Coming with the server split:
Changes
Launch Stone
Launch Stone no longer checks SR, updated vfx.
Launch Bolt
Launch Bolt no longer checks SR, updated vfx. Launch Bolt also now scales with caster level every five levels up to 8d8 at CL15.
Commune with Nature
Description fixed to say it is Divination, not Transmutation. Commune with Nature now gives +8 bonus to Lore Nature and Lore Geography as well as the +8 it already gave to Survival, to keep it in line with similar divination spells Legend Lore, Commune, and Contact Other Plane (the latter two are new additions, see below). As a consequence, and to adhere more to pnp, Commune with Nature now has a 10 round casting time instead of 3 rounds.
Halo of Sand
Updated vfx. Halo of Sand now actually has a halo of sand graphic.
Races
Drow will now receive their pnp racial of Dancing Lights. Aasimar have had their Light spell fixed to 1/day instead of 5 (all class entries in pnp, on both BG and NWN2 wikis, and in-game all had it set to 1/day. Only the actual ability was wrong.)
Augment Summon and Beckon the Frozen
These two feats can now be qualified with either Spell Focus Conjuration or Spell Focus Necromancy. Necromancers no longer need to take SF Conjuration to maximize their undead summons.
Animalistic Power
Animalistic Power now lasts for 10 minutes per caster level instead of 1.
Legend Lore
Description updated to include pnp fluff. Legend Lore now also increases Lore: History instead of Lore: Arcana.
Exorcism
Revamped description. Stat card now correctly states the spell is an Abjuration spell with Short range. Now correctly deals 1d6 damage per level. Updated vfx.
Thunderlance
Updated vfx. Fixed the spell being blocked by Cold immunity.
Flaywind Burst
Updated vfx.
Sand Warriors
Updated vfx.
Avasculate
Updated vfx.
Blood Magus Awaken Blood
Updated vfx.
Blood Magus Blood Walk
Updated vfx.
Blood of the Martyr
Updated vfx.
Blood Vision
Updated vfx.
Blood to Water
Updated vfx.
Beltyn's Burning Blood
Updated vfx.
Blood Magus Modes
6 seconds of spell failure removed, to make it consistent with the changes to Spirit Shaman Blood Magic.
Resonating Bolt
This bard spell's name was broken. Now it should read correctly.
Wounding Whispers
This bard spell existed but was missing its name and description. Now it has them. Its power has also been adjusted.
Caster Level(s): Bard 3
Innate Level: 3
School: Abjuration
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 round/level
<i>The words of this spell produce hissing, sibilant echoes that spin around you, invoking doom upon those who dare to harm you.</i>
Any creature striking you takes 1d6 points of sonic damage +1 point for every two caster levels you have.
Flensing
This wizard/sorcerer spell existed but was missing its name and description. Now it has them. Also, new icon.
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Transmutation
Descriptor(s): Evil
Components: Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 4 rounds
Save: Fortitude partial
Spell Resistance: Yes
When you cast this spell, you literally strip the flesh from a corporeal creature's body, inflicting incredible pain and psychological trauma. Each round, the target takes 2d6 points of slashing damage, 2 points of Charisma damage, and 2 points of Constitution damage. A successful Fortitude save negates the ability damage and reduces the hit piont damage by half. The target can make a saving throw each round to reduce the damage in that round.
Additions
Commune (already in-game, but now has an actual effect)
Caster Level(s): Cleric 5
Innate Level: 5
School: Divination
Casting Time: 10 castings
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Personal
Duration: 1 minute / level
Save: Harmless
You contact your deity - or agents thereof - and ask short questions that can be answered by a simple 'yes' or 'no'. You must keep your questions short, two brief sentences of seven words, or less. The deity will respond if it wishes to. Usually no questions are answered, but the deity or its agents almost always acknowledge the communion. A deity is most likely to answer questions about its own religion, which has the practical effect of conferring a +15 bonus to Lore: Religion checks.
The answers given are correct within the limits of the entity's knowledge. "Unclear" is a possible answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity's interests a short phrase can be answered instead.
The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.
Gaining knowledge with this spell beyond the bonus to Lore: Religion checks generally requires supervision by a DM.
Contact Other Plane
Caster Level(s): Sorcerer/Wizard 5
Innate Level: 5
School: Divination
Casting Time: 10 castings
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Personal
Duration: 1 minute / level
Save: Harmless
You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. The entity will respond if it wishes to. Usually no questions are answered, but the entity or its agents almost always acknowledge the communion. An entity is most likely to answer questions about its own plane and servants, which has the practical effect of conferring a +15 bonus to Lore: The Planes checks.
Contact with minds far removed from your home plane is a trying experience and can break weaker minds. Use of this spell may require the caster to make Will saving throws. Failing this roll can cause a temporary decrease to the caster's Intelligence and Charisma or some other effect at the discretion of the DM. The more alien, distant, or powerful the entity, the more likely a saving throw will need to be made and the higher the consequences are likely to be, but the entity will also be more likely to know the answer and answer correctly.
On occasions, this divination may be blocked by an act of certain deities or forces.
Gaining knowledge with this spell beyond the bonus to Lore: The Planes checks generally requires supervision by a DM.