Spell Changes

Moderator: Moderator

Post Reply
Administrator
Forum Moderator
Posts: 440
Joined: Sat Mar 28, 2009 5:14 pm

Spell Changes

Unread post by Administrator »

SPELL CHANGES
  • Breach & Lesser Breach: Can strip Energy Immunity and Improved Mage Armor.
  • Nightshield: Has been disabled
  • Living Undeath: Has been disabled
  • StoneBody: Is now 6 seconds a level
  • IronBody: Is now 6 seconds a level
  • Bigby's Forceful Hand: Allows a Strength check each round the spell is in effect. The DC is based on the caster's spellcasting modifier (Intelligence for Wizards, Charisma for Sorcerers).
  • Jagged Tooth: now work on all wild shape forms and companions.
  • Greater Magic Fang - works on your wild shape form.
  • Tesner's Transformation: You gainthe following benefits: +4 Strength, +4 Dexterity, +4 Constitution, +4 Natural AC, +5 Fortitude saves, Proficiency with Simple and Martial Weapons, 100% spell failure, and an attack bonus equal your hit dice minus your current BAB. You do not Polymorph anymore.
  • Conviction: will no longer work if the target already has Greater Resistance or Superior Resistance.
  • Greater Resistance: now removes Conviction on the target.
  • Superior Resistance: now removes Conviction on the target.
  • Weird: will now work on those immune to death magic.
  • Phantasmal Killer: will now work on those immune to death magic.
  • Wall of Dispel Magic + Dispel Magic - Caster Level DC changed from 10 to 15.
  • Greater Wall of Dispel Magic + Greater Dispel Magic - Caster Level DC changed from 15 to 20.
  • Shadow Simulacrum can no longer create a clone of a clone, or clone a boss.
  • Glass Doppleganger can no longer create a clone of a clone, or clone a boss.
  • Battletide: You create an aura that steals energy from your enemies. Your enemies suffer a -2 circumstance penalty on saves, attack rolls, and damage rolls, once entering the aura. On casting, you gain a 50% movement speed increase, a +1 bonus to your saves, a +1 bonus to your attack rolls, and a +1 dodge ac bonus.
  • Holy Sword - Can only be cast by lawful good characters. This includes being cast from a wand or scroll.
  • Cloudkill - DC fixed, SR removed, changed to school of conjuration.
  • Evards Black Tentacles now uses an attack roll of d20 + caster level + 4 instead of d20 + 5. This allows the spell to scale and hit opponents closer to the pnp rules (should be a melee touch attack).If the target is hit a grapple check is made (d20 + caster level + 8 vs the targets BAB + strength modifier + d20). A successful grapple deals the damage as normal. The paralyze component has been left the same as the OC version of the spell. If any tentacle attack hits a target, the target must then make a Fortitude saving throw or become paralyzed.
  • Blades of Fire - Duration is 1 round/level for rangers.. still 2 rounds for all other classes.
  • Summon Creatures 1-9 last 1 minute per caster level.
  • Darkness grants 50% concealment to ranged weapons.
  • Word of Faith now has a will save.
  • Regeneration: Target gains fast healing 10. Duration is 10 + 1 round / caster level
  • Mass Heal: Heals 250 hp (was 150)
  • Greater Restoration: Heals up to 150 hp (was full hp)
  • Create Greater Undead changed to 1 minute a level
SPELL DAMAGE CHANGES


Level 1
  • Lesser Orb Spell Line - 9d8
  • Magic Missile - Up to 9 Missiles
  • Shocking Grasp - 9d6
  • Burning Hands - 9d4
  • Negative Energy Ray - 7d6
Level 2
  • Aganazaars Schorcher - 10d8
  • Body of the Sun - 12d4
  • Fireburst - 12d8
  • Frost Breath - 12d4
  • Gedlee's Electric Loop - 12d6
  • Ice Darts - Up to 9 darts. Each dart does 1d4+1 Cold + 1d4 Piercing.
  • Rainbow Beam - Scales to 7d12

Level 3
  • Awaken Sin - 15d6
  • Call Lightning - 15d6
  • Fireball - 15d6
  • Hypothermia - 15d6
  • Lightning Bolt - 15d6
  • Negative Energy Burst - 15d4
  • Mestil's Acid Breath - 15d6
  • Rainbow Blast - Scales up to 5d16
  • Scintillating Sphere - 15d6
  • Searing Light - Damage cap doubled
  • Vampiric Touch - 15d6

Level 4
  • Castigate - 21d4
  • Flame Strike - 18d6
  • Hammer of the Gods - 10d8
  • Isaacs Missile Storm - 1 Missile per CL. 15 Max. 12 Max per target.
  • Orb of Cold - 18d6
  • Orb of Fire - 18d6
  • Orb of Sound - 18d6
  • Orb of Electricity - 18d6
  • Orb of Force - 15d6
  • Resonating Bolt - 18d4
  • Shout - 18d6

Level 5
  • Arc of Lightning - 21d6
  • Cacophonic Burst - 21d6
  • Call Lightning Storm - 21d6
  • Cone of Cold - 21d6
  • Flaywind Burst - 18d6
  • Firebrand - 21d6
  • Greater Fireburst - 21d8
  • Sound Blast - 21d8
  • Vitriolic Sphere 21d4

Level 6
  • Chaing Lightning - 24d6
  • Extract Water Elemental - 22d6
  • Isaacs Greater Missile Storm - 1 Missile per CL. 22 Max. 12 Max per target.

Level 7
  • Delayed Blast Fireball - 27d6
  • Firestorm - 27d6
  • Prismatic Spray - 40 fire damage , 80 acid damage, 160 electrical damage

Level 8
  • Bombardment - 18d6
  • Deadly Lahar - 18d6
  • Earthquake - 21d6
  • Lions Roar - 20d8
  • Horrid Wilting - 27d6
  • Greater Shout - 24d6
  • Greater Rainbow Blast - 27d6
  • Polar Ray - 30d6
  • Sunbeam - 27d6 / 9d6 to non undead
  • Sunburst - 27d6
Level 9
  • Burst of Glacial Wrath - 30d6
  • Meteor Swarm - Targeted - 40d6

EPIC
  • Hellball - Changed to 3 uses per day. 2 Minute cool down. The damage augmentation we had done to make the spell stronger was reverted back to the OC default damage

Administrator
Forum Moderator
Posts: 440
Joined: Sat Mar 28, 2009 5:14 pm

Re: Spell Changes

Unread post by Administrator »

* Updated spell damages for level 1-3 spells, and any higher level spells missed the first time*

Post Reply