   Duration: 2 hours/level (D)&lt;br /&gt;
   Saving Throw: None&lt;br /&gt;
   Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
  Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
   Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
   Innate Level: 4&lt;br /&gt;
   School: Abjuration&lt;br /&gt;
   Descriptor(s):&lt;br /&gt;
   Component(s): Verbal, Somatic&lt;br /&gt;
   Range: Personal&lt;br /&gt;
   Area of Effect / Target: You&lt;br /&gt;
   Duration: 1 round / level&lt;br /&gt;
   Additional Counter Spells:&lt;br /&gt;
   Save: None&lt;br /&gt;
   Spell Resistance: No&lt;br /&gt;
  &lt;br /&gt;
   You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
   Abjuration&lt;br /&gt;
   Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
   Components: V, S&lt;br /&gt;
   Casting Time: 1 standard action&lt;br /&gt;
   Range: Special&lt;br /&gt;
   Target: Special&lt;br /&gt;
   Duration: 10 minute/level&lt;br /&gt;
   Saving Throw: Harmless&lt;br /&gt;
   Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
   The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells= &lt;br /&gt;
We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers.  A complete list of all spell changes can be found [https://wiki.efupw.com/index.php?title=Spell_changes here].&lt;br /&gt;
&lt;br /&gt;
Unfortunately these are temporarily disabled during the transition to EE.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer/Wizard (Level 0)==&lt;br /&gt;
===&amp;lt;strong&amp;gt;Necromancy&amp;lt;/strong&amp;gt;===&lt;br /&gt;
====&#039;&#039;Disrupt Undead&#039;&#039;====&lt;br /&gt;
*Deal 1d6 positive damage to a single undead creature.        &lt;br /&gt;
==Sorcerer/Wizard (Level 1)==&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Command==== &lt;br /&gt;
*For one round, make a target flee, approach, fall or halt.&lt;br /&gt;
&lt;br /&gt;
====Nybor&#039;s Gentle Reminder==== &lt;br /&gt;
*Stun for 1 round, penalties for 1 round/level after.&lt;br /&gt;
&lt;br /&gt;
====Rouse==== &lt;br /&gt;
*Awaken all sleeping creatures in a 10-foot-radius burst.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Jump==== &lt;br /&gt;
*Significant bonus to Tumble.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Burning Bolt==== &lt;br /&gt;
*Fire multiple flaming bolts at an opponent&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Chill Touch==== &lt;br /&gt;
*Make undead flee. Deal strength and negative energy damage to everyone else.&lt;br /&gt;
==Sorcerer/Wizard (Level 2)==&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Augment Familiar==== &lt;br /&gt;
*For 1 round/level, your familiar becomes much more effective in combat.&lt;br /&gt;
====Whispering Wind==== &lt;br /&gt;
*Send messages to distant locations of your choice.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Scorching Ray==== &lt;br /&gt;
*Ranged spell which deals fire damage.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Alarm==== &lt;br /&gt;
*For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Masochism==== &lt;br /&gt;
*Gain brief, temporary bonuses based on hitpoints lost in any given round&lt;br /&gt;
==Sorcerer/Wizard (Level 3)==&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Ice Burst==== &lt;br /&gt;
*High radius, relatively low-damage burst of ice damage.&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Regroup==== &lt;br /&gt;
*Teleport up to 1 willing companion per level to your position from within a limited radius.&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Heart Clutch==== &lt;br /&gt;
*For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.&lt;br /&gt;
==Sorcerer/Wizard (Level 4)==&lt;br /&gt;
===Divination===&lt;br /&gt;
====Scrying==== &lt;br /&gt;
*For 1 minute/level, spy on any creature in your current area OR any PC within range.&lt;br /&gt;
====Arcane Eye==== &lt;br /&gt;
*For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Ward Area==== &lt;br /&gt;
*Temporarily protect the current area from scrying.&lt;br /&gt;
====Ilyykur&#039;s Mantle==== &lt;br /&gt;
*You cloak yourself in an aura that gives you a +1   bonus per 3   caster levels (maximum +5) on saving throws against  spells  and spell   like abilities, and you gain electricity resistance  10.&lt;br /&gt;
====Lower Spell Resistance==== &lt;br /&gt;
*Lower a single target&#039;s spell resistance.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Blast of Flame==== &lt;br /&gt;
*Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.&lt;br /&gt;
====Acid/Cold/Electric/Fire Orb==== &lt;br /&gt;
*Launch an orb of elemental damage against a single target which bypasses spell resistance.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Mass Ultravision==== &lt;br /&gt;
*Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.&lt;br /&gt;
==Sorcerer/Wizard (Level 5)==&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Teleport==== &lt;br /&gt;
*Teleport yourself and, if desired, a small party to a predetermined location.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Baleful Polymorph==== &lt;br /&gt;
*Turn your victim permanently into a chicken if they fail a -4 fortitude save.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=254</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=254"/>
		<updated>2019-01-19T14:33:42Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of EFU&#039;s Custom Spells:&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
   Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
Components: V, S&lt;br /&gt;
Casting Time: 1 standard action&lt;br /&gt;
Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
Duration: 2 hours/level (D)&lt;br /&gt;
Saving Throw: None&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
Innate Level: 4&lt;br /&gt;
School: Abjuration&lt;br /&gt;
Descriptor(s):&lt;br /&gt;
Component(s): Verbal, Somatic&lt;br /&gt;
Range: Personal&lt;br /&gt;
Area of Effect / Target: You&lt;br /&gt;
Duration: 1 round / level&lt;br /&gt;
Additional Counter Spells:&lt;br /&gt;
Save: None&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
Abjuration&lt;br /&gt;
Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
Components: V, S&lt;br /&gt;
Casting Time: 1 standard action&lt;br /&gt;
Range: Special&lt;br /&gt;
Target: Special&lt;br /&gt;
Duration: 10 minute/level&lt;br /&gt;
Saving Throw: Harmless&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells= &lt;br /&gt;
We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers.  A complete list of all spell changes can be found [https://wiki.efupw.com/index.php?title=Spell_changes here].&lt;br /&gt;
&lt;br /&gt;
Unfortunately these are temporarily disabled during the transition to EE.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer/Wizard (Level 0)==&lt;br /&gt;
===&amp;lt;strong&amp;gt;Necromancy&amp;lt;/strong&amp;gt;===&lt;br /&gt;
====&#039;&#039;Disrupt Undead&#039;&#039;====&lt;br /&gt;
*Deal 1d6 positive damage to a single undead creature.        &lt;br /&gt;
==Sorcerer/Wizard (Level 1)==&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Command==== &lt;br /&gt;
*For one round, make a target flee, approach, fall or halt.&lt;br /&gt;
&lt;br /&gt;
====Nybor&#039;s Gentle Reminder==== &lt;br /&gt;
*Stun for 1 round, penalties for 1 round/level after.&lt;br /&gt;
&lt;br /&gt;
====Rouse==== &lt;br /&gt;
*Awaken all sleeping creatures in a 10-foot-radius burst.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Jump==== &lt;br /&gt;
*Significant bonus to Tumble.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Burning Bolt==== &lt;br /&gt;
*Fire multiple flaming bolts at an opponent&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Chill Touch==== &lt;br /&gt;
*Make undead flee. Deal strength and negative energy damage to everyone else.&lt;br /&gt;
==Sorcerer/Wizard (Level 2)==&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Augment Familiar==== &lt;br /&gt;
*For 1 round/level, your familiar becomes much more effective in combat.&lt;br /&gt;
====Whispering Wind==== &lt;br /&gt;
*Send messages to distant locations of your choice.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Scorching Ray==== &lt;br /&gt;
*Ranged spell which deals fire damage.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Alarm==== &lt;br /&gt;
*For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Masochism==== &lt;br /&gt;
*Gain brief, temporary bonuses based on hitpoints lost in any given round&lt;br /&gt;
==Sorcerer/Wizard (Level 3)==&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Ice Burst==== &lt;br /&gt;
*High radius, relatively low-damage burst of ice damage.&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Regroup==== &lt;br /&gt;
*Teleport up to 1 willing companion per level to your position from within a limited radius.&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Heart Clutch==== &lt;br /&gt;
*For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.&lt;br /&gt;
==Sorcerer/Wizard (Level 4)==&lt;br /&gt;
===Divination===&lt;br /&gt;
====Scrying==== &lt;br /&gt;
*For 1 minute/level, spy on any creature in your current area OR any PC within range.&lt;br /&gt;
====Arcane Eye==== &lt;br /&gt;
*For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Ward Area==== &lt;br /&gt;
*Temporarily protect the current area from scrying.&lt;br /&gt;
====Ilyykur&#039;s Mantle==== &lt;br /&gt;
*You cloak yourself in an aura that gives you a +1   bonus per 3   caster levels (maximum +5) on saving throws against  spells  and spell   like abilities, and you gain electricity resistance  10.&lt;br /&gt;
====Lower Spell Resistance==== &lt;br /&gt;
*Lower a single target&#039;s spell resistance.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Blast of Flame==== &lt;br /&gt;
*Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.&lt;br /&gt;
====Acid/Cold/Electric/Fire Orb==== &lt;br /&gt;
*Launch an orb of elemental damage against a single target which bypasses spell resistance.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Mass Ultravision==== &lt;br /&gt;
*Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.&lt;br /&gt;
==Sorcerer/Wizard (Level 5)==&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Teleport==== &lt;br /&gt;
*Teleport yourself and, if desired, a small party to a predetermined location.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Baleful Polymorph==== &lt;br /&gt;
*Turn your victim permanently into a chicken if they fail a -4 fortitude save.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=253</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=253"/>
		<updated>2019-01-19T14:31:09Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of EFU&#039;s Custom Spells:&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
Components: V, S&lt;br /&gt;
Casting Time: 1 standard action&lt;br /&gt;
Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
Duration: 2 hours/level (D)&lt;br /&gt;
Saving Throw: None&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
Innate Level: 4&lt;br /&gt;
School: Abjuration&lt;br /&gt;
Descriptor(s):&lt;br /&gt;
Component(s): Verbal, Somatic&lt;br /&gt;
Range: Personal&lt;br /&gt;
Area of Effect / Target: You&lt;br /&gt;
Duration: 1 round / level&lt;br /&gt;
Additional Counter Spells:&lt;br /&gt;
Save: None&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
Abjuration&lt;br /&gt;
Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
Components: V, S&lt;br /&gt;
Casting Time: 1 standard action&lt;br /&gt;
Range: Special&lt;br /&gt;
Target: Special&lt;br /&gt;
Duration: 10 minute/level&lt;br /&gt;
Saving Throw: Harmless&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells= &lt;br /&gt;
We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers.  A complete list of all spell changes can be found [https://wiki.efupw.com/index.php?title=Spell_changes here].&lt;br /&gt;
&lt;br /&gt;
Unfortunately these are temporarily disabled during the transition to EE.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer/Wizard (Level 0)==&lt;br /&gt;
===&amp;lt;strong&amp;gt;Necromancy&amp;lt;/strong&amp;gt;===&lt;br /&gt;
====&#039;&#039;Disrupt Undead&#039;&#039;====&lt;br /&gt;
*Deal 1d6 positive damage to a single undead creature.        &lt;br /&gt;
==Sorcerer/Wizard (Level 1)==&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Command==== &lt;br /&gt;
*For one round, make a target flee, approach, fall or halt.&lt;br /&gt;
&lt;br /&gt;
====Nybor&#039;s Gentle Reminder==== &lt;br /&gt;
*Stun for 1 round, penalties for 1 round/level after.&lt;br /&gt;
&lt;br /&gt;
====Rouse==== &lt;br /&gt;
*Awaken all sleeping creatures in a 10-foot-radius burst.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Jump==== &lt;br /&gt;
*Significant bonus to Tumble.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Burning Bolt==== &lt;br /&gt;
*Fire multiple flaming bolts at an opponent&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Chill Touch==== &lt;br /&gt;
*Make undead flee. Deal strength and negative energy damage to everyone else.&lt;br /&gt;
==Sorcerer/Wizard (Level 2)==&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Augment Familiar==== &lt;br /&gt;
*For 1 round/level, your familiar becomes much more effective in combat.&lt;br /&gt;
====Whispering Wind==== &lt;br /&gt;
*Send messages to distant locations of your choice.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Scorching Ray==== &lt;br /&gt;
*Ranged spell which deals fire damage.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Alarm==== &lt;br /&gt;
*For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Masochism==== &lt;br /&gt;
*Gain brief, temporary bonuses based on hitpoints lost in any given round&lt;br /&gt;
==Sorcerer/Wizard (Level 3)==&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Ice Burst==== &lt;br /&gt;
*High radius, relatively low-damage burst of ice damage.&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Regroup==== &lt;br /&gt;
*Teleport up to 1 willing companion per level to your position from within a limited radius.&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Heart Clutch==== &lt;br /&gt;
*For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.&lt;br /&gt;
==Sorcerer/Wizard (Level 4)==&lt;br /&gt;
===Divination===&lt;br /&gt;
====Scrying==== &lt;br /&gt;
*For 1 minute/level, spy on any creature in your current area OR any PC within range.&lt;br /&gt;
====Arcane Eye==== &lt;br /&gt;
*For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Ward Area==== &lt;br /&gt;
*Temporarily protect the current area from scrying.&lt;br /&gt;
====Ilyykur&#039;s Mantle==== &lt;br /&gt;
*You cloak yourself in an aura that gives you a +1   bonus per 3   caster levels (maximum +5) on saving throws against  spells  and spell   like abilities, and you gain electricity resistance  10.&lt;br /&gt;
====Lower Spell Resistance==== &lt;br /&gt;
*Lower a single target&#039;s spell resistance.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Blast of Flame==== &lt;br /&gt;
*Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.&lt;br /&gt;
====Acid/Cold/Electric/Fire Orb==== &lt;br /&gt;
*Launch an orb of elemental damage against a single target which bypasses spell resistance.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Mass Ultravision==== &lt;br /&gt;
*Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.&lt;br /&gt;
==Sorcerer/Wizard (Level 5)==&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Teleport==== &lt;br /&gt;
*Teleport yourself and, if desired, a small party to a predetermined location.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Baleful Polymorph==== &lt;br /&gt;
*Turn your victim permanently into a chicken if they fail a -4 fortitude save.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=252</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=252"/>
		<updated>2019-01-19T14:30:58Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of EFU&#039;s Custom Spells:&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
&lt;br /&gt;
Components: V, S&lt;br /&gt;
Casting Time: 1 standard action&lt;br /&gt;
Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
Duration: 2 hours/level (D)&lt;br /&gt;
Saving Throw: None&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
Innate Level: 4&lt;br /&gt;
School: Abjuration&lt;br /&gt;
Descriptor(s):&lt;br /&gt;
Component(s): Verbal, Somatic&lt;br /&gt;
Range: Personal&lt;br /&gt;
Area of Effect / Target: You&lt;br /&gt;
Duration: 1 round / level&lt;br /&gt;
Additional Counter Spells:&lt;br /&gt;
Save: None&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
Abjuration&lt;br /&gt;
Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
Components: V, S&lt;br /&gt;
Casting Time: 1 standard action&lt;br /&gt;
Range: Special&lt;br /&gt;
Target: Special&lt;br /&gt;
Duration: 10 minute/level&lt;br /&gt;
Saving Throw: Harmless&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells= &lt;br /&gt;
We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers.  A complete list of all spell changes can be found [https://wiki.efupw.com/index.php?title=Spell_changes here].&lt;br /&gt;
&lt;br /&gt;
Unfortunately these are temporarily disabled during the transition to EE.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer/Wizard (Level 0)==&lt;br /&gt;
===&amp;lt;strong&amp;gt;Necromancy&amp;lt;/strong&amp;gt;===&lt;br /&gt;
====&#039;&#039;Disrupt Undead&#039;&#039;====&lt;br /&gt;
*Deal 1d6 positive damage to a single undead creature.        &lt;br /&gt;
==Sorcerer/Wizard (Level 1)==&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Command==== &lt;br /&gt;
*For one round, make a target flee, approach, fall or halt.&lt;br /&gt;
&lt;br /&gt;
====Nybor&#039;s Gentle Reminder==== &lt;br /&gt;
*Stun for 1 round, penalties for 1 round/level after.&lt;br /&gt;
&lt;br /&gt;
====Rouse==== &lt;br /&gt;
*Awaken all sleeping creatures in a 10-foot-radius burst.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Jump==== &lt;br /&gt;
*Significant bonus to Tumble.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Burning Bolt==== &lt;br /&gt;
*Fire multiple flaming bolts at an opponent&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Chill Touch==== &lt;br /&gt;
*Make undead flee. Deal strength and negative energy damage to everyone else.&lt;br /&gt;
==Sorcerer/Wizard (Level 2)==&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Augment Familiar==== &lt;br /&gt;
*For 1 round/level, your familiar becomes much more effective in combat.&lt;br /&gt;
====Whispering Wind==== &lt;br /&gt;
*Send messages to distant locations of your choice.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Scorching Ray==== &lt;br /&gt;
*Ranged spell which deals fire damage.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Alarm==== &lt;br /&gt;
*For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Masochism==== &lt;br /&gt;
*Gain brief, temporary bonuses based on hitpoints lost in any given round&lt;br /&gt;
==Sorcerer/Wizard (Level 3)==&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Ice Burst==== &lt;br /&gt;
*High radius, relatively low-damage burst of ice damage.&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Regroup==== &lt;br /&gt;
*Teleport up to 1 willing companion per level to your position from within a limited radius.&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Heart Clutch==== &lt;br /&gt;
*For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.&lt;br /&gt;
==Sorcerer/Wizard (Level 4)==&lt;br /&gt;
===Divination===&lt;br /&gt;
====Scrying==== &lt;br /&gt;
*For 1 minute/level, spy on any creature in your current area OR any PC within range.&lt;br /&gt;
====Arcane Eye==== &lt;br /&gt;
*For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Ward Area==== &lt;br /&gt;
*Temporarily protect the current area from scrying.&lt;br /&gt;
====Ilyykur&#039;s Mantle==== &lt;br /&gt;
*You cloak yourself in an aura that gives you a +1   bonus per 3   caster levels (maximum +5) on saving throws against  spells  and spell   like abilities, and you gain electricity resistance  10.&lt;br /&gt;
====Lower Spell Resistance==== &lt;br /&gt;
*Lower a single target&#039;s spell resistance.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Blast of Flame==== &lt;br /&gt;
*Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.&lt;br /&gt;
====Acid/Cold/Electric/Fire Orb==== &lt;br /&gt;
*Launch an orb of elemental damage against a single target which bypasses spell resistance.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Mass Ultravision==== &lt;br /&gt;
*Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.&lt;br /&gt;
==Sorcerer/Wizard (Level 5)==&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Teleport==== &lt;br /&gt;
*Teleport yourself and, if desired, a small party to a predetermined location.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Baleful Polymorph==== &lt;br /&gt;
*Turn your victim permanently into a chicken if they fail a -4 fortitude save.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=251</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=251"/>
		<updated>2019-01-19T14:30:39Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of EFU&#039;s Custom Spells:&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Alarm&#039;&#039;====&lt;br /&gt;
Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
Components: V, S&lt;br /&gt;
Casting Time: 1 standard action&lt;br /&gt;
Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
Duration: 2 hours/level (D)&lt;br /&gt;
Saving Throw: None&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;====&lt;br /&gt;
Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
Innate Level: 4&lt;br /&gt;
School: Abjuration&lt;br /&gt;
Descriptor(s):&lt;br /&gt;
Component(s): Verbal, Somatic&lt;br /&gt;
Range: Personal&lt;br /&gt;
Area of Effect / Target: You&lt;br /&gt;
Duration: 1 round / level&lt;br /&gt;
Additional Counter Spells:&lt;br /&gt;
Save: None&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ward Area&#039;&#039;====&lt;br /&gt;
Abjuration&lt;br /&gt;
Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
Components: V, S&lt;br /&gt;
Casting Time: 1 standard action&lt;br /&gt;
Range: Special&lt;br /&gt;
Target: Special&lt;br /&gt;
Duration: 10 minute/level&lt;br /&gt;
Saving Throw: Harmless&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells= &lt;br /&gt;
We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers.  A complete list of all spell changes can be found [https://wiki.efupw.com/index.php?title=Spell_changes here].&lt;br /&gt;
&lt;br /&gt;
Unfortunately these are temporarily disabled during the transition to EE.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer/Wizard (Level 0)==&lt;br /&gt;
===&amp;lt;strong&amp;gt;Necromancy&amp;lt;/strong&amp;gt;===&lt;br /&gt;
====&#039;&#039;Disrupt Undead&#039;&#039;====&lt;br /&gt;
*Deal 1d6 positive damage to a single undead creature.        &lt;br /&gt;
==Sorcerer/Wizard (Level 1)==&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Command==== &lt;br /&gt;
*For one round, make a target flee, approach, fall or halt.&lt;br /&gt;
&lt;br /&gt;
====Nybor&#039;s Gentle Reminder==== &lt;br /&gt;
*Stun for 1 round, penalties for 1 round/level after.&lt;br /&gt;
&lt;br /&gt;
====Rouse==== &lt;br /&gt;
*Awaken all sleeping creatures in a 10-foot-radius burst.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Jump==== &lt;br /&gt;
*Significant bonus to Tumble.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Burning Bolt==== &lt;br /&gt;
*Fire multiple flaming bolts at an opponent&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Chill Touch==== &lt;br /&gt;
*Make undead flee. Deal strength and negative energy damage to everyone else.&lt;br /&gt;
==Sorcerer/Wizard (Level 2)==&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Augment Familiar==== &lt;br /&gt;
*For 1 round/level, your familiar becomes much more effective in combat.&lt;br /&gt;
====Whispering Wind==== &lt;br /&gt;
*Send messages to distant locations of your choice.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Scorching Ray==== &lt;br /&gt;
*Ranged spell which deals fire damage.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Alarm==== &lt;br /&gt;
*For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Masochism==== &lt;br /&gt;
*Gain brief, temporary bonuses based on hitpoints lost in any given round&lt;br /&gt;
==Sorcerer/Wizard (Level 3)==&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Ice Burst==== &lt;br /&gt;
*High radius, relatively low-damage burst of ice damage.&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Regroup==== &lt;br /&gt;
*Teleport up to 1 willing companion per level to your position from within a limited radius.&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Heart Clutch==== &lt;br /&gt;
*For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.&lt;br /&gt;
==Sorcerer/Wizard (Level 4)==&lt;br /&gt;
===Divination===&lt;br /&gt;
====Scrying==== &lt;br /&gt;
*For 1 minute/level, spy on any creature in your current area OR any PC within range.&lt;br /&gt;
====Arcane Eye==== &lt;br /&gt;
*For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Ward Area==== &lt;br /&gt;
*Temporarily protect the current area from scrying.&lt;br /&gt;
====Ilyykur&#039;s Mantle==== &lt;br /&gt;
*You cloak yourself in an aura that gives you a +1   bonus per 3   caster levels (maximum +5) on saving throws against  spells  and spell   like abilities, and you gain electricity resistance  10.&lt;br /&gt;
====Lower Spell Resistance==== &lt;br /&gt;
*Lower a single target&#039;s spell resistance.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Blast of Flame==== &lt;br /&gt;
*Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.&lt;br /&gt;
====Acid/Cold/Electric/Fire Orb==== &lt;br /&gt;
*Launch an orb of elemental damage against a single target which bypasses spell resistance.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Mass Ultravision==== &lt;br /&gt;
*Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.&lt;br /&gt;
==Sorcerer/Wizard (Level 5)==&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Teleport==== &lt;br /&gt;
*Teleport yourself and, if desired, a small party to a predetermined location.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Baleful Polymorph==== &lt;br /&gt;
*Turn your victim permanently into a chicken if they fail a -4 fortitude save.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=250</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=250"/>
		<updated>2019-01-19T14:29:36Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of EFU&#039;s Custom Spells&lt;br /&gt;
&lt;br /&gt;
=Abjuration=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Alarm&#039;&#039;===&lt;br /&gt;
Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
Components: V, S&lt;br /&gt;
Casting Time: 1 standard action&lt;br /&gt;
Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
Duration: 2 hours/level (D)&lt;br /&gt;
Saving Throw: None&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;===&lt;br /&gt;
Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
Innate Level: 4&lt;br /&gt;
School: Abjuration&lt;br /&gt;
Descriptor(s):&lt;br /&gt;
Component(s): Verbal, Somatic&lt;br /&gt;
Range: Personal&lt;br /&gt;
Area of Effect / Target: You&lt;br /&gt;
Duration: 1 round / level&lt;br /&gt;
Additional Counter Spells:&lt;br /&gt;
Save: None&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Ward Area&#039;&#039;===&lt;br /&gt;
Abjuration&lt;br /&gt;
Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
Components: V, S&lt;br /&gt;
Casting Time: 1 standard action&lt;br /&gt;
Range: Special&lt;br /&gt;
Target: Special&lt;br /&gt;
Duration: 10 minute/level&lt;br /&gt;
Saving Throw: Harmless&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
=Conjuration=&lt;br /&gt;
&lt;br /&gt;
=Divination=&lt;br /&gt;
&lt;br /&gt;
=Enchantment=&lt;br /&gt;
&lt;br /&gt;
=Evocation=&lt;br /&gt;
&lt;br /&gt;
=Illusion=&lt;br /&gt;
&lt;br /&gt;
=Necromancy=&lt;br /&gt;
&lt;br /&gt;
=Transmutation=&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells= &lt;br /&gt;
We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers.  A complete list of all spell changes can be found [https://wiki.efupw.com/index.php?title=Spell_changes here].&lt;br /&gt;
&lt;br /&gt;
Unfortunately these are temporarily disabled during the transition to EE.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer/Wizard (Level 0)==&lt;br /&gt;
===&amp;lt;strong&amp;gt;Necromancy&amp;lt;/strong&amp;gt;===&lt;br /&gt;
====&#039;&#039;Disrupt Undead&#039;&#039;====&lt;br /&gt;
*Deal 1d6 positive damage to a single undead creature.        &lt;br /&gt;
==Sorcerer/Wizard (Level 1)==&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Command==== &lt;br /&gt;
*For one round, make a target flee, approach, fall or halt.&lt;br /&gt;
&lt;br /&gt;
====Nybor&#039;s Gentle Reminder==== &lt;br /&gt;
*Stun for 1 round, penalties for 1 round/level after.&lt;br /&gt;
&lt;br /&gt;
====Rouse==== &lt;br /&gt;
*Awaken all sleeping creatures in a 10-foot-radius burst.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Jump==== &lt;br /&gt;
*Significant bonus to Tumble.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Burning Bolt==== &lt;br /&gt;
*Fire multiple flaming bolts at an opponent&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Chill Touch==== &lt;br /&gt;
*Make undead flee. Deal strength and negative energy damage to everyone else.&lt;br /&gt;
==Sorcerer/Wizard (Level 2)==&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Augment Familiar==== &lt;br /&gt;
*For 1 round/level, your familiar becomes much more effective in combat.&lt;br /&gt;
====Whispering Wind==== &lt;br /&gt;
*Send messages to distant locations of your choice.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Scorching Ray==== &lt;br /&gt;
*Ranged spell which deals fire damage.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Alarm==== &lt;br /&gt;
*For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Masochism==== &lt;br /&gt;
*Gain brief, temporary bonuses based on hitpoints lost in any given round&lt;br /&gt;
==Sorcerer/Wizard (Level 3)==&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Ice Burst==== &lt;br /&gt;
*High radius, relatively low-damage burst of ice damage.&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Regroup==== &lt;br /&gt;
*Teleport up to 1 willing companion per level to your position from within a limited radius.&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Heart Clutch==== &lt;br /&gt;
*For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.&lt;br /&gt;
==Sorcerer/Wizard (Level 4)==&lt;br /&gt;
===Divination===&lt;br /&gt;
====Scrying==== &lt;br /&gt;
*For 1 minute/level, spy on any creature in your current area OR any PC within range.&lt;br /&gt;
====Arcane Eye==== &lt;br /&gt;
*For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Ward Area==== &lt;br /&gt;
*Temporarily protect the current area from scrying.&lt;br /&gt;
====Ilyykur&#039;s Mantle==== &lt;br /&gt;
*You cloak yourself in an aura that gives you a +1   bonus per 3   caster levels (maximum +5) on saving throws against  spells  and spell   like abilities, and you gain electricity resistance  10.&lt;br /&gt;
====Lower Spell Resistance==== &lt;br /&gt;
*Lower a single target&#039;s spell resistance.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Blast of Flame==== &lt;br /&gt;
*Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.&lt;br /&gt;
====Acid/Cold/Electric/Fire Orb==== &lt;br /&gt;
*Launch an orb of elemental damage against a single target which bypasses spell resistance.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Mass Ultravision==== &lt;br /&gt;
*Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.&lt;br /&gt;
==Sorcerer/Wizard (Level 5)==&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Teleport==== &lt;br /&gt;
*Teleport yourself and, if desired, a small party to a predetermined location.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Baleful Polymorph==== &lt;br /&gt;
*Turn your victim permanently into a chicken if they fail a -4 fortitude save.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=249</id>
		<title>Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Custom_Spells&amp;diff=249"/>
		<updated>2019-01-19T14:28:50Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of EFU&#039;s Custom Spells&lt;br /&gt;
&lt;br /&gt;
=Abjuration=&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Alarm&#039;&#039;==&lt;br /&gt;
Level: Brd 2, Rgr 2, Sor/Wiz 2&lt;br /&gt;
Components: V, S&lt;br /&gt;
Casting Time: 1 standard action&lt;br /&gt;
Range: Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
Area: 20-ft.-radius emanation centered on a point in space&lt;br /&gt;
Duration: 2 hours/level (D)&lt;br /&gt;
Saving Throw: None&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Ilyykur&#039;s Mantle&#039;&#039;==&lt;br /&gt;
Caster Level(s): Sorc/Wiz 4&lt;br /&gt;
Innate Level: 4&lt;br /&gt;
School: Abjuration&lt;br /&gt;
Descriptor(s):&lt;br /&gt;
Component(s): Verbal, Somatic&lt;br /&gt;
Range: Personal&lt;br /&gt;
Area of Effect / Target: You&lt;br /&gt;
Duration: 1 round / level&lt;br /&gt;
Additional Counter Spells:&lt;br /&gt;
Save: None&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Ward Area&#039;&#039;==&lt;br /&gt;
Abjuration&lt;br /&gt;
Level:Cleric 4, Druid 4, Sorc/Wiz 4&lt;br /&gt;
Components: V, S&lt;br /&gt;
Casting Time: 1 standard action&lt;br /&gt;
Range: Special&lt;br /&gt;
Target: Special&lt;br /&gt;
Duration: 10 minute/level&lt;br /&gt;
Saving Throw: Harmless&lt;br /&gt;
Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
The entire area becomes protected from the spell &amp;quot;Scrying&amp;quot; for the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
=Conjuration=&lt;br /&gt;
&lt;br /&gt;
=Divination=&lt;br /&gt;
&lt;br /&gt;
=Enchantment=&lt;br /&gt;
&lt;br /&gt;
=Evocation=&lt;br /&gt;
&lt;br /&gt;
=Illusion=&lt;br /&gt;
&lt;br /&gt;
=Necromancy=&lt;br /&gt;
&lt;br /&gt;
=Transmutation=&lt;br /&gt;
&lt;br /&gt;
=Custom Arcane Spells= &lt;br /&gt;
We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers.  A complete list of all spell changes can be found [https://wiki.efupw.com/index.php?title=Spell_changes here].&lt;br /&gt;
&lt;br /&gt;
Unfortunately these are temporarily disabled during the transition to EE.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer/Wizard (Level 0)==&lt;br /&gt;
===&amp;lt;strong&amp;gt;Necromancy&amp;lt;/strong&amp;gt;===&lt;br /&gt;
====&#039;&#039;Disrupt Undead&#039;&#039;====&lt;br /&gt;
*Deal 1d6 positive damage to a single undead creature.        &lt;br /&gt;
==Sorcerer/Wizard (Level 1)==&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Command==== &lt;br /&gt;
*For one round, make a target flee, approach, fall or halt.&lt;br /&gt;
&lt;br /&gt;
====Nybor&#039;s Gentle Reminder==== &lt;br /&gt;
*Stun for 1 round, penalties for 1 round/level after.&lt;br /&gt;
&lt;br /&gt;
====Rouse==== &lt;br /&gt;
*Awaken all sleeping creatures in a 10-foot-radius burst.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Jump==== &lt;br /&gt;
*Significant bonus to Tumble.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Burning Bolt==== &lt;br /&gt;
*Fire multiple flaming bolts at an opponent&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Chill Touch==== &lt;br /&gt;
*Make undead flee. Deal strength and negative energy damage to everyone else.&lt;br /&gt;
==Sorcerer/Wizard (Level 2)==&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Augment Familiar==== &lt;br /&gt;
*For 1 round/level, your familiar becomes much more effective in combat.&lt;br /&gt;
====Whispering Wind==== &lt;br /&gt;
*Send messages to distant locations of your choice.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Scorching Ray==== &lt;br /&gt;
*Ranged spell which deals fire damage.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Alarm==== &lt;br /&gt;
*For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.&lt;br /&gt;
===Enchantment===&lt;br /&gt;
====Masochism==== &lt;br /&gt;
*Gain brief, temporary bonuses based on hitpoints lost in any given round&lt;br /&gt;
==Sorcerer/Wizard (Level 3)==&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Ice Burst==== &lt;br /&gt;
*High radius, relatively low-damage burst of ice damage.&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Regroup==== &lt;br /&gt;
*Teleport up to 1 willing companion per level to your position from within a limited radius.&lt;br /&gt;
===Necromancy===&lt;br /&gt;
====Heart Clutch==== &lt;br /&gt;
*For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.&lt;br /&gt;
==Sorcerer/Wizard (Level 4)==&lt;br /&gt;
===Divination===&lt;br /&gt;
====Scrying==== &lt;br /&gt;
*For 1 minute/level, spy on any creature in your current area OR any PC within range.&lt;br /&gt;
====Arcane Eye==== &lt;br /&gt;
*For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.&lt;br /&gt;
===Abjuration===&lt;br /&gt;
====Ward Area==== &lt;br /&gt;
*Temporarily protect the current area from scrying.&lt;br /&gt;
====Ilyykur&#039;s Mantle==== &lt;br /&gt;
*You cloak yourself in an aura that gives you a +1   bonus per 3   caster levels (maximum +5) on saving throws against  spells  and spell   like abilities, and you gain electricity resistance  10.&lt;br /&gt;
====Lower Spell Resistance==== &lt;br /&gt;
*Lower a single target&#039;s spell resistance.&lt;br /&gt;
===Evocation===&lt;br /&gt;
====Blast of Flame==== &lt;br /&gt;
*Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.&lt;br /&gt;
====Acid/Cold/Electric/Fire Orb==== &lt;br /&gt;
*Launch an orb of elemental damage against a single target which bypasses spell resistance.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Mass Ultravision==== &lt;br /&gt;
*Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.&lt;br /&gt;
==Sorcerer/Wizard (Level 5)==&lt;br /&gt;
===Conjuration===&lt;br /&gt;
====Teleport==== &lt;br /&gt;
*Teleport yourself and, if desired, a small party to a predetermined location.&lt;br /&gt;
===Transmutation===&lt;br /&gt;
====Baleful Polymorph==== &lt;br /&gt;
*Turn your victim permanently into a chicken if they fail a -4 fortitude save.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Classes&amp;diff=210</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Classes&amp;diff=210"/>
		<updated>2019-01-18T19:26:29Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Standard Classes&lt;br /&gt;
&lt;br /&gt;
*[[Druid]]&lt;br /&gt;
*[[Fighter]]&lt;br /&gt;
*[[Monk]]&lt;br /&gt;
*[[Paladin]]&lt;br /&gt;
*[[Ranger]]&lt;br /&gt;
*[[Rogue]]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Classes&amp;diff=179</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Classes&amp;diff=179"/>
		<updated>2019-01-18T14:02:42Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Standard Classes&lt;br /&gt;
&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Druid Druid]&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Fighter Fighter]&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Monk Monk]&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Paladin Paladin]&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Ranger Ranger]&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Rogue Rogue]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Classes&amp;diff=177</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Classes&amp;diff=177"/>
		<updated>2019-01-18T14:01:17Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Standard Classes&lt;br /&gt;
&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Druid Druid]&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Fighter Fighter]&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Monk Monk]&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Paladin Paladin]&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Ranger Ranger]&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Rogue Rogue]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;metadesc&amp;gt; PageDescription &amp;lt;/metadesc&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=103</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=103"/>
		<updated>2019-01-17T22:26:46Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt; Mechanics &amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Spell changes|Spell Changes]]&lt;br /&gt;
&lt;br /&gt;
[[Classes]]&lt;br /&gt;
*[[Druid]]&lt;br /&gt;
*[[Fighter]]&lt;br /&gt;
*[[Monk]]&lt;br /&gt;
*[[Paladin]]&lt;br /&gt;
*[[Ranger]]&lt;br /&gt;
*[[Rogue]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=102</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=102"/>
		<updated>2019-01-17T22:22:55Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt; Mechanics &amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Spell Changes]]&lt;br /&gt;
&lt;br /&gt;
[[Classes]]&lt;br /&gt;
*[[Druid]]&lt;br /&gt;
*[[Fighter]]&lt;br /&gt;
*[[Monk]]&lt;br /&gt;
*[[Paladin]]&lt;br /&gt;
*[[Ranger]]&lt;br /&gt;
*[[Rogue]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=101</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=101"/>
		<updated>2019-01-17T22:20:48Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt; Mechanics &amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Spell_changes]]&lt;br /&gt;
&lt;br /&gt;
[[Classes]]&lt;br /&gt;
*[[Druid]]&lt;br /&gt;
*[[Fighter]]&lt;br /&gt;
*[[Monk]]&lt;br /&gt;
*[[Paladin]]&lt;br /&gt;
*[[Ranger]]&lt;br /&gt;
*[[Rogue]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=100</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=100"/>
		<updated>2019-01-17T22:20:33Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt; Mechanics &amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Spell_Changes]]&lt;br /&gt;
&lt;br /&gt;
[[Classes]]&lt;br /&gt;
*[[Druid]]&lt;br /&gt;
*[[Fighter]]&lt;br /&gt;
*[[Monk]]&lt;br /&gt;
*[[Paladin]]&lt;br /&gt;
*[[Ranger]]&lt;br /&gt;
*[[Rogue]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=99</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=99"/>
		<updated>2019-01-17T22:20:10Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt; Mechanics &amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[SpellChanges]]&lt;br /&gt;
&lt;br /&gt;
[[Classes]]&lt;br /&gt;
*[[Druid]]&lt;br /&gt;
*[[Fighter]]&lt;br /&gt;
*[[Monk]]&lt;br /&gt;
*[[Paladin]]&lt;br /&gt;
*[[Ranger]]&lt;br /&gt;
*[[Rogue]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=97</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=97"/>
		<updated>2019-01-17T22:15:17Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt; Mechanics &amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Spell Changes]]&lt;br /&gt;
&lt;br /&gt;
[[Classes]]&lt;br /&gt;
*[[Druid]]&lt;br /&gt;
*[[Fighter]]&lt;br /&gt;
*[[Monk]]&lt;br /&gt;
*[[Paladin]]&lt;br /&gt;
*[[Ranger]]&lt;br /&gt;
*[[Rogue]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=96</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=96"/>
		<updated>2019-01-17T22:14:18Z</updated>

		<summary type="html">&lt;p&gt;Tala: Made links to look internal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt; Mechanics &amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Spell Changes]]&lt;br /&gt;
&lt;br /&gt;
[[Classes]]&lt;br /&gt;
[[Druid]]&lt;br /&gt;
[[Fighter]]&lt;br /&gt;
[[Monk]]&lt;br /&gt;
[[Paladin]]&lt;br /&gt;
[[Ranger]]&lt;br /&gt;
[[Rogue]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=95</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=95"/>
		<updated>2019-01-17T22:13:05Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
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&amp;lt;strong&amp;gt; Mechanics &amp;lt;/strong&amp;gt;&lt;br /&gt;
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[https://wiki.efupw.com/index.php?title=Spell_changes Spell Changes]&lt;br /&gt;
&lt;br /&gt;
[[Classes]]&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Druid Druid]&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Fighter Fighter]&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Monk Monk]&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Paladin Paladin]&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Ranger Ranger]&lt;br /&gt;
*[https://wiki.efupw.com/index.php?title=Rogue Rogue]&lt;br /&gt;
&lt;br /&gt;
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== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Barbarian_Furors&amp;diff=71</id>
		<title>Barbarian Furors</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Barbarian_Furors&amp;diff=71"/>
		<updated>2019-01-17T16:01:54Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Furors are the modifiers to barbarian rage which can be learned from ambient Barbarian Sages that can be found in the game world.&lt;br /&gt;
&lt;br /&gt;
=Basic Furors=&lt;br /&gt;
Here is a list of basic furors available in game. Rarer, more powerful furors can be found through in-game means, exploration and adventure. Get looking!&lt;br /&gt;
&lt;br /&gt;
==Exhilarating Rage==&lt;br /&gt;
Provide an additional 1dX strength and constitution for the duration of the rage, where X is equal to the barbarian’s charisma modifier, provided it is positive. The roll is done separately for strength and constitution. This specific bonus to both stats cannot exceed +1 per two barbarian levels, though stacks with the base rage charisma bonus.&lt;br /&gt;
&lt;br /&gt;
==Inspiring Rage==&lt;br /&gt;
Apply the barbarian’s charisma modifier to strength and constitution to nearby allies in a gargantuan radius for the duration of the rage, provided it is positive. The bonus to both stats cannot exceed +1 per two barbarian levels.&lt;br /&gt;
&lt;br /&gt;
==Everlasting Rage==&lt;br /&gt;
Provide an additional bonus to the duration of each rage equal to the barbarian’s wisdom modifier, provided it is positive. The bonus to duration cannot exceed one round per two barbarian level.&lt;br /&gt;
&lt;br /&gt;
==Enduring Rage==&lt;br /&gt;
The increased duration of barbarian rage cooldown provided per exhaustion point becomes 1dX, where X is equal to 10 - wisdom modifier, instead of 1d10, provided the wisdom modifier is positive.&lt;br /&gt;
&lt;br /&gt;
==Terrifying Rage==&lt;br /&gt;
Upon initial use of barbarian rage, enemies in a gargantuan radius receive -1 attack bonus, -1 damage, and -1 will for the duration of the rage. Then those enemies must make a will save VS fear with a DC equal to 10 + Y, where Y is the barbarian’s intimidate skill divided by 3 rounded down. If they fail, they are feared for 1dX rounds, where X is equal to the amount of barbarian levels.&lt;br /&gt;
&lt;br /&gt;
==Ear-Shattering Rage==&lt;br /&gt;
Upon initial use of barbarian rage, enemies in a gargantuan radius take sonic damage equal to 2dX, where X is equal the amount of barbarian levels. Then those enemies must make a will save VS sonic with a DC equal to 10 + Y, where Y is the barbarian’s intimidate skill divided by 3 rounded down. If they fail, they are dazed for 1dX rounds, then deafened for 1dX rounds, rolled separately. Already deafened foes are not afflicted by these effects.&lt;br /&gt;
&lt;br /&gt;
==Panicking Rage==&lt;br /&gt;
Upon initial use of barbarian rage, the barbarian fears themselves for 1d3 rounds, receives X dodge AC for 1dX rounds, where X is equal to the amount of barbarian levels. The barbarian receives +20% movement speed for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
==Bloodcrazed Rage==&lt;br /&gt;
Provides vampiric regeneration +1dX to the barbarian’s equipped melee weapon for the duration of the rage, where X is equal to the amount of barbarian levels.&lt;br /&gt;
&lt;br /&gt;
==Punishing Rage==&lt;br /&gt;
Provides the barbarian’s armor a damage shield which causes slashing damage equal to 1dX on hit for the duration of the rage, where X is the barbarian level.&lt;br /&gt;
&lt;br /&gt;
==Stalker Rage==&lt;br /&gt;
Upon initial use of barbarian rage, provide +X to the skills Hide, Listen, Move Silently, Search, Spot, and Tumble equal to the amount of barbarian levels for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
==Agile Rage==&lt;br /&gt;
All applications of strength in the barbarian rage instead applies that value to dexterity, minus 2.&lt;br /&gt;
&lt;br /&gt;
==Berserker Rage==&lt;br /&gt;
Provides an additional +1d4 strength and constitution for the duration of the rage, rolled separately, but also induces a fatigue period for one turn after the rage which causes -2 strength, constitution, armor class, and will save.&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=3</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=3"/>
		<updated>2019-01-17T07:22:13Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=2</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Main_Page&amp;diff=2"/>
		<updated>2019-01-17T07:21:44Z</updated>

		<summary type="html">&lt;p&gt;Tala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
[[Mock Page]]&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Tala</name></author>
	</entry>
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