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
Further descriptions are available here.
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
- Death Knell, Necromancy 2
- Living Undeath, Necromancy 3
- Blood to Water, Necromancy 6
- 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 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
- Flame Lash
- Druids have gained access to a number of new spells
- Sand Splash, Conjuration 1st Circle
- Quick Sand, 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:
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
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.
Feats=
Four new feats
- Silken Mail - Gain the effects of Mage Armor on your equipped armor once per day.
- Drifter - 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.
Arcane Defense
Arcane Defense Changes:
Feat stays as is Remove the Spell Focus requirement (Though keep as magical feat) Must be able to cast 2nd spell circle in order to take the feat
Arcane Defense
1/day abilityAbjuration Grants immunity to Lesser Dispel & Dispel Magic for a number of rounds equal to character level.
Conjuration All summons around the caster in a collosal radius roll a will save against the character's level + 15 and are destroyed on a failed save.
Divination Removes all See Invisibility effects and Divination sight spell effects (see invis / true seeing / clair) from all creatures in a collosal area
Enchantment Grants immunity to mind spells for a number of rounds equal to character level.
Evocation Grants +10 Reflex for a number of rounds equal to character level.
Illusion Removes all invisibility effects from all creatures in a collosal area and grants See Invisibility for a number of rounds equal to character level.
Necromancy Grants 50% immmunity to negative energy, and immunity to fear, death, and ability drain for a number of rounds equal to character level.
Transmutation Grants immunity to slow, petrification, and involuntary shapechanging for a number of rounds equal to character level.
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
- Moved from Bard 1 to Bard 2
- Moved from Druid 1 to Druid 2
- Moved from Ranger 1 to Ranger 2
- 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
- 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
- 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
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.