Difference between revisions of "Spell Changes"

 
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Elemental Shield should protect from either fire OR cold. As the spell grants partial immunity to both elements, the protection is reduced to 25%.  
 
Elemental Shield should protect from either fire OR cold. As the spell grants partial immunity to both elements, the protection is reduced to 25%.  
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== Find Traps ==
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Find Traps only detects traps, but does not disarm them.
  
 
== Greater Sanctuary ==
 
== Greater Sanctuary ==

Latest revision as of 19:42, 29 August 2018

Party-wide spells

Since Anphillia does not allow parties, all spells that affect only allies have been changed to affect all non-hostiles.

Bigby's Clenched Fist

This spell allows for a reflex save to dodge it and has it's duration halved.

Bigby's Crushing Hand

This spell allows for a reflex save to dodge it and has it's duration halved.

Bigby's Forceful Hand

This spell allows for a reflex save to dodge it and has it's duration halved. Further, the strength check is d20 + 4 + Caster Level / 2.

Bigby's Grasping Hand

This spell allows for a reflex save to dodge it and has it's duration halved.

Bigby's Interposing Hand

This spell allows for a reflex save to dodge it and has it's duration halved.

Cure Minor Wounds

Cure Minor Wounds heals 3 points of damage.

Elemental Shield

Elemental Shield should protect from either fire OR cold. As the spell grants partial immunity to both elements, the protection is reduced to 25%.

Find Traps

Find Traps only detects traps, but does not disarm them.

Greater Sanctuary

Duration is 1 Round / Level.

Greater Stoneskin

Greater Stoneskin grants damage reduction 20/+4.

Harm

Harm deals 10 damage / Caster Level, up to a maximum of 150. Harm will never kill a creature and instead deal damage until it reaches 1 Hitpoint.

Heal

Heal now heals 10 damage / Caster Level, up to a maximum of 150.

Knock

Knock attempts to unlock locks that don't require a special Key. The caster rolls a d20 (Take 20 out of combat) and adds his level and Intelligence Modifier to the roll to try to beat the Lock DC. If the caster fails the unlock DC, the Lock DC is reduced by Caster Level + Intelligence Modifier for 30 seconds.

Magic Vestment

Magic Vestment grants a maximum bonus armor of +3.

Missile spells

Missile spells, such as Magic Missile, Acid Arrow, Ball Lightning, Flame Arrow, Firebrand, ILMS and IGMS each perform a ranged touch attack on their target (one per missile).

For each missile, the caster rolls 1d20 + BAB + DEX bonus vs the target's dodge AC. If the d20 rolls a 20, the hit is a critical and damage from that missile is doubled.

Additionally, casters can improve their aim with

  • Combat casting feat grants an extra +3
  • Spell focus in the spell's school grants +2. Greater spell focus an additional +2.
  • There are special items in game that increase this further

Petrification

All petrification effects last 1 Turn / Caster Level or Creature Hit Die, to a maximum of 4 turns.

Polymorph Self

Umber Hulk is replaced by Succubus.

Shapechange

Red Dragon is replaced by Huge Earth Elemental.

Shield

In addition to regular +4 shield AC, the Shield spell increases your AC for the missile attacks by 10.

Silence

Silence now affects everyone (including allies), but allows for a Will Saving Throw when entering the silenced area.

Stoneskin

Stoneskin grants damage reduction 10/+3.

Summon Creature

Summon creature respects Animal Domain clerics and lasts a flat 3 (in-game) hours.

True Seeing

True seeing gives the following effects:

  • See Invisibility
  • Spell School Immunity (Illusion)
  • Spell Immunity (Sanctuary)
  • Spell Immunity (Phantasmal Killer)
  • UltraVision
  • +10 spot
  • +10 search

Weapon enchantments

All weapon enchantment spells can be applied to all melee and ranged weapons, gloves (for unarmed) and creature weapons.

  • Greater Magic Weapon: The maximum enchantment bonus is +3 instead of +5
  • Blade Thirst: If cast on a dual-wielding character, both weapons get a +2 enhancement. If only single weapon is equipped, it gets a +3 enhancement
  • Flame Weapon: Gives the weapon 1d6 (or 2d4 for neutral casters) elemental damage. This damage stacks with other elemental damage of different types, but not with the same type. The damage type is based on caster's alignment:
    • Lawful - Electric
    • Netural - Fire
    • Chaotic - Acid
  • Darkfire: Gives the weapon 1d6 (or 1d4 for neutral casters) divine damage.

Word of Faith

Duration limited to 6 rounds maximum, instant death effect removed.