Spell Changes
Party-wide spells
Since Anphillia does not allow parties, all spells that affect only allies have been changed to affect all non-hostiles.
Contents
- 1 Bigby's Clenched Fist
- 2 Bigby's Crushing Hand
- 3 Bigby's Forceful Hand
- 4 Bigby's Grasping Hand
- 5 Bigby's Interposing Hand
- 6 Cure Minor Wounds
- 7 Elemental Shield
- 8 Greater Sanctuary
- 9 Greater Stoneskin
- 10 Harm
- 11 Heal
- 12 Knock
- 13 Magic Vestment
- 14 Missile spells
- 15 Petrification
- 16 Polymorph Self
- 17 Shapechange
- 18 Shield
- 19 Silence
- 20 Stoneskin
- 21 Summon Creature
- 22 True Seeing
- 23 Weapon enchantments
- 24 Word of Faith
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%.
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 10 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.