[WEBSITE] Missing from Mistlocke Manual

Started by chezcaliente, June 18, 2011, 07:32:34 AM

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chezcaliente

The following things appear to be missing from the Mistlocke Manual on the website... as far as I can tell (so correct me if wrong).[LIST=1]
  • Rogue perks
  • The other additional perks beyond the original set (Elemental Bond; Pervasive Spell; Death Channels; Rash Spellcaster; Kamikaze Evoker; Wail of the Penitent)
  • Changes to familiars and animal companions - in need of editing as the description of many of the creatures appear to have been cut off
  • Changes to the way "Identify" works; Other addition spell changes (see below)
  • All class-specific mechanics changes (see below)
  • Alchemy (either that or the Herbalism page should be renamed "Crafting" and just talk about the types of crafting available more broadly)
  • The bonuses outside of EfUSS for Herbalism (Ranger/Druid levels, Heal, Lore etc) / Something more than the generic "crafting on efu is awesome" on the Herbalism page
  • Feat changes to spells
  • Deity listings moved from forums to Manual (if desirable)
  • Other realmslore information moved from forums to Manual (if desirable). Particularly, class info (including paladin and monk orders) and race info.
Any others?

chezcaliente

Much of this information used to be located in the forum titled "information for new players" which is currently not visible. Not sure if this is intentional either.

Howlando

Double check and consult with Clucky if anything is missing.

chezcaliente

Updated. And am going to post missing info below (with some updates) to make it easier for Cluckyx to find it all.


Unfortunately I have no access to the additional perks that were added after the original set, and cannot include that. But hopefully Cluckyx can find it in the old Information for New Players forum.

chezcaliente

Rogue Perks

[hide=Rogue Perks]
QuoteRogue Perks
Rogue on EFU is a very versatile class, able to fill a lot of different roles. Although it works well in combination as a multiclass, the EFU DM team would give this additional incentive to remain pure and help better realize your character's concept through sixteen new perks added specifically for rogues - as a bonus to the selection already available.

Some of them have additional bonuses if you play a pure rogue (PRC allowed), some of them only work if you play pure and all of them are selectable at your leisure from the time you hit the required level (as a rogue).

You may only select one level 5 perk and one level 8 perk. Once taken, they are yours even if you drop a few levels.

Level 5 perks:
[indent]Diplomat
[indent]"You have made a living of moving in diplomatic circles, adapting to the social climate and improving your own skills in the same."

Bonus: +2 Bluff, Intimidate, Persuade[/indent]
Engineer
[indent]"Mechanical contraptions and magical devices have always fascinated you. From an early age you have been fiddling with different devices, enough to know a bit more than your peers on how to avoid wrecking such."

Bonus: +1 Disable Trap, +1 Open Lock, +1 Use Magic Device
Pure Bonus: 1 random throwable object each reset.[/indent]
Locksmith
[indent]"The study of locks - particularly belonging to others - has drawn you to it. You know the trademarks of the best locks in Faerun and have picked a few yourself."

Bonus: +3 Open Lock
Pure Bonus: +1 Thieves' Tools each reset.[/indent]
Poisoner
[indent]"Few things are as deadly or as promising as the poisoner's arts. Through careful study you have learnt to apply poison and your failures have given you an increased resistance to being poisoned."

Bonus: +2 vs Poison
Pure Bonus: 1 random poison each reset, Use Poison Ability[/indent]
Smuggler
[indent]"Transferring illegal contraband from one place to another is a thrill you chase. Whether successful or not, you have learnt enough to carry on with the trade and how to avoid getting caught with contraband that'll see you dead."

Bonus: +3 Pick Pocket
Pure Bonus: Able to better hide items when being searched.[/indent]
Thief
[indent]"Personal property is a foreign word to you and so you pay it no heed. Whether a two-story man, cutpurse or enterprising looter, you know how to open locks people make much effort to keep locked and get away with the contents."

Bonus: +2 Open Lock, +1 Hide and Move Silently[/indent]
Trapsmith
[indent]"The careful application of a length of wire, the keeping of tension where the thread is cut, the concealed manner of placement - you know a lot about traps and it keeps you alive."

Bonus: +2 Disable Trap, +2 Set Trap, +2 Search
Pure Bonus: 1 random trap each reset.[/indent][/indent]
Level 8 perks:

All these perks require you to remain pure.
[indent]Archaeologist
[indent]"Delving into old ruins, studying lost civilization and uncovering strange artifacts, the life of an archaeologist enticed you from the beginning and over time you have only grown more experienced in studying ancient ruins, searching for the lost."

Perk bonuses: +2 Disable Trap, +2 Lore, +2 Search, +2 Spot, +4 Saving Throw vs Traps (All).[/indent]
Athletic
[indent]"Chased throughout childhood and being on the run have given you increased speed as a trait of survival. A standing motto for you have always been to be a bit faster than the slowest of the group."

Perk bonus: +10% movement speed.[/indent]
Commander
[indent]"You were born with an influence that touched others, meant to lead in noble campaigns or ruthless slaughter. When the world is in chaos and danger near, you are the one they look to for inspiration."

Perk bonus:

QuoteCommand 1/day

Provide bonuses to companions around you and yourself.

+1 AB, +1 AC, +5% movement speed, +10 temporary hitpoints, +2 will, +2 concentration, +2 discipline, 5/+1 Damage Reduction for 10 damage.

Lasts 60s.
[/indent]
Merchant Lord
[indent]"Coin and commerce, both are words that you learnt the meaning of long ago. Now you are an enterprising individual through which the currency flows, a person of repute in circles coveting gold."

Perk Bonuses: +4 Appraise, 2d20 gp each rest.[/indent]
Politician
[indent]"Your character's ordeals and trials in the game of politics have paid off, giving you increased presence. Your character receives +2 charisma to represent his force of personality."

Perk bonus: +2 Charisma / additional In-Game consideration.[/indent]
Scout
[indent]"A life in the wilderness has become yours by choice or force. Whether a nomad or a hired scout, you have grown fond of the wilds and your place in it, at the point where animals consider you one of them and leave you alone for the most parts."

Perk bonuses: +2 Hide, +2 Move Silently, Animals don't attack you.[/indent]
Shadow
[indent]"Years of elusive play has made you a part of the background, more easily concealed in both day and night."

Perk bonuses: 10% Concealment, +3 Hide, +3 Move Silently.[/indent]
Swashbuckler
[indent]"A swift cut here, a taunt there and an impossible backflip that leaves you out of harm's way - the way of a Swashbuckler. You have learnt the art of fighting a style that most consider mere theatrics than actual swordplay. Of course, you know better."

Perk bonus:

QuoteSwashbuckling 1/day

Get bonuses and penalty depending on number of enemies nearby:

0-1: +1 AB, +1 AC, -1 damage.
2-3: +2 AB, +2 AC, -2 damage.
4+ : +3 AB, +3 AC, +1 attack a round, -3 damage.

Lasts 60s.
[/indent]
Thug
[indent]"Your character has survived a tough life in the streets and the fights have paid off. You are able to shrug off some damage and strike with more precision."

Perk bonuses: +1 AB, 2/+4 DR, 10 temporary hitpoints after rest.[/indent][/indent]
[/hide]

chezcaliente

Updated Core Mechanics Changes

Removed class-specific stuff, unified things that apply to all characters, updated links.

[hide=Updated Core Mechanics Changes]Core Mechanics Changes

Characters start at level 2.

Rolling a 1 is not an auto-failure on spells.

Hours are twenty seven real-life minutes long, instead of two. Turns remain unmodified at one minute. Everything that used to be hour-duration is now 5minutes, unless otherwise modified.

Your character may rest only in an inn room (after having paid the innkeep) or out in the wild with a campfire and bedroll. You may rest once every 20 minutes.

Various spell visual effects have been removed/shortened.

Ability stat bonuses from multiple items do not stack.

Stealth is more effective in some areas (such as dark caves) than it is in brightly lit rooms. A PC that is transluscent has been heard only, not spotted (this is default, but bears repeating: although difficult to enforce, we ask that people do not definitively identify characters who have only been "heard").

There are various damage modes (subdual, sparring, blackout and full damage) all accessible through the crafting menu, player tools, or voice command (/c subdual, /c full damage, /c sparring, /c subdual blackout). Blackout mode sends a PC into a special "unconscious" area, you can then grab their unconscious body and take it with you somewhere. Familiars/Companions/Summons should be on the damage mode of their master. Note that summons switch to FD as they are being unsummoned, this is a bug and an unavoidable one so be careful.

Characters may choose flavorful Perks at level 5. Note - choose carefully, once selected perks can not be changed and there will be no confirmation dialogue to ensure you selected the perk you want.

Characters have access to the custom "EFU Secondary Skill" point system.

Craft Weapons / Armor / Traps - Bioware crafting is not supported. There is however a custom crafting system available to all characters.

Quarterstaves now act as double weapons, doing 1d6 damage for both main-hand and off-hand attacks.

Caltrops will not stack when dropped on top of each other.

AC from Bracers will not work if your character is wearing any form of armor beyond clothing.
[/hide]

chezcaliente

Class Rules and Mechanics Changes

A listing for every class, uniting info from both the old "Realmslore" threads, the old mechanics changes listings, and some changes that were listed as "core" but actually relate to class. Also with updated links where appropriate.

STILL TO DO ON THIS LIST:
  • Link to rogue perks (once placed on the website), under Rogue listing.
  • Link to Feat Changes to Spells (once placed on the website), under spellcasting classes.
  • Information on default summoning themes available in the OOC starting area, listed under each class affected (if desirable)
  • More information on pickpocket for Bard and Rogue, instead of "see forums for details".
  • Links to canon orders, under Paladin and Monk listings.
  • Links to deity listings, under Cleric, Paladin and Druid listings.
  • Incorporate, or link to, the Character Expectations guides for Clerics, Druids and Paladins under their respective listings
  • General clean-up of formatting and text, as a lot has been copied and pasted from elsewhere.
[hide=Barbarians]Barbarians

10% movement speed increase feat disabled if in heavy armor.
20% movement speed bonus at level 8, also lost with heavy armor.

Barbarian Damage Reduction, disabled in heavy armor.
Level 5 10% damage reduction
level 7 20% damage reduction

Charisma bonus is applied to strength/con while raging. (Example a fourteen charisma barbarian would get +2 strength and +2 con in addition to the base +4str/+4con. His rage would be +6 str/+6 con.) Negative charisma will also reduce rage bonuses using this same formula.

Level 1 rage is capped at +4/+4 (Total)
Level 4 rage is capped at +8/+8
Level 8 rage uncapped
[/hide]

[hide=Bard]Bard

Songbooks:

Bards are able to acquire a songbook in which they can collect several unique songs and curses. When a bard possesses a songbook with songs in it she may "activate" a song, after which the Bard Song ability will use that song. To switch back to the default song, choose the option to deactivate the songbook. A songbook is not required to use the ability itself.

Songbooks allow bards to scribe known songs at variable costs and absorb other songbooks. The latter will copy any unknown song from the source songbook to the target songbook and proceed to destroy the source songbook. All characters may also destroy songbooks directly. Given the rarity of some songs, this can be a serious blow to the songbook's owner -- that should be kept in mind by all parties, which is not to say that songbooks are in any way sacred (quite the contrary). Individual songs may not be transferred directly from one book to another, though bards may remove songs from any given songbook.

Take note that all information about songs is stored in the songbooks themselves, not the characters. This may seem obvious but it can have some unforeseen consequences, such as Bard Song suddenly not using the song you expected it to.

Some chat commands are provided as well. Type /c songbook help for more.

The songs, of course, are a secret, but as a teaser the vast majority of them have a distinctly EfU feel. Look forward to hopefully seeing some of these as loot.

UMD:
Use Magic Device requires a DC Check of 15 + spell level to successfully use a wand. If you do not succeed in your check, a charge is not expended. Some DM-only loot may not work this way.
Scroll use with UMD requires a check of 25 + spell level of scroll, scroll is not lost if you fail.
Some class-restricted items are ooc-ly marked as not usable via UMD in their description - this is for balance and flavour reasons for specific classes, and we ask that you respect it.

Pickpocket:
Pickpocket in its Bioware implementation is disabled. Pickpocketing is done via a pickpocket tool, subject to our own custom limitations. See forums for details.
However, this skill still works when rolling a skill check, attempting to conceal items during a search, and using it as part of a quest's dialog.

Some bard spells have been modified, please see the Arcane Spell Changes for more details. [/hide]

[hide=Cleric]Cleric

Casting spells as a cleric requires an appropriate deity in your deity field, as welll as domains and an alignment appropriate to your deity.

Clerics have access to additional domains via an override.

Turn Undead has been modified to allow for commanding as well as destroying. Specifically,
  • Clerics with an evil alignment will command the undead.
Clerics with the Good domain will command good-aligned outsiders.
Clerics with the Evil domain will command evil-aligned outsiders.
Clerics with the Fire domain will command Fire Elementals (likewise for the Earth, Air, and Water domains).[/LIST]Trickery domain power will give a Bluff bonus rather than a Persuade bonus.

Death Domain shadow avatar will not appear before level four. The avatars have also been modified to be appropriate for each particular deity.

Some cleric spells may be modified, please see the Divine Spell Changes  for more details. [/hide]

[hide=Druid]Druids

Casting spells as a druid requires appropriate deity in your deity field, as well as an alignment appropriate to your deity (while remaining neutral in some aspect). Deities that support Druids are as follows:

QuoteNature Deities - Chauntea, Kossuth, Malar, Mielikki, Silvanus, Talos, Umberlee, Auril, Eldath, Gwaeron Windstrom, Lurue, Nobanion, Shiallia, Talona, Ubato, Ulutiu, Thard Harr, Aerdrie Faenya, Angharradh, Deep Sashelas, Fenmarel Mestarine, Rillifane Rallathil, Solonor Thelandria, Baervan Wildwanderer, Segojan Earthcaller, Sheela Peryroyl, Anhur, Isis, Osiris, Sebek, Hiatea, Sekolah, and Cyrrollalee.
Druids may not wear metal armor, use metal shields or wield weapons other than those they are proficient in as a druid. Mielikki has more lenient spiritual oaths than most deities that druids worship in the Realms, so Druids of Mielikki can use any of the standard armor or weapons that rangers normally use (all simple and martial weapons, all light and medium armor, and all shields) without violating their spiritual oaths. A druid who wears prohibited armor or wields a prohibited weapon may lose their ability to use their magical powers while doing so and for an unspecified time thereafter.

Druids select an animal companion from a list unique to the EfU:M setting.
"Feeding" your animal companion can only be done once every fifteen minutes, and will heal 1d4 hitpoints.
An animal companion's master will lose 200 XP and d6 HP when their associate dies, as a result of mental anguish from the close mental bond between the two.

Druids receive the tracking ability at level 6.

10% movement speed increase if the PC has 3 druid levels, and is in a wilderness area
15% movement speed increase if the PC has 6 druid levels, and is in a wilderness area
20% movement speed increase if the PC has 9 druid levels, and is in a wilderness area

Some druid spells may be modified, please see the Divine Spell Changes  for more details.[/hide]

[hide=Fighter]Fighter

There are no specific rules or additions for Fighters in EfU:M at this time.[/hide]


[hide=Monk]Monk

A Monk may not multiclass freely, and once a level in the class is taken, the character must progress solely as a monk. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities. In the Forgotten Realms, monks who are members of canon monk orders are granted more leniency - please note that an application must be made to have a background as a member of a canon order on arriving in EfU. [/hide]

[hide=Paladin]Paladin

Being a paladin requires having an appropriate deity in your deity field. Deities that support Paladins are as follows:

QuoteAzuth, Chauntea, Helm, Ilmater, Kelemvor, Lathander, Mielikki, Mystra, Sune, Torm, Tyr, Deneir, Eldath, Gwaeron Windstrom, Hoar, Jergal, Milil, Nobanion, Red Knight, Savras, Shiallia, Siamorphe, Ulutiu, Hathor, Horus-Re, Isis, Osiris, Corellon, Berronar Truesilver, Clangeddin Silverbeard, Gorm Gulthyn, Marthammor Duin, Moradin, Arvoreen, Cyrrollalee, Utogalan, Yondalla, Baervan Wildwanderer, Baravar Cloakshadow, Flandal Steelskin, Gaerdal Ironhand, Garil Glittergold, and Segojan Earthcaller.
A Paladin may not multiclass freely, and once a level in the class is taken, the character must progress solely as a paladin. A paladin who gains a new class or (if already multiclass) raises another class by a level may never again raise her paladin level, though she retains all her paladin abilities. In the Forgotten Realms, paladins who are members of canon paladin orders are granted more leniency - please note that an application must be made to have a background as a member of a canon order on arriving in EfU.

Paladins get a special Detect Evil ability (accessible through player tool or /c detect evil). Paladins are forbidden by their code to knowingly quest with evil characters.

Some paladin spells may be modified, please see the Divine Spell Changes  for more details.[/hide]

[hide=Ranger]Rangers

Rangers receive the tracking ability (accessible through a player tool or by /c track).

Rangers select an animal companion from a list unique to the EfU:M setting at level 6.
"Feeding" your animal companion can only be done once every fifteen minutes, and will heal 1d4 hitpoints.
An animal companion's master will lose 200 XP and d6 HP when their associate dies, as a result of mental anguish from the close mental bond between the two.

10% movement speed increase if the PC has 3 ranger levels, and is in a wilderness area
15% movement speed increase if the PC has 6 ranger levels, and is in a wilderness area
20% movement speed increase if the PC has 9 ranger levels, and is in a wilderness area

Rangers receive an AB bonus vs. their favored enemies.
This AB bonus is equal to ranger level/2, rounded down.

Rangers receive a +4 spot/listen/search bonus if they have 5 ranger levels and are in a wilderness area.

Some ranger spells may be modified, please see the Divine Spell Changes for more details.[/hide]

[hide=Rogue]Rogue
Rogue on EFU is a very versatile class, able to fill a lot of different roles. Although it works well in combination as a multiclass, the EFU DM team would give this additional incentive to remain pure and help better realize your character's concept through sixteen new perks added specifically for rogues - as a bonus to the selection already available.

UMD:
Use Magic Device requires a DC Check of 15 + spell level to successfully use a wand. If you do not succeed in your check, a charge is not expended. Some DM-only loot may not work this way.
Scroll use with UMD requires a check of 25 + spell level of scroll, scroll is not lost if you fail.
Some class-restricted items are ooc-ly marked as not usable via UMD in their description - this is for balance and flavour reasons for specific classes, and we ask that you respect it.

Pickpocket:
Pickpocket in its Bioware implementation is disabled. Pickpocketing is done via a pickpocket tool, subject to our own custom limitations. See forums for details.
However, this skill still works when rolling a skill check, attempting to conceal items during a search, and using it as part of a quest's dialog.[/hide]


[hide=Sorcerer]Sorcerer

Some sorcerer spells have been modified, please see the Arcane Spell Changes for more details.

Sorcerers select a familiar from a list unique to the EfU:M setting.
"Feeding" your familiar can only be done once every fifteen minutes, and will heal 1d4 hitpoints.
A familiar's master will lose 100 XP and d6 HP when their associate dies, as a result of mental anguish from the close mental bond between the two.

Sorcerers have access to the various custom summoning themes available in game, and can alter their default summoning theme after character creation. [/hide]

[hide=Wizard]Wizard

Some wizard spells have been modified, please see the Arcane Spell Changes for more details.

Wizards select a familiar from a list unique to the EfU:M setting.
"Feeding" your familiar can only be done once every fifteen minutes, and will heal 1d4 hitpoints.
A familiar's master will lose 100 XP and d6 HP when their associate dies, as a result of mental anguish from the close mental bond between the two.

Wizards have access to the various custom summoning themes available in game, and can alter their default summoning theme after character creation.[/hide]

chezcaliente

Updated Feat Changes to Spells

Feat Changes to Spells
Re-ordered by school of magic (since generally people are looking at specialising in certain schools). Removed spell changes that are general changes and not feat-related.


TO DO FOR THIS LIST:
  • Update each change that only affects  specialised wizards or specific classes. Probably by adding "[spell] has  been changed as follows for [x class types] only:" to the established format.
The following changes have been made to spells where a caster has one of the Spell Focus and Greater Spell Focus feats for the associated school of magic. These apply to any class that can cast the spell, except where noted.


[hide=Abjuration]Abjuration

Clarity has been changed as follows:
  • Vanilla: unaffected
  • SF: the duration is doubled
  • GSF: duration is doubled again
Protection from/Resist/Endure Elements have been changed as follows:
  • Vanilla: unchanged
  • SF: absorption limit is increased by 5
  • GSF: absorption limit is increased by another 5
Shield has been changed as follows:
  • Vanilla: casts the spell as normal, granting +4 deflection AC.
  • SF: casts the spell with a +2 armor enhancement bonus (does not stack with mage armor)
  • GSF: casts the spell with a +4 armor enhancement bonus (does not stack with mage 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.[/LIST][/hide]

[hide=Conjuration]Conjuration

Summon Creature Spells have been changed as follows:
  • Vanilla: duration has been reduced to 4 rounds/level
  • SF: duration is 5 rounds/level
  • GSF: duration is the normal 6 rounds/level
[**]This is to compensate wizards for losing transmutation spells for spell school specialization: conjuration, this will grant an additional 2 rounds/level duration on summoning spells.[/LIST][/hide]

[hide=Divination]Divination

Clairvoyance/Clairaudience has been changed as follows:
  • Vanilla: casts the spell as normal.
  • SF: Double duration
  • GSF: Double duration again. Additionally, if the caster targets themselves, then they will also receive a glowy eye effect and 5/+1 damage reduction to represent a sort of minor form of premonition (consolation for missing out on ghostly visage).
Cure blindness/deafness has been changed as follows:
  • Vanilla: unaffected
  • SF: gives a residual 2 round/level immunity to blindness and deafness.
  • GSF: gives a residual 5 round/level immunity to blindness and deafness.
Find Traps has been modified as follows:
  • Undisarmable traps are disregarded
  • Vanilla: the maximum disarm DC for traps which can be disarmed by this spell is 20.
  • SF: the maximum disarm DC for traps is 23.
  • GSF: the maximum disarm DC for traps is 26.
See invisible has been changed as follows:
  • Vanilla: unchanged
  • SF: unchanged
  • GSF: double duration
True strike has been changed as follows:
  • Vanilla: reduced to +15 AB
  • SF: +20 AB (consistent with what it used to be)
  • GSF: +25 AB
[/hide]

[hide=Enchantment]Enchantment

Balagarn's Iron Horn has been modified as follows:
  • vanilla: casts with an opposed strength roll of 14 (rather than 20) to knock opponents over
  • SF: the opposed strength roll is 18 (rather than 20)
  • GSF: the opposed strength roll is 22 (rather than 20)
Masochism has been changed as follows:
  • Vanilla: as normal
  • SF: HP reduction denominator decreased from 5 to 4
  • GSF: HP reduction denominator decreased from 5 to 3
[/hide]

[hide=Evocation]Evocation

There are no additional changes for SF or GSF Evocation at this time, as evocation spells already benefit the most from SF.

[/hide]

[hide=Illusion]Illusion

Ghostly visage has been changed as follows:
  • Vanilla: 10% concealment
  • SF: 15% concealment
  • GSF: 20% concealment
Invisibility sphere has been changed as follows
  • Vanilla: unaffected
  • SF: Duration is doubled
  • GSF: Duration is doubled again
[/hide]

[hide=Necromancy]Necromancy

Vampiric touch has been changed as follows:
  • Vanilla: deals only 1d5 damage per 2 levels
  • SF: 1d6 damage per 2 levels (consistent with what it used to be)
  • GSF: 1d7 damage per 2 levels
[/hide]

[hide=Transmutation]Transmutation

Augment Familiar has been changed as follows:
  • Vanilla: duration decreased to 1 round/level
  • SF: 2 rounds/level
  • GSF: 3 rounds/level
Bull's Strength/Endurance/Eagle's Splendor/Fox's Cunning/Cat's Grace/Owl's Wisdom have been changed as follows:
  • Vanilla: as normal with a 1+1d4 enhancement
  • SF: casts the spell with a 2+1d3 enhancement
  • GSF: casts the spell with a 3+1d2 enhancement
Bestow Curse has been changed as follows:
  • Vanilla: unchanged
  • SF: unchanged
  • GSF: reduces all abilities by 3 rather than just 2
Expeditious retreat has been changed as follows:
  • Vanilla: unchanged (50% movement speed increase)
  • SF: a 55% movement speed increase.
  • GSF: a 60% movement speed increase.
Haste has been changed as follows:
  • Vanilla: unchanged
  • SF: an additional 5% movement speed increase if targeted on the caster
  • GSF: an additional 10% movement speed increase if targeted on the caster.
Polymorph Self has been changed as follows:
  • Vanilla: duration is only 1 turn/2 levels
  • SF: duration is 1 turn/level (consistent with what it used to be)
  • GSF: duration is 2 turns/level
[/hide]

chezcaliente

General Spell Changes

Some of these have just been skipped over accidentally, others were moved from the Feat Changes to Spells, as they are general changes that are not affected by feats.

There are also things to be removed from the General Spell Changes, as they are better off listed with the other Feat Changes.

TO DO WITH THIS LIST:
  • Restructure all spell changes by School (if desired)
  • List spells that are both commonly Arcane and Divine on both lists (if desired)
  • List any change to vanilla casting of spells that is currently listed as part of feat changes but not mentioned on general.
Ball Lightning has been downgraded to do 1d9 damage per ball as opposed to 2d6.

Feeblemind has been changed to drain all three of intelligence, charisma and wisdom

Summons created by animate dead without corpses have received a downgrade. They now have wizard AB progression, lower AC and no automatic strength upgrades.

Changes to Identify (currently unlisted).

Find Traps description is incorrect (?).



To clean up between General and Feat changes:
  •               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.
  •               Lesser Spell Breach/Greater Spell Breach are updated to increase  the number of effect dispelled by one if the caster has Spell Focus  Abjuration, by an additional one if the caster also has Greater Spell  Focus Abjuration, and recuced by one of the target has Arcane Defense  Abjuration.