Spell changes: Difference between revisions

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===Freedom of Movement===
===Freedom of Movement===


*Removes, and grants immunity, to Bigby's Interposing/Forceful/Grasping/Crushing Hand and Bigby's Clenched Fist.
* Removes, and grants immunity, to Bigby's Interposing/Forceful/Grasping/Crushing Hand and Bigby's Clenched Fist.
*Grants immunity to the spell Flesh to Stone (but not other sources of petrification).
* Grants immunity to the spell Flesh to Stone (but not other sources of petrification).
 
===Monstrous Regeneration ===
* Duration is turn per level, changed from 1 round per 2 levels.


===Healing Circle===
===Healing Circle===

Revision as of 02:01, 27 August 2020

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 limitless in use and should automatically refresh after each casting.
  • Electric Jolt and Acid Splash are now 1d4 + 1 damage, similar to Ray of Frost.
  • Cure Minor Wounds, when cast as a spell and not from an item, will only heal bleeding characters or damage undead.
  • Inflict Minor Wounds, when cast as a spell and not from an item, will only damage living creatures.
  • Flare now inflicts 1d3 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:

  • Spell Focus Conjuration increases the duration to 5 rounds / level
  • Greater Spell Focus Conjuration increases the duration to 6 rounds / level
  • Additional 2 rounds / level for Wizard Spell School Conjuration and the Cultist Sorcerer Perk
  • 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.

Wizards/Sorcerers can now acquire Animate Undead spell at levels 5/6 respectively, comparable to Clerics, as the spell circle has been made 3 across the board.

Inflict Minor/Light/Moderate/Serious/Critical Wounds & Harm

  • Can now be self-targeted.

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

  • Spell Focus Transmutation casts the spell using the best roll of 2 (1+1d4) rolls for enhancement
  • Greater Spell Focus 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)
  • Spell Focus Abjuration increases the absorption limit by 5
  • Greater Spell Focus Abjuration increases absorption limit by an additional 5

Protection from Alignment

Protection from Alignment has been changed as follows:

  • Protection from Neutrality has been added (including Lawful Neutral, True Neutral, Chaotic Neutral)
  • Blanket immunity to Mind-Affecting and Fear effects has been changed
    • Now grants 7 + (Spell caster level / 3) bonus to Mind Affecting and Fear saves
  • Immunity to Phantasmal Killer spell

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 immunity to Mind-Affecting and Fear effects has been changed
    • Now grants 7 + (Spell caster level / 3) bonus to Mind Affecting and Fear saves
  • Immunity to Phantasmal Killer spell

Lesser Dispel/Dispel Magic/Greater Dispelling

  • Dispels can now be blocked by Spell Resistance.
  • Spell Focus Abjuration increases their caster level limit by +2.
  • GSF: Abjuration increases the limit by another +2, for a total of +4. For example, Lesser Dispel would reflect up to a maximum caster level of 9 for a spellcaster with both feats.
  • Arcane Defense: Abjuration gives +1 against caster level checks to dispel your effects.
  • 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 Spell Focus 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 Defense: 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)
  • 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 + 2 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 + 2 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 + 2 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

  • Spell Focus Abjuration grants the target 1/+1 DR, to an absorption limit of 10.
  • Greater Spell Focus Abjuration grants the target 2/+1 DR, to an absorption limit of 10.

Ironguts

  • Now grants equivalent save bonuses to disease as well as poison.

Shield

  • Changed to grant +4 Deflection AC and immunity to Magic Missile, Isaac's Lesser Missile Storm and Isaac's Greater Missile Storm.
  • Spell Focus Abjuration grants the target a +2 armor enhancement bonus (does not stack with mage armor or base AC from armor)
  • Greater Spell Focus Abjuration grants the target 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. This spell cannot be brewed as a potion by PCs, but Potions of Shield may be rarely found as loot

Clarity

  • Base duration is now 10 + 1 rounds / level
  • Spell Focus Abjuration increases the duration to 2 rounds / level
  • Greater Spell Focus Abjuration increases the duration to 4 rounds / level and also applies the buff on yourself if cast on another target
  • Spell Focus Divination grants the target +5 Concentration and +2 Lore.
  • Greater Spell Focus Divination grants the target +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.

Dismissal

Also instantly destroys all mirror images within area of effect.

Remove Curse

Greater Spell Focus Abjuration also grants the target immunity to curses for 1 hour / caster level.

Stoneskin

Duration is turn/level.

Minor Globe of Invulnerability

Greater Spell Focus Abjuration increases the duration to 2 rounds / level. Does not increase duration if PC uses item. Wizard also requires Spell School Abjuration in addition to Greater Spell Focus Abjuration to receive increased duration.

Energy Buffer

Hour/level duration

Lesser Mind Blank

  • Greater Spell Focus Abjuration grants the buff to the caster in addition to the target.
  • Spell Focus Divination increases the duration to 2 turns per caster level.
  • Greater Spell Focus Divination will increase the duration to 3 turns per caster level.

Greater Stoneskin

  • Duration is turn/level. Provides damage reduction of 15/+5

Globe of Invulnerability

  • Greater Spell Focus Abjuration increases the duration to 2 rounds / level. Does not increase duration if PC uses item. Wizard also requires Spell School Abjuration in addition to Greater Spell Focus Abjuration to receive increased duration.

Mind Blank

Duration is changed to hour/level.

Banishment

Also instantly destroys all mirror images within area of effect.

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.

Evard's Black Tentacles

  • Now only gives a bonus to the number of tentacles when cast with Empower Spell, instead of increasing the number of tentacles and damage of each tentacle.
  • It entangles, rather than paralyses. Freedom of Movement makes you immune to entanglement, Spell Resistance is checked, and it can be absorbed by Spell Mantles.
  • Small creatures are not automatically immune but receive +8 to their grapple check to avoid tentacles.
  • Tentacles damage is not dealt in bulk, but per tentacle and the damage does not count as magic, thus can be (mostly) countered by Ghostly Visage, for example.

Lesser Planar Binding

Conjures whatever you would summon with Summon Monster 3 for a 24 hour duration.

Mestil's Acid Sheath

  • Spell Focus Conjuration grants 40% Acid Immunity.
  • Greater Spell Focus Conjuration grants 80% Acid Immunity.

Acid Fog

  • Spell Focus Conjuration increases duration to 1 round / level, Greater Spell Focus Conjuration increases duration to 2 rounds / level.
  • Spell Focus Transmutation lowers Fortitude Save by -4 for hour/level, Greater Spell Focus Transmutation also makes creatures to roll against Iron Golem Fumes poison.

Planar Binding

Changed similar to Lesser Planar Binding so that it now summons whatever the caster would summon as a Level 4 Summon Monster Spell with a 24h duration.

Greater Planar Binding

Changed similar to Lesser Planar Binding so that it now summons whatever the caster would summon as a Level 5 Summon Monster Spell with a 24h duration.

Divination

Identify

Randomly identifies up to three items in your inventory.

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.

This spell cannot be brewed as a potion by PCs, but Potions of True Strike may be rarely found as loot

See Invisibility

  • Greater Spell Focus Divination doubles the duration.

Clairvoyance/Clairaudience

  • Grants +15 Spot and Listen.
  • Duration increased to 3 rounds per 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.

Remove Blindness/Deafness

  • Vanilla casting is unaffected
  • Spell Focus Divination blindness/deafness immunity increased to 1 turn / level.
  • Greater Spell Focus Divination blindness/deafness immunity increased to 1 hour / level.

Feeblemind

  • Now renders a PC brain dead (disabled) if intelligence is reduced below 3.
  • Feeblemind has been changed to drain all three of intelligence, charisma and wisdom.
  • Feeblemind has a 30% chance of dispelling the target from ALL PfA effects (effect applied before the save against confusion).
  • Spell Focus and Greater Spell Focus Divination increases the chance to dispel PfA effects by 60% and 90% respectively.
  • Greater Spell Focus Divination now causes Feeblemind to add the Intelligence taken to the spellcaster for 1 round/level.

True Seeing

  • No longer automatically sees stealthed opponents.
  • Grants the same functionality as See Invisibility
  • Immunity to Illusion spells (which includes Color Spray, Phantasmal Killer, and so on).

Premonition

Provides damage reduction of 20/+5, duration remains at hour/level.

Enchantment

Daze

  • If the target humanoid creature has 5 HD or less, they are dazed for 2 rounds.

Charm Person

  • Now operates similarly to the standard NWN "Dominate" effect. You can control monsters you cast this on.
  • 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.

Charm Monster

  • Now operates similarly to the standard NWN "Dominate" effect. You can control monsters you cast this on.
  • Spell Focus Enchantment: An additional +2 DC Bonus
  • Greater Spell Focus Enchantment: An additional +3 DC Bonus

Confusion

  • If the caster is a sorcerer or a bard and has SF Enchantment, An additional +1 bonus to DC
  • If the caster is a sorcerer or a bard and has GSF Enchantment, An additional +2 bonus to DC

War Cry

Bonuses also affect allies.

Mind Fog

  • Duration is increased to round/level
  • Spell Focus Conjuration increases duration to 2 rounds/level, Greater Spell Focus Conjuration to 3 rounds/level.
  • Greater Spell Focus Enchantment will instantly strip ALL creatures who enter from ALL Protection from Alignment spells upon entry regardless of save. (Other mind immunity spells, such as clarity, will not be affected by this)

Dominate Person

  • The target person temporarily becomes a faithful and loyal servant of the caster. Will negates. Duration: 2 rounds + 1 round / 3 caster levels.
  • PCs and NPCs can be commanded to move and act using the Control Companion player tool.
  • Greater Spell Focus Enchantment increases the duration to 1 round / level.

Dominate Monster

Duration is turn/level. Allows the Dominator to speak through the Dominated creature (NPC or PC). This is done by using the chat command "/v d <message>". PCs and NPCs can be commanded to move and act using the Control Companion player tool.

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.

Scintillating Sphere

  • Casting distance is now long range, like Fireball, instead of medium.

Fireball

  • When cast on Grease/Web/Entangle, it will destroy the area of effect and create a cloud of fire.
    • The cloud will cause 1d6 fire damage per round, and will persist for 4 + 1d4 rounds

Elemental Shield

  • Spell Focus Abjuration increases the damage immunity to 65% for cold and fire.
  • Greater Spell Focus Abjuration increases immunity 80% for cold and fire.
  • Spell Focus Evocation increases duration to 2 rounds / level.
  • Greater Spell Focus Evocation increases duration to 3 rounds / level.

Wall of Fire

  • Spell Focus Evocation increases the duration to 1 round / level.
  • Greater Spell Focus Evocation increases the duration to 2 rounds / level.

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
  • Applies to thrown weapons (axes, darts shuriken etc) but not to bows and crossbows

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.

Ball Lightning

Damage changed to 1d9 damage per ball

Bigby's Interposing Hand

  • Lesser Restoration no longer removes the effects of this spell.
  • Greater Spell Focus Abjuration': Duration is increased to 2 rounds per caster level.

Isaac's Greater Missile Storm

Damage is 1d6/level capped at 20

Bigby's Forceful Hand:

Now has a strength bonus of +4 instead of +14.

Incendiary Cloud

Damage changed to 10d6 fire damage.

Illusion

Invisibility

  • The effects of haste will remove the invisibility effect of invisibility.

Improved Invisibility

  • The effects of haste will remove the invisibility effect of Improved Invisibility. The Concealment effect should still remain.

Phantasmal Killer

  • Blocked by the effects of Protection from Alignment or Magic Circle against Alignment
  • When targeting a player that is currently resting (via Campfire, Bed, Bedroll, etc.) the spell will use the following effects:
    • Skip all Immunity and Will save checks, but must roll a Fortitude save versus Death
    • If they succeed the Death save, they are dealt 3d6 magical damage, or their current hitpoints - Xd4 magical damage, where X is your CON modifier plus one, whichever is higher
    • If they fail this Death save, they will suffer the death effect as normal

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 maximum number of Mirror Images you can summon by 2.
  • Greater Spell Focus Illusion increase the maximum 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)
  • In order to have 5 Mirror Images with GSF: Illusion, you will need to cast the spell five times.
  • 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

No longer requires a touch attack.

If the target succeeds the save and the caster has SF or GSF Necromancy, the target rolls again. On a failed save, the target is slowed.

Negative Energy Burst

Negative Energy Burst's will save negates the STR drain in addition to halving the damage.

  • Spell Focus Necromancy increases damage to 2d8 + 1 caster level.
  • Greater Spell Focus Necromancy increases strength drain to 1 + 1 / 4 caster levels if will save fails.

Vampiric Touch

No longer requires a touch attack.

  • Vanilla casting deals only 1d5 damage per 2 levels
  • 1d6 damage per 2 levels for Spell Focus Necromancy
  • 1d7 damage per 2 levels for Greater Spell Focus Necromancy

Contagion

Now selects randomly from one of EFU's custom plagues.

Fear

If the caster is a Sorcerer or a Bard:

  • Spell Focus Necromancy: An additional +1 bonus to DC
  • Greater Spell Focus Necromancy: An additional +2 bonus to DC

Transmutation

Expeditious Retreat

  • New VFX.
  • 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.

Haste

  • Vanilla haste is unaffected.
  • Haste with Spell Focus Transmutation provides an additional 5% movement speed increase if targeted on the caster
  • Haste with Greater Spell Focus Transmutation provides an additional 10% movement speed increase if targeted on the caster.
  • Haste now dispels the effects of Invisibility (this is an experiment).

Magic Weapon

  • Applies to bows, crossbows and all other ranged weaponry. Unlike Flame Weapon.

Greater Magic Weapon

  • Applies to bows, crossbows and all other ranged weaponry.
  • +2 at level 5, +1/5 levels after (so +3 at 10, +4 at 15, etc)
  • Duration is turn/level.

Keen Edge

  • Duration is turn / level
  • Can be used on all melee weapons (regardless of damage type)

Slow

All enemy creatures within the area of effect are slowed, having their movement lowered by 50% and lose a single attack per round. 1 round / level. Will negates.

  • If the caster has Spell Focus Transmutation and any of the targets fail the will save, the caster will gain Expeditious Retreat for 1 round / 2 caster levels.
  • If the caster has Greater Spell Focus Transmutation and any of the targets fail the will save, the caster will gain Haste for 1 round / 2 caster levels.

Polymorph Self

  • Greatly expanded form lists that can be accessed via the chat command "/c polymorph list "
  • Macro-based casting of Polymorph Self is enabled via "/c polymorph_cast"
  • Bioware forms have been adjusted (reduced regeneration on troll form, umber hulk form has +10 spot instead of True Seeing).
  • Zombie form has been removed. It will now turn you into a giant spider unless you have set it to something else.
  • Sorcerers with the Witchcraft perk may now gain Polymorph Self (7) at 5th level.
  • All Special Abilities have 3 uses/day. This is due to bioware limitations make Special Abilities to be infinite uses/day, so any uses after the 3rd will have no effect.
  • For a complete list of all polymorph shapes, click Here
  • The duration is 1 turn /level for vanilla casting
  • The duration is 1.5 turns/level for Spell Focus Transmutation
  • The duration is 2 turns per level for Greater Spell Focus Transmutation and makes Polymorph Self impossible to dispel

Bestow Curse

  • Vanilla bestow curse is unchanged
  • Bestow Curse with Greater Spell Focus Transmutation reduces all abilities by 3 rather than just 2.

Blackstaff

Duration has changed to turn/level.

Divine Spell Changes

Divine spells are those cast by either a Cleric, Druid, Ranger or Paladin. Spells will not be repeated here if they were referenced in the Arcane Spell Changes section.

Abjuration

Sanctuary

The target immediately becomes ethereal for 1 round (The effect of Greater Sanctuary with greatly reduced duration. Does not work from items.). Only works if the caster is not the target.

Glyph of Warding

Deals 1d6 damage up to a maximum of 10d6, rather than 1d8 per two levels.

Negative Energy Protection

  • Greater Spell Focus Abjuration grants the buff to the caster in addition to the target.

Conjuration

Cure Light Wounds

Now heals 4 + 1d4 + 1 per caster level. This way, it will always be more effective than cure minor wounds.

Neutralize Poison

  • Target also becomes immune to poisons for 2 rounds per caster level. (does not work from items.)
  • Spell Focus Abjuration increases poison immunity duration to 3 rounds per caster level.
  • Greater Spell Focus Abjuration increases poison immunity duration to 4 rounds per caster level.

Freedom of Movement

  • Removes, and grants immunity, to Bigby's Interposing/Forceful/Grasping/Crushing Hand and Bigby's Clenched Fist.
  • Grants immunity to the spell Flesh to Stone (but not other sources of petrification).

Monstrous Regeneration

  • Duration is turn per level, changed from 1 round per 2 levels.

Healing Circle

  • Spell Focus Abjuration heals 2d8 +1 per caster level instead.
  • Greater Spell Focus Abjuration heals 3d8 +1 per caster level instead.

Raise Dead

THE RAISE DEAD SPELL IS UNAVAILABLE FOR CASTING BY PLAYER CHARACTERS.

You can read about how Raise Dead works in EFU here.

Enchantment

Bane

Penalties for the spell Bane have been increased to -2.

Charm Person or Animal

  • Now operates similarly to the standard NWN "Dominate" effect. You can control monsters you cast this on.
  • Duration has changed to round/level
  • Spell Focus Enchantment: Charm Person or Animal has 35% (up from 15%) chance of dispelling the target from all instances PfA (effect is applied before the save against charm)
  • Greater Spell Focus Enchantment: Charm person or Animal has 50% (up from 30%) chance of dispelling the target from all instances of PfA (effect is applied before the save against charm)

Chaav's Laugh

Gives bonuses to nearby targets of good alignment, and penalties to nearby targets of evil alignment.

Evocation

Darkfire

  • Duration has been changed to 2 turns/level, to match Flame Weapon
  • 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

Flame Lash

Increases in HD every two levels rather than three.

Sound Burst

  • All creatures within the area of effect take 1d8 points of damage and must make a will save or be stunned for 2 rounds.
  • Bards deal 2d8 + 1 / caster level sonic damage instead of vanilla 1d8.
  • Greater Spell Focus Evocation causes creatures hit to roll fort save against deafness for 1 turn / level.

Call Lightning

There are two modes to this spell:

  • When Outdoors and while it is raining, the spell functions as Vanilla Call Lightning.
  • While inside a Wilderness terrain area (Caves) it represents a cave in, not a lightning storm, causing 1d8 bludgeoning damage/level.

Word of Faith

Will save is now required, duration of blindness changed to turn/level.

Earthquake

On failed reflex save, the victim is Knocked Down for 1d4 rounds.

Sunbeam

Blindness duration is increased to round/level.

Illusion

Silence

Duration increased to 2 rounds / level.

Necromancy

Poison

Target rolls against random poison instead.

Healing Sting

Damage is 2d8 points + 1 per caster level instead, heals but cannot gain HP above maximum. If fortitude fails, also deals 1d2 constitution damage to the target.

Quillfire

Quillfire has been changed to throw one poisonous quill at the target for every two caster levels(rounded down). Each quill does 1d8 physical damage. The target also rolls for large scorpion venom for half of the quills (There will be at least one roll for poison regardless of the number of quills).

Circle of Doom

Damage is increased to 4d8, +1 point negative damage per caster level. All creatures hit by the spell must make a Will save (same DC as the fortitude DC for halving damage) or be Doomed for 1 turn per caster level.

Death Ward

  • Greater Spell Focus Abjuration grants the buff to the caster in addition to the target.

Harm

10 negative damage/caster level, capped at 150; will save halves damage, can be fatal.

Transmutation

Camouflage

Now gives +6 hide, +2 Move Silently

Magic Fang and Greater Magic Fang

When used by clerics with the Reptilian domain, will affect summoned creatures.

Bless Water

Creates holy water.

Deafening Clang

  • Duration increased to 3 rounds / level.
  • Spell Focus Transmutation increase duration to 5 rounds / level.
  • Greater Spell Focus Transmutation provides a +2 AC bonus VS Evil AND Chaos (applied on armor) that lasts as long as the weapon enchantment does.

Bless Weapon

  • Spell Focus Transmutation gives additional 1 divine damage vs Evil AND Chaos
  • Greater Spell Focus Transmutation gives 1d4 divine damage vs Evil AND Chaos.

Blood Frenzy

  • Duration increased to 1.5 rounds per level (rounded down).
  • Spell Focus Transmutation increases the bonuses to +3 str, +3 con and +2 Will. Penalties remain -1 AC.
  • Greater Spell Focus Transmutation grants the caster +1 regeneration for the duration of the spell.

Magic Vestment

  • AC bonus is +1 at levels 1-6
  • AC bonus is +2 at levels 7-12
  • AC bonus is +3 for levels 13+.
  • Only works on Armour (not Shields).

Battletide

Also provides bonuses to allies.

Drown

Damage type changed to magical damage.