Difference between revisions of "Spell Changes"

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'''Party-wide spells'''
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Since Anphillia does not allow parties, all spells that affect only allies have been changed to affect all non-hostiles.
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== Weapon enchantments ==
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All weapon enchantment spells can be applied to all melee and ranged weapons, gloves (for unarmed) and creature weapons.
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* Greater Magic Weapon: The maximum enchantment bonus is +3 instead of +5
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* 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
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* 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:
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** Lawful - Electric
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** Netural - Fire
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** Chaotic - Acid
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* Darkfire: Gives the weapon 1d6 (or 1d4 for neutral casters) '''divine''' damage.
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== Missile spells ==
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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).
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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.
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Additionally, casters can improve their aim with
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* Combat casting feat grants an extra +3
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* Spell focus in the spell's school grants +2. Greater spell focus an additional +2.
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* There are special items in game that increase this further
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== Shield ==
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In addition to regular +4 shield AC, the Shield spell increases your AC for the missile attacks by 10.
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== True Seeing ==
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True seeing gives the following effects:
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* See Invisibility
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* Spell School Immunity (Illusion)
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* Spell Immunity (Sanctuary)
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* Spell Immunity (Phantasmal Killer)
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* UltraVision
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* +10 spot
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* +10 search

Revision as of 14:51, 20 June 2018

Party-wide spells

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


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.

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

Shield

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

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