Spell changes

From EfU Wiki
Jump to navigation Jump to search

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

Please refer to the list below for the current changes.

Common Use Spells

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

Cantrips

All Cantrips are now 1d4 + 1 damage

Summon Monster

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

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

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

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

For additional information see Voice Commands.

Animate/Create Undead

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

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

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

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

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

Protection from/Resist/Endure Elements

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

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

Protection Against Alignment

Protection Against Alignment has been changed as follows:

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

Magic Circle Against Alignment

Magic Circle Against Alignment has been changed as follows:

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

Lesser Dispel Magic/Dispel Magic/Greater Dispel Magic

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

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

Lesser Spell Breach/Greater Spell Breach

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

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

Hold Person/Animal/Monster

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

Summon Shadow

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

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

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

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

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

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

Arcane Spell Changes

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

Abjuration

Resistance

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

Shield

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

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

Clarity

Duration for the spell: (10 Rounds + (1 Round/Level * (2 if has Spell Focus Abjuration) * (2 if has Greater Spell Focus Abjuration) * (2 if Extended))

  • Greater Spell Focus Abjuration also applies the buff on yourself (same bonuses as to the main target)
  • Spell Focus Divination grants the target +5 Concentration and +2 Lore.
  • Greater Spell Focus Divination grants +10 Concentration and +4 Lore.

Wounding Whispers

  • Spell Focus Abjuration increases the duration to 2 rounds / level, GSF Abjuration to 3 rounds / level.
  • Spell Focus Necromancy grants 50% negative damage immunity.
  • Greater Spell Focus Necromancy increases duration to 2 rounds / level and grants 75% negative damage immunity.
  • Spell Focus Evocation releases a Huge (6.67m) AoE blast that deals 1d8 + 1 / caster level sonic damage to all enemies.
  • Greater Spell Focus Evocation increases damage to 2d8 + 1 / caster level and makes enemies roll fort save against deafness.
  • Spell Focus Divination grants +1 lore / 3 caster level for the duration of spell. GSF divination grants +1 lore / 2 caster levels.

Conjuration

Mage Armour

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

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

Web

  • Duration increased to 1 round / level.
  • Spell Focus Conjuration grants sticky webs: movement speed reduce stays for 1d4 rounds after leaving the webbed area.
  • Greater Spell Focus Conjuration increases duration to 2 rounds / level.

Melf's Acid Arrow

Damage over time duration increased to 1 + 1 round/2 levels.

Stinking Cloud

  • All creatures caught within the area of effect are dazed. These effects last as long as they remain within the cloud and for 1 round after they leave. Fortitude save. Duration 1 round / level
  • Spell Focus Conjuration increases the duration to 2 rounds / level.
  • Greater Spell Focus Conjuration also causes a 1d2 CON loss if fortitude save fails.

Divination

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

See Invisibility

  • Greater Spell Focus Divination doubles the duration.

Clairvoyance/Clairaudience

  • Vanilla casting casts the spell as follows: +15 Spot/Listen, 3 rounds/level.
  • 1.5x duration for Spell Focus Divination
  • 1.5x duration again for Greater Spell Focus Divination
  • If the caster has Greater Spell Focus Divination and targets themselves, then they will also receive 5/+1 damage reduction to represent a sort of minor form of premonition.

Find Traps

  • Undisarmable traps are disregarded
  • If the caster has neither Spell Focus nor Greater Spell Focus Divination, the maximum disarm DC for traps which can be disarmed by this spell is 20.
  • If the caster has Spell Focus Divination, the maximum disarm DC for traps which can be disarmed by this spell is 23.
  • If the caster has Greater Spell Focus Divination, the maximum disarm DC for traps which can be disarmed by this spell is 26.
  • Greater Spell Focus Divination causes all creatures within area of effect to glow bright red light for 3 rounds if they are holding trapkits in their inventory.
  • Also instantly destroys all mirror images within area of effect.

Enchantment

Daze

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

Charm Person

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

Sleep

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

Balagarn's Iron Horn

  • Vanilla spell casts with an opposed strength roll of 14 (rather than 20) to knock opponents over
  • Spell Focus Enchantment increases the opposed strength roll to 18 (rather than 20)
  • Greater Spell Focus Enchantment increases the opposed strength roll to 22 (rather than 20)

Blindness/Deafness

  • Duration of 2 rounds/level
  • Does not affect undead, constructs or oozes.

Tasha's Hideous Laughter

  • Lasts 1 round/level
  • Increase DC by +1 when your target is the same race as you.


Evocation

Shelgarn's Persistent Blade

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

The weapon gains the following bonuses based on caster level:

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

Ice Dagger

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

Flame Weapon

  • 1d4 fire damage at caster level 1-7
  • Increased to 1d6 fire damage level 8+
  • Does not stack with Darkfire, or other elemental types of damage
  • Damage type can be changed to a variety of Elemental damage variables

Gedlee's Electric Loop

  • Area of Effect increased from small to medium.

Flame Arrow

The caster launches 1 conjured fiery arrow at the target creature for every 2 caster levels. Each arrow does 2d6 points of fire damage. Reflex save halves the damage for each arrow.

Gust of Wind

This spell creates a blast of air that knocks down any creatures failing their saving throws. It is also powerful enough to disperse any cloudlike area of effect spells (such as cloudkill) that are in the path of the wind gust. Fortitude save against being knocked down for 3 rounds.

  • Spell Focus Evocation deals 2d4 magical damage (fall damage) to all who fail the fortitude save.
  • Greater Spell Focus Evocation deals 3d4 magical damage to all who fail the fortitude save.

Illusion

Ghostly Visage

  • 10% concealment for vanilla casting
  • Spell Focus Illusion' provides 15% concealment
  • Greater Spell Focus Illusion provides 20% concealment.

Continual Flame

  • Marks items as plot to prevent exploits.
  • This creates a magical flame that burns as bright as a torch. It can be cast on any item that can be equipped to create a permanent source of light. The spell continues working normally if cast on friendly, neutral and item targets (granting the light source).
  • If cast on a hostile PC, The hostile target rolls a fortitude save against fire, Spell Focus and Greater Spell Focus Evocation increase DC normally. If the target fails the save, it gets caught in a long lasting flame that deals 1 fire damage every round. The duration is 1 hour / level.
  • The spell can be removed by two ways before the duration ends:
    • Getting fully submerged in water (entering an underwater area)
    • Getting dispelled.

Both ways instantly remove the effect. When a PC hits 0 HP or gets subdued, the spell ends. Be advised that there is no icon to show the effect on your PC.

Displacement

When cast as a spell by character (potion, item etc. use unchanged).

Duration increased to 3 rounds / level. In addition to normal effects (50% concealment on the target), the spell creates a Mirror Image out of the target.

  • Mirror Image makes a weak copy of the target. The copy has all stats dropped to 3. If target is the caster itself, constitution remains whatever the caster has as a base.
  • Mirror Image is immune to mind spells, has -10 AC and 50% Concealment. Cannot be disarmed and holds no other items than what the target has currently equipped.
  • Mirror Image is a custom summon, preventing any other summons to be active at the same time (Unsummons every summon the PC possesses, and Mirror Images vanish when summons are summoned).
  • Mirror Image can be also be released similar to undead releasing, making a long lasting decoy that wanders around on its own and can no longer be controlled by the caster. You can only have one released decoy out at the same time. Duration is until destroyed or replaced by a new one.
  • Spell Focus Illusion increases the number of Mirror Images by 2.
  • Greater Spell Focus Illusion increase the number by additional 2, so a GSF Illusionist can have a maximum of 5 Mirror Images out at the same time (still only one long lasting, wandering decoy)
  • The command /c mirror-image will mark whether the Mirror Image you release will be hostile to others or not. (default is hostile).

Invisibility Sphere

  • Vanilla casting - same as casting Invisibility on everybody within two meters, except lasting for only one round/level.
  • Spell Focus Illusion insreases duration to 1 turn / 3 caster levels.
  • Greater Spell Focus Illusion increases duration to 1 turn / 2 caster levels.

Necromancy

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

Scare

No longer restricted by a creature's HD.

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

Negative Energy Ray

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

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

Death Armor

  • Spell Focus Necromancy increases the duration to 2 rounds / level and 25% negative damage immunity.
  • Greater Spell Focus Necromancy increases the duration to 3 rounds / level and 50% negative damage immunity.
  • Damage type changed to negative.

Ghoul Touch

Ghoul Touch is no longer a mind effecting spell and does not cause paralyzation on failed save. Instead, after successful touch attack, the target rolls a fortitude save. On a failed save, the target suffers the effects of Slow, and emits a noxious cloud that applies a -2 penalty to skills, saving throws, attack rolls and damage rolls to all creatures within 5 feet.

Transmutation

Expeditious Retreat

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

Burning Hands

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

Knock

Functions on all pick-able doors, up to a certain lock DC and depending on Spell Focus and Greater Spell Focus Transmutation.

Stone Bones

Changed to give a bonus of 2 AC, boosted by +1 AC per two caster levels. Modified to consider Pale Master levels. Duration 10 minutes / level.

If the caster is a sorcerer, in addition to the above changes and regardless of the target's racial type, the target receives the following bonuses for 1 hour per caster level.

  • Caster level 3: +1 Natural AC, 2/- Bludgeoning resist
  • Caster level 7: +2 Natural AC, 3/- Bludgeoning resist
  • Caster level 11: +3 Natural AC, 4/- Bludgeoning resist

This AC bonus does not stack with the undead creature's bonus AC. If the caster is a non-sorcerer, the target does not receive the natural AC bonus but still gains the bludgeoning resist.

Ultravision

  • Grants +2 Spot on target.
  • +1 additional spot for Spell Focus and Greater Spell Focus Divination respectively.

Divine Spell Changes

Divine spells are those cast by either a Cleric, Druid, Ranger or Paladin.

Abjuration

Conjuration

Divination

Enchantment

Evocation

Darkfire

  • 1d4 fire damage at caster level 1-7
  • Increased to 1d6 fire damage level 8+
  • Does not stack with Flame Weapon, or other elemental types of damage
  • Damage type can be changed to a variety of Elemental damage variables

Illusion

Necromancy

Transmutation