Coming Soon: Announcement Thread (2021)

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Coming Soon: FAI/Soubar Vendor Buy Prices (Split 1.0)

Unread post by Rhifox »

With the split update (very soon), these two zones will be getting slight changes to their vendors.

FAI vendor is reverting to a 1400 buy price. I don't expect this to return FAI to being a prominent hub due to the changes to the loot system, but maybe it'll help spread things out a bit.

Soubar 1400 vendor is changing from the 'Wares' vendor to the 'Goods' vendor. You will no longer need to identify at one vendor and then sell at another to get the best prices. This also prevents clogging the Wares vendor with trash, as that vendor sells decent gear.
Last edited by Rhifox on Sat Jul 10, 2021 8:08 am, edited 1 time in total.
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Coming Soon: Cosmopolitan feats (Split 1.1)

Unread post by Rhifox »

Hello!

These feats were recently discovered by Valefort in the game files. They were part of vanilla, but the 2da table was messed up so they never appeared.

Cosmopolitan feats allow the unlocking of non-class skills as class skills by taking a feat. For example, a fighter could take Cosmopolitan (lore: arcana) and have access to Arcana as a class skill.

Currently, only non-mechanically-significant skills are available for Cosmopolitan. Heal, Hide, MS, Spot, Listen, Spellcraft, Taunt, Tumble, and UMD are not available at this time. There is some consideration for opening these as well at a later date since they will still require a feat to take, plus the skill points needed to invest in them (though UMD will likely never be allowed).

These feats will come in with the next patch.

Edit: Some local testing has shown that Obsidian did not, in fact, finish coding them. Because this is a good idea, though, I'm going to see if it's possible to code our own solution. This means it may take time before these go in, if they are able to at all.

Edit 2: Crisis averted, Matelener noticed another area that needed to be changed to get the feats to work. This is back on schedule for next patch.

Edit 3: These will be under the name 'Extra Skill' when they go live, instead of Cosmopolitan.
Last edited by Rhifox on Sat Jul 10, 2021 8:07 am, edited 8 times in total.
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Coming next update: Monk of the Long Death changes

Unread post by matelener »

Upcoming monk of the long death changes:

Macabre experiments
Type of Feat: Class
Prerequisites: Monk of the Long Death 4
Specifics: The Monk's knowledge of death, injury and bodily anatomy allows him to enhance his natural armor (skin). He gains a +2 bonus at level 4, and another +2 at levels 8 and 10. This is an enhancement bonus and will not stack with other enhancement effects.

Use: Automatic
Death attack
Type of Feat: Class
Prerequisites: Monk of the Long Death 6
Specifics: At 6th level, the monk of the long death gains the ability to make a death attack. The target is paralyzed for three rounds if he fails a fortitude save DC 10 + (monk level)/2 + (assassin level)/2 + your intelligence modifier. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Cooldown: 1 minute
- having MotD levels will properly remove G.Flurry and Adamantine Fists from any monk no matter what your leveling order is
- Death touch is now correctly based on monk's character (not class) level as per description. Once per day use is changed to 5 minute CD.

DISCLAIMER: You do not need to RCR your character for these changes to take effect.
Last edited by matelener on Thu Jun 24, 2021 9:56 pm, edited 2 times in total.
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Coming Soon: Faster progression for Hide in Shadows (Split 1.2)

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The Rogue ability Hide in the Shadows will progress faster in the next patch. The new progression will use the following formula:

7-10: 2 seconds
11-13: 1 second
14-16: 0.5 seconds
17+: Instant

This change will be automatic and won't require RCRing.
Last edited by Rhifox on Sat Jul 10, 2021 8:07 am, edited 1 time in total.
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Coming Soon: Minor Class Changes (Split 1.2)

Unread post by Rhifox »

Each of these is a fairly minor change so putting them in a combined thread.

1. Druids and Monks
Druids and monks are now permitted to multiclass freely again. The mechanical issues that the combination was banned for are no longer an issue due to other changes that have been made, so this combination is allowed again.

2. Blade/Deathsinger and Bard
Bard now qualifies for these two classes. Technically this is not a new change, but the original implementation was not complete so it didn't work. Now it should. Note that Blade/Deathsinger will not progress bard song, just bard spellcasting. This may change.
Last edited by Rhifox on Sat Jul 10, 2021 8:07 am, edited 1 time in total.
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Coming Soon: Mark of the Hunter (new ranger spell)

Unread post by matelener »

Hey, in the next update there's a new spell coming up for rangers. It's purpose is to narrow a bit the gap between rangers at the peak of their power and at the very bottom of it - fighting against non-FEs.

Divination
Level: Ranger 4,
Components: V, S, M,
Casting Time: 1 standard actions
Range: Long
Target: One creature
Duration: 1 round / level
Saving Throw: none
Spell Resistance: yes

By pointing your finger at an enemy of yours, you expose a weakness in its defense and you divinate knowledge how to capably hunt its kind. For the duration of the spell, the target's AC is lowered by 2. At the same time, if the target is not one of your Favored Enemies, you receive a damage bonus equal to 1 plus 1 per 5 caster levels against its racial type.
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Coming Soon: Tenser Transformation change

Unread post by matelener »

Next update, Tenser Transformation will no longer penalize the caster with Arcane Spell Failure as long as the caster has any wizard or sorcerer levels.

Consumables/UMD will be allowed but not spell-casting.

It will not work when polymorphed or shapechanged though.
Last edited by matelener on Sat Jul 31, 2021 5:27 am, edited 2 times in total.
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Coming Soon: Heavy Armor Optimization changes

Unread post by matelener »

Next update, Heavy Armor Optimization and Greater Heavy Optimization feats will become more generalized. They will be renamed as Armor Optimization feats and they will benefit any armor (light/medium/heavy) as long as it's not made of mithral (they cannot be optimized any further!). For light armors, Armor Check Penalty can only be reduced to 0 (won't become positive).

No need to modify existing characters with these feats to be affected by this change.
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Coming Soon: Domains Rework and New Domains (Split 1.2)

Unread post by Rhifox »

The wiki has been fully updated to account for deity additions and domain updates from this project. Individual deity and spell pages will be updated eventually, but the main articles are all set now. Going forward, please use the wiki for domain information, rather than the Google Sheet.

https://wiki.bgtscc.net/index.php?title=Deity
https://wiki.bgtscc.net/index.php?title=Cleric_Domains

This will be the last update to this thread, as this project can now be considered finished.
Hello! As some already know, I'm working on a rework and expansion to cleric domains. I am looking to have it done before the next patch (split 1.2), so that clerics will be able to take advantage of it before the 100% RCR period ends.

With the rework, domains will no longer have empty spaces. Every domain will have at least one feature (some have multiple, but in most cases the secondary feats are just skill feats), and a full roster of spells from level 1 to 9. There will also be some new domains.

Finally, the favored weapons for Sune, Loviatar, Beshaba, and Nephthys will be changed to their canonical favored weapon of whips. Hoar and Lurue may get changed to their canon weapons of shortspears as well.


Here is the list of most likely domain additions:

[link removed]

Some disclaimers: Spells are mostly complete, some feats might have small changes.

Deity-Domain list should not be considered final as deliberation is still ongoing. List on left is more-or-less guaranteed and based mostly on canon domains, yellow list is likely additions but still need approval, red list is most likely cut for this update (but could be added in the future). Attempts are being made where possible to keep strong domains even with gods that don't have them canonically, but some gods will likely lose some domains where they can't be justified at all (so many random Luck domains). Other gods will gain domains.

Archfiend clerics are still up in the air.
Last edited by Rhifox on Thu Sep 23, 2021 7:25 pm, edited 6 times in total.
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Coming Soon: Shifter PRC

Unread post by matelener »

UPDATE
Hidden: show
- Natural Spell is available as a feat to Shifters (that means wizard/shifter may select it if he meets the requirement of 13 WIS)
- DM/EDM damage is reduced by 50% in wildshape effects
- lowered a bit the scaling of Shifter defensive stats: CON / Shield AC (it will also give me some breathing room for future Shifter content)
- two new commands for all characters: ">POLYNOWEAPON" - removes weapon while under polymorph effect, ">POLYTOGGLEWEAPON" - toggles on/off weapons under polymorph effects that will be remembered
- updated class requirement: it requires score of 13 in primary casting ability without equipped items

Next update, the long-awaited Shifter PRC is going to be opened. It's a 20 level PRC for druids, shamans, sorcerers and wizards that does not progress spellcasting. However, various forms have spell-like abilities on short cooldowns. The first release contains 10 special Shifter shapes which will be all available in case of a fully leveled Shifter. Some time in the future, another batch of shapes might be added but the limitation of 10 shapes will likely remain in place.

Class description is as follows:
Shifter

The shifter has no form that she calls her own. Instead, she clothes herself in whatever shape is most expedient at the time. While others base their identities largely on their external forms, the shifter actually comes closer to her true self through all her transformations. Of necessity, her sense of self is based not on her outward form, but on her soul, which is truly the only constant about her. It is the inner strength of that soul that enables her to take on any shape and remain herself within.

At first, the shifter can risk only humanoid forms and familiar animal shapes. As she grows more comfortable with her own true shapelessness, however, she can assume more outlandish forms. Eventually, she knows herself so well that she feels just as comfortable in the shape of a completely different creature type as she does in her own. At that point, her past - even her race - becomes irrelevant, since external form no longer matters to her.

The shifter's path is ideal for a spellcaster of any race who has experienced shapeshifting and yearns for more of it. Such a character can be a great force for either good or ill in the world; an evil shifter in particular poses a terrible threat, for she can appear anywhere, in any form. The same opponents may face her again and again, in one shape after another, never realizing that they actually face a single, formless enemy.


Requirements:

Race: Any

Alignment: Any

Feats: Alertness, Toughness

Spells: Able to cast 3th level spells as a druid, spirit shaman, wizard or sorcerer (only levels in base classes are accounted for and the character must have at least 13 or higher primary casting ability score without enhancement effects)


Class Features:

- Hit Die: d8

- Base Attack Bonus: High

- High Saves: Fortitiude, Reflex

- Weapon Proficiencies: A Shifter gains no weapon proficiencies.

- Armor Proficiencies: A Shifter gains no armor proficiencies.

- Skill Points: 4 + Int Modifier.

- Class Skills: Concentration, Diplomacy, Disguise, Heal, Hide, Knowledge(nature), Move Silently, Listen, Parry, Spot, Survival, Tumble

- Spells per Day/Spells Known: The Shifter does not progress spellcasting

- Special: If the character is a druid, Shifter levels progress wildshape uses per day. In addition to that, at Shifter level 15 character qualifies for Legendary Animal and Epic Elemental Wildshape. Lastly, at level 20, he qualifies for Dragonshape. Shifter levels stack with Druid levels to determine the power of Epic Wildshapes.


- Class Feats
1: Polymorph at will, Darkvision
2: Shifter Wild Shape, Knockdown
3: Blind Fighting
4: Shifter Wild Shape
5: Shifter Regeneration 1
6: Shifter Wild Shape
7: Uncanny Dodge
8: Shifter Wild Shape
9: -
10: Shifter Wild Shape, Shapechange at will
11: Shifter Regeneration 2
12: Shifter Wild Shape
13: -
14: Shifter Wild Shape
15: -
16: Shifter Wild Shape
17: Shifter Regeneration 3
18: Shifter Wild Shape
19: -
20: Shifter Wild Shape

Polymorph at will
Type of Feat: Class
Prerequisites: Shifter 1
Specifics: Shifter may cast Polymorph at will. Character level will be used as the caster level.
Use: Selected

Shifter Wild Shape
Type of Feat: Class
Prerequisites: Shifter 2
Specifics: Beginning at 2st level, Shifter chooses a single creature which form he masters. Every even level, he may select another creature. Shifter forms progress in power with more Shifter levels. At certain intervals they increase in STR, DEX, CON. Additionally, they receive Shield Enhancement AC and Enhancement Bonus to their weapons.

Base Strength increase: +1 per 2 Shifter levels
Base Dexterity increase: +1 per 2 Shifter levels
Base Constitution increase: +1 per 4 Shifter levels
Weapon Enhancement bonus: +1 per 4 Shifter levels
Shield Enhancement AC: +1 at 2nd level, then +1 every 3 Shifter levels

Use: Selected

Shifter Regeneration
Type of Feat: Class
Prerequisites: Shifter 5
Specifics: Starting at 5th level, Shifter learns to leverage his shape-shifting powers to heal his own wounds. He gains one point of regeneration. At 11th and 17th levels this further increases by an additional point.
Use: Passive

Shapechange at will
Type of Feat: Class
Prerequisites: Shifter 10
Specifics: Shifter may cast Shapechange at will. Character level will be used as the caster level.
Use: Selected
Shapes + abilities description:
Hidden: show
DRYAD (ranged)
Base attributes:
STR 10, DEX 19, CON 11, NATURAL AC 3

Passive abilities:
(5 + SHIFTER_LVL/4) DR / COLD IRON
+SHIFTER_LEVEL/4 magical damage arrows

Active abilities:

Vindictive Vines

The dryad summons vines from deep within the ground and commands them to constrict her enemies.

For 5 rounds, enemies in the area must pass reflex save (DC = 10 + SHIFTER_LEVEL) or they take (SHIFTER_LEVEL/2)d6 damage and become rooted in place for 2 rounds. On successful save, they are slowed for 1 round instead.

Cooldown: 1 minute

Greater Sleep

The dryad compels creatures to fall into a magical slumber.

The ability functions just like the Sleep spell except the cumulative HD limit is equal to SHIFTER_LEVEL * 2 and there is no individual HD limit. The DC is equal to 10 + SHIFTER_LEVEL.

Cooldown: 1 minute
WEREWOLF:
Base attributes:
STR 18, DEX 15, CON 16, NATURAL AC 4

Passive abilities:
(5 + SHIFTER_LVL/4) DR / SILVER
Scent
Multiattack
Lacerate
20% Movement Speed increase

Active abilities:
Knockdown

Lacerate

Once a round, the werewolf rends his enemy causing it to bleed. The wound inflicts STR_MOD * 2 damage each round for 3 rounds total.
GELATINOUS CUBE:
Base attributes:
STR 10, DEX 1, CON 19, NATURAL AC 8

Passive abilities:
See Invisibility
Ooze Immunities
Electricity Immunity
25% piercing and slashing damage Immunity
Paralyzing attacks

Active abilities:

Engulf

The cube mows down the enemy.

The ability functions similarly to a Bigby 9 spell with the following differences:
- in the grappling rolls the cube uses SHIFTER_LEVEL + STRENGTH (instead of caster level + casting attribute)
- the ability lasts 10 rounds
- each round in hold, the cube deals acid damage equal (to SHIFTER_LEVEL)*d4 and heals the cube for half of that amount
- the grapple is broken whenever the cube moves away from its target

Cooldown: 1 minute
MANTICORE:
Base attributes:
STR 20, DEX 15, CON 19, NATURAL AC 6

Passive abilities:
Scent
Multiattack
30% Movement Speed increase

Active abilities:
Charge
Manticore Spikes

Manticore Spikes

With a snap of its tail, the manticore looses a voley of six spikes.

On a successful RTA, each spike deals 2d8 + SHIFTER_LEVEL piercing damage.

Cooldown: 30 seconds
OWLBEAR:
Base attributes:
STR 23, DEX 12, CON 21, NATURAL AC 8

Passive abilities:
(5 + SHIFTER_LVL/4)/- DR
Scent
10% Movement Speed increase

Active abilities:
Knockdown
Deafening Screech

Deafening Screech

Unlike his usual hoots, the owlbear emits a piercing screech causing his foes to tremble and deafen. Each enemy in 30 feet range must pass a SHIFTER_LVL+10 Fortitude check or become stunned for 1d4 + 1 rounds and deaf for 10 rounds. Regardless of the save, they receive penalty of SHIFTER_LVL to Concentration checks for 10 rounds.

Cooldown: 1 minute
PIXIE (ranged):
Base attributes:
STR 7, DEX 18, CON 11, NATURAL AC 1

Passive abilities:
(5 + SHIFTER_LVL/4) / COLD IRON DR
15 + SHIFTER_LEVEL Spell Resistance
Sneak Attacks: 3d6, increased to 6d6 at Shifter 10, 9d6 at Shifter 20
50% Movement Speed increase

Active abilities:
Invisibility
Irresistible Dance

Invisibility

The pixie is able to cast Invisibility at will with a caster level equal to SHIFTER_LEVEL.

Irresistible dance

The pixie throws her enemies into an involuntary dance.

For the next SHIFTER_LEVEL/2 rounds, the enemies fall into bursts of dance. Each round after the first, victims can attempt to break out with a Will save check equal to SHIFTER_LEVEL + 10.

Cooldown: 1 minute
WYVERN:
Base attributes:
STR 21, DEX 12, CON 15, NATURAL AC 8

Passive abilities:
Scent
Multiattack
Immunity to sleep & paralysis
30% Movement Speed increase
Wyvern poison on tail stings

Active abilities:
Charge
Knockdown
GORGON:
Base attributes:
STR 21, DEX 10, CON 21, NATURAL AC 7

Passive abilities:
(5 + SHIFTER_LVL/4) / - DR
Scent
Furious Charge,
Powerful Charge,
Dire Charge
30% Movement Speed increase

Active abilities:
Charge
Petrifying Breath

Petrifying breath

The gorgon exhales petrifying gas in a cone.

Each enemy creature in that area must succeed on a fortitude save (DC = 10 + SHIFTER_LEVEL) or will be turned into a stone.

Cooldown: 1 minute
OGRE MAGI:
Base attributes:
STR 21, DEX 10, CON 17, NATURAL AC 5

Passive abilities:
Regeneration 5
10 + SHIFTER_LEVEL Spell Resistance
See Invisibility
10% Movement Speed increase

Active abilities:
Orb of Force
Chain Lightning
Firebrand

Orb of Force

The ability functions just like the spell. Caster level for damage calculation is equal to SHIFTER_LEVEL.

Cooldown: none

Chain of Lightning / Firebrand


The ability functions just like the spell. Caster level for damage calculation is equal to SHIFTER_LEVEL. For spell penetration purposes, character level is used. Reflex DC is equal to 10 + SHIFTER_LEVEL.

Cooldown: 30 seconds
MINDFLAYER:
Base attributes:
STR 12, DEX 14, CON 12, NATURAL AC 3

Passive abilities:
20 + SHIFTER_LEVEL Spell Resistance
See Invisibility

Active abilities:
Mind Blast
Extract
Dominate Monster

Mind Blast

The mind flayer magically emits psychic energy that invades the minds of enemies.

Every enemy caught in the area takes (SHIFTER_LEVEL)*d10 damage and must succeed a will save (DC = 10 + SHIFTER_LEVEL). On a success, the damage taken is halved. On a failure, the target is additionally stunned for 3 rounds.

Cooldown: 30 seconds

Extract

The mind flayer attempts to extract and devourer a brain from an incapacitated humanoid.

The victim must succeed a fortitude save (DC = SHIFTER_LEVEL + 10). On a successful save, it suffers (SHIFTER_LEVEL)*d10 damage. On a failed save, the victim dies and the mind flayer receives 30 temporary hit points and a morale bonus of +2 to attacks, saves and armor class for 1 minute.

Cooldown: 1 minute

Dominate

The ability functions just like the spell. Caster level is equal to SHIFTER_LEVEL.

Cooldown: 10 minutes
DISCLAIMER I:
Some bugs may still be present in this implementation. Please report and don't expect them to remain un-fixed, if they are beneficial.

DISCLAIMER II:
Underperforming shapes might be positively adjusted, should they really need it. However, not all shapes fullfil the same purpose/role, so don't expect them to be playable across the entire PvE! Shifters gotta be shifting.

DISCLAIMER III:
Sometime in the future, couple of models will get replaced by newer, prettier ones. In pixie's case, it's even a gender change.

DISCLAIMER IV:
Prettier, more detailed wiki-documentation will take time. If there is any volonteer to help with that, it would be very much appreciated.

DISCLAIMER V:
If you cannot find a small bar with shape's special abilities, look in the upper-left corner. Drag it to wherever you want it to be.
Last edited by matelener on Sun Aug 01, 2021 1:21 pm, edited 13 times in total.
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Coming Soon: Regional History Feats and Human Subraces (Split 1.2)

Unread post by Rhifox »

Next patch, characters will have a choice of regional history feats (from Player's Guide to Faerûn) in the list of available history feats. These will not replace existing history feats (wild child, survivor, etc), but will add on to them.

These regional feats will give an automatic language or two based on which region you pick, as well as providing some lore on the region and the kinds of gods that region favors.

Players will not have to RCR for these. I will be putting an NPC in the Nexus to allow players to select new history feats to take advantage of these without needing to RCR. This will only work one time per character, and will only allow selecting the new region feats, not the vanilla skill feats.

Image


In addition, humans will be gaining a selection of subraces from Player's Guide to Faerûn. After the patch, the following selection will be available:

Human
-> Human
-> Calishite
-> Chondathan
-> Damaran
-> Deep Imaskari
-> Illuskan
-> Mulan
-> Rashemi
-> Tethyrian
-> Bedine
-> Ffolk
-> Gur
-> Shaaran
-> Turami
-> Ulutiun
-> Vaasan
-> Lantanna

Except for Deep Imaskari, which are already in the game, these subraces do not confer any different stats from normal humans. They exist to allow RP customization and to provide players with access to the lore for the various human ethnicities. For now, ethnicities other than these will be just included under the generic Human subrace, but in the future more may be added (or even for the coming patch, depending on how work goes).

Like regional feats, I will try to provide a method for changing subrace without needing to RCR. I am less sure that this will work, but script functions support that it is possible. This will only work for humans, and only allow changing to one of the new subraces (not Deep Imaskari).


I hope you all enjoy!
Last edited by Rhifox on Sun Aug 01, 2021 4:52 am, edited 1 time in total.
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Coming Soon: Self-concealment requirements changes

Unread post by matelener »

Next update, the epic feat line of Self-Concealment will have its requirements changed from:
Dexterity 27, Hide 30, Tumble 30, Improved Evasion
to:
Dexterity 25, Hide 30, Tumble 30
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Coming Soon: Appearance Change improvements

Unread post by matelener »

Next update, two improvements are coming to the Appearance Kit:

1) There will be additional dialogue options to fast-forward and rewind by 10 through armor variations / armor parts / weapon & shield models
2) Everytime you go through a variation, there will be a floating message with the number of the chosen variation, so you'll always know where you're at number-wise

It's not the perfect QoL but little something while we're waiting for a major overhaul.
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New/Updated Spells (Split 1.2)

Unread post by Rhifox »

Master Earth (src: Spell Compendium)
Caster Level(s): Druid 7
Innate Level: 7
School: Transmutation
Component(s): Verbal, Somatic, Material
Range: Self
Area of Effect / Target: Personal
Duration: Instantaneous
Save: Harmless
Spel Resistance: No

The ground below your feet suddenly seems insubstantial, and you sink below the surface, moving through dirt and stone as easily as if you were flying through the air.

You travel straight through the earth itself to a destination you choose.

The movement is instantaneous and has no distance limitations (though the location must be on the same world). You need only think of where you want to go. If you don’t think of an exact location, the earth carries you to the periphery of the general area you imagine.

The earth never leaves you stranded inside it. It always puts you back to the surface even if it cannot deliver you to your chosen destination. It takes you as far as it can. Underground, creature-built structures don’t hinder you as long as you can move around them.

This spell functions only on the Material Plane. Traveling to and from the depths of the Underdark can be dangerous, due to changes in the earth's density as the caster descends or ascends through it.

Material Component
850 gp worth of animal fossils, which dissolve to dust after the spell is cast.
Master Earth functions as wizard teleport in terms of mechanics and cost, but only works on the caster.

If Tree Stride/Travel by Plant can't be fixed to work cross-server, Master Earth can be expanded to work on multiple characters as it will serve the function of being the druid/shaman cross-server teleport (while TS and TbP are local teleports). If they can be fixed, then ME instead serves the purpose of being a non-material-locked single-person teleport for high-level druids/shamans, (while Tree Stride remains in use by rangers, and Travel by Plant is still needed for group travel).
Healing Touch (src: Book of Exalted Deeds, Magic of Faerûn)
Caster Level(s): Sorcerer / Wizard 3
Innate Level: 3
School: Necromancy [Good]
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instantaneous
Save: None
Spel Resistance: No

The skin of your hands turns translucent, showing the muscle and bone beneath. You touch your badly injured ally and feel your own vitality leave your body and enter their damaged form.

You transfer some of your life essence to the subject of the spell, healing it. You can heal up to 1d6 points of damage per two caster levels (maximum 15d6). You take damage equal to half the amount your subject was healed. This spell cannot heal a subject of more damage than your current hit points +10, which is enough to kill you.
Functionally the inverse of Vampiric Touch, Healing Touch gives arcane spellcasters a limited means to serve a healing role, which they currently can only do pre-emptively via Stoneskin. It also helps expand the number of white necromancy spells (and Good spells in general), which are pretty lacking.
Greater Glyph of Warding
Caster Level(s): Cleric 6, Rune 7
Innate Level: 6
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Casting Time: 3 castings
Range: Short
Area of Effect / Target: Large
Duration: 60 seconds / 2 Level
Save: Reflex 1/2
Spell Resistance: Yes

This is a more powerful version of Glyph of Warding. Greater Glyph of Warding deals 1d8 points of damage per two caster levels to the intruder and to all within 5 feet of him or her. This damage is divine, sonic, or negative, based on the alignment of the caster. Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.
Normal Glyph of Warding has also had its damage dice cap raised from 5 to 10.
Hindsight (src: Spell Compendium)
Caster Level(s): Bard 6, Sorcerer / Wizard 9, Knowledge 9
Innate Level: 6
School: Divination
Casting Time: 10 castings
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Personal
Duration: 1 minute / level
Save: Harmless

You can see and hear into the past, getting a look at events that happened previously at your current location. The level of detail you see and hear by means of this spell depends on the span of time you wish to observe; concentrating on a span of days renders a more detailed perspective than, say, a span of centuries. Casting this spell has the practical effect of conferring a +10 bonus to Lore: History checks, increasing by +1 per 2 caster levels.

Gaining knowledge with this spell beyond the bonus to Lore: History checks generally requires supervision by a DM.
Another divination RP spell.
Animal Shapes (src: PHB)
Caster Level(s): Druid 7, Animal 6, Scalykind 8
Innate Level: 7
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One creature
Duration: 1 Hour / level
Save: None
Spell Resistance: No

You transform yourself or another character into an animal. The spell has no effect on unwilling creatures.
Polymorph for druids and animal/scaly domain clerics. For now just uses polymorph blueprints (but none of the humanoid forms), but will eventually be upgraded to use more powerful forms better fit for a 7th level spell.
Freedom (src: PHB)
Caster Level(s): Wizard / Sorcerer 9, Healing 9, Renewal 9
Innate Level: 9
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One creature
Duration: 6 seconds / level
Save: None
Spell Resistance: No

The subject is freed from spells and effects that restrict its movement and mental state, including entangle, grappling, solipsism, paralysis, petrification, sleep, slow, stunning, and web.
Freedom of Movement + Mind Blank + Stone to Flesh, single target only.
Disjoin Magic (src: PHB, as Mordenkainen's Disjunction)
Caster Level(s): Magic 9
Innate Level: 9
School: Abjuration
Descriptor(s):
Component(s): Verbal
Range: Medium
Area of Effect / Target: Single or Large
Duration: Instantaneous
Save: Will negates (object)
Spell Resistance: No

All magical effects within the radius of the spell are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does). Disjoin Magic can also target a group of creatures, attempting to remove all area effects from the creatures in the group, as well as the most powerful magic effect on each target. To remove an effect, you make a dispel check of 1d20 +1 per caster level (to a maximum of +30) against a DC of 11 + the spell effect's caster level.

This spell can also be used to destroy magical items. A disjoined magic item must make a successful Will save or be turned into a normal item. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. Destroying magical items with this spell generally requires supervision by a DM, and it is subject to pvp rules. For the purpose of pvp rules, disjoining an item is considered a form of perma-death (for the item) and thus requires the consent of the player whose item is to be destroyed.

Even artifacts are subject to disjunction, though there is a very low chance of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save. Failure on the save can impose harsh consequences, up to the possibility of permanently lose all spellcasting abilities. (Abilities so lost cannot be recovered by mortal magic, not even miracle or wish.) Destroying artifacts is a dangerous business, and it is very likely to attract the attention of some powerful being who has an interest in or connection with the device. Destroying artifacts always requires supervision by a DM.
Slightly downtuned Mords for Magic domain clerics, with more focus on its IC RP uses. Has dispel effect but not the breach or SR reduction of wizard mord.


In addition, Elemental Swarm will now adjust which four elementals you get depending on your domain. Druids will continue to get a balance set of all four elements, while Air, Water, and Earth/Dwarf clerics will get only four elementals of their element (or two of each, if you take two separate elemental domains). Fire would have this function, too, but I'm pretty sure no one would want me to drop Meteor Swarm for Elemental Swarm.

Cold domain does not get Elemental Swarm, but will hijack the Elemental Swarm provided by Air or Water to summon only ice elementals if an Auril cleric has both.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
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Rhifox
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1.2 Small Class Changes (Div Seeker, Bodyguard)

Unread post by Rhifox »

These went in with the 1.2 patch. Just reporting here because they were not announced before.

Divine Seeker
Sacred Stealth now lasts for a number of minutes equal to the character's class level plus twice their Charisma modifier. (up from just twice Charisma mod).

Divine Perseverance now heals 1d6 per class level plus twice Charisma modifier (up from 3d6 plus Charisma mod)


Bodyguard
All-Out Assault now has a 5-minute cooldown instead of being once per day (it might have already had this in-game, but the wiki is updated now). All-Out Assault also now lasts for 5 rounds, and the self-damage per round has been reduced to 5 (and only starts from the 2nd round, for a total of 20 damage).



These changes were made as part of the domain rework (as some domains give these features), but the core class also benefits from the updates.
Last edited by Rhifox on Sat Aug 07, 2021 5:24 am, edited 1 time in total.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
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