Game Mechanics: Spell Changes
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Spells By Circle:
@[b:Cantrips"]
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Cure Minor Wounds: Now heals 1d4 damage instead of a flat 4.
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Damaging Cantrips: All damaging cantrips (except for inflict minor wounds) do 1d4+1 damage and are unlimited use per day.
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Daze: The Daze spell can be cast by wizards and sorcerers unlimited times per day.
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Flare: The Flare spell now causes the target to suffer -2 AB instead of -1 AB
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Inflict Minor Wounds: Now deals 1d4 negative damage instead of just 1.
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Resistance: The Resistance spell now gives +2 bonus to all saves for 4 turns instead of +1 bonus for 2 turns.
@[b:
1st Circle Spells"]
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Horizikaul's Boom: Has no save, and also deafens the target for 2d4 rounds.
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Ice Dagger: Has an additional fortitude save vs slow for 1d4 rounds.
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Mage Armor: Mage armor grants a +4 armor bonus to ac that won't stack with any worn armor or other armor bonuses from gear.
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Shelgarn's Persistent Blade: New duration, 3 rounds base, +1 round per caster level (A level 4 wizard would have a 7 round duration .
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True strike: Works as normal, except that potions of accuracy (Potions of truestrike) will only give +10 ab instead of +20 when used.
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Deafening Clang: Now lasts 1 turn per level instead of 1 round per level
@[b:
2nd Circle Spells:"]
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Blindness/Deafness: Now lasts hour/level
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Darkness: Darkness grants 50% concealment to everyone standing inside it. In addition PC's are blinded and granted the hide in plain sight feat while inside the darkness' area of effect. NPCs inside the darkness aren't blinded, but they suffer from a 50% miss chance, -4 to AB and -2 to AC if they are not immune to blindness (this simulates a blindness effect without completely blowing up their AI). You will have to take advantage of hide in plain sight in order to sneak attack npc's in darkness.
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Flame Weapon: Changed to grant +1d4 fire damage, duration changed to 1 minute/level.
In addition, using your pc mode switch on some reagents allows you to change the element type of flame weapon. Using flame weapon on a weapon that already does damage of the type you're giving them will change the spells element to a different one (Flame weapon will not stack with Darkfire). -
Gedlee's Electric Loop: Gedlee's stun duration is increased from 1 round to 2 rounds.
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Ghoul's Touch: Paralysis duration extended from 1d6+2 rounds to 1d8+3.
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Resist Elements: Duration changed to 24 hours, to match endure elements and protection from elements.
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Silence: Duration increased from 1 round/level to 1 turn/level (Its radius is still buggy due to being an aura type effect though).
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Tasha's Hideous Laughter: Duration extended from 1d3 rounds to 2d3 rounds (I guess the joke got better).
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Ultravision: Doesn't allow you to see in magical darkness anymore, it just lets you see better in dark areas.
@[b:
3rd Circle Spells:"]
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Call Lightning: Now does 1d10 damage per caster level (max 10d10 at CL 10), but the spell will only work when outdoors while it is raining or snowing.
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Clairaudience/Clairvoyance: Bonuses to spot/listen increased from +10 to +20.
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Darkfire: Changed to grant +1d4 fire damage, duration changed to 1 minute/level.
In addition, using your pc mode switch on some reagents allows you to change the element type of flame weapon. Using flame weapon on a weapon that already does damage of the type you're giving them will change the spells element to a different one (Darkfire will not stack with Flame Weapon). -
Greater Magic Weapon: Grants an enhancement bonus of +1 every 4 caster levels, giving +2 enhancement at caster level 8, +3 at caster level 12 and so forth.
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Keen Edge: Duration changed to 2 turns/level. The spell now works on bludgeoning weapons in addition to slashing and piercing weapons (to simulate the "Impact" spell).
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Lightning Bolt: Has an additional fortitude save vs stun for 1 round.
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Magic Vestment: Grants an enhancement bonus of +1 every 4 caster levels, giving +2 enhancement at caster level 8, +3 at caster level 12 and so forth.
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Searing Light: Now requires the caster to land a ranged touch attack in order to deal damage.
@[b:
4th Circle Spells:"]
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Dismissal: This spell is now single target only, however it will also work against outsiders (killing creatures in this way does not grant xp).
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Ice Storm: Damage is fixed at 3d6 bludgeoning damage no save, reflex save for +2d6 cold damage, and fortitude save for 1 round stun.
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Isaac's Lesser Missile Storm: Now deals 1d4 magic damage per missile. The missiles are more evenly distributed among hostile enemies now (but hostile targets can still be hit by multiple missiles). The spell will only check for the targets spell resistance once, instead of once per missile.
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Minor Globe of Invulnerability: Duration increased from 1 round/level to 2 rounds/level.
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Phantasmal Killer: Phantasmal killer now counts as both a fear type spell and mind affecting spell for purposes of saves and immunities.
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Shadow Conjuration: Shadow Conjuration's "Summon Shadow" option has been modified to summon different types of creatures than standard NwN's. Find out what it summons in game! (Summon Shadow will summon the same thing regardless of whether it is used via Shadow Conjuration, Greater Shadow Conjuration, or Shades).
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Stoneskin: Duration decreased from 1 hour/level to 1 turn/level. Stoneskin will absorb up to 150 damage (10 damage/level) instead of capping at 100 damage (10 damage/level).
@[b:
5th Circle Spells:"]
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Firebrand The missiles from this spell will be more evenly distributed among hostile targets now.
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Lesser Planar Binding: The summoned creature now has to be negotiated with via a dialog menu that pops up when it is summoned. A charisma check will determine whether the creature turns hostile to you, decides to leave, charges you a fee for its services, or offers to work with you for free.
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Lesser Spell Mantle: Duration increased from 1 round/level to 2 rounds/level.
@[b:
6th Circle Spells:"]
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Bigby's Forceful Hand: Instead of making one attempt to knockdown the opponent which lasts for the full duration of the spell, Bigby's Forceful hand attempts to apply a 99% move speed reduction to the enemy once every round for the full duration of the spell (effectively rendering them immobile but still able to act).
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Create Undead: Casting this spell will now give the spellcaster evil points if he isn't already evil.
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Drown: Now does magical damage instead of bludgeoning damage.
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Globe of Invulnerability: Duration increased from 1 round/level to 2 rounds/level.
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Greater Sanctuary: Duration increased from 1 turn/level to 1.5 turns/level. Now works like an invisibility spell, but with 100% concealment and the ability to pass through other creatures. See Invisible, True Seeing and related spells will allow people to see you, but you retain the concealment until you break the invisibility as normal, or are dispelled of the sanctuary.
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Harm: Harm is now a touch attack that deals 10 /Caster Level negative damage (will for half) to the target. With a maximum of 150 damage at caster level 15, this spell can not damage the target below 1 hp however.
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Isaac's Greater Missile Storm: Now deal 1d6 magic damage per missile. The missiles are more evenly distributed among hostile enemies now (but hostile targets can still be hit by multiple missiles). The spell will only check for the targets spell resistance once, instead of once per missile.
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Planar Ally/Planar Binding: The summoned creature now has to be negotiated with via a dialog menu that pops up when it is summoned. A charisma check will determine whether the creature turns hostile to you, decides to leave, charges you a fee for its services, or offers to work with you for free.
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Greater Stoneskin: Duration decreased from 1 hour/level to 1 turn/level. Greater Stoneskin's damage reduction is reduced to 15/+5 from 20/+5.
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Tenser's Transformation: This spell no longer counts as a polymorph effect, and no longer gives you a free weapon. Otherwise it functions exactly like the normal spell.
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True Seeing: This spell now grants the effects of See Invisibility, Ultravision, immunity to Phantasmal Killer and Weird. It also grants the ability to see magically hidden doors and grants a +15 spot bonus for the duration of the spell (No longer allows you to automatically see stealthed creatures).
@[b:
7th Circle Spells:"]
- Mordenkainen's sword: Summons an invisible sword which attacks enemies nearest to the caster automatically. Requires concentration to maintain the effect.
@[b:
8th Circle Spells:"]
- Aura Versus Alignment: This spell automatically casts Aura vs good or evil based on your alignment, casting this spell while neutral doesn't do anything.
@[b:
9th Circle Spells:"]
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Black Blade of Disaster: Summons an invisible sword which attacks enemies nearest to the caster automatically. Requires concentration to maintain the effect.
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Premonition: Duration decreased from 1 hour/level to 1 turn/level. Premonition's damage reduction is reduced to 20/+5 from 30/+5. Premonition will absorb up to 150 damage (10 damage/level).
Major Spell Changes:
@[b:Animate Dead"]
Animate Dead is changed on Arabel, regardless of the caster level, this spell will only summon a Skeletal Servant when cast on the ground.Greater Spell Focus Necromancy allows the caster to use various reagents in order to summon different types of undead. These types of undead become stronger at caster level 8.
Additionally, the caster can animate a PC corpse, if the player in question is online at the time, a copy of their character will be made (except as an undead) in the form of an animated body, complete with equipment skills and spells. While animated, the character can not be raised or respawn. Casting resurrection on an animated undead will instantly destroy it.The spellcaster can increase the amount of undead they can animate via feats and levels (up to a maximum of 5 undead out at the same time).
Spell Focus Necromancy allows the caster to animate up to two undead at the same time.
Greater Spell Focus Necromancy allows the caster to animate up to three undead at the same time.
At level 9, the caster can have an additional undead out at the same time.
At level 11, the caster can have an additional undead out at the same time.@[b:
Polymorph Self"]
This spell now has multiple new shapes available to the player.
You need to select the shape you want to turn into using a dot command prior to casting polymorph, otherwise the spell will turn you into a pixie by default. You can only polymorph into a shape who's HD is equal to or less than the caster level of the polymorph spell.The Dot commands are as follows (Minus the quotation marks).
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.ps "name" = This sets the shape that you will polymorph into the next time you cast the spell.
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.ps "name"! = Adding an exclamation point at the end of the command will have your character cast polymorph immediately if he/she has the spell prepared.
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Shapes with a * at the end are only usable by spellcasters with the Spell Focus Transmutation feat.
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Shapes with a ** at the end are only usable by spellcasters with the Greater Spell Focus Transmutation feat.
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Shapes with a + at the end are shapes that have melee weapons, any magical stat on your weapon when using polymorph to turn into these shapes will apply those stats to that shape's weapon as well.
HD 1 Shapes
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Badger
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Bat
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Cow
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Deer
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Dire Rat
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Goblin +
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Hobgoblin +
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Horse
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Kobold +
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Orc +
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Chicken
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Falcon
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Ox
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Parrot
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Penguin
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Pixie +
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Raven
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Rat
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Seagull
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White Stag
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Dwarf *
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Elf *
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Fire Beetle *
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Gnome *
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Human *
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Halfling *
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Half-Orc *
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Half-Elf *
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Eyeball **
HD 2 Shapes
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Deep Rothe
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Dog
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Dryad
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Gnoll +
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Lizardfolk +
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Sahuagin +
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Troglodyte +
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Wolf
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Bombardier Beetle *
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Faerie Dragon *
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Krenshar *
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Pseudodragon *
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Ochre Jelly **
HD 3 Shapes
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Bugbear +
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Sea Hag
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Black Bear
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Boar
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Cougar
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Crag Cat
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Dire Badger
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Leopard
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Nymph +
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Panther
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Snake
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Stink Beetle *
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Sword Spider *
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Wyrmling White Dragon *
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Gray Ooze **
HD 4 Shapes
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Ogre+
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Stinger +
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Blink Dog *
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Gargoyle *
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Giant Spider *
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Worg *
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Wyrmling Black Dragon *
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Wyrmling Brass Dragon *
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Gelatinous Cube **
HD 5 Shapes
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Jaguar
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Lion
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Satyr
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Wyrmling Copper Dragon *
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Wyrmling Green Dragon *
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Ettercap **
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Cockatrice **
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Hook Horror **
HD 6 Shapes
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Brown Bear
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Dire Wolf
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Medusa
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Minotaur +
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Troll
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Yuan-Ti +
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Basilisk *
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Manticore *
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Winter Wolf *
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Wyrmling Blue Dragon *
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Wyrmling Bronze Dragon *
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Drider **+
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Intellect Devourer **
HD 7 Shapes
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Dire Boar
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Harpy
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Stag Beetle *
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Wyrmling Red Dragon *
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Wyrmling Silver Dragon *
HD 8 Shapes
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Grizzly Bear
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Polar Bear
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Gorgon *
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Sphinx *
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Wyrmling Gold Dragon *
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Mind Flayer **
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Umber Hulk **
HD 9 Shapes
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Bullette *
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Battle Devourer **
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Will o Wisp **
HD 10 Shapes
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Ettin +
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Dire Spider *
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Grey Render *
HD 11 Shapes
- Beholder **
HD 12 Shapes
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Dire Bear
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Mountain Giant +
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Wyvern *
HD 14 Shapes
- Frost Giant +
HD 15 Shapes
- Fire Giant +
@[b:
Summon Monster"]The Summon Monster Spells have been overhauled. There are now several summoning themes available.
These themes can be accessed by being a worshiper of certain deities, having specific feats, being of a specific race. Or using your PC mode switch on certain reagents before casting the summon spell. There are also items in the game that can grant you access to these themes without consuming reagents.The duration of Summon Monster is changed from 24 hours to 6 rounds/level.
Summon monster has special interactions with the Spell Focus and Greater Spell Focus Conjuration feats, as well as being a Conjuration Specialist Wizard.
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Spell Focus Conjuration: Increases the duration of your summons to 7.5 rounds/level. Allows you to summon up to two creatures at the same time.
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Greater Spell Focus Conjuration: Increases the duration of your summons to 9 rounds/level. Allows you to summon up to three creatures at the same time.
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Conjuration Specialist Wizard: Allows you to summon one additional summon. This will also stack with Spell Focus and Greater Spell Focus Conjuration, allowing up to four summons to be brought out simultaneously.
@[b:
Raise Dead/Resurrection"]These two spells have been changed to function with the death system in Arabel. For the details on how it works check out the Core Mechanics: Death/The Fugue Plane/Looting the fallen topic.
@[b:
Word of Faith"]This spell has been altered to more closely match the PHB. The area of effect is a 30 foot radius. Outsiders are banished. All enemy creatures and all PCs of the opposing alignment are affected. The individual effects depend upon the HD of the creatures. There is no save, but spell resistance applies. Good/Evil take precedence over Law/Chaos. True Neutral priests cannot cast this spell.
Holy Word[Good]
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12+ HD: Deafened
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8-11 HD: Blinded, Deafened
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4-7 HD: Paralyzed, Blinded, Deafened
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1-3 HD: Killed, Undead Destroyed
Blasphemy [Evil]
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12+ HD: Dazed
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8-11 HD: Weakened, Dazed
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4-7 HD: Paralyzed, Weakened, Dazed
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1-3 HD: Killed
Dictum [Lawful]
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12+ HD: Deafened
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8-11 HD: Deafened, Stunned
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4-7 HD: Paralyzed, Deafened, Slow
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1-3 HD: Killed
Chaos Word [Chaotic]
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12+ HD: Deafened
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8-11 HD: Deafened, Stunned
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4-7 HD: Confused, Deafened, Stunned
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1-3 HD: Killed
This post is an example post of the New Player Handbook we're working on to make rules clearer for everyone, we are giving this one an early publishing to remind players about rules but also to show case the re-work of CoA rules to make the forums more user friendly.
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