Post by Admin on Nov 28, 2010 7:59:22 GMT -5
Major Modifications:
Attribute Spells: (bulls strength, cats grace, etc) Are now always +4. They are upped to +6 when cast maximized or empowered (yes, I know that doesn't quite follow the rules).
Amplify: Lasts turns per level with bonus of 1 listen per caster level, cap at +15.
Bigby Spells: All spells now have the duration of 1 round per two levels. More work to come some day.
Blade thirst: +3 enhancement lasts 10 turns + 1 turn per caster level and adds 1 point of vampiric regeneration per 5 caster levels (max +5 vampiric regen). Works on any melee weapon type.
Burning Hands: Doesn't cap out until 12th level.
Clarity: duration changed to 5-10 minutes
Clairaudience/clairvoyance: Lasts turns per level with bonus of 1 spot + listen per caster level, cap at +15.
Darkfire & Flame Weapon: 1 hour per lvl & stacks with elemental damage on weapons, but now does much reduced damage:
levels 1 - 9 : 1 damage
levels 10-19 : 2 damage
levels 20+ : 3 damage
Deafening Clang: changed it to 3 rounds per level.
Displacement: Lasts 1 turn per level plus 1d6 turns. But is only 30% displacement now.
Entropic shield: Now has a 25% chance for ranged weapons to miss and lasts for hours instead of turns.
Greater Magic Weapon: Caps out at +4 and lasts 10 turns + 1 turn per every 2 levels. Increases at rate of +1 per 4 caster levels.
Heal/Harm/Mass Heal: 5 pts healing/damage per caster level + random 4-80 healing/damage points. Can be maximized.
Invisibility Sphere: Now mass Invisibility.
Issac's Greater Missile storm Does the 2d6 damage per missile but caps out at 10 like Lesser does.
Keen Edge: 2 turns per level
Mage Armor: Changed to be closer to PnP. It now gives +4 armor ac. This does not stack with armor base ac or armor enhancement ac from other sources. This is equivalent to wearing scale mail without the armor check penalties or the cap on dex modifier.
Magic Alignment Circle: Now acts as a mass protection from chosen alignment and lasts 2 turns per level.
Magic Vestment: Duration changed to 5 turns + 1 turn per level. Armor bonus changed to +1 per 4 levels (min bonus +2, max bonus +5).
Polymorph Self: Changed Zombie to Werecat. UI on radial wheel is still a zombie.
Powerword , Kill: does 300 damage and kills things with 50 or less hps as an area attack or kill 1 target with less than 120 + random 30 hps. Whether or not a creature is affected by this spell depends on the creature's current, not maximum, hit points.
Power word Stun: Increased hp thresholds to account for using max HP.
Quillfire: Damage is d4 per caster level + caster level / 2 + d6.
Shield: Changed to be closer to PnP. It now gives +4 shield ac. This does not stack with shield base ac or shield enhancement ac from other sources.
Minor Changes
Bane: Now applies a -5 to saving throws vs. fear and does 1pt of cold damage to all enemies in the radius. Still does the -1 to attacks as before.
Blood Frenzy: 5 rounds per level duration now and VFX change
Cure minor wounds: Low level users and casters get 4 hps healed, mid and high level casters/users get 2-4 healed.
Cure Light Wounds & Cure Moderate Wounds: As per NWN spells plus random number based off wisdom modifer plus a small random amount.
Cure Serious Wounds & Cure Critical Wounds: As per NWN spells and adds the casters full Wisdom Mod to the healing.
Death Armor: Lasts 3 rounds per level and now does 2 points of Negative Damage also.
Endure Elements: Duration effects removed
Enervation Drains 2-5 levels on a failed save, if they save they only get drained 1-2 levels
Feeblemind Also reduces charisma.
Flame Lash Can now cause short duration blindness in your foe.
Great Thunderclap: Stun made to 2-4 rounds and deaf last a lot longer. If anything the spell will make some more RP.
Healing Sting: (2d12+ 2 per level ) damage now.
Horizikaul's boom: 1d4 damage per level of the caster now, caps at 12 levels.
Ice Dagger: Now does 1d6 per level up to 12th
Identify: Now lasts 4 rounds
Legend Lore: Made lore bonus +1 per level and made duration 3 per level. Added *concentrating* emote to it also.
Lesser Mind Blank: Hours now.
Magic Fang Spells: Both have a duration of 4 turns plus d10 turns
Mind Fog: Is now more of a mind numbing poison.
Mordenkainen's sword: 5 rounds per level now
Monsterous Regen: Duration set to 1 round per level plus 1d20 rounds.
Nature's Balance: Now slows the targets it affects for a few rounds.
Premonition 1 turn per caster level
Resistance: Now lasts 1 hour.
Resist Elements: Duration effects removed
Scare: Now lasts 2-5 rounds and can affect up to 10 hitdice creatures. Could be good for getting away from things you can't really kill.
Silence: Lasts 5 round per level now
Sleep: Now can effect up to 7 HD creatures. And can effect 5 + 1d6 of total HD
Slow: Duration change to 2 rounds per level and added a -2 to the enemy AC.
Wall of Fire: Lasts 1 round per level plus 1d10 rounds.
Wail of the Banshee: Max number of targets is now 1 per 3 levels of caster
Wounding Whispers: Duration is now 2 rounds per level plus 1d6 rounds.
Undeath's eternal foe: Lasts Turns now
Attribute Spells: (bulls strength, cats grace, etc) Are now always +4. They are upped to +6 when cast maximized or empowered (yes, I know that doesn't quite follow the rules).
Amplify: Lasts turns per level with bonus of 1 listen per caster level, cap at +15.
Bigby Spells: All spells now have the duration of 1 round per two levels. More work to come some day.
Blade thirst: +3 enhancement lasts 10 turns + 1 turn per caster level and adds 1 point of vampiric regeneration per 5 caster levels (max +5 vampiric regen). Works on any melee weapon type.
Burning Hands: Doesn't cap out until 12th level.
Clarity: duration changed to 5-10 minutes
Clairaudience/clairvoyance: Lasts turns per level with bonus of 1 spot + listen per caster level, cap at +15.
Darkfire & Flame Weapon: 1 hour per lvl & stacks with elemental damage on weapons, but now does much reduced damage:
levels 1 - 9 : 1 damage
levels 10-19 : 2 damage
levels 20+ : 3 damage
Deafening Clang: changed it to 3 rounds per level.
Displacement: Lasts 1 turn per level plus 1d6 turns. But is only 30% displacement now.
Entropic shield: Now has a 25% chance for ranged weapons to miss and lasts for hours instead of turns.
Greater Magic Weapon: Caps out at +4 and lasts 10 turns + 1 turn per every 2 levels. Increases at rate of +1 per 4 caster levels.
Heal/Harm/Mass Heal: 5 pts healing/damage per caster level + random 4-80 healing/damage points. Can be maximized.
Invisibility Sphere: Now mass Invisibility.
Issac's Greater Missile storm Does the 2d6 damage per missile but caps out at 10 like Lesser does.
Keen Edge: 2 turns per level
Mage Armor: Changed to be closer to PnP. It now gives +4 armor ac. This does not stack with armor base ac or armor enhancement ac from other sources. This is equivalent to wearing scale mail without the armor check penalties or the cap on dex modifier.
Magic Alignment Circle: Now acts as a mass protection from chosen alignment and lasts 2 turns per level.
Magic Vestment: Duration changed to 5 turns + 1 turn per level. Armor bonus changed to +1 per 4 levels (min bonus +2, max bonus +5).
Polymorph Self: Changed Zombie to Werecat. UI on radial wheel is still a zombie.
Powerword , Kill: does 300 damage and kills things with 50 or less hps as an area attack or kill 1 target with less than 120 + random 30 hps. Whether or not a creature is affected by this spell depends on the creature's current, not maximum, hit points.
Power word Stun: Increased hp thresholds to account for using max HP.
Quillfire: Damage is d4 per caster level + caster level / 2 + d6.
Shield: Changed to be closer to PnP. It now gives +4 shield ac. This does not stack with shield base ac or shield enhancement ac from other sources.
Minor Changes
Bane: Now applies a -5 to saving throws vs. fear and does 1pt of cold damage to all enemies in the radius. Still does the -1 to attacks as before.
Blood Frenzy: 5 rounds per level duration now and VFX change
Cure minor wounds: Low level users and casters get 4 hps healed, mid and high level casters/users get 2-4 healed.
Cure Light Wounds & Cure Moderate Wounds: As per NWN spells plus random number based off wisdom modifer plus a small random amount.
Cure Serious Wounds & Cure Critical Wounds: As per NWN spells and adds the casters full Wisdom Mod to the healing.
Death Armor: Lasts 3 rounds per level and now does 2 points of Negative Damage also.
Endure Elements: Duration effects removed
Enervation Drains 2-5 levels on a failed save, if they save they only get drained 1-2 levels
Feeblemind Also reduces charisma.
Flame Lash Can now cause short duration blindness in your foe.
Great Thunderclap: Stun made to 2-4 rounds and deaf last a lot longer. If anything the spell will make some more RP.
Healing Sting: (2d12+ 2 per level ) damage now.
Horizikaul's boom: 1d4 damage per level of the caster now, caps at 12 levels.
Ice Dagger: Now does 1d6 per level up to 12th
Identify: Now lasts 4 rounds
Legend Lore: Made lore bonus +1 per level and made duration 3 per level. Added *concentrating* emote to it also.
Lesser Mind Blank: Hours now.
Magic Fang Spells: Both have a duration of 4 turns plus d10 turns
Mind Fog: Is now more of a mind numbing poison.
Mordenkainen's sword: 5 rounds per level now
Monsterous Regen: Duration set to 1 round per level plus 1d20 rounds.
Nature's Balance: Now slows the targets it affects for a few rounds.
Premonition 1 turn per caster level
Resistance: Now lasts 1 hour.
Resist Elements: Duration effects removed
Scare: Now lasts 2-5 rounds and can affect up to 10 hitdice creatures. Could be good for getting away from things you can't really kill.
Silence: Lasts 5 round per level now
Sleep: Now can effect up to 7 HD creatures. And can effect 5 + 1d6 of total HD
Slow: Duration change to 2 rounds per level and added a -2 to the enemy AC.
Wall of Fire: Lasts 1 round per level plus 1d10 rounds.
Wail of the Banshee: Max number of targets is now 1 per 3 levels of caster
Wounding Whispers: Duration is now 2 rounds per level plus 1d6 rounds.
Undeath's eternal foe: Lasts Turns now