Customized Spells

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Spells

The following spells have been modified:

Bigby's Clenched Fist

Added a concentration check that works just like the one for Black Blade of Disaster.

Bigby's Crushing Hand

Added a concentration check that works just like the one for Black Blade of Disaster.

Bigby's Forceful Hand

This spell deals 10d6 bludgeoning damage, which is treated as +5. It will also knockdown a PC for CL/5 Rounds. In both cases, Fortitude is rolled to save for half damage and to resist the knockdown. This spell is not subject to spell resistance.

Bigby's Grasping Hand

Added a concentration check that works just like the one for Black Blade of Disaster.

Blackstaff

Adds 1 Vampiric Regeneration/6 CL to a melee weapon for Turns/Level.

Blade Thirst

Duration has been changed to turns per level. Upon casting a weapon, it will receive these bonuses (works on all types of weapons, and melee/ranged both):

  • CL 1 – 12 : Keen or +1 AB/+1 Mighty
  • CL 13 – 14 : +1 Enhancement, Keen or +1 AB/+1 Mighty
  • CL 15 – 16 : +2 Enhancement, Keen or +2 AB/+2 Mighty
  • CL 17 – 18 : +3 Enhancement, Keen or +3 AB/+3 Mighty
  • CL 19 - 20 : +4 Enhancement, Keen or +4 AB/+4 Mighty
  • CL 21+ : +5 Enhancement, Keen or +5 AB/+5 Mighty

Bless Weapon (BoT)

Duration has been changed to turns per level.

Blood Frenzy

Imparts a bonus upon the caster for rounds/caster level, according to their level:

  • CL 1 – 9 : +1 Attack Bonus, -1 penalty to AC
  • CL 15 – 19 : +3 Attack Bonus, +1 Regeneration
  • CL 20 – 24 : +4 Attack Bonus, +1 Regeneration, +1 Damage Bonus
  • CL 25 – 29 : +5 Attack Bonus, +2 Regeneration, +2 Damage Bonus
  • CL 30 : +6 Attack Bonus, +2 Regeneration, +3 Damage Bonus, +1 to Universal Saving Throws

Bombardment

The bludgeon damage is now treated as +5 and the cap is raised to 20d8.

Bull's Strength (BoT)

BoT Page is added.

Call Lightning (BoT)

BoT Page is added.

Cat's Grace (BoT)

BoT Page is added.

Clairvoyance/Clairaudience

Each Spell Focus into Divination adds an additional +2 Listen/Spot, totalling up to +16 Listen/Spot with all three foci.

Cone of Cold (BoT)

BoT Page is added.

Continual Light (BoT)

Duration is eight hours when cast on an item.

Darkfire (BoT)

This spell has been changed to improve latency on the game server. The damage is no longer applied as an OnHit, rather a temporary damage power and is scaled according to your caster level (or CL) and applied to your weapon whence cast as follows:

  • CL 1 – 9 : 1d4 damage,
  • CL 10 – 14 : 1d6 damage,
  • CL 15 – 19 : 1d8 damage,
  • CL 20 – 24 : 1d10 damage,
  • CL 25+ : 1d12 damage.

Deafening Clang

Duration has been changed to turns per level and it will not work on Thayvian crafted items.

Death Armor

Does not stack with Elemental Shield, Mestils Acid Sheath, or Wounding Whispers.

Dirge (BoT)

BoT Page is added.

Divine Favor

Spell progression has been changed to as follows:

  • CL 1 – 5 : +1 AB/damage
  • CL 6 – 10 : +2 AB/damage
  • CL 11 – 15 : +3 AB/damage
  • CL 16 – 20 : +4 AB/damage
  • CL 21+ : +5 AB/damage

Divine Power

No longer adds extra attacks.

Dominate Person

Does not affect PC Outsiders (All Outsiders are immune).

Drown

Doesn't work on aquatic elves, air and water genasi.

Eagle's Splendor (BoT)

BoT Page is added.

Earthquake

Bludgeon damage is now treated as +5 and is does d8 damage per CL capped at 25d8 reflex save vs knockdown one round.

Elemental Shield

Does not stack with Death Armor, Mestils Acid Sheath, or Wounding Whispers.

Endurance (BoT)

BoT Page is added.

Endure Elements

Each Spell Focus into Abjuration adds an additional 4 points of damage absorbed, totalling up to 12 with all three foci.

Energy Buffer

Each Spell Focus into Abjuration adds an additional 12 points of damage absorbed, totalling up to 36 with all three foci.

Evard's Black Tentacles

The damage done to a single target within the area of effect has been capped to a maximum of 10d6 per single target per round.

Find Traps

All traps within range are revealed but are not automatically disarmed.

Fireball (BoT)

BoT Page is added.

Flame Weapon (BoT)

This spell has been changed to improve latency on the game server. The damage is no longer applied as an OnHit, rather a temporary damage power and is scaled according to your caster level (or CL) and applied to your weapon whence cast as follows:

  • CL 1 – 9 : 1d4 damage,
  • CL 10 – 14 : 1d6 damage,
  • CL 15 – 19 : 1d8 damage,
  • CL 20 – 24 : 1d10 damage,
  • CL 25+ : 1d12 damage.

Fox's Cunning (BoT)

BoT Page is added.

Globe of Invulnerability

Epic Spell Focus: Abjuration extends the duration to Turns/Level.

Glyph of Warding

Now lasts 1 turn/CL upon triggering it deals d6 damage per CL capped at 10d6 sonic reflex for half as per an evasion check. Only one glyph can be active at time which means recasting will delete any previous.

Greater Magic Weapon (BoT)

Duration has been changed to turns per level.

Greater Sanctuary (BoT)

While under Greater Sanctuary, the caster receives 100% spell failure, CL*5 Temporary Hit Points and 90% Movement Speed Increase. The duration has been changed to 10 Rounds + CL/6 Rounds.

Greater Spell Mantle

Each Spell Focus into Abjuration adds an additional 1d4 + 1 spell levels absorbed, totalling up to 3d4 +3 with all three foci.

Greater Ruin (BoT)

Greater Ruin shall now deal 50d6 positive damage upon your foe. If cast upon a construct foe, this spell does 100d6 positive damage instead. This spell is not subject to spell resistance.

Harm

Half-damage is taken on a successful Fortitude saving throw for non-undead creatures.

Heal

If cast via an item (e.g. a potion), successive uses of the spell reduces the amount it heals, depending on the last time it was cast. Additionally, it will only heal a maximum of 80% of a character's health points if cast this way. If cast the round before, it will only heal 5% maximum hit points. If cast two rounds before, it will only heal 10% maximum hit points. This continues up to fifteen rounds, where it will heal 80% maximum hit points once more.

Half-damage is taken on a successful Fortitude saving throw for undead creatures.

Healing Sting

Deals 1d6 + 2 per caster level of negative damage to a single target. Heals the caster of an amount equivalent to the damage dealt.

If the caster's animal companion is present, they also receive the full bonus of the heal.

Hellball

Hellball shall now deal upon any hostile, Caster can still hit him/herself, within a 20-foot radius the following damages: 10d6 fire, 20d6 negative, and 20d6 positive. This spell is subject to neither a saving throw nor spell resistance.

Holy Sword

Enhancement bonus changed to Enhancement bonus versus evil only, so it does not remove the bonus granted by Greater Magic Weapon.

Can only be used by a Paladin (this includes crafted items).

Ice Storm (BoT)

BoT Page is added.

Implosion

Additional +3 DC removed.

Ironguts:

  • Spell Focus: Abjuration grants a +5 saving throw bonus to all poisons. *Greater Spell Focus: Abjuration grants a +6 saving throw bonus to all poisons. *Epic Spell Focus: Abjuration grants complete poison immunity.

Isaac's Greater Missile Storm

A spell component called Mages Missile Components has been added.

In addition, the amount of missiles per caster level has been uncapped, reaching up to 30 missiles instead of 20. However, only a maximum of 10 missiles may hit each foe.

Keen Edge

Duration has been changed to turns per level.

Knock (BoT)

BoT Page is added.

Lay on Hands

Half-damage is taken on a successful Fortitude saving throw for undead creatures.

Lesser Spell Mantle

Each Spell Focus into Abjuration adds an additional 1 spell level absorbed, totalling up to 3 with all three foci.

Light (BoT)

BoT Page is added.

Magic Weapon

Duration has been changed to turns per level.

Magic Circle against Alignment (BoT)

Works as an instant pulse that imparts the effect upon all nearby allies, rather than a moving aura.

Mass Heal

Half-damage is taken on a successful Fortitude saving throw for undead creatures.

Melf's Acid Arrow (BoT)

BoT Page is added.

Mestil's Acid Sheath (BoT)

Does not stack with Death Armor, Elemental Shield, or Wounding Whispers. BoT Page is added.

Meteor Swarm

Deals d8 damage per level to a maximum of 30d8, half of which is treated as +5 bludgeoning damage.

Minor Globe of Invulnerability

Greater Spell Focus: Abjuration extends the duration to Turns/Level. Power Word, Kill Each Spell Focus into Divination adds an additional 7 hit points to the range of targets affected by this spell. This only applies when cast upon a single target.

Power Word, Stun

Each Spell Focus into Divination adds an additional 15 hit points to the range of targets affected by this spell. This only applies when cast upon a single target.

Premonition

Each Spell Focus into Divination adds an additional 2 hit points per caster level of damage absorbed by this spell.

Protection from Elements

Each Spell Focus into Abjuration adds an additional 8 points of damage absorbed, totalling up to 24 with all three foci.

Quillfire

The caster launches 1 piercing needle at the target creature for every 5 caster levels. Each needle deals 4d6 points of piercing damage. The amount of needles is capped at 5.

Each needle's damage may be reduced with a successful Reflex saving throw.

Raise Dead

A PC may not be resurrected for a duration of two minutes if killed in PvM. If killed in PvP, the duration is five minutes.

Resistance

Spell Focus: Abjuration extends the duration to 2 rounds per caster level. Greater Spell Focus: Abjuration extends the duration to 4 rounds per caster level. Epic Spell Focus: Abjuration extends the duration to 1 turn per caster level.

Resist Elements

Each Spell Focus into Abjuration adds an additional 6 points of damage absorbed, totalling up to 18 with all three foci.

Resurrection

A PC may not be resurrected for a duration of two minutes if killed in PvM. If killed in PvP, the duration is five minutes.

Owl's Wisdom (BoT)

BoT Page is added.

Silence

Silence no longer acts as an area spell. You can only cast it on yourself or another creature. Hostile and neutral targets get a will save and a Spell Resistance check. The Silence effect is only applied to the target.

Shield

Spell Focus: Abjuration adds 5% magic damage immunity. Greater Spell Focus: Abjuration adds another 20%, totaling up to 25%. Epic Spell Focus: Abjuration adds another 25%, totaling up to 50% with all three foci.

Spell Mantle

Each Spell Focus into Abjuration adds an additional 1d3 points of damage absorbed, totalling up to 3d3 with all three foci.

Stoneskin

Each Spell Focus into Abjuration adds an additional 2 hit points per caster level of damage absorbed by this spell (it still caps at caster level 10).

Stone Bones

The AC bonus has changed from Natural to Dodge.

Storm of Vengeance

Random factor has been removed to counter the spell not working at all.

Tenser's Transformation

Casting this spell gives the caster the properties of:

  • +d4 STR, +d4 DEX, +d4 CON
  • Simple Weapon Proficiency, Martial Weapon Proficiency
  • +1 AB per 2 caster levels to a maximum of 10
  • +10 Discipline
  • +d6 Temporary Hit Points per caster level
  • 100% Spell Failure

Time Stop

A spell component called the Sands of Time has been added.

In addition, this spell can no longer be cast from scrolls or items. Upon casting, all frozen targets are immune to damage or effects or any kind, rendering them untouchable until time starts once more.

Time Stop has a cool down of ten rounds between each casting.

True Resurrection

In order for a cleric to validly cast this spell, they must have a DM witness the casting, as well as pay a full level's worth of XP and 15 diamonds, or the monetary equivalent of 25000 gold. This can be modified if the DM overseeing the roleplay feels the need to.

True Seeing

Changed to give Ultravision, See Invisible, and adds +10 Spot instead of the Bioware default spell.

Each Spell Focus into Divination adds an additional +2, totalling up to +16 Spot with all three foci.

Word of Faith

Has been given a save to resist. Affects PC Outsiders (all Outsiders are vulnerable).

Wounding Whispers

Does not stack with Death Armor, Elemental Shield, or Mestil's Acid Sheath.

Weird (BoT)

BoT Page is added.



Summons

The following summoning spells have been modified:

Familiars and Animal Companions

The summoned creature gains the following benefits:

Armor Class +1 / 2 CL

  • Claw Enhancement +1 / 5 CL
  • Regeneration +1 / 5 CL
  • Attack Bonus +2 / 5 CL
  • Universal Saving Throw Bonus +1 / 5 CL
  • Resistance to bludgeoning, piercing and slashing damage
    • 1st – 10thCL: 5/-
    • 11th – 20th CL: 10/-
    • 21st – 30th CL: 15/-

Shadow spells

Any living creature struck by a shadow (successful touch attack) is permanently drained of 1d8 STR. If the creature's STR is reduced to 3 or less, it's instantly slain by the shadow.

Shadowdancer: Summon Shadow

[Duration: 1 Turn / Shadowdancer Level]

A Shadowdancer's shadow is an extraplanar undead-type. Therefore her shadow is not affected by spells with the healing descriptor, however it's affected by banishment spells and spells with the negative energy descriptor.

  • 3rd – 6th Shadowdancer Level (SL): Shade
  • 7h – 9th SL: Greater Shade
  • 10th + SL: Shade Lord

The Epic Shadowlord feat grants the shade the following benefits:

  • Duration is doubled
  • DEX +6
  • Regeneration +2
  • Spell Resistance = 5 + Shadowdancer's Level

Shadow Conjuration: Summon Shadow

[Duration: 1 Hour / CL]

  • 1st – 30th CL: Shadow

Greater Shadow Conjuration: Summon Shadow

[Duration: 1 Turn / CL]

  • 1st – 12thCL: Shadow
  • 13th + CL: Shadow Fiend

The shadow also gains the following benefits:

  • Turn Resistance +1
  • DEX +2
  • Regeneration +1

Shades: Summon Shadow

[Duration: 2 Round / CL]

  • 1st – 12thCL: Shadow
  • 13th - 18th CL: Shadow Fiend
  • 19th – 24th CL: Shadow Lord
  • 25th – 30th CL: Shadow of the Void

Any creature hit by the Shadow of the Void's blightfire claws must make a Fortitude save vs DC 35 or be drained of 1d6 CON.

The shadows also gain the following benefits:

  • Turn Resistance +2
  • DEX +4
  • Regeneration +2

Undead spells

CL is calculated as the sum of your spellcaster class level and Palemaster class levels if applicable. It's used to determine both the power of your undead summon and it's duration. Note that Bard levels are not counted for Palemaster summons.

Blackguard: Create Undead

[Duration: Special]

  • 1st – 9th Blackguard Level (BL): Mohrg [Duration: 1 Hour / Blackguard Level]
  • 10th – 17th BL: Wraith [Duration: 1 Turn / Blackguard Level]
  • 18th + BL: Dread Wraith [Duration: 1 Turn / Blackguard Level]

Animate Dead

[Duration: 24 hours]

  • 1st – 8thCL: Mohrg
  • 9th – 30th CL: Wraith

Palemaster: Animate Dead Spell-like Ability

[Duration: 24 hours]

  • 1st – 8thCL: Mohrg
  • 8th – 14th CL: Wraith
  • 15th + CL: Dread Wraith
  • The Palemaster gains a bonus +1 to CL when using her spell-like ability.
  • The summoned undead gains +2 to Turn Resistance.

Create Undead

[Duration: 1 Round / CL]

  • 1st – 8thCL: Mohrg
  • 9th – 14th CL: Wraith
  • 15th – 19th CL: Dread Wraith
  • 20th – 23rd CL: Wight
  • 24th – 27th CL: Mummy

Palemaster: Summon Undead Spell-like Ability

[Duration: 1 Hour / CL]

  • 1st – 8thCL: Mohrg
  • 9th – 14th CL: Wraith
  • 15th – 19th CL: Dread Wraith
  • 20th – 23rd CL: Wight
  • 24th – 27th CL: Mummy
  • 28th + CL: Greater Mummy

The Palemaster gains a bonus +2 to CL when using her spell-like ability.

The summoned undead gains +4 to Turn Resistance.

Create Greater Undead

[Duration: 1 Turn / CL]

  • 1st – 8thCL: Mohrg
  • 9th – 14th CL: Wraith
  • 15th – 19th CL: Dread Wraith
  • 20th – 23rd CL: Wight
  • 24th – 27th CL: Mummy
  • 28th + CL: Greater Mummy

Palemaster: Summon Greater Undead Spell-like Ability

[Duration: 1 Hour / CL]

  • 1st – 8thCL: Mohrg
  • 9th – 14th CL: Wraith
  • 15th – 19th CL: Dread Wraith
  • 20th – 23rd CL: Wight
  • 24th – 27th CL: Mummy
  • 28th – 31st CL: Greater Mummy
  • 32nd – 33rd CL: Winterwight (A very powerful summon with evil blight claws)

The Palemaster gains a bonus +3 to CL when using her spell-like ability.

The summoned undead gains +6 to Turn Resistance.


Planar spells

Blackguard: Summon Fiend

[Duration: 1 Round / Blackguard Level]

  • 1st – 14th Blackguard Level
  • Succubus Warrior [Chaotic or Neutral alignment]
  • Erinyes [Lawful alignment].
  • 15th + Blackguard Level
  • Balor Lord [Chaotic or Neutral alignment]
  • Infernal [Lawful alignment].

The Epic Fiendish Servant feat grants the fiend the following benefits:

  • Duration is doubled
  • Strength +4
  • Armor Class +1 / Blackguard Level
  • Regeneration +1
  • Bonus Feat: Improved Evasion
  • Spell Resistance = 5 + Blackguard Level

Gate

[Duration: 2 Round / CL]

This spell summons a powerful outsider to your side based on your alignment as follows:

  • Good: Planetar
  • Neutral: White Slaad
  • Evil: Balor Lord [Chaotic or Neutral alignment]
  • Evil: Pit Fiend [Lawful alignment]

The power of the outsider increases at CL 22 and 27.

Lesser Planar Binding

[Duration: 1 Turn / CL]

This spell summons an outsider to your side based on your alignment as follows:

  • Good: Gold Celestial Wyrmling
  • Neutral: Red Slaad
  • Evil: Quasit [Chaotic or Neutral alignment]
  • Evil: Imp [Lawful alignment]

Planar Binding & Planar Ally

[Duration: 1 Turn / CL]

This spell summons an outsider to your side based on your alignment as follows:

  • Good: Hound Archon
  • Neutral: Green Slaad
  • Evil: Succubus [Chaotic or Neutral alignment]
  • Evil: Erinyes [Lawful alignment]

Greater Planar Binding

[Duration: 1 Turn / CL]

This spell summons an outsider to your side based on your alignment as follows:

  • Good: Radiance Elemental
  • Neutral: Death Slaad
  • Evil: Bebelith Hatchling [Chaotic or Neutral alignment]
  • Evil: Gelugon [Lawful alignment]

Summon Creature I-IX spells

These spells summon a creature to your side based on your alignment. A cleric with the Animal domain receives additional benefits on their creature as follows:

  • Strength +2, Constitution +2
  • Armor Class +1
  • Attack Bonus +1

Summon Creature I

[Duration: 1 Hour / CL]

Arcane/Divine:

  • Good alignment: Celestial Dog
  • Neutral alignment: Petal Fey
  • Evil alignment: Fire Beetle

Nature:

  • Good or Neutral alignment: Badger
  • Evil alignment: Dire Rat

Summon Creature II

[Duration: 1 Turn / CL]

Arcane/Divine:

  • Good alignment: Lantern Archon
  • Neutral alignment: Fire Lizard
  • Evil alignment: Bombardier Beetle

Nature:

  • Good or Neutral alignment: Reindeer
  • Evil alignment: Bat

Summon Creature III

[Duration: 1 Turn / CL]

Arcane/Divine:

  • Good alignment: Celestial Black Bear
  • Neutral alignment: Wood Wight
  • Evil alignment: Hell Hound

Nature:

  • Good or Neutral alignment: Black Bear
  • Evil alignment: Worg

Summon Creature IV

[Duration: 1 Turn / CL]

Arcane/Divine:

  • Good alignment: Celestial Lioness
  • Neutral alignment: Magmin
  • Evil alignment: Aranea

Nature:

  • Good or Neutral alignment: Lioness
  • Evil alignment: Malar Cougar

Summon Creature V

[Duration: 1 Turn / CL]

Arcane/Divine:

  • Good alignment: Lupinal
  • Neutral alignment: Stone Grunt
  • Evil alignment: Shadow Mastiff

Nature:

  • Good or Neutral alignment: Dire Tiger
  • Evil alignment: Stinger

Summon Creature VI

[Duration: 1 Turn / CL]

Arcane/Divine:

  • Good alignment: Androsphinx
  • Neutral alignment: Jann Outrider
  • Evil alignment: Gorgon

Nature:

  • Good or Neutral alignment: Ancient Dire Wolf
  • Evil alignment: Malar Hound

Summon Creature VII

[Duration: 1 Turn / CL]

Arcane/Divine:

  • Good alignment: Celestial Avenger
  • Neutral alignment: Clockwork Horror
  • Evil alignment: Helm Horror

Nature:

  • Good or Neutral alignment: Ancient Dire Bear
  • Evil alignment: Manticore

Summon Creature VIII

[Duration: 1 Turn / CL]

Arcane/Divine:

  • Good alignment: Celestial Minotaur
  • Neutral alignment: Effigy
  • Evil alignment: Beholder

Nature:

  • Good or Neutral alignment: Fae Knight
  • Evil alignment: Spawn of Moander

Summon Creature IX

[Duration: 1 Turn / CL]

Arcane/Divine:

  • Good alignment: Azer
  • Neutral alignment: Juggernaut
  • Evil alignment: Efreet

Nature:

  • Good or Neutral alignment: Nature Elemental
  • Evil alignment: Gargantuan Gray Render

And the spells that don't have a nice section...

The Black Blade of Disaster

[Duration: 1 Round / CL]

The blade still requires the unwavering concentration of the spellcaster to maintain it's presence but it now has the following properties:

  • 25-hit dice Construct
  • Bonus feats
  • Improved Power Attack
  • Great Cleave
  • Overwhelming Critical
  • Called Shot
  • Improved Knockdown
  • Improved Initiative
  • Great sword
  • +4 Enhancement
  • Magical Damage +1d8
  • On Hit: Planar Rift [DC 10 + spellcaster's CL].
  • Invulnerable to all forms of attack except Mordenkainen's Disjunction, which will unsummon it immediately.

Shelgarn's Persistent Blade

[Duration: 1 Turn / CL]

The blade now has the following properties:

  • Construct traits
  • Attack Bonus +2
  • Magical Damage +2

Mummy Dust

This epic spell has a variety of choices a caster may make when first taking this spell. Note that the choice made is FINAL; once a creature type is taken, it cannot be changed. The default duration is Turns/level, but is extended to Hours/level with the correct spell foci.

The options possible:

  • Construct (Epic Transmutation extends)
  • Elemental (Epic Evocation extends)
  • Magical Beast (Epic Conjuration extends)
  • Outsider (Epic Conjuration extends, alignment based summon)
  • Undead (Epic Necromancy extends)

Dragon Knight

[Duration: 1 Round / CL]

This spell summons a powerful dragon to your side based on your alignment as follows:

  • Good: Silver Dragon
  • Neutral: Prismatic Dragon
  • Evil: Red Dragon

The Epic Spell Focus: Conjuration feat summons the dragon for 1 Turn / CL.

Elemental Swarm

[Duration: 24 hours]

Consecutively summons random para-elementals to your side. Once one dies, another is automatically summoned until a total of four have been summoned. The para-elementals are as follows:

  • Ice
  • Magma

Death Domain Summon

Clerics with the Death domain now call a powerful summon instead of a shadow when they use the Negative Plane Avatar power. Neutral and Good clerics summon an outsider, Evil clerics summon an undead servant. Clerics of Velsharoon will summon the undead servant regardless of their alignment.

Death domain clerics receive a more powerful summon at levels 8, 12, 17, 22 and 27.