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==Abjuration== | ==Abjuration== | ||
===Resistance=== | |||
* A caster with SF: Abjuration grants the target 5/+1 DR, to an absorbtion limit of 5. | * 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. | * 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 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 SF: Abjuration casts the spell with a +2 armor enhancement bonus (does not stack with mage armor or base AC from armor) | ||
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==Enchantment== | ==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. | * Duration increase, the duration is 1 round/level. | ||
* '''Spell Focus Enchantment''': An additional +1 DC Bonus | * '''Spell Focus Enchantment''': An additional +1 DC Bonus | ||
* '''Greater Spell Focus Enchantment''': An additional +2 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 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. | * '''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). | * '''Greater Spell Focus Necromancy''': Doom's duration after waking is increased to 5 + (1 round per caster level). | ||
==Evocation== | ==Evocation== | ||
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=====Ice Dagger===== | =====Ice Dagger===== | ||
Fortitude save against Frozen Effect for 2 rounds. SF and GSF Evocations raises Frozen DC as well. | Fortitude save against Frozen Effect for 2 rounds. SF and GSF Evocations raises Frozen DC as well. | ||
==Illusion== | |||
==Necromancy== | ==Necromancy== | ||
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* '''Greater Spell Focus Necromancy''': Also casts [[Expeditious Retreat]] on target undead creature. Lasts 1 round/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. | No longer restricted by a creature's HD. | ||
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* '''Greater 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. | The following two changes only come in to play the spell '''is not''' cast from an item. | ||
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==Transmutation== | ==Transmutation== | ||
===Expeditious Retreat=== | |||
* Vanilla expeditious retreat is unchanged (50% movement speed increase) | * Vanilla expeditious retreat is unchanged (50% movement speed increase) | ||
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* '''Greater Spell Focus Transmutation''' provides a 60% 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. | If the reflex save fails, the spell deals additional 1d6 fire damage each round for 2 rounds. | ||
===Divine Spells=== | ===Divine Spells=== | ||