Spell changes: Difference between revisions

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* The absorption limit is increased by 5 for '''SF: Abjuration'''
* The absorption limit is increased by 5 for '''SF: Abjuration'''
* The absorption limit is increased by another 5 for '''GSF: 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===
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===Arcane Spells===
===Arcane Spells===
====Level 0====
====Level 0====
=====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.
=====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.
====Level 1====
====Level 1====
=====Abjuration=====
======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.
=====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.
=====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.
=====Enchantment=====
======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).
=====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.
=====Necromancy=====
======Ray of Enfeeblement======
Duration lasts [[turn]]/level
SF Necromancy: target undead creature gains + 1 strength per 3 caster levels for 1 round per caster level.
GSF Necromancy: also casts Expeditious Retreat on target undead creature. Lasts 1 round per caster level.
======Scare======
not restricted by HD.
         
SF Necromancy: An additional +1 bonus to DC.
GSF Necromancy: An additional +1 bonus to DC.
======Negative Energy Ray======
The following two are only if NOT cast from an item.
         
If a wizard has spell school Necromancy or sorcerer has SF Necromancy, casting the spell deals an additional 1d6 negative energy damage to the target.
GSF Necromancy also gives the targeted undead creature +2 regeneration for 1 round per caster level.
=====Transmutation=====
======Expeditious Retreat======
Vanilla expeditious retreat is unchanged (50% movement speed increase)
Expeditious retreat with SF: Transmutation provides a 55% movement speed increase.
Expeditious retreat with GSF: 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.
====Level 2====
====Level 2====
====Level 3====
====Level 3====
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=====Abjuration=====
=====Abjuration=====
===Divine Spells===
===Divine Spells===
====Level 1====
====Level 2====
====Level 3====

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