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Spell Changes

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deltaTime:
Overall Changes


A majority of spells have been renamed to match the time period.

For the purpose of hour/level spells, one hour is equal to 5 real life minutes.

Cantrips are refunded as soon as they are cast.

All spells are listed as if they were a wizard/sorcerer spell first (in regards to spell level).


Table of Contents

Spell Circle 0
Spell Circle 1
Spell Circle 2
Spell Circle 3
Spell Circle 4
Spell Circle 5
Spell Circle 6
Spell Circle 7
Spell Circle 8
Spell Circle 9


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Spell Circle 0

Abjuration

Resistance -- General Matick’s Resistance

Conjuration

Ray of Frost -- Veridon’s Frost Ray

Acid Splash -- Primidon’s Acid Splash

--- Code: ---Now inflicts 1d4 + 1 damage instead of d3
--- End code ---

Divination

Enchantment

Valstiir's Arcane Mark

--- Code: ---Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Enchantment
Descriptor(s): Visual
Component(s): Verbal, Somatic
Range: Touch (Personal)
Area of Effect / Target: Single Target
Duration: Instant
Save: None
Spell Resistance: No

You create a sigil on the target item that is unique to you. (Adds a line of blue text to the description, bearing your mark.)

--- End code ---

Daze -- Enollar’s Daze

Evocation

Light -- Brightfinger’s Light

--- Code: ---Light now creates a ball of light that follows the spell target around. It is harmless, and will not attack anything, nor block any spells or projectiles.

--- End code ---

Flare -- Primidon’s Flare
Electric Jolt -- Volhm’s Jolt

--- Code: ---Now inflicts 1d4 + 1 damage instead of d3
--- End code ---

Illusion

Necromancy

Inflict Minor Wounds

--- Code: ---Now inflicts 1d4 + 1 damage instead of 1
--- End code ---
Dethed's Disrupt Undead

--- Code: ---Caster Level(s): Cleric 0, Wizard / Sorcerer 0
Innate Level: 0
School: Necromancy
Descriptor(s): Positive
Component(s): Verbal, Somatic
Range: Short (10 meters)
Area of Effect / Target: Single Target
Duration: Instant
Save: None
Spell Resistance: Yes

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

--- End code ---

Volhm's Touch of Fatigue

--- Code: ---Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Necromancy
Descriptor(s): Fatigue
Component(s): Verbal, Somatic
Range: Touch (Personal)
Area of Effect / Target: Single
Duration: Round/Level
Save: Fortitude Negates
Spell Resistance: Yes

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.

The subject is immediately fatigued for the spell’s duration. (-2 STR, -2 CON for 1 round/2 caster levels, -15% Movespeed for 1 round/caster level.)

--- End code ---

Transmutation

Valstiir's Mage Hand

--- Code: ---Caster Level(s): Bard 0, Wizard / Sorcerer 0
Innate Level: 0
School: Transmutation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Medium (20 meters)
Area of Effect / Target: Single Target/Ground
Duration: Instant
Save: Harmless
Spell Resistance: No

You point your finger at an object and can lift it and move it to your inventory. If cast at the ground, will get the nearest unattended item in 3 meters.

--- End code ---


Zahn's Message

--- Code: ---Caster Level(s): Bard 0, Wizard / Sorcerer 0
Innate Level: 0
School: Transmutation
Descriptor(s): Verbal
Component(s): Verbal, Somatic
Range: Medium (20 meters)
Area of Effect / Target: Self
Duration: Instant
Save: Harmless
Spell Resistance: No

You can send messages back and forth with designated persons within line of sight.

--- End code ---


Ptack's Open / Close

--- Code: ---Caster Level(s): Bard 0, Wizard / Sorcerer 0
Innate Level: 0
School: Transmutation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Medium (20 meters)
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. Traps are not disarmed by this spell.

--- End code ---

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Spell Circle 1

Abjuration

Valstiir's Alarm

--- Code: ---Caster Level(s): Wizard / Sorcerer 1, Bard 1, Ranger 1
Innate Level: 1
School: Abjuration
Descriptor(s): Mental
Component(s): Verbal, Somatic
Range: Medium (20 meters)
Area of Effect / Target: Ground
Duration: 2 Hours/Level
Save: Harmless
Spell Resistance: No

You place a rune on the ground which conceals itself within 1 round and arms. After arming, any creature who walks through the area will alert the caster with a mental warning.

--- End code ---
Endure Elements -- General Matick’s Endure Elements
Protection from evil -- M’dhal’s Dispel Evil
Protection from Good -- M’dhal’s Protection from Good
M'dhal's Protection from Chaos
M'dhal's Protection from Law
Shield -- General Matick’s shield

--- Code: ---Now blocks all forms of the spell 'Magic Missile'
--- End code ---

Ironguts -- Quantoul’s Iron Stomach

Conjuration

Grease -- Shan’s Tallow
Mage Armor -- General Matick’s Armor
Summon Creature 1 -- Lucke’s 1st Monster Summons

--- Code: ---Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
--- End code ---

Divination

Identify -- Trebbe’s scry identify

Enchantment

Charm Person --Keonid’s Charm Human
Doom -- Keonid’s Doom
Sleep -- Efteran’s Sleep

Evocation

Lucke's Floating Disk

--- Code: ---Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Medium (20 meters)
Area of Effect / Target: Ground
Duration: Hour/Level
Save: Harmless
Spell Resistance: No

You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 25 pounds of weight per caster level.

--- End code ---
Volhm's Shocking Grasp

--- Code: ---Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature and objects
Duration: Instantaneous
Save: None
Spell Resistance: Yes

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor.

--- End code ---
Magic Missle -- General Matick’s Missile
Shelgarns persistent blade -- General Matick’s Persistent Blade
Ice Dagger -- Veridon’s Ice Dagger

Illusion

Color spray -- Nalevac’s Spray

Necromancy

Ray of enfeeblement -- Hamring’s Enfeeblement
Negative Energy Ray -- Volhm’s Negative Ray

Transmutation

Burning Hands -- Primidon’s Burners
Amplify -- Zahn’s Amplify
Expeditious Retreat -- Quantoul’s Boots of Escaping
Magic weapon -- Fourfinger’s Magic Weapon

deltaTime:
Spell Circle 2

Abjuration

Lesser Dispell Magic -- Oberon’s Lesser Dispell
Resist Elements -- General Matick’s Resist Elements

Conjuration

Valstiir's Glitterdust

--- Code: ---Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Creature and objects
Duration: 1hr/level
Save: Will negates
Spell Resistance: No

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded for the duration of the spell, and removing any invisibility effects. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

Any creature covered by the dust takes a –40 penalty on Hide checks.

--- End code ---
Melfs acid arrow -- Primidon’s Acid Arrow
Summon Creature 2 -- Lucke’s 2nd Monster Summons

--- Code: ---Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
--- End code ---
Web -- Shan’s Web

Divination

See Invisibility -- Trebbe’s Scry Invisibility

Prug's Enchantment

Daze Monster

--- Code: ---Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target:
Duration:
Save: Will negates
Spell Resistance: Yes

This enchantment clouds the mind of a living creature with 8 or fewer Hit Dice so that it takes no actions. Creatures of 9 or more HD are not affected.

--- End code ---

Evocation

Noanar's Scorching Ray

--- Code: ---Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close 25 ft
Area of Effect / Target:
Duration: Instantaneous
Save: None
Spell Resistance: Yes

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

--- End code ---


Darkness -- Fahren’s Darkness
Combust -- Noanar’s Combustion
Flame Weapon -- Fourfinger’s Flame Weapon

--- Code: ---Now does 1d4 damage under level 6, 1d6 damage 6-12, and 1d8 damage 12 and over.
--- End code ---
Darkfire

--- Code: ---Now does 1d4 damage under level 6, 1d6 damage 6-12, and 1d8 damage 12 and over.
--- End code ---

Cloud of Bewilderment -- Tolodine’s Cloud of Confusion

Illusion

Invisibility -- Pockall’s Invisibility
Ghostly Visage -- Smolyn’s Blurring
Continual Flame -- Brightfinger's Continual Flame

Necromancy

Sadebreth's Command Undead

--- Code: ---Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close 25 ft
Area of Effect / Target: Point
Duration: 1hr/level
Save: Will negates.
Spell Resistance: Yes

This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way. The undead may roll a will save against you, but if it fails it is considered charmed.

--- End code ---
Sadebreth's False Life

--- Code: ---Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Point
Duration: 1hr/level
Save: None
Spell Resistance: No

You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).

--- End code ---

Ghoul Touch -- Veridon’s Chiller
Death Armor -- Volhm’s Armor

Transmutation

Bulls Strength -- Quantoul’s Strength
Cats Grace -- Quantoul’s Grace
Endurance -- Quantoul’s Endurance
Knock -- Ptack’s Knock
Eagle Splendor -- Quantoul’s Splendor
Owls Wisdom -- Quantoul’s Wisdom
Foxs cunning -- Quantoul’s Cunning
Stone Bones -- Dethed’s Stone Bones

deltaTime:
Spell Circle 3

Abjuration

Dispel Magic -- Oberon’s Dispell
Magic Circle against Evil -- M’dhal’s Circle against Evil
Magic Circle against Good -- M’dhal’s Circle against Good
Negative Energy Protection -- M’dhal’s Negative Energy Shield
Protection from Elements -- General Matick’s Elements Protection

Conjuration

Flame Arrow -- Primidon’s Arrow
Stinking Cloud -- Tolodine’s Stinking Cloud
Summon Creature 3 -- Lucke’s 3rd Monster Summons

--- Code: ---Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
--- End code ---
Divination

Clairaudience and Clairvoyance -- Zahn’s Hearing and Seeing
Find Traps -- Zahn’s Find Snares

--- Code: ---Changed so the spell only finds traps, not disarms them as well.
--- End code ---

Enchantment

Dominate Animal -- Prug’s Dominate Animal
Hold person -- Prug’s Hold Human

--- Code: ---Duration changed to 1 round per 2 levels.
--- End code ---

Evocation

Fireball -- Noanar’s Fireball
Gust of wind -- Tolodine’s gust of wind
Lightning bolt -- Volhm’s bolt
Scintillating Sphere -- Volhm’s Electric Ball

Illusion

Invisibility Sphere -- Pockall’s Wide Invisibility
Displacement -- Smolyn’s Displacement

Necromancy

Clarity -- Zahn's Clear Mind
Vampiric Touch -- Gwynn’s Vampirism
Negative energy burst -- Fjord’s Negative Energy Burst

Transmutation

Haste -- Quantoul’s fastmorph
Slow -- Quantoul’s slowmorph
Keen Edge -- General Matick’s Keen Edge
Greater magic weapon -- Fourfinger’s Enchanted Weapon

--- Code: ---Greater Magic Weapon now does +1 (+1 for every 5 levels) for 1 turn per level. (Minimum of +2)
--- End code ---
Magic Vestment

--- Code: ---Magic Vestment now gives +1 AC for every 4 levels, and can only be cast on self/armor. It does not affect shields.
--- End code ---

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