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PaladinOfSune
 
PostPosted: Sat, Feb 26 2011, 14:45 PM 

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Joined: 15 Dec 2004
Location: England, UK

Modified Spells

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Arcane Spells
    Acid Splash
    This spell deals 1d3+1 acid damage. Each spell focus in Conjuration grants an additional 1d3+1 damage, totaling up to 4d3+4 acid damage with all three focus feats.

    Ball Lightning
    Now functions as an electrical version of Firebrand.

    Banishment
    Banishment correctly applies at the targeted area, rather than at the caster's location. The area of effect is huge instead of colossal, meaning casters can use it without always affecting themselves.

    Bigby's Clenched Fist
    Duration has been changed to 5 rounds. Spell Focus: Evocation and Greater Spell Focus: Evocation grant +2 damage inflicted per round. Epic Spell Focus: Evocation grants +1 round to the duration. Additionally, this spell has a concentration check, meaning that if any actions are done while this spell's effects are active, it will immediately end.

    Bigby's Crushing Fist
    Duration has been changed to 5 rounds. Spell Focus: Evocation and Greater Spell Focus: Evocation grant +2 damage inflicted per round. Epic Spell Focus: Evocation grants +1 round to the duration. Additionally, this spell has a concentration check, meaning that if any actions are done while this spell's effects are active, it will immediately end.

    Bigby's Forceful Fist
    This spell deals 10d6 bludgeoning damage. It will also knockdown a PC for CL/5 Rounds. In both cases, Fortitude is rolled to save for half damage and to resist the knockdown. This spell is not subject to spell resistance.

    Bigby's Grasping Fist
    Duration has been changed to 5 rounds. Epic Spell Focus: Evocation grants +1 round to the duration. Additionally, this spell has a concentration check, meaning that if any actions are done while this spell's effects are active, it will immediately end.

    Black Blade of Disaster
    The Black Blade of Disaster is no longer invulnerable, but has high resistance and immunities to most forms of damage. It also no longer has the planar rift ability (on hit kill), but does deal significantly more damage than previously. Lastly the concentration check has been removed.

    Blackstaff
    Adds 1 Vampiric Regeneration/6 CL to a melee weapon for Turns/Level.

    Clairvoyance/Clairaudience
    Each Spell Focus in Divination adds an additional +2 Listen/Spot, totaling up to +16 Listen/Spot with all three focus feats.

    Confusion
    Duration has been changed to 3 rounds. Successfully confusing a target additionally inflicts a penalty of -2 INT/WIS/CHA for 1 round per level. Epic Spell Focus: Enchantment raises the ability penalty to -4, and adds +1 round to the duration of the Confusion effect.

    Continual Flame
    Duration is eight hours when cast on an item.

    Daze
    Each spell focus in Enchantment adds +1 to maximum Hit Dice of creatures affected, totaling up to 8 HD with all three focus feats.

    Death Armor
    Does not stack with Elemental Shield, Mestil's Acid Sheath, or Wounding Whispers.

    Dominate Monster
    Duration has been changed to 5 rounds when cast on targets that cannot be controlled. Successfully dazing/controlling a target additionally inflicts a -2 Will Save penalty for 3 turns + 1 turn / 2 CL. Epic Spell Focus: Enchantment adds +1 round to the duration of the daze/control effect.

    Dominate Person
    Duration has been changed to 5 rounds when cast on targets that cannot be controlled. Successfully dazing/controlling a target additionally inflicts a -2 Will Save penalty for 2 rounds + 1 round / 3 CL. Epic Spell Focus: Enchantment adds +1 round to the duration of the daze/control effect.

    Does not affect characters of the outsider race (Aasimar, Tieflings, Genasi, etc.).

    Electric Jolt
    This spell deals 1d3+1 electrical damage. Each spell focus in Evocation grants an additional 1d3+1 damage, totaling up to 4d3+4 electrical damage with all three focus feats.

    Elemental Shield
    Does not stack with Death Armor, Mestil's Acid Sheath, or Wounding Whispers.

    Endure Elements
    Each Spell Focus in Abjuration adds an additional 4 points of damage absorbed, totaling up to 12 with all three focus feats.

    Energy Buffer
    Each Spell Focus in Abjuration adds an additional 12 points of damage absorbed, totaling up to 36 with all three focus feats.

    Fear
    Duration has been changed to 4 rounds. Successfully fearing a target additionally inflicts Doom for 1 round per level. Epic Spell Focus: Necromancy adds +1 round to the duration of the Fear effect.

    Find Traps
    All traps within range are revealed but are not automatically disarmed.

    Flame Weapon
    The damage is no longer applied as an OnHit. Instead, it is a temporary damage power applied to a weapon and is scaled according to your CL:

      • CL 1 – 9 : 1d4 damage,
      • CL 10 – 14 : 1d6 damage,
      • CL 15 – 19 : 1d8 damage,
      • CL 20 – 24 : 1d10 damage,
      • CL 25+ : 1d12 damage.

    Flare
    Each spell in Evocation grants +1 Round to the penalties given, totaling up to 13 Rounds with all three focus feats.

    Flesh to Stone
    Duration has been changed to 5 rounds. Inflicts a saveless, unstacking -2 STR/CON penalty on top of the petrification effect. Epic Spell Focus: Transmutation adds +1 round.

    Globe of Invulnerability
    Epic Spell Focus: Abjuration extends the duration to Turns/Level.

    Greater Magic Weapon
    Duration has been changed to turns per level.

    Greater Sanctuary
    While under Greater Sanctuary, the caster receives 100% spell failure, CL*5 Temporary Hit Points and 90% Movement Speed Increase. The duration has been changed to 10 Rounds + CL/6 Rounds.

    Greater Spell Mantle
    Each Spell Focus in Abjuration adds an additional 1d4 + 1 spell levels absorbed, totaling up to 3d4 +3 with all three focus feats.
Arcane Spells (Cont...)
    Hold Monster
    Duration has been changed to 4 rounds. Successfully paralyzing a target additionally inflicts a -4 DEX penalty and a 20% movement speed penalty for 1 round per level. Spell Focus: Enchantment and Greater Spell Focus: Enchantment add an additional -1 DEX penalty and 5% to the slow effect. Epic Spell Focus: Enchantment adds +1 round to the duration of the Paralysis effect.

    Hold Person
    Duration has been changed to 2 rounds. Successfully paralyzing a target additionally inflicts a 20% movement speed penalty for 1 round per level. Spell Focus: Enchantment and Greater Spell Focus: Enchantment add an additional 5% to the slow effect. Epic Spell Focus: Enchantment adds +1 round to the duration of the Paralysis effect.

    Identify
    Now grants a straight +15 Lore bonus. No bonus from caster level is included.

    Ironguts
    Spell Focus: Abjuration grants a +5 saving throw bonus to all poisons. Greater Spell Focus: Abjuration grants a +6 saving throw bonus to all poisons. Epic Spell Focus: Abjuration grants complete poison immunity.

    Isaac's Greater Missile Storm
    The amount of missiles per caster level has been uncapped, reaching up to 30 missiles instead of 20. However, only a maximum of 10 missiles may hit each foe.

    Keen Edge
    Duration has been changed to turns per level.

    Legend Lore
    Now grants +5 Lore, +1 / 2 Caster Levels, +5 per Divination Spell Focus feat, totaling up to +15 with all three focus feats.

    Lesser Spell Mantle
    Each Spell Focus in Abjuration adds an additional 1 spell level absorbed, totaling up to 3 with all three focus feats.

    Magic Weapon
    Duration has been changed to turns per level.

    Magic Circle against Alignment
    Works as an instant pulse that imparts the effect upon all nearby allies, rather than a moving aura.

    Mestil's Acid Sheath
    Does not stack with Death Armor, Elemental Shield, or Wounding Whispers.

    Meteor Swarm
    Deals 1d4 bludgeoning damage and 1d4 fire damage per caster level, to a maximum of 30d4 bludgeoning and 30d4 fire.

    Minor Globe of Invulnerability
    Greater Spell Focus: Abjuration extends the duration to Turns/Level.

    Negative Energy Burst
    Duration has been changed to rounds per level.

    Power Word, Kill
    Each Spell Focus in Divination adds an additional 7 hit points to the range of targets affected by this spell. This only applies when cast upon a single target.

    Power Word, Stun
    Each Spell Focus in Divination adds an additional 15 hit points to the range of targets affected by this spell. This only applies when cast upon a single target.

    Premonition
    Each Spell Focus in Divination adds an additional 2 hit points per caster level of damage absorbed by this spell.

    Protection from Elements
    Each Spell Focus in Abjuration adds an additional 8 points of damage absorbed, totaling up to 24 with all three focus feats.

    Ray of Frost
    Each spell focus in Conjuration grants an additional 1d4+1 damage, totaling up to 4d4+4 cold damage with all three focus feats.

    Resistance
    Spell Focus: Abjuration extends the duration to 2 rounds per caster level. Greater Spell Focus: Abjuration extends the duration to 4 rounds per caster level. Epic Spell Focus: Abjuration extends the duration to 1 turn per caster level.

    Resist Elements
    Each Spell Focus in Abjuration adds an additional 6 points of damage absorbed, totaling up to 18 with all three focus feats.

    Scare
    Each spell focus in Necromancy adds +2 to maximum Hit Dice of creatures affected, totaling up to 11 HD with all three focus feats.

    Shield
    Spell Focus: Abjuration adds 5% magic damage immunity. Greater Spell Focus: Abjuration adds another 20%, totaling up to 25%. Epic Spell Focus: Abjuration adds another 25%, totaling up to 50% with all three focus feats.

    Sleep
    Duration has been changed to 3 rounds. Successfully putting a target to sleep additionally inflicts a -2 Will Save penalty for 1 round per level. Each spell focus in Enchantment adds +2 to total Hit Dice of creatures affected, totaling up to 10 +1d4 HD with all three focus feats. Each focus also adds +1 to the maximum Hit Dice of creatures that can be affected, totaling up to 8 HD with all three focus feats.

    Spell Mantle
    Each Spell Focus in Abjuration adds an additional 1d3 spell levels absorbed, totaling up to 3d3 with all three focus feats.

    Stoneskin
    Each Spell Focus in Abjuration adds an additional 2 hit points per caster level of damage absorbed by this spell (it still caps at caster level 10).

    Stone Bones
    The AC bonus has changed from Natural to Dodge.

    Tenser's Transformation
    This spell does not polymorph, instead granting the following bonuses/penalties:

      • +d4 STR, +d4 DEX, +d4 CON
      • Simple Weapon Proficiency, Martial Weapon Proficiency
      • +1 AB per 2 caster levels to a maximum of 10
      • +10 Discipline
      • +d6 Temporary Hit Points per caster level
      • 100% Spell Failure

    Time Stop
    Radius of 90 feet. Affects all creatures within range besides the caster, friend and foe alike: targets are frozen in time, prevented from taking action, as well as being immune to damage or effects of any kind. Lasts 9 seconds (or 1 and a half rounds).

    True Seeing
    Changed to give Ultravision, See Invisibility, and adds +10 Spot instead of the Bioware default spell.

    Each Spell Focus in Divination adds an additional +2, totaling up to +16 Spot with all three focus feats.


Divine Spells
    Banishment
    Banishment correctly applies at the targeted area, rather than at the caster's location. The area of effect is huge instead of colossal, meaning casters can use it without always affecting themselves.

    Battletide
    This spell is saveless.

    Blade Thirst
    Duration has been changed to turns per level. Upon casting a weapon, it will receive these bonuses (works on all types of weapons, and melee/ranged both):

      • CL 1 – 12 : Keen or +1 AB/+1 Mighty
      • CL 13 – 14 : +1 Enhancement, Keen or +1 AB/+1 Mighty
      • CL 15 – 16 : +2 Enhancement, Keen or +2 AB/+2 Mighty
      • CL 17 – 18 : +3 Enhancement, Keen or +3 AB/+3 Mighty
      • CL 19 - 20 : +4 Enhancement, Keen or +4 AB/+4 Mighty
      • CL 21+ : +5 Enhancement, Keen or +5 AB/+5 Mighty

    Bless Weapon
    Duration has been changed to turns per level.

    Blood Frenzy
    Imparts a bonus upon the caster for rounds/caster level, according to their level:

      • CL 1 – 9 : +1 Attack Bonus, -1 penalty to AC
      • CL 10 – 14 : +2 Attack Bonus, +1 Regeneration, -1 penalty to AC
      • CL 15 – 19 : +3 Attack Bonus, +1 Regeneration
      • CL 20 – 24 : +4 Attack Bonus, +1 Regeneration, +1 Damage Bonus
      • CL 25 – 29 : +5 Attack Bonus, +2 Regeneration, +2 Damage Bonus
      • CL 30 : +6 Attack Bonus, +2 Regeneration, +3 Damage Bonus, +1 to Universal Saving Throws

    Note that when cast by a non-druid, the spell's strength maxes at the CL 10 variant.

    Bombardment
    Deals 1d8 per caster level to a cap of 20d8 bludgeoning damage.

    Confusion
    Duration has been changed to 3 rounds. Successfully confusing a target additionally inflicts a penalty of -2 INT/WIS/CHA for 1 round per level. Epic Spell Focus: Enchantment raises the ability penalty to -4, and adds +1 round to the duration of the Confusion effect.

    Continual Flame
    Duration is eight hours when cast on an item.

    Cure Minor Wounds
    Heals 4 hit points + 2 additional hit points per spell focus in Conjuration.

    Darkfire
    The damage is no longer applied as an OnHit. Instead, it is a temporary damage power applied to a weapon and is scaled according to your CL:

      • CL 1 – 9 : 1d4 damage,
      • CL 10 – 14 : 1d6 damage,
      • CL 15 – 19 : 1d8 damage,
      • CL 20 – 24 : 1d10 damage,
      • CL 25+ : 1d12 damage.

    Deafening Clang
    Duration has been changed to turns per level.

    Divine Favor
    Spell progression has been changed to as follows:

      • CL 1 – 5 : +1 AB/damage
      • CL 6 – 10 : +2 AB/damage
      • CL 11 – 15 : +3 AB/damage
      • CL 16 – 20 : +4 AB/damage
      • CL 21+ : +5 AB/damage

    Divine Power
    No longer adds extra attacks.

    Dominate Monster
    Duration has been changed to 5 rounds when cast on targets that cannot be controlled. Successfully dazing/controlling a target additionally inflicts a -2 Will Save penalty for 3 turns + 1 turn / 2 CL. Epic Spell Focus: Enchantment adds +1 round to the duration of the daze/control effect.

    Dominate Person
    Duration has been changed to 5 rounds when cast on targets that cannot be controlled. Successfully dazing/controlling a target additionally inflicts a -2 Will Save penalty for 2 rounds + 1 round / 3 CL. Epic Spell Focus: Enchantment adds +1 round to the duration of the daze/control effect.

    Does not affect characters of the outsider race (Aasimar, Tieflings, Genasi, etc.).

    Drown
    Doesn't work on Aquatic Elves, Air and Water Genasi.

    Earthquake
    Deals 1d8 per caster level to a cap of 25d8 bludgeoning damage. On a failed Reflex saving throw, the target is knocked down for one round (there is a separate save made for both the damage and knockdown).

    Endure Elements
    Each Spell Focus in Abjuration adds an additional 4 points of damage absorbed, totaling up to 12 with all three focus feats.

    Fear
    Duration has been changed to 4 rounds. Successfully fearing a target additionally inflicts Doom for 1 round per level. Epic Spell Focus: Necromancy adds +1 round to the duration of the Fear effect.

    Flame Weapon
    The damage is no longer applied as an OnHit. Instead, it is a temporary damage power applied to a weapon and is scaled according to your CL:

      • CL 1 – 9 : 1d4 damage,
      • CL 10 – 14 : 1d6 damage,
      • CL 15 – 19 : 1d8 damage,
      • CL 20 – 24 : 1d10 damage,
      • CL 25+ : 1d12 damage.

    Flesh to Stone
    Duration has been changed to 5 rounds. Inflicts a saveless, unstacking -2 STR/CON penalty on top of the petrification effect. Epic Spell Focus: Transmutation adds +1 round.

    Glyph of Warding
    Now lasts 1 turn/CL. Upon triggering, it deals d6 damage per CL, capped at 10d6 Sonic with a Reflex saving throw made for half as per an evasion check. Only one glyph can be active at time which means recasting will delete any previous.

    Greater Magic Weapon
    Duration has been changed to turns per level.

    Greater Sanctuary
    While under Greater Sanctuary, the caster receives 100% spell failure, CL*5 Temporary Hit Points and 90% Movement Speed Increase. The duration has been changed to 10 Rounds + CL/6 Rounds.

    Harm
    Half-damage is taken on a successful Fortitude saving throw for non-undead creatures.

    Haven
    This is a new spell, only available to clerics.

    The caster becomes ethereal. No other creature can detect the caster. Taking any action which directly influences creatures or the environment around them in a harmful manner causes the effect to immediately vanish. While in this state, the caster is considered to be under a Haste effect.

    Note that, unlike Greater Sanctuary, it is possible to cast spells while under this effect.
Divine Spells (Cont...)
    Heal
    If cast via an item (e.g. a potion), successive uses of the spell reduces the amount it heals, depending on the last time it was cast. Additionally, it will only heal a maximum of 80% of a character's health points if cast this way. If cast the round before, it will only heal 5% maximum hit points. If cast two rounds before, it will only heal 10% maximum hit points. This continues up to fifteen rounds, where it will heal 80% maximum hit points once more.

    Half-damage is taken on a successful Fortitude saving throw for undead creatures.

    Healing Sting
    Deals 1d6 + 2 per caster level of negative damage to a single target. Heals the caster of an amount equivalent to the damage dealt.

    If the caster's animal companion is present, they also receive the full bonus of the heal.

    Hold Animal
    Duration has been changed to 2 rounds. Successfully paralyzing a target additionally inflicts a 20% movement speed penalty for 1 round per level. Spell Focus: Enchantment and Greater Spell Focus: Enchantment add an additional 5% to the slow effect. Epic Spell Focus: Enchantment adds +1 round to the duration of the Paralysis effect.

    Hold Monster
    Duration has been changed to 4 rounds. Successfully paralyzing a target additionally inflicts a -4 DEX penalty and a 20% movement speed penalty for 1 round per level. Spell Focus: Enchantment and Greater Spell Focus: Enchantment add an additional -1 DEX penalty and 5% to the slow effect. Epic Spell Focus: Enchantment adds +1 round to the duration of the Paralysis effect.

    Hold Person
    Duration has been changed to 2 rounds. Successfully paralyzing a target additionally inflicts a 20% movement speed penalty for 1 round per level. Spell Focus: Enchantment and Greater Spell Focus: Enchantment add an additional 5% to the slow effect. Epic Spell Focus: Enchantment adds +1 round to the duration of the Paralysis effect.

    Holy Sword
    Enhancement bonus changed to Enhancement bonus versus evil only, so it does not remove the bonus granted by Greater Magic Weapon.

    Can only be used by a Paladin.

    Implosion
    Additional +3 DC removed.

    Inflict Minor Wounds
    Deals an extra +1 damage per spell focus in Necromancy, totaling up to 4 negative damage with all three focus feats.

    Magic Weapon
    Duration has been changed to turns per level.

    Magic Circle against Alignment
    Works as an instant pulse that imparts the effect upon all nearby allies, rather than a moving aura.

    Mass Heal
    Half-damage is taken on a successful Fortitude saving throw for undead creatures.

    Negative Energy Protection
    Negative Damage Immunity changed from standard 100% down to 50% + 5% per Spell Focus in Abjuration (55% for Spell Focus, 60% for Greater Focus, 65% for Epic Focus).

    Protection from Elements
    Each Spell Focus in Abjuration adds an additional 8 points of damage absorbed, totaling up to 24 with all three focus feats.

    Quillfire
    The caster launches 1 piercing needle at the target creature for every 5 caster levels. Each needle deals 4d6 points of piercing damage. The amount of needles is capped at 5.

    Each needle's damage may be reduced with a successful Reflex saving throw.

    Raise Dead
    A PC may not be resurrected for a duration of two minutes if killed in PvM. If killed in PvP, the duration is five minutes.

    Resistance
    Spell Focus: Abjuration extends the duration to 2 rounds per caster level. Greater Spell Focus: Abjuration extends the duration to 4 rounds per caster level. Epic Spell Focus: Abjuration extends the duration to 1 turn per caster level.

    Resist Elements
    Each Spell Focus in Abjuration adds an additional 6 points of damage absorbed, totaling up to 18 with all three focus feats.

    Resurrection
    A PC may not be resurrected for a duration of two minutes if killed in PvM. If killed in PvP, the duration is five minutes.

    Scare
    Each spell focus in Necromancy adds +2 to maximum Hit Dice of creatures affected, totaling up to 11 HD with all three focus feats.

    Searing Light
    Deals d8 damage per caster level to a maximum of 10d8 against undead, not d6.

    Silence
    Silence no longer acts as an area spell. You can only cast it on yourself or another creature. Hostile and neutral targets get a will save and a Spell Resistance check. The Silence effect is only applied to the target.

    Sleep
    Duration has been changed to 3 rounds. Successfully putting a target to sleep additionally inflicts a -2 Will Save penalty for 1 round per level. Each spell focus in Enchantment adds +2 to total Hit Dice of creatures affected, totaling up to 10 +1d4 HD with all three focus feats. Each focus also adds +1 to the maximum Hit Dice of creatures that can be affected, totaling up to 8 HD with all three focus feats.

    Stone Bones
    The AC bonus has changed from Natural to Dodge.

    True Seeing
    Changed to give Ultravision, See Invisibility, and adds +10 Spot instead of the Bioware default spell.

    Each Spell Focus in Divination adds an additional +2, totaling up to +16 Spot with all three focus feats.

    True Resurrection
    In order to cast this spell, the cleric must have a DM witness the casting as well as pay a full level's worth of XP and 15 diamonds, or the monetary equivalent of 25000 gold. This can be modified if the DM overseeing the roleplay feels the need to.

    Undeath's Eternal Foe
    Immunity changed from standard 100% down to 50% + 5% per Spell Focus in Abjuration (55% for Spell Focus, 60% for Greater Focus, 65% for Epic Focus). AC bonus changed from Deflection to Natural and duration changed from Rounds/Level to Turns/Level.

    Virtue
    Grants a bonus +10 temporary hit points per spell focus in Transmutation, totaling up to +31 with all three focus feats.

    Word of Faith
    Has been given a will save to resist.

    Outsiders are instantly killed if they fail their saving throw (including player character outsiders).

    Wounding Whispers
    Does not stack with Death Armor, Elemental Shield, or Mestil's Acid Sheath.


Epic SpellsREMEMBER: You need at minimum a base 20 of your casting ability (INT/WIS/CHA) in order to cast Epic Spells!

    Dragon Knight
    The duration of this epic spell is increased to Turns/level if Epic Spell Focus: Conjuration is taken.

    Greater Ruin
    Greater Ruin deals 50d6 positive damage upon the target. If cast upon a construct foe, this spell does 100d6 positive damage instead. This spell is not subject to spell resistance or a saving throw.

    Hellball
    Hellball now only affects hostiles, though the caster can still hit himself. It deals the following damage: 10d6 fire, 20d6 negative, and 20d6 positive. This spell is not subject to spell resistance or a saving throw.

    Mummy Dust
    This epic spell has a variety of choices a caster may make when first taking this spell. Note that the choice made is FINAL; once a creature type is taken, it cannot be changed. The default duration is Turns/level, but is extended to Hours/level with the correct spell focus.

    The possible options:

      • Construct (Epic Transmutation extends)
      • Elemental (Epic Evocation extends)
      • Magical Beast (Epic Conjuration extends)
      • Outsider (Epic Conjuration extends, alignment based summon)
      • Undead (Epic Necromancy extends)
Book of TransmutationThe Book of Transmutation is an item that can be found in-game which allows a caster to change the effect of specified spells (e.g. the damage type, the radius), provided they also possess the relevant transmutation spell scroll. Note that this only affects spells cast by a caster, and not by items. The spells that can be transmutated are as follows:

  • Bless Weapon
  • Bull's Strength
  • Call Lightning
  • Cone of Cold
  • Continual Flame
  • Darkfire
  • Dirge
  • Eagle's Splendor
  • Endurance
  • Fireball
  • Flame Weapon
  • Fox's Cunning
  • Greater Magic Weapon
  • Greater Sanctuary
  • Greater Ruin
  • Ice Storm
  • Knock
  • Light
  • Magic Circle against Alignment
  • Melf's Acid Arrow
  • Melf's Acid Sheath
  • Owl's Wisdom
  • Weird


 
      
TormakSaber
 
PostPosted: Sat, Apr 30 2016, 6:25 AM 

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Player

Joined: 16 Dec 2004
Location: Somewhere

Common Pen and Paper Spell Clarifications


(Spell names are links to spell description.)

General Clarification of Saves versus Spells:
When a character rolls a save and fails, they do not know they have failed a Save, except for any immediately obvious effects that may have manifested from the spell, such as a Horrid Wilting, a Fireball, or just plain being Dominated. If a character rolls a save and succeeds, the character is aware that a spell was attempted on them, feeling the effect as a fuzzy and immediately identifiable tingle through their body. They do not know the spell or the caster outside of any immediately obvious effects that may manifest from succeeding on your save, such as taking no damage from a Fireball due to Evasion, or seeing through an Illusion due to a successful save.

A character may choose to willingly fail the save of any spell that has a save, but in order to do so, they must be fully aware that the spell is targeting them, and aware of it at the time the spell is being cast on them. For example, a character looking to prove her loyalty to a new faction could willingly fail the Zone of Truth spell being cast on the area in order to be compelled to tell the truth. However, a character could not willingly fail a save vs Scrying out of the blue, even if it were one of the character's friends, because the character is not both 1: aware of the spell targeting them and 2: aware of the spell being cast on them at that moment. A character may willingly lower their effective mental/physical defenses and fail saves as they please if they suspect the need to do so, but during this time, they will fail all saves of all spells directed at them, regardless of who they come from and who they are targeting, if it as an AoE. It takes one full round (6 seconds) for a character to lower their mental defenses, but once they do it takes one full minute to mentally and bodily center yourself to be prepared to fend off powerful magics again. Entirely lowering your spell defense, therefore, is not something characters tend to do lightly, as situations where you know the exact time a spell is going to hit you without also being subject to spells from others, is rare and difficult to discern indeed. A spellcaster may make a DC 30 spellcraft check as a full round action to discern if your spell defenses are currently lowered.

Detect Magic:
The DM team would like to remind and clarify that the Detect Magic spell is a 3 round concentration spell, and only reveals schools and aura upon a successful Spellcraft check, and if the object is in line of sight. This means that an item in a bag of holding, or similar, is not subject to Detect Magic's school detection properties. If you turn your gaze to a new area, you must restart your three round timer before you properly detect things and make Spellcraft checks.

Detect Evil (And all other alignment derivatives):
Like Detect Magic, detect Evil works off of a three round timer before you get full information from the spell, although presence or absence of "Alignment" is the first round. This spell detects objects of that alignment, and so if you stare at someone for only a round, and they have Evil items on them, even if the character is a Paladin, even if those items are in magic bags, then they will Detect as Evil. However, upon that third round, if the object is in the magic bag, you only discern that the aura emanates from their general person and do not know which object. It is to be noted that you only learn number and location of auras, and not what the aura originates from, if the originator is out of your line of sight. In our above example, there is no distinguishing between an Evil aura from a person, and an Evil aura emanating from an item they carry that you cannot see.

Finally, this spell does not require the player to report their alignment via the rest menu, since that information is not what the spell gives. It simply gives the presence or absence of evil, and the strength and number of those auras. Under no circumstances in the use of this spell is a player required to report their alignment in order to prove the truth or falsehood of the statements they make.

Sending:
Just a small reminder that no matter how the casting of Sending is achieved be it by object, scroll, ring or actual spell cast, it has a ten minute casting time, and is immediately visible casting to all parties that can witness the caster at any point during the ten minutes. Ceasing to cast the spell mid cast still consumes the spell slot. This may be relevant in DM events or other time sensitive situations.

Wish / Miracle:
Due to the major functions of this spell, including effects that can have wide reaching consequences and XP costs, Wish and Miracle always require DM supervision to cast.

Teleport (and derivatives such as Dimension Door, Shadow Walk, Gate, Ethereal Jaunt, Door of Decay, Greater Teleport, Plane Shift, Passwall, and any and all other catch-all "Movement Spells"):
As a clarification, if these spells are used in any manner to bypass an obstacle that would normally require a DM's presence to arbitrate, such as bypassing NPC guards that would deter you, locks for which you do not have keys, monsters that must be played by a DM, or in general any situation that cannot be resolved 100% under player power, then the casting of that Movement Spell also requires DM supervision in order to confirm the success of the spell and properly play the environment that comes along with jumping past locks, wards, guards, and the like. This means if a PC is being held prisoner in a faction base, you must have DM approval and supervision in order to attempt something like a Teleport into a jail cell. This is in order to remain fair to both sides, who may have erected guards and wards and defenses that may not be immediately apparent to the would be jailbreaker or the prisoner, and would require a DM to arbitrate.

Scrying:
Scrying has a great deal of conditional modifiers that modify the Will Save of the spell, as well as a clause that makes the target immune to that caster's Scrying for 24 Real Life Hours if they succeed on the save. Per the above clarification on saves, a character that makes a save vs Scrying knows a spell was cast on them, but not what spell or who cast it.

It also creates a Sensor that can be detected:

A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment.

Any creature with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be dispelled as if it were an active spell.

Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is so blocked.

Legend Lore:
The 11th level clarification of this spell does not apply on Amia. The DMs are the final arbiter of what is and is not legendary on Amia, and what information this spell will give you. As a result, this spell can only be cast with DM supervision and assistance. No player may provide Legend Lore information about their own characters - unless it is to the DMs seeking clarifications on situations.

Mindblank:
A note to say that all forms of Mindblank, Lesser and Normal (since there is no way to distinguish between the two in NWN) are proof against all forms of Divination magic that attempt to affect the Mindblanked person. While it does not last 24 hours, it can be repetitively cast. Scrying attempts and even Discern Location and Wish simply fail to provide information.

Mindrape and Programmed Amnesia:
This spell does not exist in the Amian Forgotten Realms. Player consent does not matter - even if all parties consent to the spell being used, knowledge of this spell is not available to cast IC by any known source in the world.

Genesis
This spell does not exist in the Amian Forgotten Realms, knowledge of this spell is not available to cast IC by any known source in the world.

Modify Memory:
Modify Memory may be used with mutual consent, but careful examination of the terms of the spell should be exercised. Specifically, that "A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine. " This means the players (who knows and understands their character best) is free to determine what actually counts as illogical for them, and what that means for them when they begin to deal with the newly implanted and changed memories.

As well, as an Amian specific feature - another Bard may make a contested Caster Level Check: their own CL + spell focus (enchantment) feats, vs modifiers CL + spell focus (enchantment) feats. Success indicates the caster may "unmodify" the damage done to the character, provided the damage can be identified. This specific clause applies to player on player application of this spell, and other specific exemptions may apply when DMs make use of memory modifying effects and spells.

Dominate Person and Dominate Monster:
These spells, despite having their duration changed for mechanical reasons, continue to last longer for the sake of RP, if players consent to it per PnP rules. The spells mechanically apply a debuff to Will Saves that helps serve as a timer for how long the Domination effect continues to last beyond the "Dazed"/"Dominated" debuff. Players should use this as a guide for continued RP.

Clone:
Cannot be used on Amia save for explicit DM usage and exceptions. PCs may not create clones to "IC respawn" for any reason.

Contingency:
Contingency may only be used with DM permission for the effects - generally these effects are short term and involved with a DM event in the immediate future, and not things like "if attacked in PvP I teleport away for free." DMs must approve any and all uses of Contingency.

Magic Jar (or similar):
These spells require specific DM permission to utilize, and must be approved and overseen by a DM in its entirety. "Permanent body changes" utilizing known loophole sin Magic Jar are not allowed.

Trap the Soul (and other derivations, such as Imprisonment, or Temporal Stasis, or other known "Permakilling Spells":
These spells may only be used with DM permission and supervision, and even then, unless the DM team has made a decision overriding it, these spells are still subject to player consent - players may not be permakilled without their permission, and that death may always be rescinded at any time for any reason, save by a decision from the DM team.

True Seeing:
It functions per PnP, with these Amia specific additions and alterations:

Various special DM granted subraces have un-pierceable disguises, such as Dragons, Fey'ri, and others at our discretion.
Assassins' Alter Self [per DC requests] - one "Alter Ego" is un-pierceable by True Sight. This must be maintained and cannot be changed at a whim.
Druids' and Shifters' Wildshape, Elemental Shape, Greater Wildshapes, all feat-granted forms, and Thousand Faces are un-pierceable by True Sight.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
Amarice-Elaraliel
 
PostPosted: Thu, Sep 21 2017, 11:54 AM 

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Joined: 20 Jan 2006

Parking this here. Thanks a lot to Ulir!


ABJURATION:

Aura versus alignment: Both good and evil versions become a Divine damage shield and that the damage shield is 1d6 + 1/2 CL. SR is equal to 13 + CL, with each Spell Focus adding +2 more to the SR vs alignment.

Identify: +5 Lore per Spell focus.

Remove blindness/deafness: ESF adds rounds/level Immunity to Blind and Deafness.

Entropic Shield: Each Spell Focus adds 10% concealment vs ranged attacks.

Remove Fear: Epic Spell Focus grants Immunity to Fear for the duration.

Lesser dispel: Each Spell Focus adds +2 to the CL cap of the dispel check.

Dispel magic: Each Spell Focus adds +2 to the CL cap of the dispel check.

Greater dispelling: +2 CL to dispel check cap per Spell Focus.

Dispel Magic Changes - viewtopic.php?f=4&t=89071


CONJURATION:

Cure Light/Moderate/Serious/Critical Wounds: + 1d8 per spell focus in conjuration. Epic Spell focus makes it an AoE effect.

Melf's Acid Arrow: +1d6 damage per spell focus in conjuration.

Mestil's Acid Breath: +1d6 to damage cap per spell focus. Epic Spell Focus adds 1/2 damage on second round.

Neutralize Poison/Remove Curse/Blindness/Deafness: Epic spell focus conjuration adds 1round/lvl immunitry to the effect removed.

Cloudkill: +2 to HD for instant death per spell focus in conjurations and for save vs. death. Epic spell focus gives and additional +1d10 acid
damage.

Mestil's Acid Sheath: Damage reduced to 1d6+1/caster level. Also grants 10/- immunity to the element that is used (fire/cold/acid from BoT).
Epic spell focus raises resistance to 15/-.

Monstrous Regeneration: Greater spell focus conjuration increases duration to 1 round/caster level. Epic spell focus increases the duration to 2 rounds/caster level.

Vine Mine: Entangle has 3d6 piercing damage added, Hamper Movement adds -4 Dex and -2 Reflex saves, Camouflage also adds +4 Move Silently

Acid Fog: Each spell focus in conjuration added +1d6 to the secondary damage. Epic spell focus adds +1d6 to the initial damage.


DIVINATION:

Feeblemind: Greater Spell Focus also applies the ability damage to Charisma, Epic Spell Focus allows Feeblemind to damage all 3 mental ability scores.

Legend lore: Greater Spell Focus allows the ability to add to Craft Armor and Weapons skills. Epic Skill Focus allows the spell to add to Spellcraft skill.


ENCHANTMENT:

Bane: Epic Spell Focus makes this save less.

Doom: Epic Spell Focus makes this a small (Mass Heal sized) AoE.

Aid: +1d8 temp HP per Spell Focus.

Balagarn's iron horn: fixed to true strength check.

Blindness/deafness: Reduce duration to 2 rounds +1 round for Epic Focus. Greater Focus adds small (Mass Heal sized) AoE.

Tasha's hideous laughter: Could remove the DC modifier due to "language barriers".

Mind fog: Each Spell Focus adds -2 Wisdom penalty (so -6 total) to the target on a successful save as long as the target stays in the cloud.

Confusion: Reduced to 3 rounds Confusion, with a lasting -2 to mental stats for the remaining duration of 1 round/Caster level. Epic Enchantment raises the penalty to -4 mental stats, and adds an extra round to the Confusion.

Hold Person and Hold Animal: Hold/Paralyze reduced to 2 rounds, with a lasting 20% Slow for the rest of the duration. Spell Focus and Greater Spell Focus each add 5% to the Slow, and epic Enchantment adds 1 round to the duration.

Hold Monster: Paralyze effect lasts 4 rounds, with a lasting -4 Dex penalty and a 20% slow for the rest of the duration. Spell Focus and Greater Spell Focus each att -1 more and 5% more to the Dex/Slow penalty, and Epic Enchantment adds 1 round to the duration.

Sleep: Change to flat 3 rounds duration, gives -2 Will Saves for remaining duration. Spell Foci in enchantment each add +2 to the HD the spell can affect total (so 4/6/8/10+1d4 HD), and +1 to the max HD of the spell (so 5 -> 6 -> 7 -> 8.


EVOCATION:

Horizikaul's boom: Spell Focus makes the damage die d6, Greater d8, Epic makes it a small (Mass Heal sized) AoE.

Ice dagger: Each Spell focus adds +1d4 damage to the damage cap (so +3d4 total), Epic makes it a small (Mass Heal sized) AoE.

Magic missile: Each Spell Focus adds +1 damage per missile, Epic Spell focus makes each missile bounce once to a new target.

Combust: Each Spell Focus adds +1d6 damage to the initial damage and the DoT secondary damage.

Flame lash: Each spell Focus is +1d6 damage. Epic Focus Entangles the target on a failed Reflex save.

Gedlee's electric loop: Each Spell focus is +1d6 to the damage of the spell. Epic Focus doubles the AoE and adds +1 round to the stun's duration.

Sound burst: Each Spell focus adds +1d8 to the damage of the spell. Epic Focus adds +1 round to the Stun's duration.

Call lightning: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus allows the spell's dice to be d8 when in outdoors and wilderness areas.

Fireball: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus gives 10% fire vulnerability to targets that fail their save for 5 rounds. Nonstacking.

Lightning bolt: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus adds a secondary Will save to stun for 1 round, similar to Gedlee's Loop.

Scintillating sphere: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus gives 10% Electric vulnerability to targets that fail their
save for 5 rounds. Nonstacking.

Searing light: Each Spell Foci adds +2d6 to the dice cap for damage, Epic Focus adds a fort save vs a 3 round Blind.

Flame strike: Each Spell Focus adds +2d6 to the dice cap of the spell.

Hammer of the gods: Each Spell Focus adds +2d8 to the dice cap of the spell. Epic Focus Evocation makes the damage dice of the spell d10 against the caster's opposing alignment (Good <-> Evil, Law <-> Chaos. TN gets nothing, sorry).

Wall of fire: Each Spell Focus adds +1d6 to the damage of the spell. Epic Focus applies a Combust effect, burning the target for 2d6 damage a round for 3 rounds after the target leaves the wall. Does not stack.

Cone of cold: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Spell Focus applies slow on a failed save, and -3 saves vs Cold for 5
rounds. For the BoT variations - fire does a 3 round dot like Wall of Fire, acid does a Acid Breath style one round dot and electricity does the one round stun on a secondary will
save like gedlees.

Firebrand: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus applies a -3 penalty to (rest is missing, ask a dev).

Delayed blast fireball: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus makes the trap version do d8 damage dice instead of d6.

Fire storm: Each Spell Focus adds +2d6 to the dice cap of the spell.

Great thunderclap: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic focus adds +1 round to the various control effects.

Prismatic spray: Spell Focus turns the Fire damage portion into 40 (up from 20). Greater Focus turns the Fire and Acid into 60 damage (up from 40 each.) Epic Focus turns all three damage types into 80 damage.

Earthquake: nerfed to 20d8, spell focus makes it 21d8, greater spell focus makes it 23d8 and epic spell focus makes it 25d8.

Incendiary cloud: Each Spell Focus adds +1d6 to the damage of the spell.

Sunbeam: Each Spell Focus adds +2d6 to the dice cap of the spell, and +1d6 to the damage vs living targets.

Meteor swarm: epic spell focus reduces the safe zone around the caster to 0.1 feet.

Chain Lightening: This now has 3 arcs of lightening + 1 arc per spell focus, all arc do full damage, save for half. Targets may get hit by more than one arc.

Sun Burst: Reduced blindness on failed save from permanent to 3 rounds.

Incendiary Cloud: Damage increased to 6d6 from 4d6. Reflex saving through applies when entering the AoE, but there is no save for creatures that remain inside the cloud from round to round. Spell focuses still add +1d6 to the damage for each spell focus (on entering and round to round).

Ball Lightning: Now works like an Electrical version of Firebrand, dealing 1d6/CL electric damage to targets in an AoE.

Ball lightning: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus applies a -3 penalty to saves vs electricity for 5 rounds.


ILLUSION:

Color Spray: Spell Focus adds +1d6 fire damage, Greater Spell Focus adds +1d6 Acid damage, Epic Spell Focus ads +1d6 electric damage and +1
round to the CC effects.

Ghostly Visage: Each Spell Focus adds +5% Concealment and 5 DR/+1, ending at 25% concealment and 20/+1 DR at epic.

Displacement: Spell Focus makes 3 rounds per level, Greater Focus makes 5 rounds per level and Epic Focus makes turns turns per level.

Phantasmal Killer: Each Spell Focus adds +1d6 to the damage on a successful fort save. Even on a successful Fort save, with Epic Spell Focus,
the Target is still afflicted with the Doom effect for 5 rounds (-2 attack, damage, saves, skills).

Shadow Mage Armor: Replace old effect entirely with - Applies 5/- cold and negative energy resistance for duration. Epic Focus each add 5/- resist to each of cold and negative.

Shadow Magic Missile: Each missile (max of 5 missiles) does 1d4+1 cold and 1d4+1 negative energy damage, with no save.

Ethereal Visage: Spell Focus and Greater Spell Focus add 5% concealment and 5/+3 DR, ending at 35% concealment and 30/+3 DR. Epic Focus allows the spell to last Turns/level.

Shadow Melf's Acid Arrow: Deals 3d6 cold + 3d6 negative energy damage, and 1d6 cold, 1d6 negative energy every round after for (CL/3) + 1 rounds. Each spell focus adds 1d6 cold/1d6 negative to the secondary damage.
Note: Melf's Acid Arrow will stack with Greater Shadow Conjuration Melf's Acid Arrow, but they will not stack with themselves.
Note: BoT Poison Arrow will stack with either and itself.Note: Melf's Acid Arrow will stack with Greater Shadow Conjuration Melf's Acid Arrow, but they will not stack with themselves.
Note: BoT Poison Arrow will stack with either and itself.

Greater Shadow Conjuration Minor Globe of Invulnerability: As normal - adds temporary +5 saves vs Cold and Negative energy. Greater Illusion focus allows spell to last turns/level.

Greater Shadow Conjuration Web: Targets affected by the web take 2d6 cold and negative damage per round while entangled. Greater and Epic
spell focus add +1d6 to each damage type.

Shades Cone of Cold: Deals half cold and half negative energy damage, Will Save for half instead of Reflex. Each Spell Focus adds +2d6 to dice cap for damage (1d6 of each element). Epic Spell Focus applies http://nwn.wikia.com/wiki/Freeze on a failed save, uses Illusion spell feats to calculate spell save DC

Shades Fireball: Deals Cold damage with a Will Save for half damage. Each Spell Focus adds +2d6 to dice cap for damage, Epic Focus adds 10% Cold vulnerability and d3 rounds of slow on failed save, non-stacking. Also uses Illusion spell feats to calculate spell save DC.


NECROMANCY:

Fear: Reduced to 4 rounds duration control, with a lasting Doom effect (-2 AB, -2 damage, -2 skills, -2 saves) for the remaining normal length duration. Epic Necromancy adds an extra round to the Fear.

Scare: Each Spell Focus in necromancy adds +2 to the number of HD you can affect, letting an ESF Necromancer affect an 11 HD monster.


TRANSMUTATION:

Flesh to Stone: Reduced to 5 rounds duration, with a saveless -2 STR and -2 CON attached to it. This does not stack. Epic focus Transmutation adds +1 round.

_________________
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