EFU: Spell Changes

Started by Tala, October 15, 2014, 01:03:03 PM

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Tala

Spell Changes and Custom Spells:

EFU has undergone massive changes to vanilla NWN spells. What's more - Specialist Wizards receive even further bonuses to their school of choice. Please refer to the list below for the current changes.

Optional New Spells:

New, EFU specific spells are marked with an *. Until further notice, they can't be accessed, due to transition to EE. Hopefully they'll be around again in a short while.


Common Spells


       
  • All Cantrips are 1d4 + 1 in damage.
       
       
  • Summon duration has been reduced to 4 rounds/level for vanilla casting, 5 rounds/level for SF: Conjuration and the usual 6 rounds/level for GSF: Conjuration (i.e. casters with GSF: Conjuration will, for the most part, be unaffected by this change). To compensate for losing transmutation spells for spell school specialization: conjuration, this will grant an additional 2 rounds/level duration on summoning spells. Default summons reflect a basic Underdark type of theme. A number of additional themes are available through reagents, items, and other means in game. Modified to consider Pale Master levels. PCs can speak through their summons using the chat command "/v s <message>".</message>.   For additional information see: http://www.efupw.com/forums/index.php?topic=46722.0
       
       
  • Animate Dead/Create Undead - Animation has been heavily customized on EFU and both spells depend on the type/quality of the corpse and furthermore they can be experimented on, given weapons to equip, etc.  Please refer to Diz-e's "Necromancy Guide".   Summons created by animate dead without corpses have received a downgrade. They now have wizard AB progression, lower AC and no automatic strength upgrades.
       
       
  • Bull's Strength/Endurance/Eagle's Splendor/Fox's Cunning/Cat's Grace/Owl's Wisdom have been changed as follows:
          

               
    • A caster without SF nor GSF: Transmutation casts the spell as normal with a 1 + 1d4 enhancement
    • A caster with SF: Transmutation casts the spell using the best roll of 2 (1+1d4) rolls for enhancement
    • A caster with GSF: Transmutation casts the spell using the best roll of 3 (1+1d4) rolls for enhancement
       
  • Protection from/Elements/Resist Elements/Endure Elements have been changed as follows:
          

               
    • No modification for vanilla casting (duration 24 hours).
    • The absorption limit is increased by 5 for SF: Abjuration
    • The absorption limit is increased by another 5 for GSF: Abjuration
       
  • Magic Circle against alignment is now the same as casting Protection from Evil/Good/Chaos/Law on everybody within three meters. (Chaos and Law requiring downloading spell override).
       
  • Lesser Dispel Magic/Dispel Magic/Greater Dispel Magic are updated to allow the maximum caster level to be improved through spell focus and greater spell focus abjuration. These spells can be resisted by Spell Resistance.
          

               
    • When targeting a target, a caster with SF and GSF Divination can destroy a Mirror Image when targeting a Mirror Image with all three.
    • When targeting an area, a caster with SF Divination can destroy Mirror Images up to: 3 with Disepl, 5 with Greater Dispel.
    • When targeting an area, a caster with GSF Divination can destroy Mirror Images up to: 2 with Lesser Dispel, 6 with Dispel, 10 with Greater Dispel.
       
  • Lesser Spell Breach/Greater Spell Breach are updated to increase the number of effects dispelled by one if the caster has Spell Focus Abjuration, by an additional one if the caster also has Greater Spell Focus Abjuration, and reduced by one of the target has Arcane Defense Abjuration.
       
  • Hold Person/Hold Animal/Hold Monster were updated to use mind spell saves.
       
  • Summon Shadow - Shadow Clone:
          

               
    • Summon Shadow of Shadow Conjuration, Greater Shadow Conjuration and Shades has been changed to use special shadow summons. Shadow Summon is activated by using the "Summon Shadow" variant of each of the spells and targeting the ground. The Shadow Clone will take the likeness of the closest PC to the targeting of the spell, or the likeness of the caster if no other PC can be found. Shadow Summon is considered both incorporeal (50% concealment) and undead creature (for instance, healing spells damage while negative energies heal the creature). When used from items, the summon will take the form of the caster regardless of the target.
    • You can only have one shadow summon active at the time and no other summons. Summon Shadow copies the abilities of its target with the following differences:
                  

                       
      • Mental ability points (INT, WIS, CHA) are always capped to maximum of 3.
      • Shadow Conjuration: Copied physical ability points (STR, DEX, CON) are capped to a maximum of 7 points for non-caster targets and when used from items. This cap is increased to 11 points if the caster targets herself. Duration is 5 rounds + 1 round per caster level.
      • Greater Shadow Conjuration: Copied physical ability points are capped to a maximum of 9 points for non-caster targets and when used from items. This cap is increased to 13 points if the caster target herself. Duration is 10 rounds + 1 round per caster level.
      • Shades: Copied physical ability points are capped to a maximum of 11 points for non-caster targets and when used from items. There is no cap for physical ability points if the caster targets herself. Duration is 15 rounds + 1 round per caster level.
               
    • In addition to the above, all summoned Shadows gain the following bonuses depending on the caster’s Spell School if she is a wizard or Greater Spell Focuses if she is a sorcerer (multiple bonuses stack for sorcerers):
                  

                       
      • Abjuration: The shadow gains Spell Resistance 12, 14 and 16 respectively
      • Conjuration: Duration is increased by 5 rounds.
      • Evocation: The shadow gains 20%/30%/50% increased movement speed, respectively.
      • Transmutation: The shadow gains +1 to str, con and dex and increases these caps with the same amount.
      • Illusion: The caster becomes ethereal for 1 round after casting the spell on herself.
      • Necromancy: The shadow gains 5/- resistance against divine and positive energies and +2 regeneration.
               
    • Note: It is entirely possible this spell will be heavily modified as time goes by, we'll see how it works.
       

Arcane

Level 0:


       
  • Abjuration
          

               
    • Resistance (the cantrip) has been changed as follows:
                  

                       
      • A caster with SF: Abjuration grants the target 5/+1 DR, to an absorbtion limit of 5.
      • A caster with GSF: Abjuration grants the target 5/+1 DR, to an absorbtion limit of 10.
               
       
  • Enchantment
          

               
    • Daze:
                  

                       
      • If the target humanoid creature has 5 hit dice or less, they are dazed for 2 rounds.
      • SF AND GSF Enchantment raise the HD by 1, respectively. So GSF Enchantment daze can affect up to HD 7 creatures.
               
       
  • Necromancy
          

               
    • Disrupt Undead*: Deal 1d6 positive damage to a single undead creature.
       

Level 1:


       
  • Abjuration
           

               
    • Shield has been changed as follows:
                     

                       
      • A caster without SF nor GSF: Abjuration casts the spell as normal. It grants +4 deflection AC and immunity to: Magic Missile, Isaac's Lesser Missile Storm and Isaac's Greater Missile Storm.
      • A caster with SF: Abjuration casts the spell with a +2 armor enhancement bonus (does not stack with mage armor or base AC from armor)
      • A caster with GSF: Abjuration casts the spell with a +4 armor enhancement bonus (does not stack with mage armor or base AC from armor)
      • This is designed to counteract the weirdness of abjurers being worse at protecting themselves than mages of other schools (by missing out on the mage armor spell). This brings them up to a par again, with protection consistent with casting mage armor on oneself.
               
       
  • Conjuration
           

               
    • Mage Armor:
                  

                       
      • +4 Armor AC (the way this is implemented, it will not stack with magic vestment as it applies to your clothing (for example, it will make a cloth a 4/0 armor, padded armor: 3/1, leather: 2/2 etc).
               
    • Grease:     
                  

                       
      • Duration changed to 1 round / level.
      • SF conjuration causes -2 to reflex saves for 10 rounds on any who fail the reflex save in grease.  Reflex penalty does not stack.
      • GSF conjuration increases duration to 2 rounds / level.
               
       
  • Divination
           

               
    • True strike has been changed as follows:
                  

                       
      • Only +15 AB for vanilla casting
      • +20 AB for SF: Divination (Consistent with what it used to be)
      • +25 AB for GSF: Divination
      • GSF: Enchantment: All nearby non-hostile units (Huge Area of Effect) gain +1 AB for 1 round per caster level.
               
       
  • Enchantment
           

               
    • Charm person has a duration increase, the duration is 1 round/level.  Vanilla casting has 20% chance (up from 0%) of dispelling the target from all instances of PfA. (Effect is applied before the save against the charm)
                  

                       
      • SF Enchantment: Charm Person has 35% (up from 15%) chance of dispelling the target from all instances PfA (effect is applied before the save against charm)
      • GSF Enchantment: Charm person has 50% (up from 30%) chance of dispelling the target from all instances of PfA (effect is applied before the save against charm)
               
    • Sleep
                  

                       
      • SF Enchantment: Number of creatures that can fall asleep is doubled.
      • SF Necromancy: Instead of peaceful sleep, the creature experiences horrible nightmares and suffers Doom spell for sleep duration + 5 rounds after waking.
      • GSF Necromancy: Doom's duration after waking is increased to 5 + (1 round per caster level).
               
    • Command*:
                  

                       
      • For one round, make a target flee, approach, fall or halt.
               
    • Nybor's Gentle Reminder*:
                  

                       
      • Stun for 1 round, penalties for 1 round/level after.
               
    • Rouse*:
                  

                       
      • Awaken all sleeping creatures in a 10-foot-radius burst.
               
       
  • Evocation
          

               
    • Shelgarn's Persistent blade: When being cast by PCs, changed to the following:
                  

                       
      • The spell is targeted on WEAPONS.
      • The caster animates any non-plot WEAPON in his inventory to work as a loyal servant.
      • Duration is 1 minute / level. GSF Abjuration increases duration to 2 minutes / level.
      • The weapon is destroyed when the summon dies/vanishes unless specifically decreed otherwise (by DM or on the weapon itself)
      • Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have SF Evocation, you can have 3 animated weapons activate at the same time. At level 7 with GSF Evocation you can have a maximum of 5 animated weapons active at the same time.
      • The weapon gains the following bonuses based on caster level:
                          

                               
        • +1 AB / 2 caster levels.
        • +2 increased maximum HP / 2 caster levels.
                       
               
    • Burning Bolt*:
                  

                       
      • Fire multiple flaming bolts at an opponent
               
    • Ice Dagger:
                  

                       
      • Fortitude save against Frozen Effect for 2 rounds. SF and GSF Evocations raises Frozen DC as well.
               
       
  • Necromancy
          

               
    • Ray of Enfeeblement lasts for turn/level.
                  

                       
      • SF Necromancy: target undead creature gains + 1 strength per 3 caster levels for 1 round per caster level.
      • GSF Necromancy: also casts Expeditious Retreat on target undead creature. Lasts 1 round per caster level.
               
    • Scare is not restricted by HD.
                  

                       
      • SF Necromancy: has 20% chance of dispelling the target from Protection from Evil AND Chaos (Successful dispel occurs before the saving throw).
      • GSF Necromancy: increases the chance to 40%.
               
    • Chill Touch*:
                  

                       
      • Make undead flee. Deal strength and negative energy damage to everyone else.
               
    • Negative Energy Ray:  The following two are only if NOT cast from an item.
                  

                       
      • If a wizard has spell school Necromancy or sorcerer has SF Necromancy, casting the spell deals an additional 1d6 negative energy damage to the target.
      • GSF Necromancy also gives the targeted undead creature +2 regeneration for 1 round per caster level.
               
       
  • Transmutation
          

               
    • Expeditious retreat has been changed as follows:
                  

                       
      • Vanilla expeditious retreat is unchanged (50% movement speed increase)
      • Expeditious retreat with SF: Transmutation provides a 55% movement speed increase.
      • Expeditious retreat with GSF: Transmutation provides a 60% movement speed increase.
               
    • Jump*:
                  

                       
      • Significant bonus to Tumble.
               
    • Burning Hands
                  

                       
      • If the reflex save fails, the spell deals additional 1d6 fire damage each round for 2 rounds.
               
       

Level 2:

   

          
  • Abjuration
             

                  
    • Alarm*:
                     

                          
      • For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region. EDIT: Currently bugged.
                  
          
  • Conjuration
             

                  
    • Web
                     

                          
      • Duration increased to 1 round / level.
      • SF conjuration grants sticky webs: movement speed reduce stays for 1d4 rounds after leaving the webbed area.
      • GSF conjuration increases duration to 2 rounds / level.
                  
    • Melf's Acid Arrow
                     

                          
      • Damage over time duration increased to 1 + 1 round / 2 levels.
                  
          
  • Divination
             

                  
    • See invisibility:
                     

                          
      • Double duration for GSF: Divination
                  
          
  • Enchantment
             

                  
    • Balagarn's Iron Horn has been modified as follows:
                     

                          
      • The vanilla spell casts with an opposed strength roll of 14 (rather than 20) to knock opponents over
      • With SF: Enchantment, the opposed strength roll is 18 (rather than 20)
      • With GSF: Enchantment, the opposed strength roll is 22 (rather than 20)
                  
    • Blindness/Deafness:
                     

                          
      • has a duration of 2 rounds/level, and will not affect constructs, undead, or oozes.
                  
    • Tasha's Hideous Laughter:
                     

                          
      • Lasts 1 round/level. Has +1 DC when your target is the same race as you.
                  
    • Masochism*: Gain brief, temporary bonuses based on hitpoints lost in any given round. Masochism has been changed as follows:
                     

                          
      • Vanilla casting casts the spell as normal
      • HP reduction denominator decreased from 5 to 4 in case of SF: Enchantment
      • HP reduction denominator decreased from 5 to 3 in case of GSF: Enchantment
                  
          
  • Evocation
             

                  
    • Flame Weapon/Darkfire:
                     

                          
      • 1d4 fire damage, 1d6 fire damage level 8+ - These will not stack with one another, nor will different elemental types of damage
                  
    • Scorching Ray*:
                     

                          
      • Ranged spell which deals fire damage.
                  
    • Gedlee's Electric Loop:
                     

                          
      • Area of Effect increased from small to medium.
                  
          
  • Illusion
             

                  
    • Ghostly visage has been changed as follows:
                     

                          
      • 10% concealment for vanilla casting
      • 15% concealment for SF: Illusion
      • 20% concealment for GSF: Illusion
                  
    • Continual flame will mark items as plot to prevent exploits. 
                     

                          
      • This creates a magical flame that burns as bright as a torch. It can be cast on any item that can be equipped to create a permanent source of light. The spell continues working normally if cast on friendly, neutral and item targets (granting the light source).
      • If cast on a hostile PC, The hostile target rolls a fortitude save against fire, SF and GSF evocation increase DC normally. If the target fails the save, it gets caught in a long lasting flame that deals 1 fire damage every round. The duration is 1 hour / level. The spell can be removed by two ways before the duration ends: getting fully submerged in water (entering an underwater area) or be dispelled. Both ways instantly remove the effect. When a PC hits 0 HP or gets subdued, the spell ends. Be advised that there is no icon to show the effect on your PC.
                  
          
  • Transmutation
             

                  
    • Knock:
                     

                          
      • Functions on all pick-able doors, up to a certain lock DC and depending on SF and GSF: Transmutation.
                  
    • Augment Familiar*: For 1 round/level, your familiar becomes much more effective in combat. Augment Familiar has been changed as follows:
                     

                          
      • Only 1 round/level for vanilla casting
      • 2 rounds/level for SF: Transmutation (consistent with what it used to be)
      • 3 rounds/level for GSF: Transmutation
                  
    • Stone Bones changed to give a bonus of 2 AC, boosted by +1 AC per two caster levels. Modified to consider Pale Master levels.  Duration 10 minutes / level.
                     

                          
      • If the caster is a sorcerer, in addition to the above changes and regardless of the target's racial type, the target receives the following bonuses for 1 hour per caster level.
                             

                                  
        • Caster level 3: +1 Natural AC, 2/- Bludgeoning resist
        • Caster level 7: +2 Natural AC, 3/- Bludgeoning resist
        • Caster level 11: +3 Natural AC, 4/- Bludgeoning resist
                          This AC bonus does not stack with the undead creature's bonus AC. If the caster is a non-sorcerer, the target does not receive the natural AC bonus but still gains the bludgeoning resist.
                          
                  
    • Whispering Wind*:
                     

                          
      • Send messages to distant locations of your choice.
                  
    • Ultravision:
                     

                          
      • Grants +2 Spot on target. +1 additional spot for SF and GSF Divination respectively.
                  
          
  • Necromancy
             

                  
    • Death Armor
                     

                          
      • SF Necromancy increases the duration to 2 rounds / level and 25% negative damage immunity.
      • GSF necromancy to 3 rounds / level and 50% negative damage immunity.
      • Damage type changed to negative.
                  
    • Ghoul Touch
                     

                          
      • Ghoul Touch is no longer a mind effecting spell and does not cause paralyzation on failed save. Instead, after successful touch attack, the target rolls a fortitude save. On a failed save, the target suffers the effects of Slow, and emits a noxious cloud that applies a -2 penalty to skills, saving throws, attack rolls and damage rolls to all creatures within 5 feet.
                          
                  
          

Level 3:

   

          
  • Abjuration
             

                  
    • Clarity
                     

                          
      • Duration for the spell: (10 Rounds + (1 Round/Level * (2 if has SF Abj.) * (2 if has GSF Abj.) * (2 if Extended))
      • GSF Abjuration also applies the buff on yourself (same bonuses as to the main target)
      • SF: Divination grants the target +5 Concentration and +2 Lore. GSF divination grants +10 Concentration and +4 Lore.
                  
    • Wounding Whispers
                     

                          
      • SF Abjuration increases the duration to 2 rounds / level, GSF Abjuration to 3 rounds / level.
      • SF: Necromancy grants 50% negative damage immunity. GSF necromancy increases duration to 2 rounds / level and grants 75% negative damage immunity.
      • SF: Evocation releases a Huge (6.67m) AoE blast that deals 1d8 + 1 / caster level sonic damage to all enemies. GSF Evocation increases damage to 2d8 + 1 / caster level and makes enemies roll fort save against deafness.
      • SF: Divination grants +1 lore / 3 caster level for the duration of spell. GSF divination grants +1 lore / 2 caster levels.
                  
          
  • Conjuration
             

                  
    • Regroup*:
                     

                          
      • Teleport up to 1 willing companion per level to your position from within a limited radius.
                  
    • Stinking Cloud:
                     

                          
      • All creatures caught within the area of effect are dazed. These effects last as long as they remain within the cloud and for 1 round after they leave. Fortitude save. Duration 1 round / level
      • SF Conjuration increases the duration to 2 rounds / level. GSF Conjuration also causes a 1d2 CON loss if fortitude save fails.
                  
          
  • Divination
             

                  
    • Clairvoyance/Clairaudience:
                     

                          
      • Vanilla casting casts the spell as follows: +15 Spot/Listen, 3 rounds/level.
      • 1.5x duration for SF: Divination
      • 1.5x duration again for GSF: Divination.
      • If the caster has GSF: Divination and targets themselves, then they will also receive 5/+1 damage reduction to represent a sort of minor form of premonition.
                  
    • Find Traps has been modified as follows
                     

                          
      • Undisarmable traps are disregarded
      • If the caster has neither SF nor GSF Divination, the maximum disarm DC for traps which can be disarmed by this spell is 20.
      • If the caster has SF: Divination, the maximum disarm DC for traps which can be disarmed by this spell is 23.
      • If the caster has GSF: Divination, the maximum disarm DC for traps which can be disarmed by this spell is 26.
      • GSF: Divination causes all creatures within area of effect to glow bright red light for 3 rounds if they are holding trapkits in their inventory.
      • Also instantly destroys all mirror images within area of effect.
                  
          
  • Evocation
             

                  
    • Flame Arrow:
                     

                          
      • The caster launches 1 conjured fiery arrow at the target creature for every 2 caster levels. Each arrow does 2d6 points of fire damage.  Reflex save halves the damage for each arrow.
                  
    • Gust of Wind:
                     

                          
      • This spell creates a blast of air that knocks down any creatures failing their saving throws. It is also powerful enough to disperse any cloudlike area of effect spells (such as cloudkill) that are in the path of the wind gust. Fortitude save against being knocked down for 3 rounds.
      • SF Evocation deals 2d4 magical damage (fall damage) to all who fail the fortitude save.
      • GSF Evocation deals 3d4 magical damage to all who fail the fortitude save.
                  
    • Ice Burst*:
                     

                          
      • High radius, relatively low-damage burst of ice damage.
                  
          
  • Illusion
             

                  
    • Displacement
                     

                          
      • When cast as a spell by character (potion, item etc. use unchanged).Duration increased to 3 rounds / level. In addition to normal effects (50% concealment on the target), the spell creates a MIRROR IMAGE out of the target.

        •                         
        • Mirror Image makes a weak copy of the target. The copy has all stats dropped to 3. If target is the caster itself, constitution remains whatever the caster has as a base.
        • Mirror Image is immune to mind spells, has -10 AC and 50% Concealment. Cannot be disarmed and holds no other items than what the target has currently equipped.
        • Mirror Image is a custom summon, preventing any other summons to be active at the same time (Unsummons every summon the PC possess, and Mirror Images vanish when summons are summoned).
        • Mirror Image can be also be released similar to undead releasing, making a long lasting decoy that wanders around on its own and can no longer be controlled by the caster. You can only have one released decoy out at the same time. Duration is until destroyed or replaced by a new one.
                          
      • SF Illusion increases the number of MIRROR IMAGEs by 2. GSF by additional 2, so GSF illusionist can have a maximum of 5 MIRROR IMAGEs out at the same time (still only one long lasting, wandering decoy)
      • The command /c mirror-image will mark whether the MIRROR IMAGE you release will be hostile to others or not. (default is hostile).
                  
    • Invisibility sphere has been changed as follows
                     

                          
      • Vanilla casting - same as casting Invisibility on everybody within two meters, except lasting for only one round/level.
      • SF Illusion Duration increased to 1 turn / 3 caster levels.
      • GSF Duration increased to 1 turn / 2 caster levels.
                  
          
  • Necromancy
             

                  
    • Heart Clutch*:
                     

                          
      • For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.  Your concentration will break if you move.
      • Your concentration will break if the received damage + d20 is higher than your concentration rank.
      • Your spell will break if the target succeeds their saving throw.
                  
    • Negative Energy Burst
                     

                          
      • Negative Energy Burst's will save negates the STR drain in addition to halving the damage.
      • SF Necromancy: Increases damage to 2d8 + 1 caster level.
      • GSF Necromancy: Increases strength drain to 1 + 1 / 4 caster levels if will save fails.
                  
    • Vampiric touch has been changed as follows:
                     

                          
      • Vanilla casting deals only 1d5 damage per 2 levels
      • 1d6 damage per 2 levels for SF: Necromancy (consistent with what it used to be)
      • 1d7 damage per 2 levels for GSF: Necromancy
                  
          
  • Transmutation
             

                  
    • Haste has been changed as follows:
                     

                          
      • Vanilla haste is unaffected.
      • Haste with SF: Transmutation provides an additional 5% movement speed increase if targeted on the caster
      • Haste with GSF: Transmutation provides an additional 10% movement speed increase if targeted on the caster.
                  
    • Greater Magic Weapon:
                     

                          
      • +2 at level 5, +1/5 levels after (so +3 at 10, +4 at 15, etc) duration is turn/level.
                  
    • Keen Edge:
                     

                          
      • Duration is turn/level, and can be used on all melee weapons (regardless of damage type), except for Mauls.
                  
    • Slow:
                     

                          
      • All enemy creatures within the area of effect are slowed, having their movement lowered by 50% and lose a single attack per round. 1 round / level. Will negates.
      • Speed Drain:
                             

                                  
        • If the caster has SF Transmutation and any of the targets fail the will save, the caster will gain expeditious retreat for 1 round / 2 caster levels.
        • If the caster has GSF transmutation and any of the targets fail the will save, the caster will gain haste for 1 round / 2 caster levels.
                          
                  
          
   
Level 4:

   

          
  • Abjuration
             

                  
    • Dismissal:
                     

                          
      • Also instantly destroys all mirror images within area of effect.
                  
    • Ilyykur's Mantle*:
                     

                          
      • You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10. GSF: Abjuration will extend the duration
                  
    • Lower Spell Resistance*:
                     

                          
      • Lower a single target's spell resistance.
                  
    • Remove Curse:
                     

                          
      • GSF Abjuration also grants the target immunity to curses for 1 hour / caster level.
                  
    • Stoneskin:
                     

                          
      • Duration is turn/level.
                  
    • Ward Area*:
                     

                          
      • Temporarily protect the current area from scrying.
                  
          
  • Conjuration
             

                  
    • Evard's Black tentacles:
                     

                          
      • Now only gives a bonus to the number of tentacles when cast with Empower Spell, instead of increasing the number of tentacles and damage of each tentacle. It entangles, rather than paralyses. Freedom of Movement makes you immune to entanglement, Spell Resistance is checked, and it can be absorbed by Spell Mantles. Small creatures are not automatically immune but receive +8 to their grapple check to avoid tentacles. Tentacles damage is not dealt in bulk, but per tentacle and the damage does not count as magic, thus can be (mostly) countered by Ghostly Visage, for example.
                  
          
  • Divination
             

                  
    • Remove blindness/deafness: has been changed as follows:
                     

                          
      • Vanilla casting is unaffected
      • SF Divination blindness/deafness immunity increased to 1 turn / level.
      • GSF Divination blindness/deafness immunity increased to 1 hour / level.
                  
    • Scrying*:
                     

                          
      • For 1 minute/level, spy on any creature in your current area OR any PC within range.
                  
          
  • Enchantment
             

                  
    • Charm Monster:
                     

                          
      • Vanilla casting has 45% chance (up from 0%) of dispelling the target from all instances of PfA. (Effect is applied before the save against the charm)
      • SF Enchantment: Charm monster has 60% (up from 45%) chance of dispelling the target from all instances of PfA. (effect applied before the save against charm)
      • GSF Enchantment: Charm monster has 75% (up from 60%) chance of dispelling the target from all instances of PfA. (effect applied before the save against charm)
                  
    • Confusion:
                     

                          
      • If the caster is a sorcerer or a bard and has SF Enchantment, all creatures hit by the spell (including the caster and any allies) have 10% chance that they are dispelled from all instances of PfA. (effect applied before the save against confusion)
      • GSF Enchantment increases this chance to 20%
                  
    • War Cry:
                     

                          
      • Bonus is added to allies
                  
          
  • Evocation
             

                  
    • Acid/Cold/Electric/Fire Orb*:
                     

                          
      • Launch an orb of elemental damage against a single target which bypasses spell resistance.
                  
    • Blast of Flame*:
                     

                          
      • Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.
                  
    • Elemental Shield
                     

                          
      • SF Abjuration increases the damage immunity to 65% for cold and fire. GSF Abjuration increases immunity 80% for cold and fire. SF Evocation increases duration to 2 rounds / level. GSF Evocation increases duration to 3 rounds / level.
                  
    • Wall of Fire
                     

                          
      • SF Evocation increases the duration to 1 round / level.
      • GSF Evocation increases the duration to 2 rounds / level.
                  
          
  • Necromancy
             

                  
    • Contagion:
                     

                          
      • Now selects randomly from one of EFU's custom plagues
                  
    • Fear:  If the caster is a sorcerer or a bard:
                     

                          
      • SF Necromancy: all creatures hit by the spell (including the caster and any allies) have 10% chance that they are dispelled from ALL instances of PfA. (effect applied before the save against confusion)
      • GSF Necromancy increases this chance to 20%
                  
          
  • Transmutation
             

                  
    • Polymorph Self: additional forms can be accessed through Crafting Menu, Bioware forms have been adjusted (reduced regeneration on troll form, umber hulk form has +10 spot instead of True Seeing). Zombie form has been removed from Polymorph Self. It will now turn you into a giant spider unless you have set it to something else.
                     

                          
      • The duration is only 1 turn/2 levels for vanilla casting
      • The duration is 1 turn/level for SF: Transmutation (consistent with what it used to be)
      • The duration is 2 turns/level for GSF: Transmutation
                  
    • Bestow Curse has been changed as follows:
                     

                          
      • Vanilla bestow curse is unchanged
      • Bestow curse with GSF: Transmutation reduces all abilities by 3 rather than just 2
                  
    • Mass Ultravision*:
                     

                          
      • Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.
      • The effects of new ultravision applied to all in the area of effect. See ultravision changes.
                  
          
  • Abjuration
             

                  
    • Minor Globe of Invulnerability:
                     

                          
      • GSF Abjuration increases the duration to 2 rounds / level. Does not increase duration if PC uses item. Wizard also requires Spell School Abjuration in addition to GSF Abjuration to receive increased duration.
                  
          

Level 5:

   

          
  • Abjuration
             

                  
    • Energy Buffer:
                     

                          
      • Hour/level duration
                  
    • Lesser Mind Blank:
                     

                          
      • GSF: Abjuration grants the buff to the caster in addition to the target.
      • SF: Divination increases the duration to 2 turns per caster level.
      • GSF: Divination will increase the duration to 3 turns per caster level.
                  
          
  • Conjuration
             

                  
    • Lesser Planar Binding:
                     

                          
      • Conjures whatever you would summon at level 3 for 24 hour duration.
                  
    • Mestil's Acid Sheath
                     

                          
      • SF Conjuration grants 40% Acid Immunity. GSF Conjuration grants 80% Acid Immunity.
                  
    • Teleport*:
                     

                          
      • Teleport yourself and, if desired, a small party to a predetermined location.
                  
          
  • Divination
             

                  
    • Feeblemind:
                     

                          
      • Now renders a PC brain dead (disabled) if intelligence is reduced below 3. Feeblemind has been changed to drain all three of intelligence, charisma and wisdom.
      • Feeblemind has a 30% chance of dispelling the target from ALL PfA effects (effect applied before the save against confusion).
      • SF and GSF: Divination increases the chance to 60% and 90% respectively.
                  
          
  • Enchantment
             

                  
    • Mind Fog:
                     

                          
      • Duration is increased to round/level
      • SF Conjuration increases duration to 2 rounds/level, GSF conjuration to 3 rounds/level.
      • GSF Enchantment will instantly strip ALL creatures who enter from ALL protection from alignment spells upon entry regardless of save.  (Other mind immunity spells, such as clarity, will not be affected by this)
                  
    • Dominate Person:
                     

                          
      • The target person temporarily becomes a faithful and loyal servant of the caster. Will negates. Duration: 2 rounds + 1 round / 3 caster levels.
      • Allows the Dominator to speak through the Dominated creature (NPC or PC). This is done by using the chat command "/v d <message>". PCs and NPCs can be commanded to move and act using the Control Companion player tool.
      • GSF Enchantment increases the duration to 1 round / level.
      • Chat commands are disabled. One or two chat specific chat commands will be permitted in the future.
                  
          
  • Evocation
             

                  
    • Ball Lightning:
                     

                          
      • Gives 1d9 damage per ball
                  
    • Bigby's Interposing Hand
                     

                          
      • Lesser Restoration doesn't affect the effects of this spell anymore.
      • GSF Abjuration: Duration is increased to 2 rounds per caster level.
                  
          
  • Transmutation
             

                  
    • Baleful Polymorph*:
                     

                          
      • Turn your victim permanently into a chicken if they fail a -4 fortitude save.
                  
          
   
Level 6:

   

          
  • Abjuration
             

                  
    • Greater Stoneskin:
                     

                          
      • Duration is turn/level. Has damage reduction of 15/+5
                  
    • Globe of Invulnerability:
                     

                          
      • GSF Abjuration increases the duration to 2 rounds / level. Does not increase duration if PC uses item. Wizard also requires Spell School Abjuration in addition to GSF Abjuration to receive increased duration.
                  
          
  • Conjuration
             

                  
    • Acid Fog:
                     

                          
      • SF conjuration increases duration to 1 round / level, GSF Conjuration increases duration to 2 rounds / level.
      • SF transmutation lowers fortitude save by -4 for hour/level, GSF transmutation also makes creatures to roll against iron golem fumes poison AKA the Smellguard Special™
                  
    • Planar Binding:
                     

                          
      • Changed similar to Lesser Planar Binding so that it now summons whatever the caster would summon as a level 4 summon spell with 24h duration.
                  
          
  • Divination
             

                  
    • True Seeing:
                     

                          
      • No longer automatically sees stealthed opponents. The effects that this spell grants are See Invisibility and immunity to illusions (which includes color spray, phantasmal killer, and so on).
                  
          
  • Evocation
             

                  
    • Isaac's Greater Missile Storm:
                     

                          
      • 1d6/level capped at 20
                  
    • Bigby's Forceful Hand:
                     

                          
      • Now has a strength bonus of +4 instead of +14.
                  
          
  • Illusion
             

                  
    • Ethereal Visage
                     

                          
      • GSF Illusion increases the duration to 2 rounds / level.
                  
          
   
Level 7-9:

   

          
  • Abjuration
             

                  
    • Mind Blank:
                     

                          
      • Duration is hour/level
                  
    • Banishment:
                     

                          
      • Also instantly destroys all mirror images within area of effect.
                  
          
  • Conjuration
             

                  
    • Greater Planar Binding:
                     

                          
      • Changed similar to other Planar Bindings so that it now summons whatever the caster would summon as a level 5 summon spell with 24h duration.
                  
          
  • Divination
             

                  
    • Premonition:
                     

                          
      • Has damage reduction of 20/+5, duration remains at hour/level.
                  
          
  • Enchantment
             

                  
    • Dominate Monster:
                     

                          
      • Duration is turn/level. Allow the Dominator to speak through the Dominated creature (NPC or PC). This is done by using the chat command "/v d <message>". PCs and NPCs can be commanded to move and act using the Control Companion player tool.
                  
          
  • Evocation
             

                  
    • Incendiary Cloud:
                     

                          
      • Has damage of 10d6 fire damage
                  
          
  • Transmutation
             

                  
    • Blackstaff:
                     

                          
      • Duration is turn/level
                  
          
   

Divine (Note: Spells that were on the Arcane section won't repeat here)


Level 1:

   

          
  • Abjuration
             

                  
    • Sanctuary:
                     

                          
      • The target immediately becomes ethereal for 1 round (The effect of Greater Sanctuary with greatly reduced duration. Does not work from items.). Only works if the caster is not the target.
                  
          
  • Conjuration
             

                  
    • Cure light wounds:
                     

                          
      • Now heals 4 + 1d4 + 1 per caster level. This way, it will always be more effective than cure minor wounds.
                  
          
  • Enchantment
             

                  
    • Bane:
                     

                          
      • Penalties for the spell Bane have been increased to -2
                  
          
  • Transmutation
             

                  
    • Camouflage:
                     

                          
      • Now gives +6 hide, +2 move silently
                  
    • Magic Fang and Greater Magic Fang:
                     

                          
      • When used by clerics with the Reptilian domain, will affect summoned creatures.
                  
    • Bless Water*:
                     

                          
      • Create holy water
                  
    • Deafening Clang:
                     

                          
      • Duration increased to 3 rounds / level.
      • SF Transmutation increase duration to 5 rounds / level.
      • GSF: Transmutation: provides a +2 AC bonus VS Evil AND Chaos (applied on armor) that lasts as long as the weapon enchantment does.
                  
    • Bless Weapon:
                     

                          
      • SF Transmutation gives additional 1 divine damage vs Evil AND Chaos
      • GSF Transmutation gives 1d4 divine damage vs Evil AND Chaos.
                  
          
   
Level 2:

   

          
  • Enchantment
             

                  
    • Charm Person or Animal: duration is round/level
                     

                          
      • SF Enchantment: Charm Person or Animal has 35% (up from 15%) chance of dispelling the target from all instances PfA (effect is applied before the save against charm)
      • GSF Enchantment: Charm person or Animal has 50% (up from 30%) chance of dispelling the target from all instances of PfA (effect is applied before the save against charm)
                  
          
  • Evocation
             

                  
    • Flame lash:
                     

                          
      • Increases in hit die every two levels rather than three.
                  
    • Sound Burst:
                     

                          
      • All creatures within the area of effect take 1d8 points of damage and must make a will save or be stunned for 2 rounds.
      • Bards deal 2d8 + 1 / caster level sonic damage instead of vanilla 1d8.
      • GSF evocation causes creatures hit to roll fort save against deafness for 1 turn / level.
                  
          
  • Illusion
             

                  
    • Silence:
                     

                          
      • Duration increased to 2 rounds / level.
                  
          
  • Transmutation
             

                  
    • Blood frenzy
                     

                          
      • Duration increased to 1.5 rounds per level (rounded down).
      • SF Transmutation increases the bonuses to +3 str, +3 con and +2 Will. Penalties remain -1 AC.
      • GSF Transmutation grants the caster +1 regeneration for the duration of the spell.
                  
          
   
Level 3:

   

          
  • Abjuration
             

                  
    • Glyph of warding:
                     

                          
      • Deals 1d6 damage up to a maximum of 10d6, rather than 1d8 per two levels.
                  
    • Negative Energy Protection
                     

                          
      • GSF Abjuration: Grants the buff to the caster in addition to the target.
                  
          
  • Conjuration
             

                  
    • Neutralize Poison
                     

                          
      • Target also becomes immune to poisons for 2 rounds per caster level. (does not work from items.)
      • SF Abjuration: Increases poison immunity duration to 3 rounds per caster level.
      • GSF Abjuration: Increases poison immunity duration to 4 rounds per caster level.
                  
          
  • Evocation
             

                  
    • Call Lightning:
                     

                          
      • Works only in Wilderness areas (Caves, etc - representing an actual cave in, not a lightning storm) causing 1d8 bludgeoning damage/level
                  
          
  • Transmutation
             

                  
    • Magic Vestment:
                     

                          
      • Is +1 at levels 1-6, +2 at levels 7-12, +3 for levels 13+. It will also only work on armor; not on shields.
                  
          
  • Necromancy
             

                  
    • Poison:
                     

                          
      • Target rolls against random poison instead.
                  
    • Healing Sting:
                     

                          
      • Damage is 2d8 points + 1 per caster level instead, heals but cannot gain HP above maximum. If fortitude fails, also deals 1d2 constitution damage to the target.
                  
    • Quillfire:
                     

                          
      • Quillfire has been changed to throw one poisonous quill at the target for every two caster levels(rounded down). Each quill does 1d8 physical damage. The target also rolls for large scorpion venom for half of the quills (There will be at least one roll for poison regardless of the number of quills).
                  
          
   
Level 4:

   

          
  • Abjuration
             

                  
    • Freedom of movement:
                     

                          
      • Grants immunity to Flesh to Stone (but not Petrification gaze)
                  
          
         
Level 5:

   

          
  • Conjuration
             

                  
    • Healing Circle:
                     

                          
      • SF Abjuration heals 2d8 +1 per caster level instead.
      • GSF Abjuration heals 3d8 +1 per caster level instead.
                  
    • Raise Dead:
                     

                          
      • The raise dead spell now requires a small diamond as a component, and has a high % chance of spell failure based on a number of factors including alignments, and how faithful a priest the caster is.
                  
          
  • Enchantment
             

                  
    • Chaav's Laugh*:
                     

                          
      • Give bonuses to nearby targets of good alignment, and penalties to nearby targets of evil alignment.
                  
          
  • Transmutation
             

                  
    • Battletide:
                     

                          
      • Bonuses to allies
                  
          
  • Necromancy
             

                  
    • Circle of Doom:
                     

                          
      • Damage is increased to 4d8, +1 point negative damage per caster level. All creatures hit by the spell must make a Will save (same DC as the fortitude DC for halving damage) or be Doomed for 1 turn per caster level.
                  
    • Death Ward:
                     

                          
      • GSF Abjuration: Grants the buff to the caster in addition to the target.
                  
          
   
Level 6:

   

          
  • Necromancy
             

                  
    • Harm:
                     

                          
      • 10 negative damage/caster level, capped at 150; will save halves damage, can be fatal
                  
          
  • Transmutation
             

                  
    • Drown:
                     

                          
      • Magical damage
                  
          
   
Level 7-9:

   

          
  • Evocation
             

                  
    • Word of Faith:
                     

                          
      • Will save is involved, duration of blindness turn/level
                  
    • Earthquake:
                     

                          
      • On failed reflex save, the victim is KDed for 1d4 rounds
                  
    • Sunbeam:
                     

                          
      • Blindness duration is increased to round/level
                  
          

Note: If you notice anything missing / outdated, please make a bug report!

Tala

The posts were merged and formatted by Magister and blitzcrank, many thanks to them!

Tala

EFU custom spells are temporarily disabled until further notice. Hopefully it won't take too long to get them up and running again.