Change Log

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General Changes

Skills

  • 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
These are the new skills that are added. They are class skills for everyone.
Alchemy
Ability: Intellligence.
Requires Training: Yes.
Classes: All.

Alchemy is used to create arcane materials and conduct experiments.

Use: Place reagents onto an Alchemist's Apparatus.
Archaeology
Ability: Intellligence.
Requires Training: No.
Classes: All.

Archaeology is used to locate and preserve antiquities.

Use: Selected.
Astronomy
Ability: Intellligence.
Requires Training: No.
Classes: All.

Astronomy is the art, science, and discipline of studying the stars. It can help you guide a caravan through the sands, use a telescope, or navigate away from a terrible storm. Astrologians draw particular power from this discipline, and taking ranks in this skill enhances many of their spells and abilities.

Use: Selected.
Athletics
Ability: Strength.
Requires Training: No.
Classes: All.

Athletics improves your ability to climb and swim.

Check: Each rank increases your ability to climb and swim.
Use: Automatic.
Building
Ability: Intelligence.
Requires Training: No.
Classes: All.

Building allows you to create shelter and furnishings.

Use: Selected.
Consecration
Ability: Charisma.
Requires Training: No.
Classes: All.

Consecration allows you to perform prayers and rituals.

Use: Selected.
Cooking
Ability: Intellligence.
Requires Training: No.
Classes: All.

Cooking is used to create food and drink.

Use: Place reagents onto a campfire or stove.
Herbalism
Ability: Intellligence.
Requires Training: Yes.
Classes: All.

Herbalism is used to create natural remedies and totems.

Use: Place reagents onto an Herbalism Apparatus.
Mining
Ability: Wisdom.
Requires Training: No.
Classes: All.

Mining allows you to locate and extract minerals.

Use: Selected.
Painting
Ability: Charisma.
Requires Training: No.
Classes: All.

Painting allows you to create art.

Use: Selected.
Sailing
Ability: Wisdom.
Requires Training: No.
Classes: All.

Sailing allows you to navigate bodies of water, reducing the cost of travel.

Use: Automatic.
Smithing
Ability: Intelligence.
Requires Training: No.
Classes: All.

Smithing allows you to work metal.

Use: Selected.
Survival
Ability: Wisdom.
Requires Training: No.
Classes: All.

Survival improves your ability to live off the land, allowing you to rest without consuming food.

Use: Automatic.
Tailoring
Ability: Intelligence.
Requires Training: No.
Classes: All.

Tailoring allows you to weave cloth and manufacture stylish clothes.

Use: Selected.
Fishing
Ability: Wisdom.
Requires Training: No.
Classes: All.

Fishing allows you to catch fish.

Use: Equip a fishing pole, use it to select your bait, then interact with a fishing spot.
Engineering
Ability: Intellligence.
Requires Training: Yes.
Classes: All.

Engineering is used to create mechanical devices.

Use: Place reagents onto a Tinker's Apparatus.

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
  • 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
  • Time subdomain
    • 2nd Circle: Slow
    • 3rd Circle: Future Pain
    • 4th Circle: Haste
    • 7th Circle: Time Stop
  • Tyranny subdomain
  • 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

General Changes

Commotion

  • New chat command /c Commotion
  • Checks important or widely-travelled parts of the hub and provides a broad summary of the amount of traffic in those areas.
  • Can only be used within said areas.

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.