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Ulir
 
PostPosted: Fri, Jul 07 2017, 23:08 PM 

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After looking at the spell section in search for changes and noting those, I logged in the game and realized much more had happened. So I went through announcements and discovered a whoooole neeeew wooooorld, a new fantastic point of vieeeeew (https://www.youtube.com/watch?v=-kl4hJ4j48s).

If there are errors when it comes to spell schools or I left something out, let me know and I will edit the post.


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 - http://www.amiaworld.net/phpBB3/viewtop ... =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.

..and on-hit Flesh to Stone arrows are the shit.

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Last edited by Ulir on Sun, Jul 09 2017, 19:55 PM, edited 4 times in total.

 
      
Ulir
 
PostPosted: Fri, Jul 07 2017, 23:14 PM 

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Joined: 09 Mar 2009

I will clean up the post later for claritys sake.

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Tandannon
 
PostPosted: Fri, Jul 07 2017, 23:24 PM 

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Joined: 09 Feb 2010

I love you. I invite you to spawn your eggs within my corpse.


 
      
Gravemaskin
 
PostPosted: Sat, Jul 08 2017, 13:33 PM 

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Joined: 29 Jul 2007
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Divination also increases HP cap on powerword spells, but I can't remember by how much

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TormakSaber
 
PostPosted: Sat, Jul 08 2017, 18:07 PM 

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That one's already in the spell changes post -

Quote:
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.

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MisterLich
 
PostPosted: Sat, Jul 08 2017, 19:30 PM 

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on-hit Flesh to Stone arrows are the shit, just saying

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robbi320
 
PostPosted: Sat, Jul 08 2017, 21:23 PM 



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MisterLich wrote:
on-hit Flesh to Stone arrows are the shit, just saying

Do I see that correctly as they are a saveless drain 2 str and con on-hit?


 
      
TormakSaber
 
PostPosted: Sat, Jul 08 2017, 22:15 PM 

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Nothing a bubble or a restoration doesn't fix or make you immune to, though, and it doesn't stack. A non dedicated archer will also likely have a difficult time hitting a high end target's AC - a target that is probably in their face hitting a potentially non epic dodging non-shield user's AC.

If you're a dedicated archer, well, props, go big.

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Dark Immolation
 
PostPosted: Sat, Jul 08 2017, 22:32 PM 

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Ulir wrote:
I will clean up the post later for claritys sake.


Whenever you get back to editing: You got Identify(twice) under Abjuration, the Dispel Magic changes under Divination(of course, the dispels are Abjuration), and a couple of repeats under Evocation.

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Sometimes, an angel is simply a devil with better intentions.


 
      
Ulir
 
PostPosted: Sun, Jul 09 2017, 19:48 PM 

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Thanks for pointing it out. Trimmed it down, but didn't feel like alphabetizing it... yet.

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Daniel
 
PostPosted: Tue, Jul 18 2017, 23:38 PM 

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Joined: 15 Feb 2008

I ♥ you


 
      
Darkblade
 
PostPosted: Sun, Sep 17 2017, 12:31 PM 

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bumping this handy overview

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Kudark
 
PostPosted: Sun, Sep 17 2017, 16:34 PM 

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Joined: 14 Dec 2009
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Ball Lightning is listed twice, each with a different description.

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Amarice-Elaraliel
 
PostPosted: Thu, Sep 21 2017, 11:55 AM 

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viewtopic.php?f=112&t=56068&p=1445337#p1445337

Re-posted there so people don't have to dig!

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