Spell changes: Difference between revisions

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==Abjuration==
==Abjuration==
======Resistance======
===Resistance===
* A caster with SF: Abjuration grants the target 5/+1 DR, to an absorbtion limit of 5.
* A caster with SF: Abjuration grants the target 5/+1 DR, to an absorbtion limit of 5.
* A caster with GSF: Abjuration grants the target 5/+1 DR, to an absorbtion limit of 10.
* A caster with GSF: Abjuration grants the target 5/+1 DR, to an absorbtion limit of 10.
==Enchantment==
======Daze======
* If the target humanoid creature has 5 HD or less, they are dazed for 2 rounds.
* '''Spell Focus and Greater Spell Focus Enchantment''' raise the HD by 1, respectively. So '''Greater Spell Focus Enchantment''' daze can affect up to HD 7 creatures.
==Level 1==
Spell changes for Level 1 spells, listed by Spell School.


==Abjuration==
===Shield===
======Shield======
* A caster without SF nor GSF: Abjuration casts the spell as normal. It grants +4 deflection AC and immunity to: Magic Missile, Isaac's Lesser Missile Storm and Isaac's Greater Missile Storm.
* A caster without SF nor GSF: Abjuration casts the spell as normal. It grants +4 deflection AC and immunity to: Magic Missile, Isaac's Lesser Missile Storm and Isaac's Greater Missile Storm.
* A caster with SF: Abjuration casts the spell with a +2 armor enhancement bonus (does not stack with mage armor or base AC from armor)
* A caster with SF: Abjuration casts the spell with a +2 armor enhancement bonus (does not stack with mage armor or base AC from armor)
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==Enchantment==
==Enchantment==


======Charm Person======
===Daze===
* If the target humanoid creature has 5 HD or less, they are dazed for 2 rounds.
* '''Spell Focus and Greater Spell Focus Enchantment''' raise the HD by 1, respectively. So '''Greater Spell Focus Enchantment''' daze can affect up to HD 7 creatures.
 
===Charm Person===
* Duration increase, the duration is 1 round/level.
* Duration increase, the duration is 1 round/level.
* '''Spell Focus Enchantment''': An additional +1 DC Bonus
* '''Spell Focus Enchantment''': An additional +1 DC Bonus
* '''Greater Spell Focus Enchantment''': An additional +2 DC Bonus
* '''Greater Spell Focus Enchantment''': An additional +2 DC Bonus


======Sleep======
===Sleep===
* '''Spell Focus Enchantment''': Number of creatures that can fall asleep is doubled.
* '''Spell Focus Enchantment''': Number of creatures that can fall asleep is doubled.
* '''Spell Focus Necromancy''': Instead of peaceful sleep, the creature experiences horrible nightmares and suffers Doom spell for sleep duration + 5 rounds after waking.
* '''Spell Focus Necromancy''': Instead of peaceful sleep, the creature experiences horrible nightmares and suffers Doom spell for sleep duration + 5 rounds after waking.
* '''Greater Spell Focus Necromancy''': Doom's duration after waking is increased to 5 + (1 round per caster level).
* '''Greater Spell Focus Necromancy''': Doom's duration after waking is increased to 5 + (1 round per caster level).


==Evocation==
==Evocation==
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=====Ice Dagger=====
=====Ice Dagger=====
Fortitude save against Frozen Effect for 2 rounds. SF and GSF Evocations raises Frozen DC as well.
Fortitude save against Frozen Effect for 2 rounds. SF and GSF Evocations raises Frozen DC as well.
==Illusion==


==Necromancy==
==Necromancy==
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* '''Greater Spell Focus Necromancy''': Also casts [[Expeditious Retreat]] on target undead creature. Lasts 1 round/caster level.
* '''Greater Spell Focus Necromancy''': Also casts [[Expeditious Retreat]] on target undead creature. Lasts 1 round/caster level.


======Scare======
===Scare===
No longer restricted by a creature's HD.
No longer restricted by a creature's HD.
            
            
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* '''Greater Spell Focus Necromancy''': An additional +1 bonus to DC.
* '''Greater Spell Focus Necromancy''': An additional +1 bonus to DC.


======Negative Energy Ray======
===Negative Energy Ray===
The following two changes only come in to play the spell '''is not''' cast from an item.
The following two changes only come in to play the spell '''is not''' cast from an item.
            
            
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==Transmutation==
==Transmutation==


======Expeditious Retreat======
===Expeditious Retreat===


* Vanilla expeditious retreat is unchanged (50% movement speed increase)
* Vanilla expeditious retreat is unchanged (50% movement speed increase)
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* '''Greater Spell Focus Transmutation''' provides a 60% movement speed increase.
* '''Greater Spell Focus Transmutation''' provides a 60% movement speed increase.


======Burning Hands======
===Burning Hands===
If the reflex save fails, the spell deals additional 1d6 fire damage each round for 2 rounds.
If the reflex save fails, the spell deals additional 1d6 fire damage each round for 2 rounds.
====Level 2====
 
====Level 3====
====Level 4====
====Level 5====
====Level 6====
====Level 7-9====
=====Abjuration=====
===Divine Spells===
===Divine Spells===
====Level 1====
====Level 2====
====Level 3====

Revision as of 04:22, 17 January 2019

EFU has undergone massive changes to vanilla NWN spells. As well as global changes to spells, Specialist Wizards receive even further bonuses to their school of choice.

Please refer to the list below for the current changes.

Common Use Spells

These are changes related to some of the most commonly used spells within EFU.

Cantrips

All Cantrips are now 1d4 + 1 damage

Summon Monster

Summon Monster duration has been reduced to 4 rounds/level for vanilla casting, with the following bonuses for Spell Focus feats/specialisations:

  • 5 rounds/level for SF: Conjuration
  • 6 rounds/level for GSF: Conjuration
  • Additional 2 rounds/level for Specialist Conjurers
  • Pale Master levels considered when calculating duration

Default summons reflect a basic City based theme. A number of additional themes are available through reagents, items, and other means in game.

PCs can speak through their summons using the chat command "/v s <message>".

For additional information see Voice Commands.

Animate/Create Undead

Animate/Create Undead has been heavily customised in EFU and strength of summoned creatures, for both spells, is related to the type/quality of the in-game Corpse Item used as target when casting. Creatures summoned without a Corpse Item are much weaker than their corpse-summoned brethren (Wizard AB progression, lower AC, lower STR)

All corpses can be further experimented on, given weapons etc. to increase their power. For further details, please refer to necromancy.

Bull's Strength/Endurance/Eagle's Splendor/Fox's Cunning/Cat's Grace/Owl's Wisdom

Bull's Strength/Endurance/Eagle's Splendor/Fox's Cunning/Cat's Grace/Owl's Wisdom have received the following changes:

  • A caster without SF nor GSF: Transmutation casts the spell as normal with a 1 + 1d4 enhancement
  • A caster with SF: Transmutation casts the spell using the best roll of 2 (1+1d4) rolls for enhancement
  • A caster with GSF: Transmutation casts the spell using the best roll of 3 (1+1d4) rolls for enhancement

Protection from/Resist/Endure Elements

Protection from/Elements/Resist Elements/Endure Elements have been changed as follows:

  • No modification for vanilla casting (duration 24 hours)
  • The absorption limit is increased by 5 for SF: Abjuration
  • The absorption limit is increased by another 5 for GSF: Abjuration

Protection Against Alignment

Protection Against Alignment has been changed as follows:

  • Protection Against Neutrality has been added (Including Lawful Neutral, True Neutral, Chaotic Neutral)
  • Blanket Mind-Affecting and Fear effects against Alignment has been changed to 7 + (Spell caster level / 3) bonus to Mind Affecting and Fear saves against Alignment

Magic Circle Against Alignment

Magic Circle Against Alignment has been changed as follows:

  • Magic Circle Against Alignment is now the same as casting Protection from Evil/Good/Chaos/Law/Neutral on everybody within three metres
  • Blanket Mind-Affecting and Fear effects against Alignment has been changed to 7 + (Spell caster level / 3) bonus to Mind Affecting and Fear saves against Alignment (same as PfA).

Lesser Dispel Magic/Dispel Magic/Greater Dispel Magic

Lesser Dispel Magic/Dispel Magic/Greater Dispel Magic have been changed to allow the maximum caster level to be improved through Spell Focus feats. These spells can be resisted by Spell Resistance.

  • When targeting a target, a caster with SF and GSF Divination can destroy a Mirror Image when targeting a Mirror Image with all three.
  • When targeting an area, a caster with SF Divination can destroy Mirror Images up to: 3 with Disepl, 5 with Greater Dispel.
  • When targeting an area, a caster with GSF Divination can destroy Mirror Images up to: 2 with Lesser Dispel, 6 with Dispel, 10 with Greater Dispel.

Lesser Spell Breach/Greater Spell Breach

Lesser Spell Breach/Greater Spell Breach have been changed to be improved by Spell Focus feats.

  • +1 effect dispelled if caster has Spell Focus Abjuration
  • +1 (additional) effects dispelled if caster has Greater Spell Focus Abjuration
  • -1 effects dispelled if target has Arcane Defence Abjuration

Hold Person/Animal/Monster

Hold Person/Hold Animal/Hold Monster have been changed to use mind spell saves.

Summon Shadow (Shadow Clone)

Summoned Shadow from Shadow Conjuration/Greater Shadow Conjuration/Shades has been changed to use custom shadow clone summons.

Using the Summon Shadow variant of each of the spells, and targeting the ground, the caster summons a Shadow Clone of the closest PC to the targeted area, or the likeness of the caster if no PC can be found (note: if used from an item, the Shadow Clone will take the likeness of the caster in all instances).

You may only have one Shadow Clone active at any one time, and cannot have any other summons active. The Shadow Clone has the following stats/abilities/durations:

  • It is considered incorporeal (50% Concealment)
  • It is considered an undead creature (healing spell damage, negative energy heals)
  • Mental ability points (INT, WIS, CHA) are always capped to maximum of 3.
  • Created from Shadow Conjuration: Copied physical ability points (STR, DEX, CON) are capped to a maximum of 7 points for non-caster targets and when used from items. This cap is increased to 11 points if the caster targets themselves. Duration is 5 rounds + 1 round per caster level.
  • Created from Greater Shadow Conjuration: Copied physical ability points are capped to a maximum of 9 points for non-caster targets and when used from items. This cap is increased to 13 points if the caster target herself. Duration is 10 rounds + 1 round per caster level.
  • Created from Shades: Copied physical ability points are capped to a maximum of 11 points for non-caster targets and when used from items. There is no cap for physical ability points if the caster targets herself. Duration is 15 rounds + 1 round per caster level.

In addition to the above, all summoned Shadow Clones get the following benefits depending on the caster’s Spell School (if the caster is a Wizard) or Greater Spell Focus feat (if the caster is a Sorcerer; note: multiple bonuses from GSF stack for Sorcerers):

  • Abjuration: The shadow gains Spell Resistance 12, 14 and 16 respectively
  • Conjuration: Duration is increased by 5 rounds.
  • Evocation: The shadow gains 20%/30%/50% increased movement speed, respectively.
  • Transmutation: The shadow gains +1 to STR, CON and DEX and increases the relevant caps by the same amount.
  • Illusion: The caster becomes ethereal for 1 round after casting the spell on herself.
  • Necromancy: The shadow gains 5/- resistance against divine and positive energies and +2 regeneration.

Arcane Spell Changes

Arcane spells are those cast by either a Bard, Sorcerer or Wizard.

Abjuration

Resistance

  • A caster with SF: Abjuration grants the target 5/+1 DR, to an absorbtion limit of 5.
  • A caster with GSF: Abjuration grants the target 5/+1 DR, to an absorbtion limit of 10.

Shield

  • A caster without SF nor GSF: Abjuration casts the spell as normal. It grants +4 deflection AC and immunity to: Magic Missile, Isaac's Lesser Missile Storm and Isaac's Greater Missile Storm.
  • A caster with SF: Abjuration casts the spell with a +2 armor enhancement bonus (does not stack with mage armor or base AC from armor)
  • A caster with GSF: Abjuration casts the spell with a +4 armor enhancement bonus (does not stack with mage armor or base AC from armor)

This is designed to counteract the weirdness of abjurers being worse at protecting themselves than mages of other schools (by missing out on the mage armor spell). This brings them up to a par again, with protection consistent with casting mage armor on oneself.

Conjuration

Mage Armour

Improves the armor of the target to 4, will not grant armor bonus if the target is already 4 or above.

Grease
  • Duration changed to 1 round / level.
  • Spell Focus Conjuration causes -2 to reflex saves for 10 rounds on any who fail the reflex save in grease. Reflex penalty does not stack.
  • Greater Spell Focus Conjuration increases duration to 2 rounds / level.

Divination

True Strike
  • +15 AB for vanilla casting
  • +20 AB for Spell Focus Divination
  • +25 AB for Greater Spell Focus Divination
  • Greater Spell Focus Enchantment provides all nearby non-hostile units (Huge Area of Effect) with +1 AB for 1 round/caster level.

Enchantment

Daze

  • If the target humanoid creature has 5 HD or less, they are dazed for 2 rounds.
  • Spell Focus and Greater Spell Focus Enchantment raise the HD by 1, respectively. So Greater Spell Focus Enchantment daze can affect up to HD 7 creatures.

Charm Person

  • Duration increase, the duration is 1 round/level.
  • Spell Focus Enchantment: An additional +1 DC Bonus
  • Greater Spell Focus Enchantment: An additional +2 DC Bonus

Sleep

  • Spell Focus Enchantment: Number of creatures that can fall asleep is doubled.
  • Spell Focus Necromancy: Instead of peaceful sleep, the creature experiences horrible nightmares and suffers Doom spell for sleep duration + 5 rounds after waking.
  • Greater Spell Focus Necromancy: Doom's duration after waking is increased to 5 + (1 round per caster level).


Evocation

Shelgarn's Persistent Blade
  • The spell is targeted on weapons.
  • The caster animates any non-plot WEAPON in his inventory to work as a loyal servant.
  • Duration is 1 minute / level. Greater Spell Focus Abjuration increases duration to 2 minutes / level.
  • The weapon is destroyed when the summon dies/vanishes unless specifically decreed otherwise (by DM or on the weapon itself)
  • Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus Evocation you can have a maximum of 5 animated weapons active at the same time.

The weapon gains the following bonuses based on caster level:

  • +1 AB / 2 caster levels.
  • +2 increased maximum HP / 2 caster levels.
Ice Dagger

Fortitude save against Frozen Effect for 2 rounds. SF and GSF Evocations raises Frozen DC as well.

Illusion

Necromancy

Ray of Enfeeblement
  • Duration lasts turn/level
  • Spell Focus Necromancy: Target undead creature gains + 1 strength per 3 caster levels for 1 round per caster level.
  • Greater Spell Focus Necromancy: Also casts Expeditious Retreat on target undead creature. Lasts 1 round/caster level.

Scare

No longer restricted by a creature's HD.

  • Spell Focus Necromancy: An additional +1 bonus to DC.
  • Greater Spell Focus Necromancy: An additional +1 bonus to DC.

Negative Energy Ray

The following two changes only come in to play the spell is not cast from an item.

  • If a wizard has Spell School Necromancy or a Sorcerer has Spell Focus Necromancy, casting the spell deals an additional 1d6 negative energy damage to the target.
  • Greater Spell Focus Necromancy also gives a targeted undead creature +2 regeneration for 1 round per caster level.

Transmutation

Expeditious Retreat

  • Vanilla expeditious retreat is unchanged (50% movement speed increase)
  • Spell Focus Transmutation provides a 55% movement speed increase
  • Greater Spell Focus Transmutation provides a 60% movement speed increase.

Burning Hands

If the reflex save fails, the spell deals additional 1d6 fire damage each round for 2 rounds.

Divine Spells