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Gondor vs Mordor  |  Gondor vs Mordor 1  |  GvM1 Players Forum  |  CHANGES - SPELLS
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« on: 01 November 2014, 11:04 »

5. Changes - Spells

5.1 Abjuration Spells

5.2 Conjuration Spells

5.3 Divination Spells

5.4 Enchantment Spells

5.5 Evocation Spells

5.6 Illusion Spells

5.7 Necromancy Spells

5.8 Transmutation Spells

5.9 Death Magic
« Last Edit: 03 May 2015, 11:12 by -firecracker- » Logged
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« Reply #1 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


« Last Edit: 03 May 2015, 11:46 by -firecracker- » Logged
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« Reply #2 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


« Last Edit: 03 May 2015, 14:20 by -firecracker- » Logged
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« Reply #3 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


« Last Edit: 03 May 2015, 12:17 by -firecracker- » Logged
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« Reply #4 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)


« Last Edit: 02 May 2015, 23:36 by -firecracker- » Logged
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« Reply #5 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)


« Last Edit: 02 May 2015, 23:50 by -firecracker- » Logged
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« Reply #6 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


« Last Edit: 02 May 2015, 23:56 by -firecracker- » Logged
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« Reply #7 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


« Last Edit: 02 May 2015, 23:56 by -firecracker- » Logged
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« Reply #8 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


« Last Edit: 03 May 2015, 13:06 by -firecracker- » Logged
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« Reply #9 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
« Last Edit: 02 May 2015, 23:44 by -firecracker- » Logged
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