Title: CHANGES - SPELLS Post by: -firecracker- on 01 November 2014, 11:04 5. Changes - Spells
5.1 Abjuration Spells (http://www.gondorvsmordor.com/gvm2/forum/index.php?topic=3202.msg14668#msg14668) 5.2 Conjuration Spells (http://www.gondorvsmordor.com/gvm2/forum/index.php?topic=3202.msg14669#msg14669) 5.3 Divination Spells (http://www.gondorvsmordor.com/gvm2/forum/index.php?topic=3202.msg14670#msg14670) 5.4 Enchantment Spells (http://www.gondorvsmordor.com/gvm2/forum/index.php?topic=3202.msg14671#msg14671) 5.5 Evocation Spells (http://www.gondorvsmordor.com/gvm2/forum/index.php?topic=3202.msg14672#msg14672) 5.6 Illusion Spells (http://www.gondorvsmordor.com/gvm2/forum/index.php?topic=3202.msg14673#msg14673) 5.7 Necromancy Spells (http://www.gondorvsmordor.com/gvm2/forum/index.php?topic=3202.msg14674#msg14674) 5.8 Transmutation Spells (http://www.gondorvsmordor.com/gvm2/forum/index.php?topic=3202.msg14675#msg14675) 5.9 Death Magic (http://www.gondorvsmordor.com/gvm2/forum/index.php?topic=3202.msg14676#msg14676) Title: Re: CHANGES - SPELLS Post by: -firecracker- on 01 November 2014, 11:06 5.1 Abjuration Spells
Banishment Banishes up to 2 * caster level + 12/24/36 Hit Dice worth of companions, familiars, outsiders or summons for Abjuration focus feats DC is 17 - creature Hit Dice + caster level + 12/24/36 for Abjuration focus feats Spell Resistance does not apply Dismissal Banishes up to 2 * caster level + 2/4/6 Hit Dice worth of companions, familiars, outsiders or summons for Abjuration focus feats DC is 15 - creature Hit Dice + caster level + 2/4/6 for Abjuration focus feats Damages the master 1d10 or 2d10/4d10/6d10 for Abjuration focus feats magic for each unsummoned creature. Spell Resistance does not apply Endure Elements Duration is 24 hours Grants 10/- vs Elemental Damage Abjuration focus feats increase the absorb amount to 40/60/100 before collapsing Energy Buffer Grants 40/- vs Elemental Damage Abjuration focus feats increase the absorb amount to 120/180/300 before collapsing Entropic Shield Abjuration focus feats increase the miss chance to 30/40/60% Caster levels past 30 add 1% per level Globes of Invulnerability Abjuration focus feats increase the duration by 2/3/4 * caster level rounds Ironguts At caster level 31, gives immunity to poison Magic Circle Against Alignment : Shadow Previously Magic Circle Against Alignment Duration is 1 round per caster level Enemies entering the circle must make a Will save or their Hide skill is decreased for 2 turns by 1 point per caster level Good/Evil versions of this spell do the same thing Protection from Elements Duration is 24 hours Gives 30/- Damage Resistance vs Elemental Damage Abjuration focus feats increases the absorb amount to 50/70/110 before collapsing Resist Elements Duration is 24 hours Gives 20/- Damage Resistance vs Elemental Damage Abjuration focus feats increases the absorb amount to 50/70/110 before collapsing Resistance At caster level 31, caster gains 1 to Savings Throws per caster level over 30 Shield At caster level 31, gives immunity to all Isaac Missile spells Shield of Faith Duration is 1 turn per caster level Adds 1 + caster level / 6 Deflection AC (maximum of 5) At caster level 31, becomes an Area of Effect cast and adds an additional 1 AC per 2 caster levels over 30 Spell Mantle : Lesser Abjuration focus feats increase: Duration by 2/4/8 turns Absorb amount by 2/4/8 Spell Mantle : Regular Abjuration focus feats increase: Duration by 2/4/8 turns Absorb amount by 4/8/16 Spell Mantle : Greater Abjuration focus feats increase: Duration by 2/4/8 turns Absorb amount by 6/12/24 Stoneskin Gives +5/10 Damage Reduction with an absorb amount of 150 before collapsing Abjuration focus feats increases these to: +5/15, 150 +5/20, 200 +6/7, 200 Undeath's Eternal Foe Gives Negative Energy Protection Gives +4 Dodge AC to all targets for 1 round per caster level The spell will not stack Wounding Whispers Damage is caster level + 1d6 Sonic Title: Re: CHANGES - SPELLS Post by: -firecracker- on 01 November 2014, 11:09 5.2 Conjuration Spells
Acid Fog Duration is caster level / 2 rounds 4d6 initial Acid Damage and increases by 2d6 each round the target remains in the fog (maximum of 8d6 per round) Conjuration focus feats adds 2d6/4d6/8d6 damage (maximum of 16d6 per round) Fortitude save for 1/2 damage -50% movement decrease Extend spell works but other metamagic feats do not help Bombardment Damage is 1d8 / level (maximum of 15d8) Conjuration focus feat adds 1d8/2d8/4d8 damage (maximum of 23d8) Reflex save for half damage Evasion applies Those taking damage must make a Fortitude save or be dazed for 1d6 rounds This spell does not hit the caster Cloudkill Duration is caster level / 2 rounds 2d10 Acid damage and drains Constitution by 2d2 Conjuration focus feats adds 1d10/2d10/4d10 damage and drains Constitution by 2d2 + 1d2/2d2/4d2 Fortitude save halves the Constitution loss Extend spell works but other metamagic feats do not help Creeping Doom Duration is 1 round per caster level Each time the spell damages a target the count is increased by 1 Each target takes 1d6 * count damage Conjuration focus feats adds 2/4/8 to the count damage The spell stops dealing damage when it has done 1000 + 200/400/800 total damage Cure Critical Wounds Heals target by 6d8 + caster level This improves Cure Critical Wounds pots by about 10 Cure Serious Wounds (Life Channel) At Paladin or Ranger level 18, the effects are: The spell determines how many HP you are missing It then tries to drain those HP from every enemy in the spell radius around you The spell then attempts to drain 2 * (Ranger + Paladin level) HP from each target around you Targets get a Fortitude save vs 14 + total Ranger or Paladin levels + Conjuration focus feats + Wisdom modifier for 1/2 damage When the spell has dealt enough damage to heal you completely it stops Otherwise, the spell will heal what damage it did do and stop Evard's Black Tentacles Duration is caster level / 2 rounds The check to see if a tentacle hits is caster level + 8 + 1d20 + 1/2/4 for Conjuration focus feats vs target's Base Attack Bonus + Strength modifier + Size modifier (+4 large/+8 huge) + 1d20 Individual tentacle's damage is 1d6 + 4 Conjuration focus feats adds 1/2/4 damage All metamagic works with this spell Flame Arrow Number of arrows fired is 1 per 4 caster levels + 1 per 3 Arcane Archer levels (maximum of 12 arrows) Conjuration focus feats adds 3/5/7 damage to each arrow Spell Resistance does not apply, but evasion and reflex saves do apply The DC increases by Arcane Archer level / 2 Grease Duration is 2 + caster level / 2 -50% movement decrease Reflex save or fall down for 4 seconds Healing Circle Heals 5d8 + caster level Hit Points with no cap Conjuration focus feats adds 2d8/2d8/4d8 Hit Points (maximum of 13d8 + 40) Gives +12 regeneration for 5 rounds Conjuration focus feats adds 2/2/4 rounds (maximum of 13 rounds) Has opposite damaging effect on undead Heal 5% chance of full heal Heals 150 Hit Points Some item types are limited to healing no more than 100hp Mass Heal The 2 effects have been changed: 1. Heal spell Heal is caster level * X with a minimum of 100, where X is 7 Conjuration feats increases X to 8/9/11 Healing domain increase X by 1 (maximum heal of 480 HP) 2. Attack spell against undead Damage uses the same calculate as heal Touch attack is made Targets make a Will save for 1/3 damage Melf's Acid Arrow The initial strike deals 5d6 damage Conjuration focus feats adds 1d6/1d6/2d6 damage Arcane Archers gain 1d6 damage per 2 levels (maximum of 9d6 + 15d6) Additional rounds deal 2d6 Conjuration focus feats adds 1d6/1d6/2d6 damage Arcane Archers gain 1 damage per 2 arcane levels Spell Resistance does not apply Mestil's Acid Breath Base damage is increased from d6 to d8 Conjuration focus feats adds 2d8/2d8/4d8 damage (maximum of 20d8) The DC for Rakshasa's increases by 2 per Shifter levels Mestil's Acid Sheath Damage is caster level + 1d6 Acid Grants 50% Acid and Electrical Immunity Does not stack with other damage shields Prayer At Paladin level 31, a bonus 1 is added to positive/negative effects per 2 caster levels over 30 Ray of Frost At caster level 31, slows target 10% per caster level over 30 Freedom does not apply Vine Mine Each spell runs for 1 round per caster level The 3 effects have been completely changed: 1. Vine Mine Camouflage Allies in the Area of Effect are protected by a low level Spell Mantle Duration is 3 rounds and can be renewed by exit/entering the Area of Effect 2. Vine Mine Entangle Targets failing a Reflex save must make a Strength check or be pulled to the ground Once bound by the vines, targets must make a Strength check to break free Each round, bound targets are pierced by thorns and take damage: Caster roll = Druid level + 1d20 + 2/4/6 for Conjuration focus feats Target roll = Strength 3. Vine Mine Hamper Vines interfere with enemy attacks causing them to miss: Caster roll = Druid level + 1d20 + 1/2/4 for Conjuration focus feats Target roll = Base Attack Bonus + 1d20 A failed check causes a miss chance of 2 * caster check - target check Targets must make a check of Base Attack Bonus + 1d20 vs. druid level + 1d20 + 1/2/4 for conjuration feats Web No changes to the spell Web or web traps Freedom no longer negates the effects of natural webs spun from spiders Woodland Stride still gives immunity to all web types Certain Fire-based spells or Fire Bombs can release you from such a sticky mess Title: Re: CHANGES - SPELLS Post by: -firecracker- on 01 November 2014, 11:11 5.3 Divination Spells
Clairaudience / Clairvoyance Duration doubled At caster level 31, 10 + 4 * number of caster levels over 30 is added to Spot and Listen skills Premonition Gives +5/30 Damage Reduction, gives +1 AB/AC bonus and 5 is added to Spot and Listen skills Divination focus feats: +1 AB/AC, 8 Spot/Listen, 150 damage before collapsing +2 AB/AC, 12 Spot/Listen, 300 damage before collapsing +3 AB/AC, 15 Spot/Listen, 450 damage before collapsing When is collapses, the AB, AC and skill bonuses are lost See Invisibility Duration doubled True Strike Divination focus feats adds 2.5/5/10 seconds to the duration (maximum duration is 19 seconds) When cast from an item it will grant a random AB bonus from 6 - 15 True Seeing Duration is 5 rounds (extended spell does not change the duration) Gives See Invisibility for 1 round per caster level which may be extended 2 / caster level is added to Spot and Listen skills No code to prevent stacking or prevent recasting to regain True Seeing effect while previous effect is still in place Title: Re: CHANGES - SPELLS Post by: -firecracker- on 01 November 2014, 11:12 5.4 Enchantment Spells
Aid Rangers gain +1 AB at levels 21, 25, 29, 33, and +2 AB at level 37 (maximum of +7 AB at Ranger level 37) Balagarn's Iron Horn Knocks down target for 1 round Enchantment focus feats adds 1.5/3/4.5 seconds to duration Target roll = Strength + 1d20 Caster roll = 1d20 + 20 + 2/4/6 for Enchantment focus feats At caster level 31, +1 strength added per 2 caster levels over 30 Daze At caster level 31, target Hit Dice cap raised to 40 Doom At caster level 31, negative effects increase by 1 per 2 caster levels over 30 Hold Person At caster level 31, paralyses target for 2 rounds Freedom does not apply Mind Fog Duration is caster level / 2 Entering/exiting targets who fail a Fortitude save vs Spells will have Mind Protections stripped from them (Mind Blank, Lesser Mind Blank, Protection from Good/Evil, Clarity) Failing a Sill save decreases Will by 10 Enchantment focus feats decreases Will by a further 2/4/8 for (maximum of 18) Failing a Will save also causes Spell Failure of 15% Enchantment focus feats increases Spell Failure chance by 10/25/40 (maximum of 55%) Sleep The maximum Hit Dice cap has been removed Caster can sleep 4 + caster level Hit Dice worth of creatures if they fail Will save vs Mind Spells Enchantment focus feats increases this by 10/20/40 Hit Dice (maximum of 80 Hit Dice) Title: Re: CHANGES - SPELLS Post by: -firecracker- on 01 November 2014, 11:14 5.5 Evocation Spells
Bigby's Clenched Fist Duration is caster level / 2 Stuns the target if it hits and you fail a Fortitude save Caster roll = 1d20 + (Intelligence or Charisma modifier) + caster level + 11 Target roll = AC Bigby's Crushing Hand Immobilizes target - the spell no longer paralyses targets Duration is caster level / 2 The damage has been increased from 2d6 1st caster roll = 1d20 + (Intelligence or Charisma modifier) + caster level + 11 1st target roll = AC 2nd caster roll = 1d20 + (Intelligence or Charisma modifier) + caster level + 11 2nd target roll = 1d20 + Base Attack Bonus + Size modifier + Strength modifier Applies 6d6 + 12 damage on failure of 2nd roll Bigby's Grasping Hand Immobilize effect - immunity to mind spells or paralysis makes you immune to this spell Duration is 3 rounds 1st caster roll = 1d20 + (Intelligence or Charisma modifier) + caster level + 10 1st target roll = AC 2nd caster roll = 1d20 + (Intelligence or Charisma modifier) + caster level + 11 2nd target roll = 1d20 + Base Attack Bonus + Size modifier + Strength modifier Caster wins on ties Bigby's Forceful Hand Knockdown and Daze effects - strength check has been reduced to 10 from 14 Duration is 2 rounds, extendible to 4 Caster roll = 1d20 + 10 Target roll = 1d20 + Strength modifier + Size modifier Caster wins on ties Call Lightning Damage cap increased to 15d6 Evocation focus feats adds 5/10/20 damage (maximum of 15d6 + 20) At caster level 31, targets failing a Will save will be stunned for 1d2 rounds Chain Lightning Secondary targets take 2/3 damage instead of 1/2 Cone of Cold Damage is 2d8 + 1d8 per 2 caster levels Evocation focus feats adds 1d8/1d8/2d8 damage (maximum of 26d8) Delayed Blast Fireball Damage is 1d6 per caster level until level 20 At caster level 21, an additional damage of 1d6 per 2 caster levels is added (maximum of 30d6) Evocation focus feats do not add additional damage dice Divine Favor Paladins gain 1 round per class level to duration Divine Power Clerics gain +1 AB per 7 class levels (maximum of +5) Clerics gain +1 attack per 5 Charisma modifier (maximum of +2 at 30 Charisma) Duration is Cleric level +4 rounds (extended spell does not change the duration) Increases Strength to 18 if it is less than 18 Dirge Targets in the Area of Effect lose 2 Strength and Dexterity per round (maximum of -16). Leaving the Area of Effect resets this Duration is 1 round per caster level No save but Spell Resistance does apply Earthquake Damage is 10d8. Evocation focus feat adds 2d8/2d8/4d8 damage (maximum of 18d8) Casters over level 10 gain +2 damage per level (maximum of 60) Druids with 20+ caster levels gain a 1 round Knockdown effect for all who fail a Reflex save and take damage Spell Resistance does not apply Not effected by spell mantles?? Elemental Shield Damage is caster level + 1d6 Grants 50% Fire and Cold Immunity Does not stack with other damage shields Fireball Damage is 12d6 Evocation focus feat adds 2d6/2d6/4d6 damage (maximum of 20d6) At caster level 31, targets continually burn for d8(5) a round Flame Lash Damage is 2d6 + caster level / 2 Evocation focus feat adds 2d6/2d6/4d6 damage (maximum of 10d6 + 20) Spell has a cone Area Of Effect and can hit multiple targets Flame Strike Damage is 15d5 Evocation focus feat adds 2d6/2d6/4d6 damage (maximum of 23d6) Area of Effect increased in size and no longer affects the caster Half of the damage is Fire and half is Divine and only the Fire component will hit friendly targets DC for the Divine component is +3 Flare At caster level 31, 1 AB per 2 caster levels over 30 is removed from target Gedlee's Electric Loop Damage increased from 5d6 to 8d6 Evocation focus feat adds 1d6/2d6/4d6 damage Area of Effect increased in size from small to medium and only targets hostiles Great Thunderclap Damage is 2d10 sonic Evocation focus feat adds 1d10/1d10/2d10 (maximum of 6d10) The Stun and Knockdown effect duration is 6 seconds and now increases Evocation focus feats increases the duration by 2/2/4 (maximum of 14 seconds) Deafness effect remains the same Ice Dagger Damage is Piercing and Cold Damage is 1d4 Cold per 3 caster levels and 1d4 + casting ability modifier Piercing Has a 19-20 critical threat range Evocation focus feats decrease critical threat range by 1/1/2 The feat Improved Critical Dagger will decrease critical threat range by 2 (minimum 13-20) Acts as a ranged touch attack, if hits a d20 is rolled Targets will be slowed by 10% every 5 caster levels for 1d3 rounds Spell Resistance does apply Implosion Deathward grants immunity (no graphic, just does nothing if they have it) Bug fix to prevent the spell from occasionally doing nothing Incendiary Cloud Duration is caster level / 2 rounds Damage is 4d12 Evocation focus feats adds 1d12/2d12/4d12 damage Extend spell works but other metamagic feats do not help Targets stuck in the cloud for 3 to 4 rounds may be hit with a burst of fire for double damage Reflex save for half damage Evasion will not prevent all damage Isaac's Greater Missile Storm Damage is 2d6 Evocation focus feats adds 1/1/2 damage (maximum of 16 damage) Missile count is 20 Evocation focus feats adds 1/1/2 missiles (maximum of 24 missiles) A maximum of 10 missiles per target Targets ONLY hostiles Isaac's Lesser Missile Storm Damage is 1d6 Evocation focus feats adds 1/1/2 damage (maximum of 10 damage) Missile count is 12 Evocation focus feats adds 1/1/2 missiles (maximum of 16 missiles) Targets ONLY hostiles Light Applies a -20 Hide penalty when targeted on a creature At caster level 31, summons a Firefly with 200 Hit Points per caster level over 30 Lightning Bolt Damage cap increased to 16d6 DC increased by 5 It's a lightning bolt for Zeus' sake. Anyway, as a directional spell this should give it a usable advantage over the larger blast radius spells Magic Missile Is now a singular missile Damage starts at 2d4 + 2 and grows Damage is 6d4 + 6 at level 9 Evocation focus feats increases this to 10d4 + 10 Meteor Swarm Damage is 1d6 per caster level with a 50/50 Fire/Bludgeoning split and no cap Evocation focus feats adds 6/12/24 damage to the Bludgeoning component Spell Resistance and Reflex saves apply Scintillating Sphere Damage is 12d6 Evocation focus feats adds 2d6/2d6/4d6 damage (maximum of 20d6) Wall of Fire Damage is 4d8 Evocation focus feats adds 2d8/2d8/4d8 damage (maximum of 12d8) Title: Re: CHANGES - SPELLS Post by: -firecracker- on 01 November 2014, 11:15 5.6 Illusion Spells
Continual Flame Applies a -40 Hide penalty when targeted on a creature Adds permanent Ultra Vision to the caster Ethereal Visage Duration is caster level * 5 rounds Gives +4/20 Damage Reduction Illusion focus feats increases the concealment to 40/55/65% Greater Shadow Conjuration : Acid Arrow Damage is 5d6 Negative Illusion focus feat adds 2d6/3d6/6d6 (maximum of 11d6) Targets failing a Will save will be momentarily blinded Greater Shadow Conjuration : Web The shadow web operates the same as a normal web, but requires a Will save Phantasmal Killer Damage is 5d6 Magic if failing a Will save vs Mind Spells Illusion focus feat adds 4d6/8d6/16d6 damage Target continues to be tormented by the Phantasm until they make a Will save or die Shades : Cone of Cold Damage is 2d8 + 1d8 per 2 caster levels Illusion focus feats adds 2d8/4d8/8d8 damage (maximum of 30d8) Half damage is Cold with a Reflex save, half damage is Negative with a Will save Shades : Fireball Damage is 17d6 Illusion focus feats adds 2d6/4d6/8d6 (maximum of 25d6) Half damage is Fire with a Reflex save, Half damage is Negative with a Will save Shades : Stone Skin Gives +5/20 Damage Reduction with a absorption is 10 * caster level Illusion focus feats increase these to: +5/25, 20 * caster level +5/30, 30 * caster level +6/10, 30 * caster level Grants 25% Negative Immunity Illusion focus feats increases this to 45%/65%/75% Shades : Wall of Fire Damage is 4d8 Illusion focus feats adds 4d8/6d8/9d8 damage (maximum of 13d8) Half damage is Fire with a Reflex save, half damage is Negative with a Will save Failing the Will save also causes a 1d2 point Constitution drain Shadow Conjuration : Magic Armour Add 1 to Deflection, Armour and Natural AC Illusion focus feats adds an additional 3/4/5 to each AC Still add 1 to Dodge AC It does not stack with existing AC bonuses of those types and does not stack with Mage Armour spell Shadow Conjuration : Magic Missile Maximum damage is 14d4 + 14 with all Illusion focus feats Title: Re: CHANGES - SPELLS Post by: -firecracker- on 01 November 2014, 11:15 5.7 Necromancy Spells
Circle of Death Duration is caster level / 3 rounds If a target fails a Fortitude save vs Death, they gain a death counter Each time they fail a Fortitude save they take 5% of their total HP x the death count in damage Necromancy focus feats adds 1%/2%/4% damage If a target has Death Magic Immunity, it lowers the DC by 5, but it does not grant immunity Circle of Doom Damage is increased to 3d8 + caster level (maximum of 3d8 + 20) Necromancy focus feats add 1d8/1d8/2d8 damage (maximum of 7d8 + 20) Affected creatures must make a Will save or have their saving throws decrease by 1 + 1/1/2 for 1 turn I retained the original scripting bug that allows maximised and empowered versions to do extra Death Armour Damage is caster level / 2 + 1d4 (maximum of 5 + 1d4) Does not stack with other damage shields Energy Drain Drains 2d4 levels Necromancy focus feats adds 1/2/4 levels NPC targets take double Enervation Drains 1d4 levels Necromancy focus feats adds 1/2/4 levels NPC targets take double Fear Duration is 1 round per 3 caster levels Greater Restoration Heals 150 Hit Points Some item types are limited to healing no more than 100hp Harm Damage capped at 150 Healing Sting Damage is 1d6 + Druid level * 2 Necromancy focus feats adds 2d6/2d6/4d6 damage (maximum of 9d6 + 80) 50% chance the spell will sting targets twice DC is increased by Druid level / 2 (otherwise it never works) Infestation of Maggots DC is increased by 1 / 3 druid levels Necromancy focus feats adds 1/1/2 Constitution damage Will lower Constitution each round until a save is made Negative Energy Burst Damage is 1d8 + caster level Necromancy focus feats adds 1d8/2d8/4d8 damage (maximum of 5d8 + 40) Inflicts 1 Strength damage per 4 caster levels Negative Energy Ray Damage is 1d6 per 2 caster levels up to level 15+ Necromancy focus feats adds 2d6/4d6/8d6 damage (maximum of 16d6) Will save for half damage Ray of Enfeeblement Uses a ranged touch attack Spell Resistance applies Decreases the Strength by 1d6 + caster level / 2 (maximum of 5) Necromancy focus feats decreases strength by a further 3/6/12 If a target's Strength decreases too far they will collapse to the ground for 1d3 rounds Title: Re: CHANGES - SPELLS Post by: -firecracker- on 01 November 2014, 11:16 5.8 Transmutation Spells
Amplify Duration doubled 20 + 2 * number of caster levels over 30 is added to Listen skill Aura of Vitality Transmutation focus feats adds 5/6/8 to ability bonuses and adds 30/50/100 rounds to the duration Awaken Boosts Strength, Constitution and Dexterity by 8 and Wisdom by 1d10 Increases AB of the companion by 2 Increases Shield AC of the companion by caster level / 2 Barkskin Continued spell progression: +5 Natural AC at level 13 +6 Natural AC at level 20 +7 Natural AC at level 25 +8 Natural AC at level 30 Blackstaff Effects and spell both last 1 round per caster level Adds Enhancement bonus to target quarterstaff or magic staff: +5 +6 at level 31 +7 at level 35 +8 at level 40 Adds On-Hit Bane - you will cause vulnerability of caster level% + 15% Transmutation focus feats adds 5%/10%/20% damage Damage vulnerabilities are Negative/Acid/Cold/Fire/Sonic/Electrical There is no save other than avoiding a hit Blade Thirst Can be cast on both Slashing and Piercing weapons Duration is 2 rounds per Ranger level Adds Magic Damage to weapon: 1d4 at levels 10 - 14 1d6 at levels 15 - 17 1d8 at levels 18 - 19 1d10 at levels 20 - 22 1d12 at levels 23 - 25 2d8 at levels 26 - 28 2d10 at levels 29+ Must have 10 or more Ranger levels to use this on a scroll Burning Hands Damage cap is increased to 5d6 Transmutation focus feats adds 2d6/2d6/4d6 damage (maximum of 13d6) At caster level 31, targets continually burn for d8(3) per round Camouflage / Mass Camouflage 10 is added to Hide skill 15% conceal 30% conceal at Druid or Ranger level 10 40% conceal at Druid or Ranger level 20 Transmutation focus feats adds 5%/10%/15% to conceal Crumble Damage is 20d6 Sonic Transmutation focus feat adds 2d6/2d6/4d6 damage (maximum of 28d6) Entangle Duration is 4 + caster level / 2 Rangers add 1/3 of their Set Trap skill to the DC Greater Magic Fang Adds damage, attack, and Damage Reduction to animal companion Increases every 3 levels to a maximum of +12 damage, +12 AB, +12/13 DR Greater Magic Weapon +1 enhancement per 5 caster levels Greater Sanctuary Duration is 1 round per level Greater Stoneskin Gives +5/20 Damage Reduction with an absorb amount of 10 * caster level Transmutation focus feats increase these to: +5/25, 20 * caster level +5/30, 30 * caster level +6/10, 30 * caster level Keen Edge Bards over level 6 can make any weapon type keen Nature's Balance The 2 effects have been changed: 1. Ally effects: Heals 3d8 Hit Points Transmutation focus feats adds 2d8/2d8/4d8 Hit Points Applies Clarity to those in Area of Effect Spell Resistance bonus of 13 + d4 (caster level / 4) 2. Enemy effects: Breaches up to 3 spells Lowers Spell Resistance by same equation as above If Will save is failed a -3 AB penalty is received Effects last 1 round per caster level Recasting overrides previous effects but the higher Spell Resistance gets used One with the Land Ranger level / 2 is added to Set Trap and Search skills Transmutation focus feats adds 3/3/6 to Animal Empathy, Hide, Move Silently, Search and Set Trap skills Quillfire Damage is 1d8 + class level Magic Transmutation focus feats adds 2d8/2d8/4d8 damage (maximum of 5d8 + 40) Fortitude save for half damage DC 18 for Scorpion Venom effect (lowers Strength) Spike Growth Damage is 4d4 Acid Failing a Reflex save results in a 40% Movement decrease and a 1d6 AC decrease Does not hit caster Duration or spell and effects is 30 rounds instead of 24 hours Time Stop Duration is 1d4 + 1 rounds Affected targets are granted AC and immunities during the duration - this was done to prevent abuse Players should not attempt offensive action against other players during Time Stop, whether our scripting allows you to or not Tenser's Transformation Gives +1 attacks Gives +1 AB per 2 caster levels Gives +1d6 Hit Points per caster level Gives +5 Fortitude save Gives +4 Natural AC bonus 5 + caster level is added to Discipline skill Strength and Dexterity are increased by 2d3 100% spell failure There is no morph effect Must have at least 1 Wizard or Sorcerer level to use scrolls Can only be cast/used once per every game hour (~2 minutes real-time) Virtue At caster level 31, caster gains 25 Hit Points per caster level over 30 Title: Re: CHANGES - SPELLS Post by: -firecracker- on 01 November 2014, 12:27 5.9 Death Magic
If the target rolls the same as the spell DC, they take 70% of their maximum Hit Points in damage Each point they exceed the DC by reduces the damage by 10% Each point they fail the DC by increases the damage by 10% Death Magic immunity does not block; rather, it grants +10 to the target's roll against the DC Targets are only affected by the same death spell every 12 seconds If a target rolls 10 or more points above a DC, they take no damage Targets rolling a 20 are unaffected Targets with less Hit Dice than the caster's Hit Dice are penalised by 1 for each Hit Dice difference on their roll Likewise, targets with more Hit Dice than the caster gain a bonus for each Hit Dice difference The Hit Dice difference is capped at 25 Caster roll = DC Target roll = Hit Dice difference + Fortitude save + 1d20 + Death Magic immunity bonus + Spellcraft skill bonus against spells |