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=2020=
===General Changes===
==== Skills have been revamped====
* EFU Secondary Skills system has been removed
* All classes now get 1 additional skill point per level
* All classes get access to the following skills:
** Alchemy
** Archaeology
** Astronomy
** Athletics
** Bluff
** Building
** Consecration
** Cooking
** Engineering
** Fishing
** Herbalism
** Intimidate
** Mining
** Painting
** Persuade
** Sailing
** Smithing
** Survival
** Tailoring
==== Racial changes====
Two new options are available
* [[Stonefolk]] have been added as a new base race
* [[Ashfolk]] have been added as a new application only Halfling subrace
Following races have been removed
* Half-Orc
* Recondite
* Drow
* Half-Drow
* Svirfneblin
* Mongrels
* Deep Orc
===Classes===
====New Classes====
* [[Astrologian]], a new arcane spellcasting class with it's own unique feats and spell list
* [[Swashbuckler]], a new martial class that gets bonuses from dexterity and intelligence
====Base Class Adjustments====
=====Barbarian=====
* Barbarian Furors have been Removed
* Barbarians have a new set of [[Barbarian_Perks|pure Barbarian perks]] to choose from
* Barbarian Rage
** Duration is equal to 7 + CON rounds (previously Wisdom based)
** Bonuses to Strength and Constitution is equal to 4 + 1 per unmodified CHA
* Bonus Barbarian Movement Speed at level 7 has been removed
* Barbarian Physical Damage Immunity
** Level 5: +10% Physical Damage Immunity
** Level 7:  +10% Physical Damage Immunity (previously level 8)
=====Cleric=====
* New Relic system and unique [[Cleric]] feats
** Cleric 3: Relic Sacrifice, consecrate Divine Relics to gain sacrificed relic points
** Cleric 4: Relic Enhance, consecrate your own Divine Relic and enhance its properties permanently.
** Cleric 6: Relic Enchant, consecrate your own Divine Relic with various temporary item properties.
** Cleric 8: Sanctify Item, consecrate any item to be only usable by followers of the Cleric’s deity.
* New Deity worship system
** Entirely new pantheon of local deities has been added
** Bonuses spell effects on creatures that share your Deity
** Clerics get bonuses to Turn Undead the more prominent their deity
** Other possible benefits…
* Cleric Spell Adjustments
** Slay Living has been moved from Cleric 5 to Cleric 6
* Clerics have gained access to three new spells
** [[Death Knell]], Necromancy 2
** [[Living Undeath]], Necromancy 3
** [[Blood to Water]], Necromancy 6
* Updates to many existing Domains
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto; margin-left: 50px;” ><div style="font-weight:bold;line-height:1.6;"> Domain Changes&nbsp; </div>
<div class="mw-collapsible-content">
* Creation Primary Domain
** [[Turn|Turn Undead]]
** Innate: Trackless Step & Animal Friendly (Level 5)
** 1st Circle: Entangle
** 3rd Circle: Spike Growth
** 4th Circle: Barkskin
* Frost Primary Domain
** [[Turn|Turn Undead]]
** Innate: Resist Energy Cold (Level 5)
** 1st Circle: Ice Dagger
** 3rd Circle: Wall of Ice
** 4th Circle: Ice Storm
* Ooze Primary Domain (previously Secondary domain)
** [[Turn|Turn Undead]]
** Innate: Resist Energy Acid (Level 5)
** 1st Circle: Grease
** 3rd Circle: Stinking Cloud
** 4th Circle: Evard’s Black Tentacles
* Stars Primary Domain
** [[Turn|Turn Undead]]
** Innate: Skill Focus Astronomy
** 1st Circle: Project Star Chart
** 2nd Circle: Star Shard
** 4th Circle: Celestial Regeneration
* Blood subdomain
** Innate: Blooded
** 2nd Circle: Heart Clutch
** 3rd Circle: Vampiric Touch
** 4th Circle: Blood Transcription
** 5th Circle: Beltyn’s Burning Blood
* Decay subdomain
** Innate: Spell Focus Necromancy (level 5)
** 2nd Circle: Contagion
** 3rd Circle: Infestation of Maggots
** 5th Circle: Enervation
* Destruction subdomain (previously Primary)
** No longer offers it’s previous turn undead options
** Innate: Skill Focus Engineering
** 3rd Circle: Gas Explosion
** 4th Circle: Horizikaul’s Shout
** 5th Circle: Crumble
** 6th Circle: Disintegrate
* Knowledge subdomain (previously Primary)
** No longer offers it’s previous turn undead options
** Innate: Skill Focus Lore
** 1st Circle: Identify
** 2nd Circle: Knock
** 4th Circle: True Seeing
** 5th Circle: Feeblemind
** 6th Circle: Legend Lore
* Moon subdomain
** Innate: Skill Focus Divination
** 1st Circle: Identify
** 2nd Circle: Invisibility Purge
** 4th Circle: Lunar Bolt
** 5th Circle: Mind Fog
* Poison subdomain
** Innate: Snake Blood (Level 3)
** 2nd Circle: Poison
** 3rd Circle: Quillfire
** 4th Circle: Mass Phantasmal Affliction
* Time subdomain
** 2nd Circle: Slow
** 3rd Circle: Future’s Pain
** 4th Circle: Haste
** 7th Circle: Time Stop
* Tyranny subdomain
** Innate: Skill Focus Intimidate
** 2nd Circle: Heart Clutch
** 3rd Circle: Dread Seizure
** 4th Circle: Virulent Walking Bomb
* Sand subdomain
** Innate: +5% Movement Speed Increase
** 2nd Circle: Death Armor (Sand)
** 4th Circle: Stoneskin
** 5th Circle: Elemental Shield (Rock)


==June==
All Domain updates are viewable here [[https://docs.google.com/spreadsheets/d/e/2PACX-1vSvys8ChS3u4nsknu9gYtJ-ZA5xK1xMga_z1R7cY8foRYe-4h75Vg_HoqRU8DkJPQeJStXPIowdMKxf/pubhtml?gid=0&single=true Domain Spreadsheet]]
</div></div>
=====Druid=====
* Wild Shape has been removed
* Animal Companions reworked
** Removed Custom EFU animal companion training system
** Choose from the available Animal Companions on level-up, including:
{| class="wikitable mw-collapsible mw-collapsed" style="margin-left: 50px;”
|-
! Animal Companions &nbsp;
|-
| Crocodile
|-
| Dire Rat
|-
| Fox
|-
| Giant Spider
|-
| Goat
|-
| Hawk
|-
| Hyena
|-
| Leopard
|-
| Lion
|-
| Lizard
|-
| Scarab
|-
| Tortoise
|-
| Viper
|-
| Wild Dog
|}
* Druids have gained additional spell slots, bringing them in line with clerics, in addition to the following changes:
** Flame Lash
*** Changed to 1d6 fire damage + 1d6 per 2 CL
*** Moved from Druid 2 to Druid 1
** Healing Sting
*** Moved from Druid 3 to Druid 2
** Crumble
*** Moved from Druid 6 to Druid 5
** Drown
*** Moved from Druid 6 to Druid 5
** Slay Living
*** Moved from Druid 5 to Druid 6
* Druids have gained access to a number of new spells
** [[Sand Splash]], Conjuration 1st Circle
** [[Quicksand]], Conjuration 2nd Circle
** [[Sand Pillar]], Evocation 3rd Circle
** [[Ice Whip]], Evocation 3rd Circle
** [[Spiderskin]], Transmutation 3rd Circle
** [[Cone of Stone]], Conjuration 4th Circle
** [[Greater Creeping Cold]], Transmutation 4th Circle
** [[Sand Storm]], Evocation 5th Circle
** [[Extract Water Elemental]], Transmutation 5th Circle
=====Ranger=====
* Animal Companions reworked
** Removed Custom EFU animal companion training system
** Choose from the available Animal Companions on level-up, including:
{| class="wikitable mw-collapsible mw-collapsed" style="margin-left: 50px;”
|-
! Animal Companions &nbsp;
|-
| Crocodile
|-
| Dire Rat
|-
| Fox
|-
| Giant Spider
|-
| Goat
|-
| Hawk
|-
| Hyena
|-
| Leopard
|-
| Lion
|-
| Lizard
|-
| Scarab
|-
| Tortoise
|-
| Viper
|-
| Wild Dog
|}
* Ranger-specific Spell Changes
** Hearthfire has been moved from Ranger 1 to Ranger 2
** Alter Self has been removed from Ranger’s spell list
=====Rogue=====
Level 8 Rogue perk “Swashbuckler” has been renamed to “Sand Dancer”
=====Sorcerer=====
* Losing one spell known, starting at 3rd circle and higher
** 1st and 2nd circles are unaffected
{| class="wikitable mw-collapsible mw-collapsed" style="margin-left: 50px;”
|-
! colspan="7" | Sorcerer Spells Known by Level &nbsp;
|-
! Level !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th
|-
| 1 || 3
|-
| 2 || 3
|-
| 3 || 4
|-
| 4 || 4 || 2
|-
| 5 || 5 || 3
|-
| 6 || 5 || 3 || 1
|-
| 7 || 6 || 4 || 2
|-
| 8 || 6 || 4 || 2 || 1
|-
| 9 || 6 || 5 || 3 || 2
|-
| 10 || 6 || 5 || 3 || 2 || 1
|-
| 11 || 6 || 6 || 4 || 3 || 2
|-
| 12 || 6 || 6 || 4 || 3 || 2 || 1
|-
| 13 || 6 || 6 || 5 || 4 || 3 || 2
|}
* Sorcerers have gained access to a number of new spells
** True Dodge, Divination 1
** Prismatic Flames, Illusion 2
** Phantasmal Affliction, Illusion 2
** Blood Transcription, Necromancy 2
** Mass Phantasmal Affliction, Necromancy 3
** Prismatic Sparks, Illusion 3
** Phantasmal Assault, Illusion 3
** Foiled Future, Divination 3
** Dread Seizure, Necromancy 3
** Mass Foiled Future, Divination 4
** Spiderskin, Transmutation 4
** Hypnotic Pattern, Illusion 5
** Extract Water Elemental, Transmutation 6
===General Changes===
Simple Weapon Proficiency
* Light Hammer has been moved from Martial Proficiency to Simple Proficiency
* Light Flail has been moved from Martial Proficiency to Simple Proficiency
Warmace base weapon
* Warmace damage dice increased from 2d4 to 3d4
* Warmace critical multiplier reduced from 4 to 3
Summoning Themes
* Light, Celestial, Devil, Infernal & Abyssal themes have been removed
* Added four new evil Djinn Themes: Fire and Blood, Earth and Flesh, Air and Shadow, & Water and Light
Recovery XP per tick increased from 50 to 350
=====Item Crafting=====
Brew Potion, Craft Wand, and Scribe Scroll feats
* Can no longer be bought from NPCs
* When crafted by Arcane spellcasting classes are usable by one another:
** Astrologian
** Bard
** Sorcerer
** Wizard
* When crafted by Divine spellcasting classes are usable by one another:
** Cleric
** Druid
** Paladin
** Ranger
Scribe Scroll
* For every 5 ranks of [[Painting]] skill, the cost of scribe scroll is reduced by 1%
* All spells can now be crafted as scrolls.
** Previously, this was not always the case for Druids and Clerics.
** This includes all spells awarded by Cleric Domains.
Four new feats
* Silken Mail - Gain the effects of Mage Armor on your equipped armor once per day.
* Wayfinesse - Requires Wilderness Survival 5+, and you may rest without a campfire or bedroll.
* Herald - Requires Persuade 5+, and you make free sendings up to three times per day.
* Arcane Physician - Requires Heal 5+, and increases Cure Wounds spells heal by 1 point per 5 Heal skill.
===Spell Changes===
====General Spell Adjustments====
Flame Lash
* Changed to 1d6 fire damage + 1d6 per 2 CL
Polarization
* No longer provides damage immunity to Positive Energy
Hearthfire
* Moved from Bard 1 to Bard 2
* Moved from Druid 1 to Druid 2
* Moved from Ranger 1 to Ranger 2
Curse of Impending Blades
* On failed save, also dispels the effects of Shield, Shield of Faith, and Shield Other from the target
* This change applies to Mass Curse of Impending Blades as well
Virulent Walking Bomb
* Caster may now choose an element between Acid, Fire, or Negative Energy
* Moved from Sorcerer 3 to Sorcerer 4
* Moved from Wizard 3 to Wizard 4
Devastating Bodyswap
* Save switched from Will to Fort
* If the caster is a PC, they can only target other PCs or hostile creatures
Lesser Restoration
* Now removes only ability decrease
Remo'''v'''e Curse
* Also removes the following bad effects: Ability decrease, Skill decrease, AC decrease, AB decrease, damage decrease, Damage immunity decrease, Saving decrease, Movement Speed decrease
Lunar Bolt
* Inflicts magical damage according to the day of the month
* Minimum damage is 0, at the beginning and end of each months
* Maximum is 4d4 magical damage on the 15th of each month
Summon Storm
* Removed
Wormsight
* Removed
Summon Shadow (Shadow Conjuration)
* If the caster targets themselves, the mental stats of the shadow are locked at the following values:
** Maximum of 11 for Shadow Conjuration
** Maximum of 12 for Greater Shadow Conjuration
** Maximum of 13 for Shades
* If the caster wasn’t the target, or an item was used, the mental stats are locked at 3
* Shadows are now able to cast low level spells, limited by their mental stats


<div class="toccolours mw-collapsible mw-collapsed" style="width:750px; overflow:auto; margin-left: 0px;">
<div style="font-weight:bold;line-height:1.6;"> New Spells List &nbsp; </div>
<div class="mw-collapsible-content">


===v5_1717===
Starblight
''June 13th, 2020''
* Auld Findlay's Glen now a permanent fixture with a Spawn Point
Spell Level: Astrologian 0
Innate Level: 0
School: Evocation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
The astrologian draws on the malignant power of stars to shine a baleful light upon their enemy. It deals 1d2 magic damage for every 8 ranks of Astronomy.


===v5_1711===
Dancing Lights
''June 8th, 2020''
* A new secret thing has been added to the world to be found
Spell Level: Astrologian 0
Innate Level: 0
School: Illusion
Components: Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Minute
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
The astrologian draws from the celestial spheres and creates a simularicum of them; a single harmless floating ball of light that will remain stationary and will not obey any commands. It dissolves after a short time.


===v5_1709===
Astral Regeneration
''June 8th, 2020''
* Ticker Square updated to reflect modern events
Spell Level: Astrologian 1
Innate Level: 1
School: Necromancy
Components: Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 2 hit point a round.


===v5_1702===
Crafter's Insight
''June 4th, 2020''
* Added some new enemy types for a variety of my favourite monsters ha ha ha (DM Halfbrood)
Spell Level: Astrologian 1
Innate Level: 1
School: Divination
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 5 Minutes / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
The target is struck by knowledge of the future and gains a +5 insight bonus on Crafting (Alchemy, Herbalism, Cooking, Tailoring, Smithing, Construction) checks. This spell does not stack with itself.


===v5_1700===
Burst of Radiance
''June 3rd, 2020''
* Guildmember fully replaced with a new system of serving a single Guildmaster. All previous perks remain.
Spell Level: Astrologian 2
Innate Level: 2
School: Evocation
Components: Verbal, Somatic
Range: Long
Area of Effect / Target: Huge
Duration: 1d4 Rounds
Additional Counter Spells:
Save: Reflex Partial
Spell Resistance: Yes
This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are Blinded for 1d4 rounds, or gain -1 attack for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of magic damage per caster level (max 5d4), whether they succeed at the Reflex save or not.  


===v5_1697===
Fortune Telling
''June 2nd, 2020''
* New message system. The old "writing tablets" are now obsolete. Please discard them if you have them. Instead, purchase "Bundle of Papers" or "Paper" from a merchant under the Miscellaneous tab. Then use the item to begin work on your message.
Spell Level: Astrologian 1
* New bulletin board system. You may now post and read these written messages to bulletin boards.
Innate Level: 1
* Here are the features for the messages:
School: Abjuration
** Use on a placeable, take a record of that placeable "Record: Placeable Name" with description matching the placeable- you can also add a short introduction
Components: Verbal, Somatic
** use on another PC, it will show the PC your completed note.
Range: Touch
** use on yourself, it will show you the text of your note.
Area of Effect / Target: Single
** use on a bulletin board, it will add the message to the bulletin board.
Duration: 1 Turn Wait, Effect Instant
** use a BLANK note on a finished note and it will make a copy of the finished note
Additional Counter Spells:
** easy line breaks
Save: Harmless
** easily add multiple chat entries worth of dialogue into one note (max 2000 characters)
Spell Resistance: Harmless
** anonymous authorship or sign your name
** undo/backspace 1/backspace 50 options for easier editing
The Astrologian predicts that the target will require healing in one minute. One minute after this spell is cast, they receive healing equal to a casting of Cure Critical Wounds.


===v5_1696===
Hex of Eratosthenes
''June 1st, 2020''
* Bugs fixed
Spell Level: Astrologian 1
* Upper level of Drips no longer allows nature growth
Innate Level: 1
* Most lowbie drips quests now no longer spawns in lower drips
School: Transmutation
* Descriptions should now save to EFUSL when you change via in-game command.
Components: Verbal, Somatic
* Variety of performance changes under the hood to hopefully reduce lag
Range: Medium
* Thanks @Quarterdragon for help with efficiency scripting = )
Area of Effect / Target: single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: No
The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to saves against spells. Another -1 penalty is added per 10 Astronomy skill ranks.


==May==
Hex of al-Battani
===v5_1674===
''May 29th, 2020''
Spell Level: Astrologian 1
* Deeper Drips has been replaced with a new area.
Innate Level: 1
** Work in progress, more changes to come.
School: Transmutation
* New mid-range QA "Murderbone Alley"
Components: Verbal, Somatic
* Various other bug fixes and mod tweaks
Range: Medium
* It's likely you'll notice healing drops have been lowered some, feedback is welcome on this topic
Area of Effect / Target: Single
* Since I don't think I mentioned it anywhere else, use "/c debug_dark" to fix darkness bugs
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: No
The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to dodge AC. Another -1 penalty is added per 10 Astronomy skill ranks.


===v5_1666===
Hex of Anaximander
''May 25th, 2020''
* Added tokens around the module (temporarily) for players to collect which can be exchanged at the games for supply.
Spell Level: Astrologian 1
** Peers can now hunt mongrel werewolves and bring back their heads at Castle Orza in exchange for a token.
Innate Level: 1
** Pondfolk can find tokens whilst mudlarking
School: Transmutation
* Added gutter goats (hell yeah)
Components: Verbal, Somatic
* More secret stuff
Range: Medium
Area of Effect / Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: No
The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to attack. Another -1 penalty is added per 10 Astronomy skill ranks.


===v5_1658===
Project Star Chart
''May 23rd, 2020''
* Added Drowned Well QA to the Water Gardens rotation (removed from Secret Garden)
Spell Level: Astrologian 1
** Increased max level to 8 to be in line with the other quests there
Innate Level: 1
School: Illusion
Components: Verbal, Somatic
Range: Self
Area of Effect / Target: Self
Duration: 5 Minutes / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
The astrologian conjures an illusionary star chart from his fingertips and keeps it projected around him for the duration of the spell. This gives him a +5 bonus to Astronomy checks. This spell does not stack with itself.


===v5_1630===
Star Shard
''May 17th, 2020''
* Headsets commands can be used anywhere in the game world for the next few days so players can fix headsets issues without DM help
Spell Level: Astrologian 2
** Note: This has since ended.
Innate Level: 2
* Attempted a fix that [[Custom_Spell#Summon Swarm|Summon Swarm]] always summons 3 summons
School: Evocation
* Since flame weapon element is DEFAULT to FIRE, PC's element is default to fire (which affects GSF Evocation abilities). Of course can still choose a different element in starter zone. This change is retroactive for existing PCs as well.
Components: Verbal, Somatic
* Woodland Stride Feat thus no longer grants immunity to tanglefoot bags.
Range: Medium
** Note: After some discussion immunity to tanglebags has been reverted for Druids, as tanglebags are artificial and frequently roleplayed as some kind of net/etc. It was also an important (counter-able) weakness for a strong class.  
Area of Effect / Target: Single
* Ticker Stronghold Properties have now been changed to a rent system; they are still only available to Guildmembers.
Duration: Instant
* Some bug fixes
Additional Counter Spells:
Save: Reflex 1 / 2
Spell Resistance: Yes
A fiery mass falls from the heavens tracing a red-hot streak onto a designated target. The falling star shard deals 1d6 points of magical damage and 1d6 points of fire damage, with an additional 1d6 points of each per 10 Astronomy ranks.


===v5_1625===
Twist Fate
''May 16th, 2020''
* DM Vlaid has gone above and beyond to a place no one has gone before and brought back the v4 headsets!
Spell Level: Astrologian 2
* Haks spring cleaning: Many redundant files have been wiped!
Innate Level: 2
* Some broken vfx and textures have been fixed
School: Divination
* DM Tala: I've decided to be a moddler for a day and made recolored fire elementals (4 of them!)
Components: Verbal, Somatic
* Secrets of the Azure Pyre goodies!
Range: Touch
** Elemental Shield and Wall of Fire are now bluer than ever.
Area of Effect / Target: Single
** Specific Azure Fire elemental theme with a brand new model!
Duration: 1 Turn / Level
* Fireball changes: When cast on Grease/Web/Entangle, it will destroy the AOE effect and create a Fire AOE that will damage 1d6 per round all who are inside it, and will persist for 4 + 1d4 rounds
Additional Counter Spells:
* New spells!
Save: Harmless
** [[Custom_Spells#Mislead|Mislead]], [[Custom_Spells#Phantoms_of_Deception|Phantoms of Deception]], & [[Custom_Spells#Wall_of_Ice|Wall of Ice]].
Spell Resistance: Harmless
* More...
The astrologian reaches out and twists the threads of fate surrounding the target. The first attack that would have hit the target will instead be treated as a miss.


===v5_1624===
Hex Dispersion
''May 16th, 2020''
* Dear players, you will notice some very substantial changes this update to Ticker Square and Ring 100. Most notably, there is now an additional ring-gate that connects Ticker Square directly with Ring 100. The intent of these changes are:
Spell Level: Astrologian 2
** 1) To reduce loading times for entering Ticker Square
Innate Level: 2
** 2) To make things a little more straight forward for new PCs arriving to Ring 100
School: Transmutation
** 3) To gesture at some lore relating to some of Ticker Square's Mercantile contacts arriving through its 'postern gate' that connects to Ring 100.  
Components: Verbal, Somatic
** 4) Make sure to preserve the Open Door as the second best tavern of Ring 99, full of traffic and life.
Range: Medium
* Please let me know about any bugs, issues, misleading dialogue, or other concerns. Feedback welcome. (DM Howlando)
Area of Effect / Target: Huge
* These changes should generally be considered as 'always being there'
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: No
The astrologian selects a target. If the target currently suffers from one or more of the Hex line of spells (Hex of al-Battani, Hex of Eratosthenes, Hex of Anaximander) the hexes are then spread to all hostile enemies in a Huge radius. Each of the targets in the radius may roll a Will save to resist as normal. If the target does not suffer from one of these Hexes, nothing happens.


===v5_unknown===
Solar Circle
''May 15th, 2020''
* Server updated to Enhanced Edition version 8193.13
Spell Level: Astrologian 4
Innate Level: 4
School: Abjuration
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 3 + 1 Round / Level
Additional Counter Spells:
Save: No
Spell Resistance: Yes
The astrologian creates a circle upon the ground that mirrors the movements of the sun and stars through the heavens. Those within the circle experience the following effects:\n\n- All allies standing within the circle deal 1d4 bonus magic damage and receive a damage reduction of 5/+1. They heal 1d4 hitpoints per round.
All enemies standing within the circle experience the effects of the "Slow" spell. They take 1d4 magic damage per round.


===v5_1613===
Baleful Starblight
''May 13th, 2020''
* Some new goodies for Peerage based magicians
Spell Level: Astrologian 3
Innate Level: 3
School: Evocation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
As Starblight, but on all hostile creatures in a medium radius around you.


===v5_1612===
Celestial Regeneration
''May 13th, 2020''
* A big pile of secret stuff added, including some content using areas submitted from our friend derkot
Spell Level: Astrologian 3
Innate Level: 3
School: Necromancy
Components: Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 3 hit points a round.


===v5_1608===
Stellar Blade
''May 13th, 2020''
* Thanks to QD and Delta for help with scripting!
Spell Level: Astrologian 3
* The Danebluff Memorial is in Ticker Square
Innate Level: 3
* Some bugs fixed
School: Transmutation
* Dying your armors, cloaks, and helmets should no longer strips variables
Components: Verbal, Somatic
** Now safe to use dye barrels for dying equipment with special properties associated to them
Range: Touch
** This is a new change that will need testing and please report any bugs found
Area of Effect / Target: Single
* Darkskull QA portal rooms made it so you just get 1 random portal, level limit increased to 8, now gives 40 Peerage favour when completed
Duration: 1 Turn / level
* Hopefully a certain dwarf who enjoys discussing the weather has been fixed
Additional Counter Spells:
* PCs won't automatically eat any food if they have associated prestige
Save: Harmless
** Resting will not consume prestigious food by default
Spell Resistance: Harmless
* Updated Ring 94 pillar
* [[Sorcerer_Perks#Stalker|Stalker]] should no longer have the resting issue
A weapon is given the power of the heavens themselves. For the duration of the spell:
* Players can now edit their character's description with EFUSL2. Whatever you set via EFUSL2 while logged out will override your character's description. Further updates to follow on that.
- +1 attack bonus.
- +1 magic damage, plus an extra 1 magic damage for every 10 Astronomy ranks of the wielder.
- The weapon has a 25% chance of stripping the spell 'Blur' on hit.


===v5_1607===
Debilitating Portent
''May 12th, 2020''
* An exciting new fundraising opportunity for Ticker PCs...
Spell Level: Astrologian 4
Innate Level: 4
School: Divination
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will partial
Spell Resistance: No
The astrologian sees great weakness in the target's future. Every time the target deals damage, he must make a Will save. If the Will save fails, he deals only half the damage.


===v5_1606===
Horror Mark
''May 12th, 2020''
* [[Bard]] custom songs have been updated
Spell Level: Astrologian 4
** A comprehensive list of [[Custom_Songs|Bard Songs]] has been added to the wiki...
Innate Level: 4
School: Divination
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes
The astrologian places an astral beacon upon a target that draws in creatures known as Horrors. During the spell's duration, Horrors will emerge from the void and attempt to destroy the target. They are not under the control of the astrologian, but they will ignore him and any other than the target.


===v5_1596===
Contingency
''May 10th, 2020''
* Yielding to the gladiators of the Spinning Groat will no longer cost you prestige. This is to encourage players to tackle gladiator fights earlier rather than waiting for the highest level. It will still cost you XP (whatever you would have gained had you won)
Spell Level: Astrologian 5
* Animal Companions are now immune to Dismissal
Innate Level: 5
* Sound Burst when cast by the common enemy Vengeful Spirit now defaults back to the old damage of 1d8 sonic instead of being supercharged by bard powers
School: Abjuration
* New voice command: /c reset_perks to reset perks (if you find any exploits with this, let us know asap)
Components: Verbal, Somatic
* Fix for tattoo colorizer in start area
Range: Touch
* Attempted fix for Courteous Magocracy issue
Area of Effect / Target: Single
Duration: 5 Minutes / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
The astrologian lightly touches the target. Should it be subject to a physical attack that would be fatal, the attack will instead miss. The subject will then receive the effects of the spell 'Cure Critical Wounds'.


===v5_1591===
Collapsing Void
''May 8th, 2020''
* Many bugs fixed
Spell Level: Astrologian 5
* Dumb NPCs should no longer taunt you
Innate Level: 5
* AI should behave better with being knocked down
School: Conjuration
* Intelligent NPCs now have a chance to drink ultravision if affected by Darkness
Components: Verbal, Somatic
* AI should behave better with stealthed / invisible PCs
Range: Medium
* Web and Tangle should no longer permanently bug PCs with lingering after effects, needs testing!
Area of Effect / Target: Huge
* Stance breach now only does 1d4 damage when flung at someone who is engaged in a stance
Duration: 1 Round / 3 Levels
* Scroll Use Magic Device checks reduced by 5 (20 + innate spell level)
Additional Counter Spells:
Save: Fortitude partial
Spell Resistance: Yes
Summoning up an orb of dark matter, you toss it into a square, exploding into a large mass the dark matter forms a void that sucks in nearby creatures to their demise.
The void paralyzes any nearby creatures on a failed Fortitude save and deals 1d6 bludgeoning damage per 10 Astronomy ranks per round.


===v5_1588===
Hideous Heaviness
''May 8th, 2020''
* Some spring cleaning to our haks and preparation for a major hak update soon... (no nwnsync for now)
Spell Level: Astrologian 5
* Toys Invasion QA moved to previous Tower Defense location (where Royal Apartments were). quest giver conversation was updated
Innate Level: 5
* Started going over the custom Bard Songs to tweak them up a bit. will get to all of them in a few days.
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: No
Spell Resistance: Yes
The target is exposed to a crushing weight, pulled down towards and into ground. They lose half their current hitpoints as magic damage.


===v5_1567===
Foretell Doom
''May 4th, 2020''
* In addition to various TOP SECRET but EXHAUSTIVE labors....
Spell Level: Astrologian 5
** Changed lighting for our custom tailors
Innate Level: 5
** Updated Silverspike pillar
School: Divination
** [[Skill_Changes#Heal|Antitoxin]] can now be used on non-poisoned PCs for the bonus effects
Components: Verbal
** [[Druid|Druid]] Woodland Stride feat now renders you immune to Tanglefoot Bags
Range: Touch
** Dispensary victory message spacing fixed
Area of Effect / Target: Single
** PCs can turn off their preference for Barkskin custom VFX display in the Crafting Menu
Duration: Instant
** Rattail Toss device in Rat Guild, 30 tails for a chance at the sack.
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes
The target is subjected to a dire prediction of doom. If they pass their Will save, nothing happens. If they fail, 10 Rounds later, they die. This spell's effect may be averted by acquiring death immunity before the spell expires.


===v5_1566===
Phantasmal Assault
''May 3rd, 2020''
* Fixed Toy Invasion quest - it didn't initiate well after the first time it was taken, let me know of any more bugs
Class: Sorcerer/Wizard 3
* Toy Invasion was made party quest of 1-4 PCs
Innate level: 3
* Puzzle of Memory (SIMON) returned to original frequency
School: Illusion
* Puzzle of Memory was made more COLORFUL (and hopefully still working...)
Components: verbal, somatic
* Fixed summons breaking in some areas
Range: Medium
* Taking the Courteous Magocracy feat shouldn't auto retire the PC anymore
Area of Effect: Single target
* More more more bug fixes
Duration:  Instant
Save: Will, save halves
Spell resistance: Yes
The caster conjures an illusory phantom, that is a powerful magic missile in disguise, inflicting a 1d6 / 2 levels magical damage. A successful will save in disbelieving the phantom will reduce the damage by half.
GSF Transmutation: The phantom explodes in a random elemental damage.
GSF Illusion: The target rolls another save against fear, and if fails, they are feared for 1 round / level.
GSF Necromancy: Applies a wounding effect on the target for 1 round / 2 levels.


===v5_1563===
Hypnotic Pattern
''May 3rd, 2020''
* Using the [[Chat_Commands#Two-Handed|chat command]] ''''/c two-handed'''' will use modified Strength bonus for one-handed weapons
Spell Level: wizard/sorcerer 5
** Gives the currently equipped melee weapon a damage bonus as if they had 1.5 strength modifier, as with a Two Handed weapon
Innate Level: 5
** Previously, it would only scale off unmodified Strength bonus
School: Illusion
* Added breastplate and masterwork breastplate to House Nephezar
Components: verbal, somatic
* Mongrelwoods beggars now randomize in name and appearance
Range: long
* Many many many bug fixes
Area of Effect: Huge
Duration: One round per level
Save: Will negates, Fort negates
Spell Resistance: Yes
Twisting patterns that weave through the air for a moment and then vanishes. Creatures in the target area who see it must make a will save. On a failed save, they're confused for round / level. If they pass the save, they roll a second will save and if they fail they are dazed for round / level. If a creature has immunity against mind affecting spells, they make a fortitude save instead and if fail, they are blinded for round / level.


===v5_1556===
Phantasmal Affliction
''May 1st, 2020''
* [[Bard|Bards]] do not suffer arcane spell failure in Light Armor
Spell level: sorcerer/wizard 2
* [[Sorcerer]] perk [[Sorcerer_Perks#Contriver|Contriver]] has been changed:
Innate level: 2
** Old
School: illusion
***'''Level 1'''
Descriptor: mind-affecting, poison
****-35% Arcane Spell Failure
Components: verbal, somatic
****Armor Proficiency (Light) feat
Range: medium (20 meters)
****Armor Proficiency (Medium) feat
Area of effect: single
****Shield Proficiency feat
Duration: instant
***'''Level 5'''
Save: will and fortitude
****+4 Discipline
Spell resistance: yes
****+4 Concentration
****Shield spell now grants 5/+1 Damage Reduction in addition to it's other effects.
The spellcaster afflicts a single creature with a debilitating poison, or rather convinces the target that they did. The target makes a Will save to disbelieve the spell. Failing that, the target must make a Fortitude save versus the Poison spell.
***'''Level 8'''
****+2 Constitution
GSF Illusion: On a failed Will save, regardless of Fortitude save, the target also suffers 1 point of Wisdom damage
** New
GSF Necromancy: The pool of poisons also include more dangerous poisons
***'''Level 1'''
****Light Armor and Medium Armor do not cause arcane spell failure
****Armor Proficiency (Light) feat
****Armor Proficiency (Medium) feat
****Shield Proficiency feat
***'''Level 5'''
****Shield spell now grants 5/+1 Damage Reduction in addition to it's other effects.
***'''Level 8'''
****Shields do not cause Arcane Spell Failure


===v5_1555===
Mass Phantasmal Affliction
''May 1st, 2020''
* Added new tower defense quest to King's Commons (solo, lvl 2-5)
Spell level: sorcerer/wizard 3
Innate level: 3
School: illusion
Descriptor: mind-affecting, poison
Components: verbal, somatic
Range: long (40 meters)
Area of effect: huge (6.67 meter radius)
Duration: instant
Save: will and fortitude
Spell resistance: yes
The spellcaster afflicts all enemy creatures in an area with a debilitating poison, or rather convinces the targets that they did. The targets make a Will save to disbelieve the spell. Failing that, the targets must make a Fortitude save versus the Poison spell.
GSF Illusion: On a failed Will save, regardless of Fortitude save, the targets also each suffer 1 point of Wisdom damage
GSF Necromancy: The pool of poisons also include more dangerous poisons


==April==
Blood Transcription
===v5_1545===
''April 30th, 2020''
Spell Level: sorcerer/wizard 2, astrologian 2
* Added a new QA: "Water Under the Bridge" in the Water Gardens...
Innate Level: 2
* Randomized the Water Gardens to select a quest from multiple possibilities...
School: Divination
** This is similar to how the random Mongrelwoods QA works, which is per reset
Components: verbal, somatic
Range: touch
Area of effect: single
Duration: instant
Save: None
Spell resistance: harmless
Effect: Transcribe the knowledge of another spellcaster using a vial of their blood. Inscribe a scroll of a random spell that the blood-donor knows onto a scroll, paying 50% gold of the normal amount (XP cost stays the same) This scroll can be of Circle 4 and below. If the inscription cost cannot be paid for a spell then Blood Transcription chooses another spell to transcribe.
Requires: Blood Vial from a Spellcaster.
(SF: Divination) increases the maximum circle a spell transcribed can be by 1 to a total of 5.
(GSF: Divination) increases the maximum circle a spell transcribed can be by 2 to a total of 6.
(SF: Necromancy) and (GSF: Necromancy) also both increase the maximum transcribed spell circle by 1 respectively (leading to a maximum circle level 8 with GSF: Div.)
(Spell School: Divination) reduces the gold/xp cost by an additional 25%. In addition, the spell now tries to prioritize spells of higher circles.


===v5_1544===
Foiled Future
''April 29th, 2020''
* Temple of [[Small_Gods_of_the_City_(Local_Faiths)#The_Nine_Faced_God|Nine Faced God]] re-opened in Commons, featuring a new statue-idol inspired by sqtcommander's art. Check it out!
Spell Level: Wizard/Sorcerer 3, astrologian 3
* Starter [[General_Changes_%26_Feat_Changes#Feat_Changes|feat bonuses]] should now be working correctly, and the Stealthy feat also now grants a total of +3 Hide and Move Silent skills
Innate Level: 3
* Changed Healkits to apply bonus [[Skill_Changes#Heal|healing]], to reflect the [[Change_Log#v5_1524|earlier change]] in [[Change_Log#v5_1524|v5_1524]] (only herbs worked prior)
School: Divination
* Kings Gift now sends a message when you open it for extra bragging rights
Descriptor: mind-affecting
* And changed [[Skill_Changes#Heal|Antitoxin]] to give Ironguts on DC 20, and Lesser Restoration on DC 30 checks.
Components: verbal, somatic
Range: medium
Area of effect: single
Duration: 1 round/2 levels
Saving Throw: will negates
Spell resistance: yes
Briefly bend the threads of fate to bring your target's past-self into the line of fire, misdirecting their next action to themselves instead. The next attack, spell cast, or other action committed by the target that would target anyone other then themselves targets them instead. An attack attacks them, a spell cast has them as the target, etc.
(SF: Divination) extends the duration to 1 round/level.
(GSF: Divination) gives your target a bonus (based off your INT mod) to hit themselves.


===v5_1542===
Mass Foiled Future
''April 29th, 2020''
* 2 new [[Sorcerer]] perks, let me know on any bugs you find (DM Tala)
Spell Level: Wizard/Sorcerer 4, astrologian 4
** Sorcerer Perk: [[Sorcerer_Perks#Bouldermancer|Bouldermancer]]
Innate Level: 4
** Sorcerer Perk: [[Sorcerer_Perks#Secret_of_the_Azure_Pyre|Secret of the Azure Pyre (Application only)]]
School: Divination
Descriptor: mind-affecting
Components: verbal, somatic
Range: medium
Area of effect: large (5 meter radius)
Duration: 1 round/2 levels
Saving Throw: will negates
Spell resistance: yes
Same as Foiled Future, but applies to all targets in radius
(SF: Divination) extends the duration to 1 round/level.
(GSF: Divination) gives your target a bonus (based off your INT mod) to hit themselves.


===v5_1539===
True Dodge
''April 29th, 2020''
* The [[Races#Recondite|Recondite]] [[Races|Subrace]] and [[Factions_%26_Associations#The_Recondite|Association]] are now open, non-application, as of next reset.  
Spell Level: Wizard/Sorcerer 1, astrologian 1
** All recondite subrace PCs must use the recondite start portal.
Innate Level: 1
School: Divination
Components: V, S
Range: Touch
Area of effect: single
Duration: 1 round (not extendable)
Saving Throw: None
The target of this spell automatically avoids the next attack made against them in the next 6 seconds. [Grants the Epic Dodge feat]
GSF Divination : Also affects the caster.


===v5_1532===
Extract Water Elemental
''April 27th, 2020''
* Updated Rifts to be a tad bit more planar-y
Spell level: Druid 5, Sorcerer/Wizard 6
* Added new area adjacent to Rifts: Rifts - Staging Area. Made specifically to have lots and lots and lots of fun!
Innate level: 6
* The following [[Paladin]] oaths now get new goodies when becoming new paladins, other [[Paladin#Paladins_in_EFU:_City_of_Rings|Oaths]] are work-in-progress
School: Transmutation
** Planar
Descriptor(s): Cold
** Moonspear
Components: Verbal, Somatic
*** Message me if you are one of either already before this update so I can hand you a token (DM YMD)
Range: Short
* Golden City portal fixed
Area of effect: single
* Minor fixes
Duration: Special
* Added new Mongrelwoods discoveries meant for large parties
Save: Fortitude half
* Some more secret stuff, soon TBA
Spell resistance: Yes
This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per cast level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as though you had summoned it, but it disappears after 1 minute.


===v5_1529===
Blood to Water
''April 26th, 2020''
* We have decided to remove the +15 [[Crafting#Tinkering|Tinkering]] bonus from [[Rogue_Perks#Apothecary|Apothecary]].
Spell level: Cleric 6
** This is both because it does not quite fit the aesthetic of apothecary and because [[Rogue|Rogues]] already receive a tinkering bonus.  
Innate level: 7
** Potion yield from the perk has been improved to compensate
School: Necromancy
* [[Custom_Spells#Disrupt_Undead|Disrupt Undead]] properly refreshes cantrips
Components: Verbal, Somatic
* [[Spell_changes#Polymorph_Self|Polymorph]] can be used to assume [[Wildshapes|application shapes]]
Range: Medium
Area of effect: Large or up to 5 living creatures
Duration: Instant
Save: Fortitude Half
Spell resistance: Yes
You transmute the subjects' blood into pure water, dealing 2d6 points of Constitution damage. A sucessful Fortitude save halves the Constitution damage.


===v5_1524===
Spiderskin
''April 26th, 2020''
* Scripting (Thanks to DeltaTime for help with implementing this!)
Spell level: Druid 3, Sorcerer/Wizard 4
** Spells cast by [[Wizard|Wizards]] now compound with how [[Wizard#Plane_Sickness|planesick]] they are. The sicker you are, the more seam sickness your spells will generate.
Innate level: 3
*** Casting spells while planesick may cause some adverse side effects...
School: Transmutation
*** Added some flavor to wizards who cast spells while seamsick.
Components: Verbal, Somatic
*** All of these effects are counter-able with [[Custom_Spells#Ward_Area|Ward Area]]
Range: Touch
** (Hopefully) Fixed some things with [[Voice_Commands#Creating_spell_notes|Spellnotes]]. Letting you overwrite old ones, and delete, as well as a new command reset, which will give you a fresh spellnotes item. You will lose your old one.
Area of effect: Single
** Fixed a bug with Item Slots disabling and Lisa's Holdable items.
Duration: 1 Hour / Level
** Added EFU Functionality for the [[Druid]] and [[Ranger]] items Flameberry and Ice berry. It will apply a haste effect equal to your level number of rounds, and 1d10 damage for turn / double your level to your Animal Companion.
Save: None
** [[Skill_Changes#Heal|Healing kits]] and Medicinal Herbs have been changed to give a guaranteed duration of healing for your Heal skill / 5. This includes on uninjured targets.  
Spell resistance: No
*** This allows you to apply a regeneration effect on an uninjured target that will last for a few rounds, for example.
*** Previously they would stop once a target is at full health, now this can be extended slightly at a rate of 1 round per 5 ranks.
The target gains a +2 enhancement bonus to natural armor, a +2 racial bonus to saves versus poison, and a +2 racial bonus on Hide skill checks. At 6th, 9th, and 12th levels, these bonuses are increased by another +1 (to a maximum of +5 at 12th level).
*** The amount they heal is otherwise unchanged.
** Orb [[Custom_Spells|custom spells]] have been changed to not ignore Spell Resistance, and no longer require a touch attack.
*** [[Custom_Spells#Cold_Orb|Cold Orb]] now slows on a failed save
*** [[Custom_Spells#Electric_Orb|Electric Orb]] now stuns on a failed save
*** [[Custom_Spells#Acid_Orb|Acid Orb]] now Blinds on a failed save
*** [[Custom_Spells#Fire_Orb|Fire Orb]] will do 1d6 Damage over time for 1d2 rounds on a failed save
** Starter Feat Adjustments, in addition to existing effects
*** [[General_Changes_%26_Feat_Changes#Feat_Changes|Bull Headed]] now gives 1d12 temp HP on rest
*** [[General_Changes_%26_Feat_Changes#Feat_Changes|Courteous Magocracy]] grants +2 persuade
*** [[General_Changes_%26_Feat_Changes#Feat_Changes|Snakeblood]] grants Use Poison Feat
*** [[General_Changes_%26_Feat_Changes#Feat_Changes|Blooded]] grants +1 fort and increases chances of stabilizing when bleeding out (stacks with Rogue [[Rogue_Perks#Survivor|Survivor]] perk)
* New variations added to nearly all discovery themes
* Main Drips QA entrances now have unique names
* Bloodvials now weigh less
* Cabinet of CurioCity in Ticker Square tweaked
* Working on various music updates
* Some adjustments to Peerage House loot
* Lair of the Black Dragon QA relocated but now solo'able (still encouraged to take groups)
* Some adjustments to Sunpurse Manor
* Small tweaks to the Spinning Groat in Peerage
* Toyfolly Gnome driven from Peerage as consequence of PC actions
* Various other bugs fixed


===v5_1523===
Mass Curse of Impending Blades
''April 25th, 2020''
* Added Golden City approach, accessible through Crossroads
Spell level: Wizard / Sorcerer 3, Bard 3, Ranger 3
* Edited and cleaned up [[Paladin]] oaths, made Oath of Moonspear and Planar Oath more accessible
Innate level: 3
* Players can no longer switch Paladin Oaths but will receive custom tokens with unique abilities (still mostly a WIP), likely be expanded on in the future
School: Necromancy
* Implemented a new Summoning Theme: Magical Beasts
Descriptor: None
* Lots more minor bugfixes and stuff
Components: Verbal, Somatic
* Simon Says puzzle QA in Ring 99 shortened by a lot, but made a lot more fast-paced
Range: Medium
Area of effect: Medium
Duration: 1 Turn / Level
Save: Will negates
Spell resistance: Yes
Hostile creatures in the area of effect of this spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subjects take a -2 penalty to Dodge. Any creatures that fail the save, they also are dispelled of the following: Shield, Shield of Faith, and Shield Other.
Greater Spell Focus: Necromancy increases the AC penalty to -3


===v5_1510===
Greater Creeping Cold
''April 23rd, 2020''
* A new [[Races|non-application subrace]] has been added: [[Races#Recondite_.28Not_Yet_Available.29|The "Recondite"]]. This race is currently closed to new members, but will open soon.
Spell level: Druid 4
Innate level: 4
School: Transmutation
Descriptor: Cold
Components: Verbal, Somatic
Range: Short
Area of effect: Single
Duration: 4 Rounds
Save: Fortitude 1/2
Spell Resistance: Yes
This spell is the same as Creeping Cold, but the duration increases by 1 round, during which the subject takes 4d6 points of cold damage.


===v5_1509===
Death Knell
''April 22nd, 2020''
* [[Fighter_Perks#Vagabond|Vagabond]] no longer gets evasion, gets +1 reflex (for a total of +2) instead
Spell level: Cleric 2
* [[Fighter_Perks#Sellsword|Sellsword]] now gets a 5 gp wage at level 8
Innate level: 2
* [[Bard_Perks#Troubadour|Troubadour]] now gets a 10 gp wage while inside inns
School: Necromancy
* Wizard Warrens entry to Warrenwatch removed
Descriptor: Negative Energy
* Rubble moving efforts from Ticker Square have largely succeeded, and it is more or less as it once was
Components: Verbal, Somatic
* House Glitt should be entirely working as of next reset
Range: Touch
Area of effect: Single
Duration: Damage Instant, Buff 1 Hour / Level
Save: Fortitude 1/2
Spell Resistance: Yes
The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.


===v5_unknown===
Living Undeath
* More changes to Ring 97.
Spell level: Cleric 3
Innate level: 3
School: Necromancy
Components: Verbal, Somatic
Range: Touch
Area of effect: Single
Duration: 1 Turn / Level
Save: None
Spell Resistance: No
The spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed. The subject is not subject to sneak attacks and critical hits for the duration of this spell, as though it were undead. While the spell is in effect, the subject is penalized with 100% damage vulnerability to Divine and Positive Energy damage, healing spells damage it, and negative energy spells heal it.
The spell's target must not be an enemy of the caster, and must be a living organism (no undead or construct)


===v5_unknown===
Dread Seizure
''April 16th, 2020''
* New statue in the Opening Lobby for winners from chapter 5
Spell level: Wizard / Sorcerer 3, Astrologian 3
* Many other changes that I can't tell you about... (DM abala)
Innate level: 3
School: Necromancy
Descriptor: None
Components: Verbal, Somatic
Range: Short
Area of effect: Single
Duration: 1 Turn / Level
Save: Fortitude negates
Spell resistance: Yes
You speak a word that sends wracking pain through the limbs of a single target creature. If target creature fails a fortitude save it suffers a -3 penalty to attack rolls and 30% penalty to movement speed for 1 Turn / Level.


===v5_1457===
Prismatic Flames
''April 12th, 2020''
* A single Mongrelwoods quest is guaranteed to spawn each reset
Caster Level(s): Wizard / Sorcerer 2
* A single mid-level City quest (such as Ziff-Uroti's, Orphanage, or Menagerie) is guaranteed to spawn in Ring 99 each reset
Innate Level: 2
School: Illusion
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: 1 Round/Level
Additional Counter Spells:
Save: Will Negates Spell Blocking Effect
Spell Resistance: Yes
Illusory Prismatic Flames sends forth a dazzling array of colorful flames that make all creatures within the area of effect believe real fire surrounds them. All targeted creatures have their Endure Elements & Resist Elements effects removed and suffer a 10% decrease to fire immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist Elements applied on them for the duration of the spell.
SF Conjuration: Real Flames are hidden inside the illusory flames, inflicting 2d4 fire damage to affected creatures.
GSF Conjuration: Damage increase to 3d4.


===v5_unknown===
Prismatic Sparks
''April 10th, 2020''
* Changes to Rings 97 and 98, with more to come in due course.
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Illusion
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: 1 Round/Level
Additional Counter Spells:
Save: Will Negates Spell Blocking Effect
Spell Resistance: Yes
Illusory Prismatic Sparks sends forth a dazzling array of colorful sparks that make all creatures within the area of effect believe real lightning surrounds them. All targeted creatures have their Endure Elements, Resist Elements & Protection from Elements effects removed and suffer a 15% decrease to electrical immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist/Protection from Elements applied on them for the duration of the spell.
SF Conjuration: Real Sparks are hidden inside the illusory flames, inflicting 2d6 electrical damage to affected creatures.
GSF Conjuration: Damage increase to 3d6.


===v5_unknown===
Sand Splash
''April 10th, 2020''
* Fragments of the Failure has been nerfed. Please see a DM to get it replaced. If you don't know what this means don't worry about it.
Caster Level(s): Druid 1
* The altar in the starting area now supports the selection of Small Gods, for characters who begin as locals to the city.
Innate Level: 1
School: Conjuration
Descriptor(s): None
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Damage Instant, Blindness 1 round/odd level
Additional Counter Spells:
Save: Reflex 1/2 Damage, Fortitude negates blind
Spell Resistance: Yes
A splash of sand shoots forth from the caster's hands, doing 1d4 points of piercing damage per odd caster level to all those within the area of effect, to a maximum of 5d4. Affected creatures who fail a fortitude save are also blinded for 1 round per odd caster level, maxed at 5 rounds.


===v5_1436===
Quicksand
''April 8th, 2020''
* Fixed some of the minor issues with the new area in Ticker
Caster Level(s): Druid 2
* Attempted fix for corpse "Remains" cleanup, needs to be tested. Hopefully they will start to get properly deleted
Innate Level: 2
* Hopefully fixed equipped items duping on death (needs testing)
School: Conjuration
* [[Paladin]] Detect Evil should no longer detect evil from undetected things
Descriptor(s):
* Parry now gives +1 Deflection AC per 5 base ranks of parry, assuming parry skill is adequately high given any AC penalties (working similarly to Tumble)
Component(s): Verbal, Somatic
* Hopefully fixed movement speed bonus from ranger stacking with barbarian / monk
Range: Medium
* Made a change to address the RNG element of Ring 94
Area of Effect / Target: Huge
* Tehoto end door no longer closes/locks itself automatically but should get locked when the quest is reset
Duration: 1 Round / Level
* Loot table changes
Additional Counter Spells: Freedom of Movement
* Forgot to mention but unofficial goblin/kobold PCs now start automatically at level 3
Save: Reflex Partial
* Other secret and WIP stuff! : )
Spell Resistance: Yes
* Thanks to DeltaTime for a lot of help with scripting work, as always! Cheers to him!
Quicksand surrounds all creatures within the area of effect, reducing their AC and AB by 2 and reducing their movement at a reduced rate dependent on their Strength.
Spell Focus (Conjuration) increases the duration to 2 rounds / level.


===v5_unknown===
Sand Pillar
''April 8th, 2020''
* Added ambient representatives of each of the small gods, to allow in game discovery and investigation of each of our unique faiths.
Caster Level(s): Druid 3
Innate Level: 3
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
A pillar of sand strikes from the sky on all within the area of effect, inflicting 1d6 points of damage bludgeoning per caster level (to a maximum of 15d6). When cast during an Ash Storm half of the damage becomes positive energy.


===v5_unknown===
Ice Whip
''April 7th, 2020''
* Added more flavor stuff about the module
Caster Level(s): Druid 3
* Added Most Worshipful Guild of Righteous Murderers to Ticker Square: murder is now technically legal in Ticker Square and its environs as long as you have the groat! Check out the shop for more details. This is not a joinable faction but is primarily intended as a way to interface with DMs if you would like to claim a bounty and for would-be assassins to accrue street cred. As always, PvP karma applies.
Innate Level: 3
* More secret stuff
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2, Fortitude negates movement decrease
Spell Resistance: Yes
The Druid is able to flay an enemy with an icy whip that do 2d6 points of cold damage, + 1d6 per 2 caster levels above level 1. If the target fails a fortitude save, they are frozen for 1 round per odd level and suffer a 50% movement decrease.


===v5_unknown===
Cone Of Stone
''April 5th, 2020''
* Forgot to mention this but you can complete Sahuagin QA by doing the slaves part now
Caster Level(s): Druid 4
Innate Level: 4
School: Conjuration
Descriptor(s): None
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Damage Instant, Knockdown single round
Additional Counter Spells:
Save: Reflex 1/2 Damage, Fortitude negates knockdown
Spell Resistance: Yes
A cone of hurled stones shoots forth from the caster's hands, doing 4d6 points of bludgeoning damage to all those within the area of effect. Affected creatures who fail a fortitude save are knocked down for a single round.


===v5_unknown===
Sand Storm
''April 4th, 2020''
* New server upgrade! Hopefully this will fix the crashes..
Caster Level(s): Druid 5
* Also, death. Lots of it!
Innate Level: 5
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
All enemies within this spell's area of effect are inundated with a rain of sand and take 1d6 points of piercing damage per caster level (to a maximum of 15d6). When cast during an Ash Storm, half of the damage becomes positive energy.  


===v5_unknown===
</div></div>
''April 4th, 2020''
* I could do a changelog of the what we've added... but I think it would ruin the WOW effect of when you see it for the first time in the game world. I will say that we've added some new creature models, new item models and some new item functionality.
* Spoiler for next week's haks update: new music
 
===v5_unknown===
''April 3rd, 2020''
* Changes to a relatively well traveled, disappointing segment of Rings that is now a bit different. Those of you who've been there will know the changes when you see them. Consider them to have always been that way.
* Super Fun Golden Happy Place Where Nothing Bad Ever Happens added for antics tomorrow(?).
 
===v5_unknown===
''April 3rd, 2020''
* Added 2 new [[Paladin]] oaths (various stages, but findable in-game)
* Lots of minor changes around the server, expect a lot more flavor, text and ambiance added in certain spots, specifically in places where there was a distinct lack of it before
* Lots and lots of other neat stuff, more when it's actually finished
* FOIG rest
* More work done on new summon lines for those keeping track, still not 100% implemented
 
===v5_unknown===
''April 1st, 2020'''
* Planar: The Crossroads is now accessible
* A longstanding issue with the door in Ring 100 has been fixed and Ring 101 is now accessible
* No more ponies
 
==March==
===v5_1402===
''March 31st, 2020''
 
'''There has been several updates to many of the default classes which are detailed below:'''
 
* [[Barbarian|Barbarian]]
** Barbarian Fast Movement feat at level 3, up from level 2
* [[Bard|Bard]]
** 5 skill points per level, up from 4
*[[Monk|Monk]]
** Wholeness of Body feat can be used 3 times per day
*[[Paladin|Paladin]]
** Smite Evil feat can be used 3 times per day
*[[Ranger|Ranger]]
** 5 skill points per level, up from 4
** Point-Blank Shot feat at level 4
*[[Rogue|Rogue]]
** Receives the feat Evasion at level 4, down from level 5
*[[Assassin|Assassin]]
** 6 skill points per level, up from 4
** Evasion feat at level 2
** Improved Initiative feat at level 3
** Crippling Strike feat at level 4
*[[Arcane Archer|Arcane Archer]]
** Concentration and Discipline are now class skills by default
*[[Blackguard]]
** Will and Fortitude are now both primary saves by default
*[[Divine Champion]]
** Concentration is now a class skill by default
** Divine Might and Divine Shield at level 2
*[[Master_Scout_(Harper_Scout)|Master Scout (Harper Scout)]]
** 6 skill points per level, up from 4
** Disable Trap, Open Lock, Search, and Use Magic Device are now class skills by default
** Skill Mastery feat at level 1
** Evasion feat at level 2
** Defensive Roll feat at level 3
** Slippery Mind feat at level 4
*[[Knight_(Purple_Dragon_Knight)|Knight (Purple Dragon Knight)]]
** Concentration is now a class skill by default
*[[Weapon_Master|Weapon Master]]
** All previous EFU-specific bonuses have been removed from Weapon Master
** Concentration is now a class skill by default
** Called Shot feat at level 2
 
===v5_unknown===
''March 29th, 2020''
* When recovering from bleeding, once you stabilize and gain a HP you will thereafter get 1 HP/round until fully recovered with no need for further rolls. This will reduce the time it takes to recover from bleeding.
* [[Spell_changes#Shield|Shield]] armor AC bonus for pcs with abjuration feats should no longer override mage armor
* [[Spell_changes#Ironguts|Ironguts]] now gives equivalent saves bonus to disease as well as poison
* [[Fighter_Perks#Houndmaster|Houndmaster]] warhound buffed slightly
* Reduced number of ambient NPC walkers in Ticker Square and the Peerage
* Some ambient loot tweaks
* Will the Wagoner is now immortal. Also the transition up from the Drips near him is a placeable.
* [[Druid]] planting mischief can now be restricted via trigger. Currently Kings' Commons accepts it except for those areas designed as newbie-safe
* [[Spell_changes#Scintillating_Sphere|Scintillating Sphere]] is now long range, like Fireball, instead of medium
* [[Spell_changes#Inflict_Minor.2FLight.2FModerate.2FSerious.2FCritical_Wounds_.26_Harm|Inflict Spells]] can be self-targeted
 
===v5_unknown===
''March 27th, 2020''
* Added two new Summoning Themes: Golden City and Arcane Weaponry, both powerful summoning lines and very prestigious! They require extensive testing, consider this an announcement to tell you they exist! More to come :)
* Lots of minor flavor changes/additions around the module
* More stuff, secret for now..
 
===v5_1388===
''March 27th, 2020''
* [[Sorcerer|Sorcerers]] now receive additional spells known at levels 2, 4, 6, 8, 10, 12 and beyond. We are going to see how well this works.
* [[Sorcerer_Perks#Spellsword|Spellswords]] no longer receive +3 Taunt at 5th level, or +1 AC at 8th level.
* Size category no longer affects disarm
* Stunning fist duration is, properly, 12.0 seconds
* [[Weapon_Master|Weapon Master]] no longer requires a DM to grant bonus feats
* [[Shifter]] gains weapon proficiency creature at 1st level
* [[Druid|Druids]] now receive [[Spell_changes#Web|Web]] and [[Spell_changes#Bull.27s_Strength.2FEndurance.2FEagle.27s_Splendor.2FFox.27s_Cunning.2FCat.27s_Grace.2FOwl.27s_Wisdom|Endurance]] as 2nd level spells, and [[Ice Storm]] as a 4th level spell.
* [[Sorcerer|Sorcerers]] and [[Wizard|Wizards]] now receive [[Spell_changes#Animate.2FCreate_Undead|Animate Dead]] as a 3rd level spell instead of 5th.
* Weapon focus should work properly with gloves
* Two new spells have been added, [[Custom_Spells#Hearthfire|Hearthfire]] and [[Custom_Spells#Wormsight|Wormsight]]
 
===v5_1381===
''March 21st, 2020''
* Trade of Blades is now open. Players may, without a DM, join the mercenary companies of ticker square. Please faithfully represent the company whose uniform you bare.
* Second Skin is no longer a reward for Prospectors. Potions have been added to the shop, and there are other ways to spend favour. We realize this may not be an entirely popular decision but given the ease of access and duties for the faction enormous rewards are not necessarily ideal.
 
===v5_unknown1===
''March 21st, 2020''
* Added new [[Paladin|Paladin]] oath. More to come!(?)
 
===v5_1357===
''March 19th, 2020''
* [[Baleful Polymorph]] DC is reduced by 4 once again...
* [[Custom_Spells#Alter_Self|Alter Self]], [[Spell_changes#Polymorph_Self|Polymorph Self]], [[Shapechange]], and [[Tenser's Transformation]] CANNOT be used to escape from Baleful Polymorph
* The [[Factions_%26_Associations#Stonebuilder.27s_Guild|Stonebuilder's Guild]] is no longer a joinable faction. It is now similar to the Ratcatcher's Guild. If you are interested in representing this group you may buy a badge, and benefit from cheap bunks and a uniform. The influence of the guild has otherwise declined significantly...
* Storefront Ticker Square stronghold now has a working catalog
 
 
===v5_1349===
''March 19th, 2020''
* [[Custom_Spells#Ward_Area|Ward Area]] prevents unravel from opening seams in addition to removing Planar Sickness from an area
* Minor bug fixes
* [[Custom_Spells#Alter_Self|Alter Self]] potions can be brewed
* [[Baleful Polymorph]] no longer has a -4 penalty to DC
 
===v5_1341===
''March 3rd, 2020''
* Minor bug fixes
* New Rogue minor perk, [[Rogue_Perks#Street_Magician|Street Magician]]
 
==February==
===v5_1333===
''February 23rd 2020''
* Minor bug fixes
* [[Barbarian Rage]] now uses base wisdom and charisma to determine duration and furor effects. Eagles Splendor will not effect bonuses, in other words.
* Shadow summoning theme should work properly
* Planar Fragments discoveries were split into three areas. After doing some investigating crashes may have been caused by large areas. If you still experience them, or suspect them, let me know and please take into account which version (I, II, or III) it is
 
===v5_1331===
''February 20th 2020''
* Added new 2-6 low level quest
 
===v5_1329===
''February 19th 2020''
* Only [[Rogue]] will receive Uncanny Dodge II+ (removed from [[Barbarian]])
* Changes have been made to the [[Barbarian_Rage#Terrifying Rage|Terrifying Rage]]
 
===v5_1325===
''February 13th 2020''
* Green ash can be combined
* Dirty Yellow Ash is converted to yellow ash at a rate of 3 charges
* [[Sorcerer_Perks#Unpredictable|Positivist]] brewing hopefully fixed for real
 
===v5_1324===
''February 11th 2020''
* [[Sorcerer_Perks#Unpredictable|Positivist]] brewing should be fixed
* Potions of Inflict Wounds can now be brewed
* Ash refiners require only two pouches of ash. Yellow, Orange, and Purple ash can be combined up to 36 charges. Dirty Yellow ash can be combined, for up to 30 charges, into 12 charges of yellow ash as usual.
 
===v5_1314===
''February 6th 2020''
* A new system to manage merchant stalls has been developed by a member of the community:
 
A new Shopkeeping System has been added, and the old one should be mostly removed. It works a little differently.
Now you will be able to select as one of your Player Tools (In the crafting menu) as "Manage Shop Inventory." Using this on an item in your pack will add the item to a registry token that will be created one time called Shop Inventory Token. Using this token, you'll be able to see your list of wares, set prices, and remove the item from the registry. Once you have set up this token, click on a shop stall sign to rent it as normal, and instead of dumping all your things into a box, your wares will be instantly displayed (not removed from your inventory!) in the catalogue. Only items that are in your inventory will be displayed, and once you sell something you can click on the sign and 'refresh' your listing to update it.
 
Note, that wares will still display in your token registry until you remove them from it.
It is advised assigning the playertool to a quickslot to quickly add all your wares to a registry with a simple FButton click, then go through and price them all.
Please report any bugs that might have been undiscovered in the testing phase!
 
===v5_1309===
''February 5th 2020''
* Sorry for the discovery overspawning. Had tried to make a simple method for us to remove and add themes to the pool. Ought to be fixed for real now
* [[Fighter_Perks#Witchhunter|Witchhunter]] receives a +5 bonus to alchemy and herbalism
* Summoned elementals reverted to vanilla models. New ones still causing lag
 
===v5_1308===
''February 4th 2020''
* Repeated hits when subdued will no longer cause packs to drop. This will need to be fully tested. Report strange behavior. In essence, '/c yank_pack' will be the only way to remove a pack now
* [[Sorcerer_Perks#Unpredictable|Unpredictable]] can now potentially add fire damage with flame weapon
 
===v5_1306===
''February 4th 2020''
* Removed Planar Fragments discovery theme to stop crashes while we continue to search for root cause
 
===v5_1305===
''February 4th 2020''
* Added new high level quest Brute Leech Bog 5-11
* Moved Brute Leech Bog and Ghylherd Tribe into an explorable theme 'Monsters in the Foothills' which will spawn one or the other per reset (a further high level quest in this area is also in the works, watch this space)
 
 
__NOEDITSECTION__
__NOTOC__

Revision as of 14:11, 12 February 2023

General Changes

Skills have been revamped

  • EFU Secondary Skills system has been removed
  • All classes now get 1 additional skill point per level
  • All classes get access to the following skills:
    • Alchemy
    • Archaeology
    • Astronomy
    • Athletics
    • Bluff
    • Building
    • Consecration
    • Cooking
    • Engineering
    • Fishing
    • Herbalism
    • Intimidate
    • Mining
    • Painting
    • Persuade
    • Sailing
    • Smithing
    • Survival
    • Tailoring

Racial changes

Two new options are available

  • Stonefolk have been added as a new base race
  • Ashfolk have been added as a new application only Halfling subrace

Following races have been removed

  • Half-Orc
  • Recondite
  • Drow
  • Half-Drow
  • Svirfneblin
  • Mongrels
  • Deep Orc

Classes

New Classes

  • Astrologian, a new arcane spellcasting class with it's own unique feats and spell list
  • Swashbuckler, a new martial class that gets bonuses from dexterity and intelligence

Base Class Adjustments

Barbarian
  • Barbarian Furors have been Removed
  • Barbarians have a new set of pure Barbarian perks to choose from
  • Barbarian Rage
    • Duration is equal to 7 + CON rounds (previously Wisdom based)
    • Bonuses to Strength and Constitution is equal to 4 + 1 per unmodified CHA
  • Bonus Barbarian Movement Speed at level 7 has been removed
  • Barbarian Physical Damage Immunity
    • Level 5: +10% Physical Damage Immunity
    • Level 7: +10% Physical Damage Immunity (previously level 8)
Cleric
  • New Relic system and unique Cleric feats
    • Cleric 3: Relic Sacrifice, consecrate Divine Relics to gain sacrificed relic points
    • Cleric 4: Relic Enhance, consecrate your own Divine Relic and enhance its properties permanently.
    • Cleric 6: Relic Enchant, consecrate your own Divine Relic with various temporary item properties.
    • Cleric 8: Sanctify Item, consecrate any item to be only usable by followers of the Cleric’s deity.
  • New Deity worship system
    • Entirely new pantheon of local deities has been added
    • Bonuses spell effects on creatures that share your Deity
    • Clerics get bonuses to Turn Undead the more prominent their deity
    • Other possible benefits…
  • Cleric Spell Adjustments
    • Slay Living has been moved from Cleric 5 to Cleric 6
  • Clerics have gained access to three new spells
  • Updates to many existing Domains
Domain Changes 
  • Creation Primary Domain
    • Turn Undead
    • Innate: Trackless Step & Animal Friendly (Level 5)
    • 1st Circle: Entangle
    • 3rd Circle: Spike Growth
    • 4th Circle: Barkskin
  • Frost Primary Domain
    • Turn Undead
    • Innate: Resist Energy Cold (Level 5)
    • 1st Circle: Ice Dagger
    • 3rd Circle: Wall of Ice
    • 4th Circle: Ice Storm
  • Ooze Primary Domain (previously Secondary domain)
    • Turn Undead
    • Innate: Resist Energy Acid (Level 5)
    • 1st Circle: Grease
    • 3rd Circle: Stinking Cloud
    • 4th Circle: Evard’s Black Tentacles
  • Stars Primary Domain
    • Turn Undead
    • Innate: Skill Focus Astronomy
    • 1st Circle: Project Star Chart
    • 2nd Circle: Star Shard
    • 4th Circle: Celestial Regeneration
  • Blood subdomain
    • Innate: Blooded
    • 2nd Circle: Heart Clutch
    • 3rd Circle: Vampiric Touch
    • 4th Circle: Blood Transcription
    • 5th Circle: Beltyn’s Burning Blood
  • Decay subdomain
    • Innate: Spell Focus Necromancy (level 5)
    • 2nd Circle: Contagion
    • 3rd Circle: Infestation of Maggots
    • 5th Circle: Enervation
  • Destruction subdomain (previously Primary)
    • No longer offers it’s previous turn undead options
    • Innate: Skill Focus Engineering
    • 3rd Circle: Gas Explosion
    • 4th Circle: Horizikaul’s Shout
    • 5th Circle: Crumble
    • 6th Circle: Disintegrate
  • Knowledge subdomain (previously Primary)
    • No longer offers it’s previous turn undead options
    • Innate: Skill Focus Lore
    • 1st Circle: Identify
    • 2nd Circle: Knock
    • 4th Circle: True Seeing
    • 5th Circle: Feeblemind
    • 6th Circle: Legend Lore
  • Moon subdomain
    • Innate: Skill Focus Divination
    • 1st Circle: Identify
    • 2nd Circle: Invisibility Purge
    • 4th Circle: Lunar Bolt
    • 5th Circle: Mind Fog
  • Poison subdomain
    • Innate: Snake Blood (Level 3)
    • 2nd Circle: Poison
    • 3rd Circle: Quillfire
    • 4th Circle: Mass Phantasmal Affliction
  • Time subdomain
    • 2nd Circle: Slow
    • 3rd Circle: Future’s Pain
    • 4th Circle: Haste
    • 7th Circle: Time Stop
  • Tyranny subdomain
    • Innate: Skill Focus Intimidate
    • 2nd Circle: Heart Clutch
    • 3rd Circle: Dread Seizure
    • 4th Circle: Virulent Walking Bomb
  • Sand subdomain
    • Innate: +5% Movement Speed Increase
    • 2nd Circle: Death Armor (Sand)
    • 4th Circle: Stoneskin
    • 5th Circle: Elemental Shield (Rock)

All Domain updates are viewable here [Domain Spreadsheet]

Druid
  • Wild Shape has been removed
  • Animal Companions reworked
    • Removed Custom EFU animal companion training system
    • Choose from the available Animal Companions on level-up, including:
Animal Companions  
Crocodile
Dire Rat
Fox
Giant Spider
Goat
Hawk
Hyena
Leopard
Lion
Lizard
Scarab
Tortoise
Viper
Wild Dog
  • Druids have gained additional spell slots, bringing them in line with clerics, in addition to the following changes:
    • Flame Lash
      • Changed to 1d6 fire damage + 1d6 per 2 CL
      • Moved from Druid 2 to Druid 1
    • Healing Sting
      • Moved from Druid 3 to Druid 2
    • Crumble
      • Moved from Druid 6 to Druid 5
    • Drown
      • Moved from Druid 6 to Druid 5
    • Slay Living
      • Moved from Druid 5 to Druid 6
  • Druids have gained access to a number of new spells
Ranger
  • Animal Companions reworked
    • Removed Custom EFU animal companion training system
    • Choose from the available Animal Companions on level-up, including:
Animal Companions  
Crocodile
Dire Rat
Fox
Giant Spider
Goat
Hawk
Hyena
Leopard
Lion
Lizard
Scarab
Tortoise
Viper
Wild Dog
  • Ranger-specific Spell Changes
    • Hearthfire has been moved from Ranger 1 to Ranger 2
    • Alter Self has been removed from Ranger’s spell list
Rogue

Level 8 Rogue perk “Swashbuckler” has been renamed to “Sand Dancer”

Sorcerer
  • Losing one spell known, starting at 3rd circle and higher
    • 1st and 2nd circles are unaffected
Sorcerer Spells Known by Level  
Level 1st 2nd 3rd 4th 5th 6th
1 3
2 3
3 4
4 4 2
5 5 3
6 5 3 1
7 6 4 2
8 6 4 2 1
9 6 5 3 2
10 6 5 3 2 1
11 6 6 4 3 2
12 6 6 4 3 2 1
13 6 6 5 4 3 2
  • Sorcerers have gained access to a number of new spells
    • True Dodge, Divination 1
    • Prismatic Flames, Illusion 2
    • Phantasmal Affliction, Illusion 2
    • Blood Transcription, Necromancy 2
    • Mass Phantasmal Affliction, Necromancy 3
    • Prismatic Sparks, Illusion 3
    • Phantasmal Assault, Illusion 3
    • Foiled Future, Divination 3
    • Dread Seizure, Necromancy 3
    • Mass Foiled Future, Divination 4
    • Spiderskin, Transmutation 4
    • Hypnotic Pattern, Illusion 5
    • Extract Water Elemental, Transmutation 6

General Changes

Simple Weapon Proficiency

  • Light Hammer has been moved from Martial Proficiency to Simple Proficiency
  • Light Flail has been moved from Martial Proficiency to Simple Proficiency

Warmace base weapon

  • Warmace damage dice increased from 2d4 to 3d4
  • Warmace critical multiplier reduced from 4 to 3

Summoning Themes

  • Light, Celestial, Devil, Infernal & Abyssal themes have been removed
  • Added four new evil Djinn Themes: Fire and Blood, Earth and Flesh, Air and Shadow, & Water and Light

Recovery XP per tick increased from 50 to 350

Item Crafting

Brew Potion, Craft Wand, and Scribe Scroll feats

  • Can no longer be bought from NPCs
  • When crafted by Arcane spellcasting classes are usable by one another:
    • Astrologian
    • Bard
    • Sorcerer
    • Wizard
  • When crafted by Divine spellcasting classes are usable by one another:
    • Cleric
    • Druid
    • Paladin
    • Ranger

Scribe Scroll

  • For every 5 ranks of Painting skill, the cost of scribe scroll is reduced by 1%
  • All spells can now be crafted as scrolls.
    • Previously, this was not always the case for Druids and Clerics.
    • This includes all spells awarded by Cleric Domains.

Four new feats

  • Silken Mail - Gain the effects of Mage Armor on your equipped armor once per day.
  • Wayfinesse - Requires Wilderness Survival 5+, and you may rest without a campfire or bedroll.
  • Herald - Requires Persuade 5+, and you make free sendings up to three times per day.
  • Arcane Physician - Requires Heal 5+, and increases Cure Wounds spells heal by 1 point per 5 Heal skill.

Spell Changes

General Spell Adjustments

Flame Lash

  • Changed to 1d6 fire damage + 1d6 per 2 CL

Polarization

  • No longer provides damage immunity to Positive Energy

Hearthfire

  • Moved from Bard 1 to Bard 2
  • Moved from Druid 1 to Druid 2
  • Moved from Ranger 1 to Ranger 2

Curse of Impending Blades

  • On failed save, also dispels the effects of Shield, Shield of Faith, and Shield Other from the target
  • This change applies to Mass Curse of Impending Blades as well

Virulent Walking Bomb

  • Caster may now choose an element between Acid, Fire, or Negative Energy
  • Moved from Sorcerer 3 to Sorcerer 4
  • Moved from Wizard 3 to Wizard 4

Devastating Bodyswap

  • Save switched from Will to Fort
  • If the caster is a PC, they can only target other PCs or hostile creatures

Lesser Restoration

  • Now removes only ability decrease

Remove Curse

  • Also removes the following bad effects: Ability decrease, Skill decrease, AC decrease, AB decrease, damage decrease, Damage immunity decrease, Saving decrease, Movement Speed decrease

Lunar Bolt

  • Inflicts magical damage according to the day of the month
  • Minimum damage is 0, at the beginning and end of each months
  • Maximum is 4d4 magical damage on the 15th of each month

Summon Storm

  • Removed

Wormsight

  • Removed

Summon Shadow (Shadow Conjuration)

  • If the caster targets themselves, the mental stats of the shadow are locked at the following values:
    • Maximum of 11 for Shadow Conjuration
    • Maximum of 12 for Greater Shadow Conjuration
    • Maximum of 13 for Shades
  • If the caster wasn’t the target, or an item was used, the mental stats are locked at 3
  • Shadows are now able to cast low level spells, limited by their mental stats
New Spells List  
Starblight

Spell Level: Astrologian 0
Innate Level: 0
School: Evocation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

The astrologian draws on the malignant power of stars to shine a baleful light upon their enemy. It deals 1d2 magic damage for every 8 ranks of Astronomy.
Dancing Lights

Spell Level: Astrologian 0
Innate Level: 0
School: Illusion
Components: Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Minute
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless

The astrologian draws from the celestial spheres and creates a simularicum of them; a single harmless floating ball of light that will remain stationary and will not obey any commands. It dissolves after a short time. 
Astral Regeneration

Spell Level: Astrologian 1
Innate Level: 1
School: Necromancy
Components: Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless

A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 2 hit point a round.
Crafter's Insight

Spell Level: Astrologian 1
Innate Level: 1
School: Divination
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 5 Minutes / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless

The target is struck by knowledge of the future and gains a +5 insight bonus on Crafting (Alchemy, Herbalism, Cooking, Tailoring, Smithing, Construction) checks. This spell does not stack with itself.
Burst of Radiance

Spell Level: Astrologian 2
Innate Level: 2
School: Evocation
Components: Verbal, Somatic
Range: Long
Area of Effect / Target: Huge
Duration: 1d4 Rounds
Additional Counter Spells:
Save: Reflex Partial
Spell Resistance: Yes

This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are Blinded for 1d4 rounds, or gain -1 attack for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of magic damage per caster level (max 5d4), whether they succeed at the Reflex save or not. 
Fortune Telling

Spell Level: Astrologian 1
Innate Level: 1
School: Abjuration
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn Wait, Effect Instant
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless

The Astrologian predicts that the target will require healing in one minute. One minute after this spell is cast, they receive healing equal to a casting of Cure Critical Wounds.
Hex of Eratosthenes

Spell Level: Astrologian 1
Innate Level: 1
School: Transmutation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: No

The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to saves against spells. Another -1 penalty is added per 10 Astronomy skill ranks.
Hex of al-Battani

Spell Level: Astrologian 1
Innate Level: 1
School: Transmutation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: No

The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to dodge AC. Another -1 penalty is added per 10 Astronomy skill ranks.
Hex of Anaximander

Spell Level: Astrologian 1
Innate Level: 1
School: Transmutation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: No

The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to attack. Another -1 penalty is added per 10 Astronomy skill ranks.
Project Star Chart

Spell Level: Astrologian 1
Innate Level: 1
School: Illusion
Components: Verbal, Somatic
Range: Self
Area of Effect / Target: Self
Duration: 5 Minutes / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless

The astrologian conjures an illusionary star chart from his fingertips and keeps it projected around him for the duration of the spell. This gives him a +5 bonus to Astronomy checks. This spell does not stack with itself.
Star Shard

Spell Level: Astrologian 2
Innate Level: 2
School: Evocation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Reflex 1 / 2
Spell Resistance: Yes

A fiery mass falls from the heavens tracing a red-hot streak onto a designated target. The falling star shard deals 1d6 points of magical damage and 1d6 points of fire damage, with an additional 1d6 points of each per 10 Astronomy ranks.
Twist Fate

Spell Level: Astrologian 2
Innate Level: 2
School: Divination
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless

The astrologian reaches out and twists the threads of fate surrounding the target. The first attack that would have hit the target will instead be treated as a miss.
Hex Dispersion

Spell Level: Astrologian 2
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: No

The astrologian selects a target. If the target currently suffers from one or more of the Hex line of spells (Hex of al-Battani, Hex of Eratosthenes, Hex of Anaximander) the hexes are then spread to all hostile enemies in a Huge radius. Each of the targets in the radius may roll a Will save to resist as normal. If the target does not suffer from one of these Hexes, nothing happens.
Solar Circle

Spell Level: Astrologian 4
Innate Level: 4
School: Abjuration
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 3 + 1 Round / Level
Additional Counter Spells:
Save: No
Spell Resistance: Yes

The astrologian creates a circle upon the ground that mirrors the movements of the sun and stars through the heavens. Those within the circle experience the following effects:\n\n- All allies standing within the circle deal 1d4 bonus magic damage and receive a damage reduction of 5/+1. They heal 1d4 hitpoints per round.

All enemies standing within the circle experience the effects of the "Slow" spell. They take 1d4 magic damage per round.
Baleful Starblight

Spell Level: Astrologian 3
Innate Level: 3
School: Evocation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

As Starblight, but on all hostile creatures in a medium radius around you.
Celestial Regeneration

Spell Level: Astrologian 3
Innate Level: 3
School: Necromancy
Components: Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless

A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 3 hit points a round.
Stellar Blade

Spell Level: Astrologian 3
Innate Level: 3
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless

A weapon is given the power of the heavens themselves. For the duration of the spell:
- +1 attack bonus.
- +1 magic damage, plus an extra 1 magic damage for every 10 Astronomy ranks of the wielder.
- The weapon has a 25% chance of stripping the spell 'Blur' on hit.
Debilitating Portent

Spell Level: Astrologian 4
Innate Level: 4
School: Divination
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will partial
Spell Resistance: No

The astrologian sees great weakness in the target's future. Every time the target deals damage, he must make a Will save. If the Will save fails, he deals only half the damage.
Horror Mark

Spell Level: Astrologian 4
Innate Level: 4
School: Divination
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

The astrologian places an astral beacon upon a target that draws in creatures known as Horrors. During the spell's duration, Horrors will emerge from the void and attempt to destroy the target. They are not under the control of the astrologian, but they will ignore him and any other than the target.
Contingency

Spell Level: Astrologian 5
Innate Level: 5
School: Abjuration
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 5 Minutes / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless

The astrologian lightly touches the target. Should it be subject to a physical attack that would be fatal, the attack will instead miss. The subject will then receive the effects of the spell 'Cure Critical Wounds'.
Collapsing Void

Spell Level: Astrologian 5
Innate Level: 5
School: Conjuration
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Round / 3 Levels
Additional Counter Spells:
Save: Fortitude partial
Spell Resistance: Yes

Summoning up an orb of dark matter, you toss it into a square, exploding into a large mass the dark matter forms a void that sucks in nearby creatures to their demise.

The void paralyzes any nearby creatures on a failed Fortitude save and deals 1d6 bludgeoning damage per 10 Astronomy ranks per round.
Hideous Heaviness

Spell Level: Astrologian 5
Innate Level: 5
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: No
Spell Resistance: Yes

The target is exposed to a crushing weight, pulled down towards and into ground. They lose half their current hitpoints as magic damage.
Foretell Doom

Spell Level: Astrologian 5
Innate Level: 5
School: Divination
Components: Verbal
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

The target is subjected to a dire prediction of doom. If they pass their Will save, nothing happens. If they fail, 10 Rounds later, they die. This spell's effect may be averted by acquiring death immunity before the spell expires.
Phantasmal Assault

Class: Sorcerer/Wizard 3
Innate level: 3
School: Illusion
Components: verbal, somatic
Range: Medium
Area of Effect: Single target
Duration:  Instant
Save: Will, save halves
Spell resistance: Yes

The caster conjures an illusory phantom, that is a powerful magic missile in disguise, inflicting a 1d6 / 2 levels magical damage. A successful will save in disbelieving the phantom will reduce the damage by half.

GSF Transmutation: The phantom explodes in a random elemental damage.
GSF Illusion: The target rolls another save against fear, and if fails, they are feared for 1 round / level.
GSF Necromancy: Applies a wounding effect on the target for 1 round / 2 levels.
Hypnotic Pattern

Spell Level: wizard/sorcerer 5
Innate Level: 5
School: Illusion
Components: verbal, somatic
Range: long
Area of Effect: Huge
Duration: One round per level
Save: Will negates, Fort negates
Spell Resistance: Yes

Twisting patterns that weave through the air for a moment and then vanishes. Creatures in the target area who see it must make a will save. On a failed save, they're confused for round / level. If they pass the save, they roll a second will save and if they fail they are dazed for round / level. If a creature has immunity against mind affecting spells, they make a fortitude save instead and if fail, they are blinded for round / level.
Phantasmal Affliction

Spell level: sorcerer/wizard 2
Innate level: 2
School: illusion
Descriptor: mind-affecting, poison
Components: verbal, somatic
Range: medium (20 meters)
Area of effect: single
Duration: instant
Save: will and fortitude
Spell resistance: yes

The spellcaster afflicts a single creature with a debilitating poison, or rather convinces the target that they did. The target makes a Will save to disbelieve the spell. Failing that, the target must make a Fortitude save versus the Poison spell.

GSF Illusion: On a failed Will save, regardless of Fortitude save, the target also suffers 1 point of Wisdom damage
GSF Necromancy: The pool of poisons also include more dangerous poisons
Mass Phantasmal Affliction

Spell level: sorcerer/wizard 3
Innate level: 3
School: illusion
Descriptor: mind-affecting, poison
Components: verbal, somatic
Range: long (40 meters)
Area of effect: huge (6.67 meter radius)
Duration: instant
Save: will and fortitude
Spell resistance: yes

The spellcaster afflicts all enemy creatures in an area with a debilitating poison, or rather convinces the targets that they did. The targets make a Will save to disbelieve the spell. Failing that, the targets must make a Fortitude save versus the Poison spell.

GSF Illusion: On a failed Will save, regardless of Fortitude save, the targets also each suffer 1 point of Wisdom damage
GSF Necromancy: The pool of poisons also include more dangerous poisons
Blood Transcription

Spell Level: sorcerer/wizard 2, astrologian 2
Innate Level: 2
School: Divination
Components: verbal, somatic
Range: touch
Area of effect: single
Duration: instant
Save: None
Spell resistance: harmless

Effect: Transcribe the knowledge of another spellcaster using a vial of their blood. Inscribe a scroll of a random spell that the blood-donor knows onto a scroll, paying 50% gold of the normal amount (XP cost stays the same) This scroll can be of Circle 4 and below. If the inscription cost cannot be paid for a spell then Blood Transcription chooses another spell to transcribe.

Requires: Blood Vial from a Spellcaster.
(SF: Divination) increases the maximum circle a spell transcribed can be by 1 to a total of 5.
(GSF: Divination) increases the maximum circle a spell transcribed can be by 2 to a total of 6.
(SF: Necromancy) and (GSF: Necromancy) also both increase the maximum transcribed spell circle by 1 respectively (leading to a maximum circle level 8 with GSF: Div.)
(Spell School: Divination) reduces the gold/xp cost by an additional 25%. In addition, the spell now tries to prioritize spells of higher circles.
Foiled Future

Spell Level: Wizard/Sorcerer 3, astrologian 3
Innate Level: 3
School: Divination
Descriptor: mind-affecting
Components: verbal, somatic
Range: medium
Area of effect: single
Duration: 1 round/2 levels
Saving Throw: will negates
Spell resistance: yes

Briefly bend the threads of fate to bring your target's past-self into the line of fire, misdirecting their next action to themselves instead. The next attack, spell cast, or other action committed by the target that would target anyone other then themselves targets them instead. An attack attacks them, a spell cast has them as the target, etc.

(SF: Divination) extends the duration to 1 round/level.
(GSF: Divination) gives your target a bonus (based off your INT mod) to hit themselves.
Mass Foiled Future

Spell Level: Wizard/Sorcerer 4, astrologian 4
Innate Level: 4
School: Divination
Descriptor: mind-affecting
Components: verbal, somatic
Range: medium
Area of effect: large (5 meter radius)
Duration: 1 round/2 levels
Saving Throw: will negates
Spell resistance: yes

Same as Foiled Future, but applies to all targets in radius

(SF: Divination) extends the duration to 1 round/level.
(GSF: Divination) gives your target a bonus (based off your INT mod) to hit themselves.
True Dodge

Spell Level: Wizard/Sorcerer 1, astrologian 1
Innate Level: 1
School: Divination
Components: V, S
Range: Touch
Area of effect: single
Duration: 1 round (not extendable)
Saving Throw: None

The target of this spell automatically avoids the next attack made against them in the next 6 seconds. [Grants the Epic Dodge feat]

GSF Divination : Also affects the caster.
Extract Water Elemental

Spell level: Druid 5, Sorcerer/Wizard 6
Innate level: 6
School: Transmutation
Descriptor(s):	Cold
Components: Verbal, Somatic
Range: Short
Area of effect: single
Duration: Special
Save: Fortitude half
Spell resistance: Yes

This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per cast level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as though you had summoned it, but it disappears after 1 minute.
Blood to Water

Spell level: Cleric 6
Innate level: 7
School: Necromancy 
Components: Verbal, Somatic
Range: Medium
Area of effect: Large or up to 5 living creatures
Duration: Instant
Save: Fortitude Half
Spell resistance: Yes

You transmute the subjects' blood into pure water, dealing 2d6 points of Constitution damage. A sucessful Fortitude save halves the Constitution damage.
Spiderskin

Spell level: Druid 3, Sorcerer/Wizard 4
Innate level: 3
School: Transmutation
Components:	Verbal, Somatic
Range: Touch
Area of effect: Single
Duration: 1 Hour / Level
Save: None
Spell resistance: No

The target gains a +2 enhancement bonus to natural armor, a +2 racial bonus to saves versus poison, and a +2 racial bonus on Hide skill checks. At 6th, 9th, and 12th levels, these bonuses are increased by another +1 (to a maximum of +5 at 12th level).
Mass Curse of Impending Blades

Spell level: Wizard / Sorcerer 3, Bard 3, Ranger 3
Innate level: 3
School: Necromancy
Descriptor: None
Components: Verbal, Somatic
Range: Medium
Area of effect: Medium
Duration: 1 Turn / Level
Save: Will negates
Spell resistance: Yes

Hostile creatures in the area of effect of this spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subjects take a -2 penalty to Dodge. Any creatures that fail the save, they also are dispelled of the following: Shield, Shield of Faith, and Shield Other.

Greater Spell Focus: Necromancy increases the AC penalty to -3
Greater Creeping Cold

Spell level: Druid 4
Innate level: 4
School: Transmutation
Descriptor: Cold
Components: Verbal, Somatic
Range: Short
Area of effect: Single
Duration: 4 Rounds
Save: Fortitude 1/2
Spell Resistance: Yes

This spell is the same as Creeping Cold, but the duration increases by 1 round, during which the subject takes 4d6 points of cold damage.
Death Knell

Spell level: Cleric 2
Innate level: 2
School: Necromancy
Descriptor: Negative Energy
Components: Verbal, Somatic
Range: Touch
Area of effect: Single
Duration: Damage Instant, Buff 1 Hour / Level
Save: Fortitude 1/2
Spell Resistance: Yes

The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.
Living Undeath

Spell level: Cleric 3
Innate level: 3
School: Necromancy
Components: Verbal, Somatic
Range: Touch
Area of effect: Single
Duration: 1 Turn / Level
Save: None
Spell Resistance: No

The spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed. The subject is not subject to sneak attacks and critical hits for the duration of this spell, as though it were undead. While the spell is in effect, the subject is penalized with 100% damage vulnerability to Divine and Positive Energy damage, healing spells damage it, and negative energy spells heal it.

The spell's target must not be an enemy of the caster, and must be a living organism (no undead or construct)
Dread Seizure

Spell level: Wizard / Sorcerer 3, Astrologian 3
Innate level: 3
School: Necromancy
Descriptor: None
Components: Verbal, Somatic
Range: Short
Area of effect: Single
Duration: 1 Turn / Level
Save: Fortitude negates
Spell resistance: Yes

You speak a word that sends wracking pain through the limbs of a single target creature. If target creature fails a fortitude save it suffers a -3 penalty to attack rolls and 30% penalty to movement speed for 1 Turn / Level.
Prismatic Flames

Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: 1 Round/Level
Additional Counter Spells:
Save: Will Negates Spell Blocking Effect
Spell Resistance: Yes

Illusory Prismatic Flames sends forth a dazzling array of colorful flames that make all creatures within the area of effect believe real fire surrounds them. All targeted creatures have their Endure Elements & Resist Elements effects removed and suffer a 10% decrease to fire immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist Elements applied on them for the duration of the spell.

SF Conjuration: Real Flames are hidden inside the illusory flames, inflicting 2d4 fire damage to affected creatures.
GSF Conjuration: Damage increase to 3d4.
Prismatic Sparks

Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Illusion
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: 1 Round/Level
Additional Counter Spells:
Save: Will Negates Spell Blocking Effect
Spell Resistance: Yes

Illusory Prismatic Sparks sends forth a dazzling array of colorful sparks that make all creatures within the area of effect believe real lightning surrounds them. All targeted creatures have their Endure Elements, Resist Elements & Protection from Elements effects removed and suffer a 15% decrease to electrical immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist/Protection from Elements applied on them for the duration of the spell.

SF Conjuration: Real Sparks are hidden inside the illusory flames, inflicting 2d6 electrical damage to affected creatures.
GSF Conjuration: Damage increase to 3d6.
Sand Splash

Caster Level(s): Druid 1
Innate Level: 1
School: Conjuration
Descriptor(s): None
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Damage Instant, Blindness 1 round/odd level
Additional Counter Spells:
Save: Reflex 1/2 Damage, Fortitude negates blind
Spell Resistance: Yes

A splash of sand shoots forth from the caster's hands, doing 1d4 points of piercing damage per odd caster level to all those within the area of effect, to a maximum of 5d4. Affected creatures who fail a fortitude save are also blinded for 1 round per odd caster level, maxed at 5 rounds.
Quicksand

Caster Level(s): Druid 2
Innate Level: 2
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Round / Level
Additional Counter Spells: Freedom of Movement
Save: Reflex Partial
Spell Resistance: Yes

Quicksand surrounds all creatures within the area of effect, reducing their AC and AB by 2 and reducing their movement at a reduced rate dependent on their Strength.

Spell Focus (Conjuration) increases the duration to 2 rounds / level.
Sand Pillar

Caster Level(s): Druid 3
Innate Level: 3
School: Evocation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes

A pillar of sand strikes from the sky on all within the area of effect, inflicting 1d6 points of damage bludgeoning per caster level (to a maximum of 15d6). When cast during an Ash Storm half of the damage becomes positive energy.
Ice Whip

Caster Level(s): Druid 3
Innate Level: 3
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2, Fortitude negates movement decrease
Spell Resistance: Yes

The Druid is able to flay an enemy with an icy whip that do 2d6 points of cold damage, + 1d6 per 2 caster levels above level 1. If the target fails a fortitude save, they are frozen for 1 round per odd level and suffer a 50% movement decrease.
Cone Of Stone

Caster Level(s): Druid 4
Innate Level: 4
School: Conjuration
Descriptor(s): None
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Damage Instant, Knockdown single round
Additional Counter Spells:
Save: Reflex 1/2 Damage, Fortitude negates knockdown
Spell Resistance: Yes

A cone of hurled stones shoots forth from the caster's hands, doing 4d6 points of bludgeoning damage to all those within the area of effect. Affected creatures who fail a fortitude save are knocked down for a single round.
Sand Storm

Caster Level(s): Druid 5
Innate Level: 5
School: Evocation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes

All enemies within this spell's area of effect are inundated with a rain of sand and take 1d6 points of piercing damage per caster level (to a maximum of 15d6). When cast during an Ash Storm, half of the damage becomes positive energy.