Spell changes: Difference between revisions
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EFU has undergone massive changes to vanilla NWN spells. | EFU has undergone massive changes to vanilla NWN spells. In particular, spells that last an "hour" per level have been changed to last five minutes per level, instead of two minutes. | ||
Please refer to the list below for the current changes. Unless stated, these benefits should apply when you cast the spell in question from an item or scroll. | Please refer to the list below for the current changes. Unless stated, these benefits should apply when you cast the spell in question from an item or scroll. | ||
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==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== | ||
* These are all now sub-spells of the spell '''Enhance Ability'''. A caster who has this as known/prepared spell can cast any of these spells using the radial menu. | * These are all now sub-spells of the spell '''Enhance Ability'''. A caster who has this as known/prepared spell can cast any of these spells using the radial menu. The spell provides a flat +4 bonus to the pertinent ability score, or +5 with Greater Spell Focus (Transmutation). Some perks and domains also increase the effect to +5, without the requiring the caster to specialize heavily in Transmutation. | ||
==Protection from/Resist/Endure Elements== | ==Protection from/Resist/Endure Elements== | ||
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'''Protection from/Elements/Resist Elements/Endure Elements''' have been changed as follows: | '''Protection from/Elements/Resist Elements/Endure Elements''' have been changed as follows: | ||
* No modification for vanilla casting (duration | * No modification for vanilla casting (duration 120 minutes) | ||
* '''Spell Focus: Abjuration''' increases the absorption limit by 5 | * '''Spell Focus: Abjuration''' increases the absorption limit by 5 | ||
* '''Greater Spell Focus: Abjuration''' increases absorption limit by an additional 5 | * '''Greater Spell Focus: Abjuration''' increases absorption limit by an additional 5 | ||
==Protection from Alignment== | ==Protection from Alignment== | ||
'''Protection from Alignment''' has been | '''Protection from Alignment''' has been removed, and its component effects have been divided up into the '''[[Custom Spells]]''' known as "Shell" and "Protect." | ||
==Magic Circle against Alignment== | ==Magic Circle against Alignment== | ||
'''Magic Circle against Alignment''' has been | '''Magic Circle against Alignment''' has been removed, and its component effects have been divided up into the '''[[Custom Spells]]''' known as "Mass Shell" and "Mass Protect." | ||
==Lesser Dispel/Dispel Magic/Greater Dispelling== | ==Lesser Dispel/Dispel Magic/Greater Dispelling== | ||
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==Abjuration== | ==Abjuration== | ||
===Resistance=== | ===Resistance=== | ||
* | * This spell grants the target creature damage reduction 5/+1 and damage resistance 5/- against all elemental forms of damage. The spell absorbs 5 points of damage before collapsing. | ||
===Mage Armor=== | |||
If equipped armor has a AC value less than 4, it is increased to 4. For example, this spell will transform cloth armor from 0/6 to 4/6. Unlike Magic Vestment, this spell supplants equipped armor instead of improving it, and so the armor value will not exceed 4. School changed from Conjuration to Abjuration. | |||
===Ironguts=== | ===Ironguts=== | ||
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===Remove Curse=== | ===Remove Curse=== | ||
'''Greater Spell Focus: Abjuration''' also grants the target immunity to curses for | '''Greater Spell Focus: Abjuration''' also grants the target immunity to curses for 5 minutes / caster level. | ||
===Stoneskin=== | ===Stoneskin=== | ||
Duration is | Duration is 1 minute / level. | ||
===Minor Globe of Invulnerability=== | ===Minor Globe of Invulnerability=== | ||
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* '''Greater Spell Focus: Abjuration''' grants the buff to the caster in addition to the target. | * '''Greater Spell Focus: Abjuration''' grants the buff to the caster in addition to the target. | ||
* '''Spell Focus: Divination''' increases the duration to 2 | * '''Spell Focus: Divination''' increases the duration to 2 minutes per caster level. | ||
* '''Greater Spell Focus: Divination''' will increase the duration to 3 | * '''Greater Spell Focus: Divination''' will increase the duration to 3 minutes per caster level. | ||
===Greater Stoneskin=== | ===Greater Stoneskin=== | ||
* Duration is | * Duration is 1 minute / level. Provides damage reduction of 15/+5 | ||
===Globe of Invulnerability=== | ===Globe of Invulnerability=== | ||
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===Remove Blindness/Deafness=== | ===Remove Blindness/Deafness=== | ||
* Vanilla casting is unaffected | * Vanilla casting is unaffected | ||
* '''Spell Focus: Divination''' blindness/deafness immunity increased to 1 | * '''Spell Focus: Divination''' blindness/deafness immunity increased to 1 minute / level. | ||
* '''Greater Spell Focus: Divination''' blindness/deafness immunity increased to | * '''Greater Spell Focus: Divination''' blindness/deafness immunity increased to 5 minutes / level. | ||
===Feeblemind=== | ===Feeblemind=== | ||
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===Premonition=== | ===Premonition=== | ||
Provides damage reduction of 20/+5, duration remains at | Provides damage reduction of 20/+5, duration remains at 5 minutes / level. | ||
==Enchantment== | ==Enchantment== | ||
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* '''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). | ||
* When targeted on a creature gives you a single target uncapped HD sleep. Unchanged for ground targeting. | |||
===Balagarn's Iron Horn=== | ===Balagarn's Iron Horn=== | ||
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* Duration is increased to round/level | * Duration is increased to round/level | ||
* '''Spell Focus: Conjuration''' increases duration to 2 rounds/level, '''Greater Spell Focus: Conjuration to 3 rounds/level. | * '''Spell Focus: Conjuration''' increases duration to 2 rounds/level, '''Greater Spell Focus: Conjuration to 3 rounds/level. | ||
===Dominate Person=== | ===Dominate Person=== | ||
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===Dominate Monster=== | ===Dominate Monster=== | ||
Duration is | Duration is 1 minute / level. Allows the Dominator to speak through the Dominated creature (NPC or PC). This is done by using the chat command "/v d <message>". PCs and NPCs can be commanded to move and act using the [[Control Companion]] [[player tool]]. | ||
==Evocation== | ==Evocation== | ||
===Flare=== | |||
* Upgraded to deal 1 point of fire damage and -1 armor class as well as the default -1 penalty to attack rolls. | |||
===Shelgarn's Persistent Blade=== | ===Shelgarn's Persistent Blade=== | ||
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* Damage type can be changed to a variety of [[Elemental damage variables]] | * Damage type can be changed to a variety of [[Elemental damage variables]] | ||
* Applies to thrown weapons (axes, darts shuriken etc) but not to bows and crossbows | * Applies to thrown weapons (axes, darts shuriken etc) but not to bows and crossbows | ||
* Duration is 2 minutes per caster level | |||
===Gedlee's Electric Loop=== | ===Gedlee's Electric Loop=== | ||
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* Blocked by the effects of Protection from Alignment or Magic Circle against Alignment | * Blocked by the effects of Protection from Alignment or Magic Circle against Alignment | ||
* When targeting a player that is currently resting (via Campfire, Bed | * When targeting a player that is currently resting (via Campfire, Bed, etc.) the spell will use the following effects: | ||
** Skip all Immunity and Will save checks, but must roll a Fortitude save versus Death | ** Skip all Immunity and Will save checks, but must roll a Fortitude save versus Death | ||
** If they succeed the Death save, they are dealt 3d6 magical damage, or their current hitpoints - Xd4 magical damage, where X is your CON modifier plus one, whichever is higher | ** If they succeed the Death save, they are dealt 3d6 magical damage, or their current hitpoints - Xd4 magical damage, where X is your CON modifier plus one, whichever is higher | ||
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* Vanilla casting - same as casting Invisibility on everybody within two meters, except lasting for only one round/level. | * Vanilla casting - same as casting Invisibility on everybody within two meters, except lasting for only one round/level. | ||
* '''Spell Focus: Illusion''' insreases duration to 1 | * '''Spell Focus: Illusion''' insreases duration to 1 minute / 3 caster levels. | ||
* '''Greater Spell Focus: Illusion''' increases duration to 1 | * '''Greater Spell Focus: Illusion''' increases duration to 1 minute / 2 caster levels. | ||
==Necromancy== | ==Necromancy== | ||
===Ray of Enfeeblement=== | ===Ray of Enfeeblement=== | ||
* Duration | * Duration lasts1 minute / level | ||
* '''Spell Focus: Necromancy''': Target undead creature gains + 1 strength per 3 caster levels for 1 round per caster 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 | * '''Greater Spell Focus: Necromancy''': Also casts Expeditious Retreat on target undead creature. Lasts 1 round/caster level. | ||
===Scare=== | ===Scare=== | ||
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===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. | ||
===Blood Frenzy=== | |||
Available to Wizards and Sorcerers. Renamed to "Rage." The spell can now be cast on others. | |||
* Duration increased to 1.5 rounds per level (rounded down). | |||
* '''Spell Focus: Transmutation''' increases the bonuses to +3 str, +3 con and +2 Will. Penalties remain -1 AC. | |||
* '''Greater Spell Focus: Transmutation''' grants the caster +1 regeneration for the duration of the spell. | |||
===Knock=== | ===Knock=== | ||
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===Haste=== | ===Haste=== | ||
*Casting VFX is now a stylish pink. | * Casting VFX is now a stylish pink. | ||
===Magic Weapon=== | ===Magic Weapon=== | ||
* | * Can be used on gloves and ranged weapons, applying an enhancement bonus to each. | ||
===Greater Magic Weapon=== | ===Greater Magic Weapon=== | ||
* | * Can be used on gloves and ranged weapons, applying an enhancement bonus to each. | ||
* +2 at level 5, +1/5 levels after (so +3 at 10, +4 at 15, etc) | * +2 at level 5, +1/5 levels after (so +3 at 10, +4 at 15, etc) | ||
* Duration is | * Duration is 1 minute / level | ||
===Keen Edge=== | ===Keen Edge=== | ||
* Duration is | * Duration is 1 minute / level | ||
* Can be used on all | * Can be used on all weapons (regardless of damage type), including gloves and ranged weapons. | ||
===Slow=== | ===Slow=== | ||
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===Blackstaff=== | ===Blackstaff=== | ||
Duration has changed to | Duration has changed to 1 minute / level. | ||
=Divine Spell Changes= | =Divine Spell Changes= | ||
Divine spells are those cast by either a Cleric, Druid, Ranger or Paladin. Spells will not be repeated here if they were referenced in the Arcane Spell Changes section. | Divine spells are those cast by either a Cleric, Druid, Ranger or Paladin. Spells will not be repeated here if they were referenced in the Arcane Spell Changes section. | ||
==Abjuration== | ==Abjuration== | ||
===Mage Armor=== | ===Mage Armor=== | ||
Available to Clerics. If equipped armor has a AC value less than 4, it is increased to 4. For example, this spell will transform cloth armor from 0/6 to 4/6. Unlike Magic Vestment, this spell supplants equipped armor instead of improving it, and so the armor value will not exceed 4. School changed from Conjuration to Abjuration. | |||
===Sanctuary=== | ===Sanctuary=== | ||
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* '''Greater Spell Focus: Abjuration''' grants the buff to the caster in addition to the target. | * '''Greater Spell Focus: Abjuration''' grants the buff to the caster in addition to the target. | ||
===Shield of Faith=== | |||
'''Shield of Faith''' has been removed, and similar '''[[Custom Spells]]''' such as "Protect" have been added to replace it. | |||
==Conjuration== | ==Conjuration== | ||
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===Monstrous Regeneration === | ===Monstrous Regeneration === | ||
* Duration is | * Duration is 1 minute per level, changed from 1 round per 2 levels. | ||
===Healing Circle=== | ===Healing Circle=== | ||
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===Darkfire=== | ===Darkfire=== | ||
* Duration has been changed to 2 | * Duration has been changed to 2 minutes/level, to match Flame Weapon | ||
* 1d4 fire damage at caster level 1-7 | * 1d4 fire damage at caster level 1-7 | ||
* Increased to 1d6 fire damage level 8+ | * Increased to 1d6 fire damage level 8+ | ||
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* All creatures within the area of effect take 1d8 points of damage and must make a will save or be stunned for 2 rounds. | * All creatures within the area of effect take 1d8 points of damage and must make a will save or be stunned for 2 rounds. | ||
* Bards deal 2d8 + 1 / caster level sonic damage instead of vanilla 1d8. | * Bards deal 2d8 + 1 / caster level sonic damage instead of vanilla 1d8. | ||
* '''Greater Spell Focus: Evocation''' causes creatures hit to roll fort save against deafness for 1 | * '''Greater Spell Focus: Evocation''' causes creatures hit to roll fort save against deafness for 1 minute / level. | ||
===Call Lightning=== | ===Call Lightning=== | ||
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* When Outdoors and while it is raining, the spell functions as Vanilla Call Lightning. | * When Outdoors and while it is raining, the spell functions as Vanilla Call Lightning. | ||
* While inside a Wilderness terrain area (Caves) it represents a cave in, not a lightning storm, causing 1d8 bludgeoning damage/level. | * While inside a Wilderness terrain area (Caves) it represents a cave in, not a lightning storm, causing 1d8 bludgeoning damage/level. | ||
===Divine Power=== | |||
*Duration increased to 5 rounds / lvl. | |||
*Now works as in the spell description, granting Full BAB/APR no matter your current BAB/APR. | |||
===Word of Faith=== | ===Word of Faith=== | ||
Will save is now required, duration of blindness changed to | Will save is now required, duration of blindness changed to 1 minute/level. | ||
===Earthquake=== | ===Earthquake=== | ||
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==Necromancy== | ==Necromancy== | ||
===Inflict Minor/Light/Moderate/Serious/Critical Wounds === | |||
These are now a Ranged Touch Attack, using the caster's DEX modifier. | |||
===Poison=== | ===Poison=== | ||
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===Circle of Doom=== | ===Circle of Doom=== | ||
Damage is increased to 4d8, +1 point negative damage per caster level. All creatures hit by the spell must make a Will save (same DC as the fortitude DC for halving damage) or be Doomed for 1 | Damage is increased to 4d8, +1 point negative damage per caster level. All creatures hit by the spell must make a Will save (same DC as the fortitude DC for halving damage) or be Doomed for 1 minute per caster level. | ||
===Death Ward=== | ===Death Ward=== | ||
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===Blood Frenzy=== | ===Blood Frenzy=== | ||
Renamed to "Rage." The spell can now be cast on others. | |||
* Duration increased to 1.5 rounds per level (rounded down). | * Duration increased to 1.5 rounds per level (rounded down). | ||
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* AC bonus is +2 at levels 7-12 | * AC bonus is +2 at levels 7-12 | ||
* AC bonus is +3 for levels 13+. | * AC bonus is +3 for levels 13+. | ||
* Only works on | * Only works on Armor (not Shields). | ||
===Battletide=== | ===Battletide=== |
Latest revision as of 04:16, 25 October 2024
EFU has undergone massive changes to vanilla NWN spells. In particular, spells that last an "hour" per level have been changed to last five minutes per level, instead of two minutes.
Please refer to the list below for the current changes. Unless stated, these benefits should apply when you cast the spell in question from an item or scroll.
Common Use Spells
These are changes related to some of the most commonly used spells within EFU.
Cantrips
- All Cantrips are limitless in use and should automatically refresh after each casting.
- Electric Jolt and Acid Splash are now 1d4 + 1 damage, similar to Ray of Frost.
- Inflict Minor Wounds, when cast as a spell and not from an item, will only damage living creatures.
Summon Monster
Summon Monster duration has been reduced to 4 rounds/level for vanilla casting, with the following bonuses for Spell Focus feats/specializations:
- Spell Focus: Conjuration increases the duration to 5 rounds / level
- Greater Spell Focus: Conjuration increases the duration to 6 rounds / level
- Additional 2 rounds / level for Wizard Spell School Conjuration and the Cultist Sorcerer Perk
- 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.
Animate Dead is now a 3rd level spell for Wizards, Sorcerers, and Bards, making it more accessible to those classes.
Bull's Strength/Endurance/Eagle's Splendor/Fox's Cunning/Cat's Grace/Owl's Wisdom
- These are all now sub-spells of the spell Enhance Ability. A caster who has this as known/prepared spell can cast any of these spells using the radial menu. The spell provides a flat +4 bonus to the pertinent ability score, or +5 with Greater Spell Focus (Transmutation). Some perks and domains also increase the effect to +5, without the requiring the caster to specialize heavily in Transmutation.
Protection from/Resist/Endure Elements
Protection from/Elements/Resist Elements/Endure Elements have been changed as follows:
- No modification for vanilla casting (duration 120 minutes)
- Spell Focus: Abjuration increases the absorption limit by 5
- Greater Spell Focus: Abjuration increases absorption limit by an additional 5
Protection from Alignment
Protection from Alignment has been removed, and its component effects have been divided up into the Custom Spells known as "Shell" and "Protect."
Magic Circle against Alignment
Magic Circle against Alignment has been removed, and its component effects have been divided up into the Custom Spells known as "Mass Shell" and "Mass Protect."
Lesser Dispel/Dispel Magic/Greater Dispelling
- Dispels can now be blocked by Spell Resistance.
- Spell Focus: Abjuration increases their caster level limit by +2.
- Greater Spell Focus: Abjuration increases the limit by another +2, for a total of +4. For example, Lesser Dispel would reflect up to a maximum caster level of 9 for a spellcaster with both feats.
- Arcane Defense: Abjuration gives +1 against caster level checks to dispel your effects.
- When targeting directly, a caster with Spell Focus: Divination can destroy a Mirror Image with any dispel effect.
- When targeting an area, a caster with Spell Focus: Divination can destroy Mirror Images en masse, up to: 3 with Dispel, 5 with Greater Dispel.
- When targeting an area, a caster with Greater Spell Focus: Divination can destroy Mirror Images en masse, 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 Defense: Abjuration
Hold Person/Animal/Monster
Hold Person/Hold Animal/Hold Monster have been changed to use mind spell saves.
Summon Shadow
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)
- 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 + 2 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 + 2 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 + 2 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.
Note shadows can cast spells up to the circle limited by their corresponding mental ability for the caster class(es) of the cloned character.
Arcane Spell Changes
Arcane spells are those cast by either a Bard, Sorcerer or Wizard.
Abjuration
Resistance
- This spell grants the target creature damage reduction 5/+1 and damage resistance 5/- against all elemental forms of damage. The spell absorbs 5 points of damage before collapsing.
Mage Armor
If equipped armor has a AC value less than 4, it is increased to 4. For example, this spell will transform cloth armor from 0/6 to 4/6. Unlike Magic Vestment, this spell supplants equipped armor instead of improving it, and so the armor value will not exceed 4. School changed from Conjuration to Abjuration.
Ironguts
- Now grants equivalent save bonuses to disease as well as poison.
Shield
- Changed to grant +4 Deflection AC and immunity to Magic Missile, Isaac's Lesser Missile Storm and Isaac's Greater Missile Storm.
- Spell Focus: Abjuration grants the target a +2 armor enhancement bonus (does not stack with mage armor or base AC from armor)
- Greater Spell Focus: Abjuration grants the target 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. This spell cannot be brewed as a potion by PCs, but Potions of Shield may be rarely found as loot
Clarity
- Base duration is now 10 + 1 rounds / level
- Spell Focus: Abjuration increases the duration to 2 rounds / level
- Greater Spell Focus: Abjuration increases the duration to 4 rounds / level and also applies the buff on yourself if cast on another target
- Spell Focus: Divination grants the target +5 Concentration and +2 Lore.
- Greater Spell Focus: Divination grants the target +10 Concentration and +4 Lore.
Wounding Whispers
- Spell Focus: Abjuration increases the duration to 2 rounds / level, GSF Abjuration to 3 rounds / level.
- Spell Focus: Necromancy grants 50% negative damage immunity.
- Greater Spell Focus: Necromancy increases duration to 2 rounds / level and grants 75% negative damage immunity.
- Spell Focus: Evocation releases a Huge (6.67m) AoE blast that deals 1d8 + 1 / caster level sonic damage to all enemies.
- Greater Spell Focus: Evocation increases damage to 2d8 + 1 / caster level and makes enemies roll fort save against deafness.
- Spell Focus: Divination grants +1 lore / 3 caster level for the duration of spell.
- Greater Spell Focus: Divination grants +1 lore / 2 caster levels.
Dismissal
Also instantly destroys all mirror images within area of effect.
Remove Curse
Greater Spell Focus: Abjuration also grants the target immunity to curses for 5 minutes / caster level.
Stoneskin
Duration is 1 minute / level.
Minor Globe of Invulnerability
Greater Spell Focus: Abjuration increases the duration to 2 rounds / level. Does not increase duration if PC uses item. Wizard also requires Spell School Abjuration in addition to Greater Spell Focus: Abjuration to receive increased duration.
Energy Buffer
Hour/level duration
Lesser Mind Blank
- Greater Spell Focus: Abjuration grants the buff to the caster in addition to the target.
- Spell Focus: Divination increases the duration to 2 minutes per caster level.
- Greater Spell Focus: Divination will increase the duration to 3 minutes per caster level.
Greater Stoneskin
- Duration is 1 minute / level. Provides damage reduction of 15/+5
Globe of Invulnerability
- Greater Spell Focus: Abjuration increases the duration to 2 rounds / level. Does not increase duration if PC uses item. Wizard also requires Spell School Abjuration in addition to Greater Spell Focus: Abjuration to receive increased duration.
Mind Blank
Duration is changed to hour/level.
Banishment
Also instantly destroys all mirror images within area of effect.
Conjuration
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.
Web
- Duration increased to 1 round / level.
- Spell Focus: Conjuration grants sticky webs: movement speed reduce stays for 1d4 rounds after leaving the webbed area.
- Greater Spell Focus: Conjuration increases duration to 2 rounds / level.
Melf's Acid Arrow
Damage over time duration increased to 1 + 1 round/2 levels.
Flame Arrow
The caster launches 1 conjured fiery arrow at the target creature for every 2 caster levels. Each arrow does 2d6 points of fire damage. Reflex save halves the damage for each arrow.
Stinking Cloud
- All creatures caught within the area of effect are dazed. These effects last as long as they remain within the cloud and for 1 round after they leave. Fortitude save. Duration 1 round / level
- Spell Focus: Conjuration increases the duration to 2 rounds / level.
- Greater Spell Focus: Conjuration also causes a 1d2 CON loss if fortitude save fails.
Evard's Black Tentacles
- Now only gives a bonus to the number of tentacles when cast with Empower Spell, instead of increasing the number of tentacles and damage of each tentacle.
- It entangles, rather than paralyses. Freedom of Movement makes you immune to entanglement, Spell Resistance is checked, and it can be absorbed by Spell Mantles.
- Small creatures are not automatically immune but receive +8 to their grapple check to avoid tentacles.
- Tentacles damage is not dealt in bulk, but per tentacle and the damage does not count as magic, thus can be (mostly) countered by Ghostly Visage, for example.
Lesser Planar Binding
Conjures whatever you would summon with Summon Monster 3 for a 24 hour duration.
Mestil's Acid Sheath
- Spell Focus: Conjuration grants 40% Acid Immunity.
- Greater Spell Focus: Conjuration grants 80% Acid Immunity.
Acid Fog
- Spell Focu:s Conjuration increases duration to 1 round / level, Greater Spell Focus: Conjuration increases duration to 2 rounds / level.
- Spell Focus: Transmutation lowers Fortitude Save by -4 for hour/level, Greater Spell Focus: Transmutation also makes creatures to roll against Iron Golem Fumes poison.
Planar Binding
Changed similar to Lesser Planar Binding so that it now summons whatever the caster would summon as a Level 4 Summon Monster Spell with a 24h duration.
Greater Planar Binding
Changed similar to Lesser Planar Binding so that it now summons whatever the caster would summon as a Level 5 Summon Monster Spell with a 24h duration.
Divination
Identify
Identify now gives +3 lore for rounds/level.
True Strike
- This spell now has a somatic component.
- +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.
This spell cannot be brewed as a potion by PCs, but Potions of True Strike may be rarely found as loot
See Invisibility
- Greater Spell Focus: Divination doubles the duration.
Clairvoyance/Clairaudience
- Grants +15 Spot and Listen.
- If the caster has Greater Spell Focus: Divination and targets themselves, then they will also receive 5/+1 damage reduction to represent a sort of minor form of premonition.
Find Traps
- Undisarmable traps are disregarded
- If the caster has neither Spell Focus: nor Greater Spell Focus: Divination, the maximum disarm DC for traps which can be disarmed by this spell is 20.
- If the caster has Spell Focus: Divination, the maximum disarm DC for traps which can be disarmed by this spell is 23.
- If the caster has Greater Spell Focus: Divination, the maximum disarm DC for traps which can be disarmed by this spell is 26.
- Greater Spell Focus: Divination causes all creatures within area of effect to glow bright red light for 3 rounds if they are holding trapkits in their inventory.
- Also instantly destroys all mirror images within area of effect.
Remove Blindness/Deafness
- Vanilla casting is unaffected
- Spell Focus: Divination blindness/deafness immunity increased to 1 minute / level.
- Greater Spell Focus: Divination blindness/deafness immunity increased to 5 minutes / level.
Feeblemind
- Now renders a PC brain dead (disabled) if intelligence is reduced below 3.
- Feeblemind has been changed to drain all three of intelligence, charisma and wisdom.
- Feeblemind has a 30% chance of dispelling the target from ALL PfA effects (effect applied before the save against confusion).
- Spell Focus: and Greater Spell Focus: Divination increases the chance to dispel PfA effects by 60% and 90% respectively.
- Greater Spell Focus: Divination now causes Feeblemind to add the drained abilities to the spellcaster for 1 round/level.
True Seeing
- No longer automatically sees stealthed opponents.
- Instead grants See Invisibility, Ultravision, and Immunity to Illusion spells (which includes Color Spray, Phantasmal Killer, and so on).
Premonition
Provides damage reduction of 20/+5, duration remains at 5 minutes / level.
Enchantment
Daze
- If the target humanoid creature has 5 HD or less, they are dazed for 2 rounds.
Charm Person
- Now operates similarly to the standard NWN "Dominate" effect. You can control monsters you cast this on.
- 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).
- When targeted on a creature gives you a single target uncapped HD sleep. Unchanged for ground targeting.
Balagarn's Iron Horn
- Vanilla spell casts with an opposed strength roll of 14 (rather than 20) to knock opponents over
- Spell Focus: Enchantment increases the opposed strength roll to 18 (rather than 20)
- Greater Spell Focus: Enchantment increases the opposed strength roll to 22 (rather than 20)
Blindness/Deafness
- Duration of 2 rounds/level
- Does not affect undead, constructs or oozes.
Tasha's Hideous Laughter
- Lasts 1 round/level
- Increase DC by +1 when your target is the same race as you.
Charm Monster
- Now operates similarly to the standard NWN "Dominate" effect. You can control monsters you cast this on.
- Spell Focus: Enchantment: An additional +2 DC Bonus
- Greater Spell Focus: Enchantment: An additional +3 DC Bonus
War Cry
Bonuses also affect allies.
Mind Fog
- Duration is increased to round/level
- Spell Focus: Conjuration increases duration to 2 rounds/level, Greater Spell Focus: Conjuration to 3 rounds/level.
Dominate Person
- The target person temporarily becomes a faithful and loyal servant of the caster. Will negates. Duration: 2 rounds + 1 round / 3 caster levels.
- PCs and NPCs can be commanded to move and act using the Control Companion player tool.
- Greater Spell Focus: Enchantment increases the duration to 1 round / level.
Dominate Monster
Duration is 1 minute / level. Allows the Dominator to speak through the Dominated creature (NPC or PC). This is done by using the chat command "/v d <message>". PCs and NPCs can be commanded to move and act using the Control Companion player tool.
Evocation
Flare
- Upgraded to deal 1 point of fire damage and -1 armor class as well as the default -1 penalty to attack rolls.
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.
Scintillating Sphere
- Casting distance is now long range, like Fireball, instead of medium.
Fireball
- When cast on Grease/Web/Entangle, it will destroy the area of effect and create a cloud of fire.
- The cloud will cause 1d6 fire damage per round, and will persist for 4 + 1d4 rounds
Elemental Shield
- Spell Focus: Abjuration increases the damage immunity to 65% for cold and fire.
- Greater Spell Focus: Abjuration increases immunity 80% for cold and fire.
- Spell Focus: Evocation increases duration to 2 rounds / level.
- Greater Spell Focus: Evocation increases duration to 3 rounds / level.
Wall of Fire
- Spell Focus: Evocation increases the duration to 1 round / level.
- Greater Spell Focus: Evocation increases the duration to 2 rounds / level.
Ice Dagger
Now imposes a Fortitude save against the Slow effect for 2 rounds. Spell Focus: Evocation and Greater Spell Focus: Evocation raises the DC of this effect as normal.
Flame Weapon
- 1d4 fire damage at caster level 1-7
- Increased to 1d6 fire damage level 8+
- Does not stack with Darkfire, or other elemental types of damage
- Damage type can be changed to a variety of Elemental damage variables
- Applies to thrown weapons (axes, darts shuriken etc) but not to bows and crossbows
- Duration is 2 minutes per caster level
Gedlee's Electric Loop
- Area of Effect increased from small to medium.
Gust of Wind
This spell creates a blast of air that knocks down any creatures failing their saving throws. It is also powerful enough to disperse any cloudlike area of effect spells (such as cloudkill) that are in the path of the wind gust. Fortitude save against being knocked down for 3 rounds.
- Spell Focus: Evocation deals 2d4 magical damage (fall damage) to all who fail the fortitude save.
- Greater Spell Focus: Evocation deals 3d4 magical damage to all who fail the fortitude save.
Ball Lightning
Damage changed to 1d9 damage per ball
Bigby's Interposing Hand
- Lesser Restoration no longer removes the effects of this spell.
- Greater Spell Focus: Abjuration': Duration is increased to 2 rounds per caster level.
Isaac's Greater Missile Storm
Damage is 1d6/level capped at 20
Bigby's Forceful Hand:
Now has a strength bonus of +4 instead of +14.
Incendiary Cloud
Damage changed to 10d6 fire damage.
Illusion
Phantasmal Killer
- Blocked by the effects of Protection from Alignment or Magic Circle against Alignment
- When targeting a player that is currently resting (via Campfire, Bed, etc.) the spell will use the following effects:
- Skip all Immunity and Will save checks, but must roll a Fortitude save versus Death
- If they succeed the Death save, they are dealt 3d6 magical damage, or their current hitpoints - Xd4 magical damage, where X is your CON modifier plus one, whichever is higher
- If they fail this Death save, they will suffer the death effect as normal
Ghostly Visage
- 10% concealment for vanilla casting
- Spell Focus: Illusion' provides 15% concealment
- Greater Spell Focus: Illusion provides 20% concealment.
Continual Flame
- Summons a continual flame placeable/NPC at the target lotation, which emits bright light.
- If cast on a hostile PC, The hostile target rolls a fortitude save against fire, Spell Focus: and Greater Spell Focus: Evocation increase DC normally. If the target fails the save, it gets caught in a long lasting flame that deals 1 fire damage every round. The duration is 1 hour / level.
- The spell can be removed by two ways before the duration ends:
- Getting fully submerged in water (entering an underwater area)
- Getting dispelled.
Both ways instantly remove the effect. When a PC hits 0 HP or gets subdued, the spell ends. Be advised that there is no icon to show the effect on your PC.
Displacement
When cast as a spell by character (potion, item etc. use unchanged).
Duration increased to 3 rounds / level. In addition to normal effects (50% concealment on the target), the spell creates a Mirror Image out of the target.
- Mirror Image makes a weak copy of the target. The copy has all stats dropped to 3. If target is the caster itself, constitution remains whatever the caster has as a base.
- Mirror Image is immune to mind spells, has -10 AC and 50% Concealment. Cannot be disarmed and holds no other items than what the target has currently equipped.
- Mirror Image is a custom summon, preventing any other summons to be active at the same time (Unsummons every summon the PC possesses, and Mirror Images vanish when summons are summoned).
- Mirror Image can be also be released similar to undead releasing, making a long lasting decoy that wanders around on its own and can no longer be controlled by the caster. You can only have one released decoy out at the same time. Duration is until destroyed or replaced by a new one.
- Spell Focus: Illusion increases the maximum number of Mirror Images you can summon by 2.
- Greater Spell Focus: Illusion increase the maximum number by additional 2, so a capable illusionist can have a maximum of 5 Mirror Images out at the same time (but still only one long lasting, semi-permanent decoy)
- In order to have 5 Mirror Images with Greater Spell Focus: Illusion, you will need to cast the spell five times.
- The command /c mirror-image will mark whether the Mirror Image you release will be hostile to others or not. By default, they are hostile.
Invisibility Sphere
- Vanilla casting - same as casting Invisibility on everybody within two meters, except lasting for only one round/level.
- Spell Focus: Illusion insreases duration to 1 minute / 3 caster levels.
- Greater Spell Focus: Illusion increases duration to 1 minute / 2 caster levels.
Necromancy
Ray of Enfeeblement
- Duration lasts1 minute / 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.
Death Armor
- Spell Focus: Necromancy increases the duration to 2 rounds / level and 25% negative damage immunity.
- Greater Spell Focus: Necromancy increases the duration to 3 rounds / level and 50% negative damage immunity.
- Damage type changed to negative.
Ghoul Touch
No longer requires a touch attack.
If the target succeeds the save and the caster has SF or GSF Necromancy, the target rolls again. On a failed save, the target is slowed.
Negative Energy Burst
Negative Energy Burst's will save negates the STR drain in addition to halving the damage.
- Spell Focus: Necromancy increases damage to 2d8 + 1 caster level.
- Greater Spell Focus: Necromancy increases strength drain to 1 + 1 / 4 caster levels if will save fails.
Vampiric Touch
No longer requires a touch attack.
- Vanilla casting deals only 1d5 damage per 2 levels
- 1d6 damage per 2 levels for Spell Focus: Necromancy
- 1d7 damage per 2 levels for Greater Spell Focus: Necromancy
Contagion
Now selects randomly from one of EFU's custom plagues.
Transmutation
Unless otherwise stated thes SF/GSF bonuses do NOT work from items, for this school.
Expeditious Retreat
- New VFX.
Burning Hands
If the reflex save fails, the spell deals additional 1d6 fire damage each round for 2 rounds.
Blood Frenzy
Available to Wizards and Sorcerers. Renamed to "Rage." The spell can now be cast on others.
- Duration increased to 1.5 rounds per level (rounded down).
- Spell Focus: Transmutation increases the bonuses to +3 str, +3 con and +2 Will. Penalties remain -1 AC.
- Greater Spell Focus: Transmutation grants the caster +1 regeneration for the duration of the spell.
Knock
Functions on all pick-able doors, up to a certain lock DC and depending on Spell Focus: Transmutation and Greater Spell Focus: Transmutation.
Stone Bones
Changed to give a bonus of 2 AC, boosted by +1 AC per two caster levels. Modified to consider Pale Master levels. Duration 10 minutes / level.
If the caster is a sorcerer, in addition to the above changes and regardless of the target's racial type, the target receives the following bonuses for 1 hour per caster level.
- Caster level 3: +1 Natural AC, 2/- Bludgeoning resist
- Caster level 7: +2 Natural AC, 3/- Bludgeoning resist
- Caster level 11: +3 Natural AC, 4/- Bludgeoning resist
This AC bonus does not stack with the undead creature's bonus AC. If the caster is a non-sorcerer, the target does not receive the natural AC bonus but still gains the bludgeoning resist.
Ultravision
- Grants +2 Spot on target.
- Spell Focus: Divination increases the bonus to +3 Spot.
- Greater Spell Focus: Divination increases the bonus to +4 Spot.
Haste
- Casting VFX is now a stylish pink.
Magic Weapon
- Can be used on gloves and ranged weapons, applying an enhancement bonus to each.
Greater Magic Weapon
- Can be used on gloves and ranged weapons, applying an enhancement bonus to each.
- +2 at level 5, +1/5 levels after (so +3 at 10, +4 at 15, etc)
- Duration is 1 minute / level
Keen Edge
- Duration is 1 minute / level
- Can be used on all weapons (regardless of damage type), including gloves and ranged weapons.
Slow
All enemy creatures within the area of effect are slowed, having their movement lowered by 50% and lose a single attack per round. 1 round / level. Will negates.
- If the caster has Spell Focus: Transmutation and any of the targets fail the will save, the caster will gain Expeditious Retreat for 1 round / 2 caster levels.
- If the caster has Greater Spell Focus: Transmutation and any of the targets fail the will save, the caster will gain Haste for 1 round / 2 caster levels.
Polymorph Self
- Greatly expanded form lists that can be accessed via the chat command "/c polymorph list "
- Macro-based casting of Polymorph Self is enabled via "/c polymorph_cast"
- Default forms have been adjusted (reduced regeneration on troll form, umber hulk form has +10 spot instead of True Seeing).
- Zombie form has been removed. It will now turn you into a giant spider unless you have set it to something else.
- All Special Abilities have 3 uses/day. This is due to bioware limitations make Special Abilities to be infinite uses/day, so any uses after the 3rd will have no effect.
- For a complete list of all polymorph shapes, click Here
- Duration is 2 min/level with Spell Focus: Transmutation.
- Greater Spell Focus: Transmutation makes Polymorph Self impossible to dispel
Bestow Curse
- Vanilla bestow curse is unchanged
- Bestow Curse with Greater Spell Focus: Transmutation reduces all abilities by 3 rather than just 2.
Blackstaff
Duration has changed to 1 minute / level.
Divine Spell Changes
Divine spells are those cast by either a Cleric, Druid, Ranger or Paladin. Spells will not be repeated here if they were referenced in the Arcane Spell Changes section.
Abjuration
Mage Armor
Available to Clerics. If equipped armor has a AC value less than 4, it is increased to 4. For example, this spell will transform cloth armor from 0/6 to 4/6. Unlike Magic Vestment, this spell supplants equipped armor instead of improving it, and so the armor value will not exceed 4. School changed from Conjuration to Abjuration.
Sanctuary
The target immediately becomes ethereal for 1 round (The effect of Greater Sanctuary with greatly reduced duration. Does not work from items.). Only works if the caster is not the target.
Glyph of Warding
Deals 1d6 damage up to a maximum of 10d6, rather than 1d8 per two levels.
Negative Energy Protection
- Greater Spell Focus: Abjuration grants the buff to the caster in addition to the target.
Shield of Faith
Shield of Faith has been removed, and similar Custom Spells such as "Protect" have been added to replace it.
Conjuration
Cure Light Wounds
Now heals 4 + 1d4 + 1 per caster level. This way, it will always be more effective than cure minor wounds.
Neutralize Poison
- Target also becomes immune to poisons for 2 rounds per caster level. (does not work from items.)
- Spell Focus: Abjuration increases poison immunity duration to 3 rounds per caster level.
- Greater Spell Focus: Abjuration increases poison immunity duration to 4 rounds per caster level.
Freedom of Movement
- Removes, and grants immunity, to Bigby's Interposing/Forceful/Grasping/Crushing Hand and Bigby's Clenched Fist.
- Grants immunity to the spell Flesh to Stone (but not other sources of petrification).
Monstrous Regeneration
- Duration is 1 minute per level, changed from 1 round per 2 levels.
Healing Circle
- Spell Focus: Abjuration heals 2d8 +1 per caster level instead.
- Greater Spell Focus: Abjuration heals 3d8 +1 per caster level instead.
Raise Dead
THE RAISE DEAD SPELL IS UNAVAILABLE FOR CASTING BY PLAYER CHARACTERS.
You can read about how Raise Dead works in EFU here.
Enchantment
Bane
Penalties for the spell Bane have been increased to -2.
Charm Person or Animal
- Now operates similarly to the standard NWN "Dominate" effect. You can control monsters you cast this on.
- Duration has changed to round/level
- Spell Focus: Enchantment: Charm Person or Animal has 35% (up from 15%) chance of dispelling the target from all instances PfA (effect is applied before the save against charm)
- Greater Spell Focus: Enchantment: Charm person or Animal has 50% (up from 30%) chance of dispelling the target from all instances of PfA (effect is applied before the save against charm)
Chaav's Laugh
Gives bonuses to nearby targets of good alignment, and penalties to nearby targets of evil alignment.
Evocation
Darkfire
- Duration has been changed to 2 minutes/level, to match Flame Weapon
- 1d4 fire damage at caster level 1-7
- Increased to 1d6 fire damage level 8+
- Does not stack with Flame Weapon, or other elemental types of damage
- Damage type can be changed to a variety of Elemental damage variables
Flame Lash
Increases in HD every two levels rather than three.
Sound Burst
- All creatures within the area of effect take 1d8 points of damage and must make a will save or be stunned for 2 rounds.
- Bards deal 2d8 + 1 / caster level sonic damage instead of vanilla 1d8.
- Greater Spell Focus: Evocation causes creatures hit to roll fort save against deafness for 1 minute / level.
Call Lightning
There are two modes to this spell:
- When Outdoors and while it is raining, the spell functions as Vanilla Call Lightning.
- While inside a Wilderness terrain area (Caves) it represents a cave in, not a lightning storm, causing 1d8 bludgeoning damage/level.
Divine Power
- Duration increased to 5 rounds / lvl.
- Now works as in the spell description, granting Full BAB/APR no matter your current BAB/APR.
Word of Faith
Will save is now required, duration of blindness changed to 1 minute/level.
Earthquake
On failed reflex save, the victim is Knocked Down for 1d4 rounds.
Sunbeam
Blindness duration is increased to round/level.
Illusion
Silence
Duration increased to 2 rounds / level. Those entering the radius make a saving throw to resist it.
Necromancy
Inflict Minor/Light/Moderate/Serious/Critical Wounds
These are now a Ranged Touch Attack, using the caster's DEX modifier.
Poison
Target rolls against random poison instead.
Healing Sting
Damage is 2d8 points + 1 per caster level instead, heals but cannot gain HP above maximum. If fortitude fails, also deals 1d2 constitution damage to the target.
Quillfire
Quillfire has been changed to throw one poisonous quill at the target for every two caster levels(rounded down). Each quill does 1d8 physical damage. The target also rolls for large scorpion venom for half of the quills (There will be at least one roll for poison regardless of the number of quills).
Circle of Doom
Damage is increased to 4d8, +1 point negative damage per caster level. All creatures hit by the spell must make a Will save (same DC as the fortitude DC for halving damage) or be Doomed for 1 minute per caster level.
Death Ward
- Greater Spell Focus: Abjuration grants the buff to the caster in addition to the target.
Harm
10 negative damage/caster level, capped at 150; will save halves damage, can be fatal.
Transmutation
Camouflage
Now gives +6 hide, +2 Move Silently
Magic Fang and Greater Magic Fang
Will affect all summoned creatures and animal companions, but not Henchmen (i.e. not Undead).
Bless Water
Creates holy water.
Deafening Clang
- Duration increased to 3 rounds / level.
- Spell Focus: Transmutation increase duration to 5 rounds / level.
- Greater Spell Focus: Transmutation provides a +2 AC bonus VS Evil AND Chaos (applied on armor) that lasts as long as the weapon enchantment does.
Bless Weapon
- Spell Focus: Transmutation gives +1d4 divine damage vs Evil AND Chaos when casting this spell on oneself; while blessed with this power, the weapon can only be used by a paladin.
Blood Frenzy
Renamed to "Rage." The spell can now be cast on others.
- Duration increased to 1.5 rounds per level (rounded down).
- Spell Focus: Transmutation increases the bonuses to +3 str, +3 con and +2 Will. Penalties remain -1 AC.
- Greater Spell Focus: Transmutation grants the caster +1 regeneration for the duration of the spell.
Magic Vestment
- AC bonus is +1 at levels 1-6
- AC bonus is +2 at levels 7-12
- AC bonus is +3 for levels 13+.
- Only works on Armor (not Shields).
Battletide
Also provides bonuses to allies.
Drown
Damage type changed to water damage.