Class Spell Changes: Difference between revisions
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:'''Bombardment''': Added reflex save against Knockdown (1 round). Does not bypass SR. Party-friendly. | :'''Bombardment''': Added reflex save against Knockdown (1 round). Does not bypass SR. Party-friendly. | ||
:'''Nature's Balance''': Also applies Lesser Spell Breach. With Greater and Epic Transmutation focus, the area of effect and power of the Breach increases. | :'''Nature's Balance''': Also applies Lesser Spell Breach. With Greater and Epic Transmutation focus, the area of effect and power of the Breach increases. | ||
:'''Sunbeam''': Damage capped at 10d6. Triggers Inferno spell on failed save. | |||
===Ninth Circle=== | ===Ninth Circle=== |
Revision as of 03:40, 13 August 2017
Spell changes organized by class.
- Also, check the notes on the Persistent Area spell changes, Summoning and undead changes, and the spell focus changes.
Mage
Sorcerer, Wizard, and all their subclasses.
Cantrips
- Daze: Works against any creature with hit dice less than or equal to the caster's class level.
First Circle
- Burning Hands Damage increased to d6. No longer harms allies.
- Grease: Affected by Persistent Area spells changes. Has no spell resistance check.
- Protection From alignment: Gives +5 Saving Throw Bonus vs Mind Affecting Spells and Spell Like Abilities, instead of full immunity.
- Magic Weapon: Replaces other weapon buff spells, does not work with enchanted weapons.
- Shield: Protects against Lesser Missile Storm with Spell Focus: Abjuration, and Greater Missile Storm with Greater Spell Focus: Abjuration.
- Sleep: Works with any target with equal/lower level than caster's class level and affects (caster level + 1d4) hit dice worth of creatures. Empower Spell increases affected hit dice by 50%.
- Summon Creature I (to IX): Will summon creature one tier higher with Greater Spell Focus: Conjuration.
Second Circle
- Cloud of Bewilderment: Affected by Persistent Area spell changes.
- Continual Flame: Lasts 24 hours.
- Darkness: Non-hostile spell (does not anger friendly NPCs).
- Death Armor: Replaces any other "backlash" armor spell.
- Flame Weapon: Lasts Turns/level. Damage caps at CL 10. Replaces other weapon buff spells, does not work with enchanted weapons.
- Invisibility: Lasts Rounds/level.
- Knock: Cannot open doors, only containers.
- Lesser Dispel: Each Abjuration foci increases dispel's power by +2 over the cap.
- Web: Affected by Persistent Area spell changes. No spell resistance check.
Third Circle
- Clarity: Has 12 rounds of cooldown. The CD starts the moment you are affected by the spell, not when casting it.
- Dispel Magic: Each Abjuration foci increases dispel's power by +2 over the cap.
- Find Traps: Reveals traps, does not disarm them.
- Greater Magic Weapon: Lasts Hours/3 levels. Replaces other weapon buff spells, does not work with enchanted weapons.
- Gust of Winds: Opens doors.
- Invisibility Sphere: Lasts Rounds/level
- Keen Edge: Replaces other weapon buff spells, does not work with enchanted weapons.
- Magic Circle Against Alignment: Grants +4 Deflection and +10 will against spells, against the chosen alignment.
- Stinking Cloud: Affected by Persistent Area spells changes. Has no spell resistance check.
Fourth Circle
- Elemental Shield: Replaces any other "backlash" armor spell.
- Improved Invisibility: Invisibility lasts Rounds/level. Concealment effect is still Turns/level.
- Phantasmal Killer: Fears target for Rounds/level on failed will save. A target that fails their fortitude save still dies.
- Summon Shadow: Gains +1 AB, +1 AC, and +12 hit points per Illusion Focus.
- Shadow Conjuration: Mage armor: Does not stack with itself or other mage armors.
- Shadow Conjuration: Changed school to Illusion.
- Wall of Fire: Damage increased to 2d6 + 1 per caster level, with no saving throw. Deals double damage to undead.
Fifth Circle
- Animate Dead: Is affected by the Undead Summoning changes.
- Ball Lightning: Behaves exactly as Arelith's Firebrand.
- Bigby's Interposing Hand:: Has a reflex save.
- Cloudkill: Affected by Persistent Area spell changes. Has no spell resistance check. Deals 1d4+1 CON damage per round to all creatures in the area of effect (fortitude save for half).
- Dismissal: Also blocks all new summoning in the area for 30 seconds.
- Dominate Person: Duration changed to 2 Turns+Turns/3 levels. Additionally effects orcs, monstrous humanoid, goblinoid, and reptilian humanoids.
- Greater Shadow Conjuration: Changed School to Illusion.
- Lesser Planar Binding: Creatures are slightly stronger with each Conjuration Focus. Ignores Caster's Alignment.
- Mestil's Acid Sheath: Replaces any other "backlash" armor spell.
- Mind fog: Affected by Persistent Area spell changes. All creatures in the area of effect take a 2d6 will save penalty (will save for half) and are dazed for 1 round (will save negates).
Sixth Circle
- Acid Fog: Affected by Persistent Area spell changes. Applies a 75% movement speed penalty with no save and -2 to AB and damage rolls for all creatures within the area of effect. Has no spell resistance check.
- Bigby's Forceful Hand: Has a reflex save.
- Flesh to Stone: Duration changed to Turns/2 Levels.
- Greater Dispelling: Caps at level 20. Each Abjuration foci increases dispel's power by +2 over the cap.
- Isaac's Greater Missile Storm: Cannot strike one target with more than ten missiles. This limits it to only producing ten missiles if only one viable target is present upon casting.
- Planar Binding: Creatures are slightly stronger with each Conjuration Focus. Ignores Caster's Alignment.
- Shades: Changed school to Illusion.
- True Seeing: Duration changed to Rounds/level.
Seventh Circle
- Banishment: Also blocks all new summoning in the area for 60 seconds.
- Bigby's Grasping Hand: Has a reflex save.
- Mordenkainen's Sword: Duration increased to Turns/level.
- Prismatic Spray: Wild mages roll twice for the effect table.
Eighth Circle
- Blackstaff: Also works with magic staves and dire maces. Works with magic weapons and stacks with other weapon buff spells.
- Create Undead: Is affected by the Undead Summoning changes.
- Greater Planar Binding: Creatures are slightly stronger with each Conjuration Focus. Ignores Caster's Alignment.
- Greater Sanctuary: Lasts Rounds/4 levels and it has a cooldown timer of 240 seconds.
- Incendiary Cloud: Affected by Persistent Area spell changes. Damage increased to 4d6 + 1d6 per 2 levels (reflex save for half damage), and creatures within the area of effect are blinded (no save)
Ninth Circle
- Bigby's Crushing Hand: Has a reflex save.
- Black Blade of Disaster: Slightly rebalanced and empowered. Has permanent haste.
- Gate: May summon a Good, Neutral or Evil creature.
- Meteor Swarm:Damage increased to d8, max die increased to 30d8 at caster level 30. Does not affect allies.
- Mordenkainen's Disjunction: Caps at level 20. Each Abjuration foci increases dispel's power by +2 over the cap.
- Timestop: Only affects the area in which it is cast. Also has a cooldown timer 240 seconds.
- Weird: Fears targets for Rounds/level on a failed will save. Targets that fail their fortitude saves still die.
Epic spells
- Dragon knight: Power increases with each Conjuration foci. Duration is random between 30 to 70 turns. Good-aligned characters summon a silver dragon, neutral a prismatic, evil a red dragon. Characters with Pale master levels summon a dracolich.
- Greater ruin: Power is increased with Epic Evocation Focus.
- Hellball: Power is increased with Epic Evocation Focus.
- Mummy dust: Enables last undead summoning tier. Works as any other undead summoning spell.
Cleric
Without counting domain spells
Cantrips
No changes
First Circle
- Bless: Changed to Rounds/level. For Healers it lasts Turns/level.
- Protection From alignment: Gives +5 Saving Throw Bonus vs Mind Affecting Spells and Spell Like Abilities, instead of full immunity.
- Magic Weapon: Replaces other weapon buff spells, does not work with enchanted weapons.
- Summon Creature I (to IX): Will summon creature one tier higher with Greater Spell Focus: Conjuration.
Second Circle
- Darkness: Non-hostile spell (does not anger friendly NPCs).
- Find Traps: Reveals traps, does not disarm them.
- Lesser Dispel: Each Abjuration foci increases dispel's power by +2 over the cap.
Third Circle
- Animate Dead: Is affected by the Undead Summoning changes.
- Clarity: Has 12 rounds of cooldown. The CD starts the moment you are affected by the spell, not when casting it.
- Continual Flame: Lasts 24 hours.
- Darkfire: Lasts Turns/level. Damage caps at CL 10. Replaces other weapon buff spells, does not work with enchanted weapons.
- Dispel Magic: Each Abjuration foci increases dispel's power by +2 over the cap.
- Magic Circle Against Alignment: Grants +4 Deflection and +10 will against spells, against the chosen alignment.
Fourth Circle
- Dismissal: Also blocks all new summoning in the area for 30 seconds.
- Freedom of Movement: Can be removed with spell breaches.
- Greater Magic Weapon: Lasts Hours/3 levels. Replaces other weapon buff spells, does not work with enchanted weapons.
Fifth Circle
- Healing Circle: Level cap removed. Also, when casted it creates a stationary zone below the caster that heals all creatures within the area of effect each round for a period of three rounds, for a total of up to 3 * (1d8 + Caster Level) additional healing to all creatures that remain within the area of effect.
- Monstrous Regeneration: Duration changed to Turns/level. Does not stack with itself or Regenerate.
- True Seeing: Duration changed to Rounds/level.
Sixth Circle
- Banishment: Also blocks all new summoning in the area for 60 seconds.
- Create Undead: Is affected by the Undead Summoning changes.
- Greater Dispelling: Caps at level 20. Each Abjuration foci increases dispel's power by +2 over the cap.
- Greater Sanctuary: Lasts Rounds/4 levels and it has a cooldown timer of 240 seconds.
- Harm: Deals 10 points of damage per caster level.
- Heal: Heals 100 + 5*CL. Capped at 200 at level 20.
Seventh Circle
- Greater Restoration: Has 240 seconds of cooldown timer before it can be casted again.
- Regenerate: Duration changed to Turns/level. Does not stack with itself or Monstrous Regeneration.
Eighth Circle
- Create Greater Undead: Is affected by the Undead Summoning changes.
- Earthquake: Damage increased to d6 bludgeoning, max die increased to 30d6 at caster level 30. Characters that fail the reflex save will be knocked down for 3 seconds.
- Mass Heal: Heals 150 + 5*CL . Capped at 300 at level 30.
- Sunbeam: Damage capped at 10d6. Triggers Inferno spell on failed save.
Ninth Circle
- Gate: May summon a Good, Neutral or Evil creature.
- Implosion: Removed the +3 bonus to the difficulty check.
Epic spells
- Dragon knight: Power increases with each Conjuration foci. Duration is random between 30 to 70 turns. Good-aligned characters summon a silver dragon, neutral a prismatic, evil a red dragon. Characters with Pale master levels summon a dracolich.
- Greater ruin: Power is increased with Epic Evocation Focus.
- Hellball: Power is increased with Epic Evocation Focus.
- Mummy dust: Enables last undead summoning tier. Works as any other undead summoning spell.
Druid
Only balance-friendly spells here.
Cantrips
No changes.
First Circle
- Grease: Affected by Persistent Area spells changes. Has no spell resistance check.
- Entangle: Affected by Persistent Area spells changes. Has no spell resistance check.
- Sleep: Works with any target with equal/lower level than caster's class level and affects (caster level + 1d4) hit dice worth of creatures. Empower Spell increases affected hit dice by 50%.
- Summon Creature I (to IX): Will summon creature one tier higher with Greater Spell Focus: Conjuration.
Second Circle
- Lesser Dispel: Each Abjuration foci increases dispel's power by +2 over the cap.
Third Circle
- Call Lightning: Damage dice are upgraded from d6s to d10s when the spell is cast outside during rain or thunderstorm.
- Greater Magic Fang: Continues to scale past level 14. (+6 6/+6 at 17, +7 7/+7 at 20...)
- Healing Sting: Damage increases by 1d6+1/2 CL. Caps at 10d6+10. Has no saving throw. If the target dies, the caster receives the excess of healing as temporary HP over the maximum by hour/2 CL.
- Spike Growth: Damage increased to d4/level. Affected by Persistent Area spells changes.
Fourth Circle
- Dispel Magic: Each Abjuration foci increases dispel's power by +2 over the cap.
- Freedom of Movement: Can be removed with spell breaches.
Fifth Circle
- Awaken: Also grants +1 deflection AC/3 levels.
- Inferno: Damage dice changes to d6/3 levels if the caster has Greater Transmutation Focus.
- Monstrous Regeneration: Duration changed to Turns/level. Does not stack with itself or Regenerate.
- Vine Mine: Camouflage: Grants Hide in Plain Sight to all allies while they remain within the area of effect.
- Vine Mine: Entangle: Affected by Persistent Area spells changes. Has no spell resistance check.
Sixth Circle
- Drown: Also deals 2d10+5 damage, even on failed save.
- Greater Dispelling: Caps at level 20. Each Abjuration foci increases dispel's power by +2 over the cap.
- Healing Circle: Level cap removed. Also, when casted it creates a stationary zone below the caster that heals all creatures within the area of effect each round for a period of three rounds, for a total of up to 3 * (1d8 + Caster Level) additional healing to all creatures that remain within the area of effect.
- Regenerate: Duration changed to Turns/level. Does not stack with itself or Monstrous Regeneration.
- Stonehold: Affected by Persistent Area spells changes.
Seventh Circle
- Aura of Vitality: Duration increased to 3 rounds/level with Greater Transmutation Focus. With Epic Transmutation, duration increases to turns/level.
- Creeping Doom: Now correctly increases by 1d6 for every round there is a creature taking damage in the AoE.
- Harm: Deals 10 points of damage per caster level.
- Heal: Heals 100 + 5*CL. Capped at 200 at level 20.
- True Seeing: Duration changed to Rounds/level.
Eighth Circle
- Bombardment: Added reflex save against Knockdown (1 round). Does not bypass SR. Party-friendly.
- Nature's Balance: Also applies Lesser Spell Breach. With Greater and Epic Transmutation focus, the area of effect and power of the Breach increases.
- Sunbeam: Damage capped at 10d6. Triggers Inferno spell on failed save.
Ninth Circle
- Earthquake: Damage increased to d6 bludgeoning, max die increased to 30d6 at caster level 30. Characters that fail the reflex save will be knocked down for 3 seconds.
- Elemental Swarm:Summons four elementals at the same time, instead one of them in sequence, each of a different element. Cannot be altered with -stream.
- Mass Heal: Heals 150 + 5*CL . Capped at 300 at level 30.
Epic spells
- Dragon knight: Power increases with each Conjuration foci. Duration is random between 30 to 70 turns. Good-aligned characters summon a silver dragon, neutral a prismatic, evil a red dragon. Characters with Pale master levels summon a dracolich.
- Greater ruin: Power is increased with Epic Evocation Focus.
- Hellball: Power is increased with Epic Evocation Focus.
Bard
Includes the Warlock.
Cantrips
- Daze: Works against any creature with hit dice less than or equal to the caster's class level.
First Circle
- Grease: Affected by Persistent Area spells changes. Has no spell resistance check.
- Lesser Dispel: Each Abjuration foci increases dispel's power by +2 over the cap.
- Magic Weapon: Replaces other weapon buff spells, does not work with enchanted weapons.
- Protection From alignment: Gives +5 Saving Throw Bonus vs Mind Affecting Spells and Spell Like Abilities, instead of full immunity.
- Sleep: Works with any target with equal/lower level than caster's class level and affects (caster level + 1d4) hit dice worth of creatures. Empower Spell increases affected hit dice by 50%.
- Summon Creature I (to VI): Will summon creature one tier higher with Greater Spell Focus: Conjuration.
Second Circle
- Clarity: Has 12 rounds of cooldown. The CD starts the moment you are affected by the spell, not when casting it.
- Cloud of Bewilderment: Affected by Persistent Area spell changes.
- Darkness: Non-hostile spell (does not anger friendly NPCs).
- Invisibility: Lasts Rounds/level.
Third Circle
- Dispel Magic: Each Abjuration foci increases dispel's power by +2 over the cap.
- Find Traps: Reveals traps, does not disarm them.
- Greater Magic Weapon: Lasts Hours/3 levels. Replaces other weapon buff spells, does not work with enchanted weapons.
- Gust of Winds: Opens doors.
- Invisibility Sphere: Lasts Rounds/level
- Keen Edge: Replaces other weapon buff spells, does not work with enchanted weapons.
- Magic Circle Against Alignment: Grants +4 Deflection and +10 will against spells, against the chosen alignment.
- Wounding Whispers: Replaces any other "backlash" armor spell.
Fourth Circle
- Dismissal: Also blocks all new summoning in the area for 30 seconds.
- Dominate Person: Duration changed to 2 Turns+Turns/3 levels. Additionally effects orcs, monstrous humanoid, goblinoid, and reptilian humanoids.
- Improved Invisibility: Invisibility lasts Rounds/level. Concealment effect is still Turns/level.
Fifth Circle
- Greater Dispelling: Caps at level 20. Each Abjuration foci increases dispel's power by +2 over the cap.
- Healing Circle: Level cap removed. Also, when casted it creates a stationary zone below the caster that heals all creatures within the area of effect each round for a period of three rounds, for a total of up to 3 * (1d8 + Caster Level) additional healing to all creatures that remain within the area of effect.
- Mind fog: Affected by Persistent Area spell changes. All creatures in the area of effect take a 2d6 will save penalty (will save for half) and are dazed for 1 round (will save negates).
Sixth Circle
- Dirge: The effect does not disappear when one leaves the aura, but instead lasts rounds/level.
Ranger
Also balance-friendly.
First Circle
- Grease: Affected by Persistent Area spells changes. Has no spell resistance check.
- Entangle: Affected by Persistent Area spells changes. Has no spell resistance check.
- Summon Creature I (to IV): Will summon creature one tier higher with Greater Spell Focus: Conjuration.
Second Circle
- Sleep: Works with any target with equal/lower level than caster's class level and affects (caster level + 1d4) hit dice worth of creatures. Empower Spell increases affected hit dice by 50%.
Third Circle
- Blade Thirst: Duration increased to 1 Turn / Level. Enhancement Bonus has been changed to 2 + 1 / 5 levels beyond the 11th (i.e. +2 at level 11, +3 at level 16, +4 at level 21, +5 at level 26). Additionally, the enchanted weapon gains an equivalent amount of Vampiric Regeneration. Can be applied to magic/enchanted weapons.
- Greater Magic Fang: Continues to scale past level 14. (+6 6/+6 at 17, +7 7/+7 at 20...)
Fourth Circle
- Freedom of Movement: Can be removed with spell breaches.
Paladin
<Witty remark pending>
First Circle
- Bless: Changed to Rounds/level.
- Bless Weapon: Can be applied to magic/enchanted weapons.
- Protection From alignment: Gives +5 Saving Throw Bonus vs Mind Affecting Spells and Spell Like Abilities, instead of full immunity.
Second Circle
No changes
Third Circle
- Dispel Magic: Each Abjuration foci increases dispel's power by +2 over the cap.
- Greater Magic Weapon: Lasts Hours/3 levels. Replaces other weapon buff spells, does not work with enchanted weapons.
- Magic Circle Against Alignment: Grants +4 Deflection and +10 will against spells, against the chosen alignment.
Fourth Circle
- Freedom of Movement: Can be removed with spell breaches.
- Holy Sword: Replaces other weapon buff spells, does not work with enchanted weapons.