Spells:Many spells have been changed on the persistent world Bonds of Blood to offer better balance and to better comply with the D&D 3.5 rule set. This article describes these changes.
A caster is not allowed to buff players eight levels less than his level. Buffing spells use the lower of caster level and the target's hit dice for determining spell duration and effects.
Spells that provide 50% concealment normally have been lowered to 30% concealment because in Neverwinter Nights, true seeing does not allow an attacker to bypass concealment, which is different than the D&D rule. This also keeps the melee-hit to dodge ratio in check because concealment is an added check on top of AC.
Any spell that does physical damage cannot be resisted with X/+y type of damage reduction. Only X/- type damage resistance can absorb this type of damage from spells.
Spell Changes:Acid fog: The duration has been increased from 1 round/2 levels to 1 round/level, the saving throw has been removed, and spell resistance no longer applies. In addition, creatures in the fog are slowed instead of just having their movement speed decreased.
Acid splash: This now involves a ranged touch attack.
Animate dead: The duration is now turns per level, and the spell can only be used at night. It now summons an undead creature with only 3 hit dice (instead of 4 to 7).
Aura of fear: This spell now protects +2 from fear and heals 1 hit point per ally.
Aura of glory: The bonus to saves against fear has been reduced from +5 to +2, and the healing of allies has been reduced from +1d4 to +1.
Aura versus alignment (Greater spell immunity/Spell mantle): The caster gains protection to level 7 and lower spells while this shield is intact. The shield can absorb (7 + 1/4 caster level) spell levels.
Awaken (Animal growth): This spell gives +1d6+2 strength, +4 constitution, +4 on all saves, and 10/+1 damage reduction. This spell lasts turns per level, and it can not be maximized nor empowered.
Ball lightning: This behaves more like its in-game description, with a single ball hitting a single target. (This helps to overcome electrical damage resistance.)
Barkskin: The AC bonus starts at +2 (instead of +3) at level 3, and it goes up every three levels (instead of every six). This results in the maximum bonus (+5) occurring at level 12 instead of 13. The duration has been reduced from hours/level to turns/level.
Bigby's clenched fist (Polar Ray): This spell does 25d6 cold damage to a single target.
Bigby's crushing hand (Maw of Chaos): This spell slows the target for the duration of the spell and inflicting 2d6+12 bludgeoning damage.
Bigby's forceful hand (Acid Arrow Storm): This spell inflicts 15d6 acid damage to creatures within a small radius of the spell's target.
Bigby's grasping hand: Slows and damages for 1d6+10 bludgeoning. Target must now be a humanoid.
Bigby's interposing hand: Lowers attack rolls by 4 instead of 10.
Black blade of disaster (Avalanche): The blade does 2d12 damage (instead of 2d6 + 1d12 + 13) and is a +5 weapon (instead of +15). The blade has an attack bonus equal to the caster's attack bonus + the casting ability modifier (intelligence or charisma). The blade's base stats are equal to that of a 17 hit die fighter. This spell no longer requires a concentration check, and the duration has been increased by 5 rounds.
Blackstaff (Greater energy buffer): This spell provides 6d4/- elemental damage resistance, up to a total of 20d10 damage absorbed.
Blade barrier: This spell now does 5d8 damage per round, instead of up to 20d6.
Blade thirst: The enhancement bonus has been reduced to +1 per 4 caster levels, with a maximum of +3, instead of always giving +3. Effectively, this change only affects level 11 rangers, who will get a +2 bonus instead of +3.
Bless weapon: The damage bonus versus undead has been reduced from +2d6 to +1d6, and the +1 enhancement bonus only applies versus evil and undead creatures. Ranged weapons (excluding ammunition) can now be targeted, but they do not get the damage bonus versus undead.
Bombardment: Targets that fail the save are now knocked down, and creatures within 2 meters of the caster are not affected by this spell.
Bull's strength: The duration has been reduced from hours per level to turns per level.
Call lightning: Damage has been reduced (from a minimum of 5d6) to 3d6 unless cast outdoors in the rain, in which case the damage is still reduced, but only slightly at the lowest caster levels, to 3d10. There is now a maximum on the number of targets that can be hit (10).
Cat's grace: The duration has been reduced from hours/level to turns/level.
Charm monster/person/person or animal: The duration has been increased from either 3+level/2 or 2+level/3 rounds to rounds per level.
Circle of death: The maximum hit dice worth of creatures that can die is capped at 20d4.
Clarity: This spell now provides a +2 bonus to saving throws versus fear spells and a +4 bonus to saving throws versus mind-affecting spells, and it now lasts one turn per caster level.
Cloudkill: The duration has been doubled (to rounds/level) and spell resistance no longer applies.
Combust: The fire visual effect will disappear after three rounds (if not earlier), but the damage can continue indefinitely.
Continual flame: The light lasts only until the caster rests.
Create greater undead: This spell can only be used at night, and it summons a server-custom creature with 15 hit dice. The duration has been reduced from 24 hours (48 turns) to turns/level.
Create undead: This spell can only be used at night, and it summons a server-custom creature with 11 hit dice. The duration has been reduced from 24 hours (48 turns) to turns/level.
Creeping doom: This spell does (caster level/2 + 1)d4 piercing damage to all creatures within its radius, and there is no longer a limit to the total damage that can be inflicted.
Darkfire (Mace of Odo): This spell now adds 1d6 divine damage and an on-hit daze effect (DC 14), and it only affects the caster's weapon.
Darkness: The duration has been drastically shortened (from rounds per level to an undocumented amount).
Deafening clang: The attack and damage bonuses have been removed, leaving only the deafening property.
Death ward: The duration has been reduced from hours/level to turns/level.
Delayed blast fireball: This spell is no longer delayed, instead acting like a normal fireball but with increased damage.
Dirge (Cacophonic shield): This spell grants it's caster 20% concealment versus ranged weapons and inflicting 1d6+1/level (to a maximum of +15) sonic damage to melee attackers.
Dismissal: This spell now only dismisses a single creature. The save DC is now the target's hit dice + the caster's level.
Displacement: The concealment benefit has been reduced from 50% to 20%, and this spell can only target the caster. The duration, though, has been increased from rounds/level to turns/level.
Divine power: The base attack bonus is now set to caster level (rather than character level) with a limit of gaining +5 base attack, and an extra attack per round is given. Strength is given a +1d6 bonus instead of being set to 18.
Dominate animal/monster: The duration is reduced to rounds/level. This is three rounds shorter for dominate animal and a conversion from turns to rounds for dominate monster.
Dominate person: The duration is increased from 2 rounds plus 1 round for every 3 levels to 1 round per level.
Drown: The damage is increased from 90% of the target's hit points to 100%, and this spell is now considered death magic.
Eagle's splendor: The duration was hours/level; now it is turns/level.
Earthquake: In addition to the usual damage (10d6), this spell knocks down all enemies for one round and there is a 25% chance of a fissure opening under each target. If a fissure opens, the target will fall in unless it makes a DC 20 reflex save; enemies who fall in a fissure receive an additional 10d6 damage and are knocked down for two rounds. Furthermore, those attempting to cast a spell during the earthquake must pass a DC 29 concentration check. Anyone within 2 meters of the caster is not harmed.
Electric jolt: This spell now requires a ranged touch attack.
Elemental shield (Fireshield): Caster level is capped at 10 for the damage inflicted, and the immunity to fire damage is removed. In addition, damage shields no longer stack; they negate each other.
Elemental swarm: The elementals are only "huge" instead of "greater". The duration was 24 hours; now it is turns/level.
Endurance: The duration was hours/level; now it is turns/level.
Endure elements: This spell now provides only 1d4/- damage resistance, and it ends after absorbing only 5d4 damage. The duration is reduced from 24 hours to turns per level.
Energy buffer: This spell now provides only 2d8/- elemental damage, and it ends after absorbing 15d10 damage.
Entangle: The duration was 3 + level/2 rounds; now it is rounds/level.
Ethereal visage (Mass confusion): This spell confuses all nearby creatures (as per Confusion spell).
Evard's black tentacles: The saving throw has been removed, the grapple check does not cap caster level, and the grapple check is against the target's armor class, rather than against a simplified attack roll. Any target that is not grappled is slowed. The duration was one round for every two levels; now it is one round per level.
Feeblemind: A decrease to the enemy's charisma by 1d4 has been added.
Find traps: This spell now only detects (not disarms) traps. It also adds +1 to search for every 2 caster levels, to a maximum of +10.
Finger of death: The damage in the case of a successful save is now capped at caster level 25.
Fire storm: This spell now does all fire damage instead of making half the damage be divine. In addition, there is a safe zone extending out 2 meters from the caster.
Flame arrow: The damage per arrow has been reduced from 4d6 to 1d6, while the number of arrows has been changed from one per four levels with no cap to one per level, capped at 10.
Flame lash (Flame sword): The damage has been reduced to 1d8 + 1 for every 2 levels. The saving throw has been replaced by a touch attack.
Flame weapon: The fire damage has been reduced to +1 per 2 caster levels, with a maximum of +10, and the duration has been reduced from minutes per level to rounds per level. This spell can now only target the caster.
Flesh to stone (Telekinesis): Instead of petrification, this spell freezes target for one round per caster level, while inflicting 1d6 constitution damage. The target gets resistance to melee and spells for the duration of the spell.
Fox's cunning: The duration has been reduced from hours/level to turns/level.
Freedom of movement: No longer protects against movement speed decreases.
Gate: The duration has been increased by 5 rounds (so is now 5 rounds + 1 round/level). The summons is not necessarily a balor, but a random extraplanar creature with 17-20 hit dice.
Ghostly visage (blur): No longer provides damage reduction nor spell immunity (just 10% concealment).
Ghoul touch: Added a melee touch check.
Globe of invulnerability: Now is limited to absorbing 3d6 spell levels.
Grease: The duration has been increased (from 2 rounds + 1 round per 3 levels) to 1 round per level.
Greater dispelling: The caster level cap has been raised from 15 to 20.
Greater magic fang: Bonuses improve every four levels instead of every three.
Greater magic weapon (Enhance familiar/fortify familiar): Bonuses improve every four levels instead of every three, and the duration is reduced from hours per level to turns per level. If used on a familiar, this spells instead gives the familiar +2 AB, +2 damage, +2 AC, and +2 to saves, with an additional +2 AC and 10% slashing damage immunity at level 7.
Greater planar binding: The duration has been increased by 5 rounds (so is now 5 rounds + 1 round/level). When used to summon, the type of creature is random, rather than being based on the caster's alignment.
Greater restoration: Cures petrification, and possibly additional conditions not cured by the standard spell. It does not heal hit points.
Greater sanctuary (Etherealness): Now affects allies (within arm's reach), but only lasts for two rounds. In addition, a will save has been added.
Greater shadow conjuration: The summon shadow subspell summons a 9 hit die shadow for 5 rounds plus 1 round per caster level.
Greater spell breach: This now strips six spells, and the spell resistance decrease has been made variable (3d2).
Greater spell mantle: Now absorbs only 1d8+10 spell levels, instead of 1d12+10.
Greater stoneskin: The damage limit is always 150 (regardless of caster level), but the amount of protection has been reduced from 20/+5 to 15/+4. In addition, the duration has been reduced to turns/level (from hours/level).
Gust of wind: Creature size is now a factor (no longer knocking down creatures of large size or larger), and the possibility of inflicting damage has been added, with tiny creatures receiving (1d4)d4 + 2d6 damage and small creatures receiving (1d4)d4 damage.
Hammer of the gods: The dependence on caster level has been removed, so this spell always does 5d8 damage (the standard cap on damage).
Harm: This spell can no longer be used offensively; it can only heal undead creatures.
Heal: Restores only 1d10 hit points per caster level, to a maximum of 15d10. A will save has been added to negate damage when used against undead.
Healing circle (Mass cure light wounds): The caster level cap has been raised from 20 to 25.
Holy weapon: Instead of becoming a holy avenger, the target weapon gets a +1 enhancement bonus versus evil for every 4 caster levels, to a maximum of +4, and the weapon gets a 1d6 positive energy damage bonus.
Horrid wilting: The damage cap has been reduced (from 25d8) to 20d8 when used against elementals, and to 20d6 when used against living creatures.
Ice storm: The level-based cold damage has been increased at lower levels (1d6 per 2 caster levels, rather than per 3), but this is capped at caster level 10 (for 7d6 total cold damage).
Identify: The bonus based on caster level has been removed; the bonus to lore is only a flat +10.
Implosion: The artificial +3 increase to DC has been removed.
Improved invisibility: The duration is reduced to rounds/level (from turns/level). It also gives only 10% concealment, but now gives a +2 bonus to attack rolls by 2. It has a hide vs. spot check.
Incendiary cloud: There is now 1d6 bludgeoning (smoke) damage on top of the fire damage. Spell resistance no longer applies.
Inferno (Call lightning storm): This spell does 5d6 electrical damage to all creatures in the area of effect (of unknown size), increased to 5d10 outdoors while it is raining.
Infestation of Maggots (Blind): The target of this spell must make a reflex save or be blinded.
Invisibility: The duration is reduced to rounds/level (from turns/level). It has a hide vs. spot check.
Invisibility sphere: The mobile zone has been removed. Instead, this spell acts like invisibility cast on each ally in the area of effect at the time of casting. The duration is reduced to rounds/level (from turns/level). It has a hide vs. spot check.
Isaac's greater missile storm: Damage per missile has been reduced to 1d4+1 (from 2d6), the cap on the number of missiles has been reduced from 20 to 15, and all missiles will hit a single target.
Isaac's lesser missile storm: Damage per missile has been changed to 1d4+1 (from 1d6), and all missiles will hit a single target.
Keen edge: The duration has been reduced to a tenth, making it turn/level.
Knock: Can now unlock plot doors, but is limited to unlock DCs of at most 20 + caster level, with a maximum of +10.
Legend lore: Now lasts only one turn (instead of one turn per level) and the caster level is capped at 20 (for a maximum lore bonus of +20).
Lesser mind blank: Gives a +8 bonus to saves versus mind spells instead of blanket immunity.
Lesser planar binding: The duration has been extended (from 1 round per 2 levels) to 5 rounds plus 1 round per level. If used to summon, the creature summoned is random and custom to Bonds of Blood.
Lesser restoration: Removes only a single ability decrease effect.
Lesser spell breach: The spell resistance decrease has been made variable (1d2 instead of 3).
Lesser spell mantle: Now absorbs only 4 + 1d2 spell levels (instead of 6 + 1d4), and there is now a maximum (5) spell level that can be absorbed.
Light: The duration has been reduced from hours/level to turns/level.
Mage armor: Now gives a +1d4 AC bonus instead of +1 to four different types of AC. The duration has been reduced from hours/level to turns/level.
Magic circle against alignment: Now gives a +4 bonus to saves versus mind spells instead of immunity to them.
Magic fang: The ability to bypass X/+1 damage reduction (and the undocumented 1/+1 damage reduction for the target) has been removed.
Mass dominate: This spell had been added by Bonds of Blood, but it did not work right, so it has been converted to mass charm.
Mass heal: Heals only 1d10 hit points per caster level, to a maximum of 25d10.
Melf's acid arrow: This spell used to do 3d6 damage on impact and 1d6 damage per round. Now it does 2d4 damage on impact and 2d4 damage per round.
Mestil's acid sheath: The damage increases by 1 (instead of 2) for each caster level, and this bonus is capped at +15. In addition, damage shields no longer stack; they negate each other.
Meteor swarm: This spell used to do 20d6 fire damage. Now it does 2d6 bludgeoning damage twice and 6d6 fire damage twice. Furthermore, the saving throw has been removed.
Minor globe of invulnerability: Now is limited to absorbing 3d4 spell levels.
Monstrous regeneration: The regeneration has been increased from +3 to +4.
Mordenkainen's sword: The duration has been increased by 5 rounds, and the summoned creature is a level 13 fighter (instead of a level 16 construct). The summons' attack bonus is equal to the caster's base attack bonus plus the casting ability modifier. The sword has a +2d6 sonic damage bonus (instead of +5 fire), and its enhancement bonus is +3 (instead of +2).
Nature's balance (Mass cure serious wounds): The lowering of spell resistance has been removed, leaving just the healing of 3d8 + caster level, with a cap of +35 added.
Negative energy burst: The damage is capped at d8+10 instead of d8+20.
Negative energy protection: This spell now only protects from level drain and ability decrease (not negative energy damage).
Negative energy ray: This spell now requires a ranged touch attack.
Neutralize poison: Now the spell target becomes immune to poison (from spells) for turns/level.
One with the land: The bonus to skills has been reduced from +4 to +2, and there is a bonus to search instead of set trap.
Owl's insight: The duration has been reduced from one hour per level to a flat one hour.
Owl's wisdom: The duration has been reduced from hours/level to turns/level.
Planar binding: The duration has been reduced from hours per level to 5 rounds + 1 round/level. When used to summon, the type of creature is random, rather than being based on the caster's alignment.
Poison: This now does 1d10 constitution damage instead of inflicting large scorpion venom.
Polymorph self: The forms have new statistics, based on 7-hit die creatures (based on D&D 3.5). Pixies also now get a dagger.
Power word, kill: The area of effect option has been removed.
Premonition (Hardening): The damage reduction has been changed from a fixed 30/+5 to an amount dependent on caster level, specifically damage equal to half the caster level, with a maximum of 10/+20.
Prismatic spray (Greater shout): This spell effects its targets by deafening and dealing 10d6 sonic damage to all creatures within the cone. The deafness lasts for 4d6 rounds (halved on a successful fortitude save). In addition, a second fortitude save is required to avoid being stunned for 1 round.
Protection from alignment: The duration has been reduced from hours/level to rounds/level. A +4 bonus to saves versus mind spells replaces blanket immunity to them.
Protection from elements: The resistance has been reduced from 30/- to 1d8/-, while the maximum damage absorbed has been made variable, being 10d8 (average 45) instead of 40. In addition, the duration has been reduced from 24 hours to one turn per caster level.
Quillfire: This spell now does piercing damage instead of magical damage.
Raise dead: This now heals hit points equal to the casters level. There is a 50% chance that the caster will lose all abilities and spells for the day.
Ray of enfeeblement: This now requires a ranged touch attack.
Ray of frost: This now requires a ranged touch attack, and the damage has been reduced to 1d3.
Regenerate: This now cures hit points instantly (4d8 + caster level) in addition to the regeneration. The duration has been changed to 2d10 rounds, with all hit points recovered by the end of the duration (evenly spread, assuming no additional damage is taken), subject to a cap of recovering 5 hit points per round.
Remove blindness and deafness: This spell now only affects one target.
Resist elements: This spell now provides only 1d6/- damage resistance, and it ends after absorbing only 5d6 damage.
Restoration: Removes only a single negative effect originating from a spell.
Sanctuary: The duration is now 2 rounds (instead of rounds/level).
Searing light: This now requires a ranged touch attack.
See invisibility: The duration has been reduced from turns to rounds (per level).
Shades: The summon shadow subspell summons an 11 hit die shadow for 5 rounds plus 1 round per caster level.
Shadow conjuration: The summon shadow subspell summons a 7 hit die shadow for 5 rounds plus 1 round per caster level.
Shadow shield: The immunity to necromancy spells has been removed.
Shapechange: The forms have new statistics, based on 17 hit die creatures (based on D&D 3.5).
Shelgarn's persistent blade: The duration has been reduced from turns to rounds, plus five; that is, it lasts 1 round per 2 levels plus 5.
Shield: The AC bonus has been reduced from +4 to +d4.
Silence: The area of effect has been removed, and the immunity to sonic damage has been reduced to 50%. However, there has been added 50% spell failure and immunity to confused, charmed, and dominated effects.
Sleep: Now affects only 1d4 hit dice worth of creatures (instead of 4 + 1d4).
Slow: Penalties of -1 to attack rolls, AC, and reflex saves has been added on top of the -2 penalties to the same inherent to the slow effect.
Spell breach: This spell has been added to some class' spell book. It lowers spell resistance by 2d2 and presumably is otherwise between lesser spell breach and greater spell breach in power.
Spell mantle: Now absorbs only 6+1d4 spell levels, instead of 8+1d8.
Spell resistance (Spell Immunity): This spell works like a spell mantle, absorbing level 4 and lower spells, with a limit of spell levels absorbed equal to 4 plus 1/4 caster level.
Spike growth: The duration has been reduced from hours/level to rounds/level.
Stinking cloud: The daze lasts for a flat 2 rounds, and spell resistance no longer applies.
Stoneskin: The limit is always the standard spell's maximum (100 damage), while the power required to pierce has been reduced from +5 to +2 (meaning 10/+2 damage reduction), and the duration has been reduced from hours/level to turns/level.
Stone To Flesh (Disintegrate): This spell is now a 20d6 bludgeoning ranged attack against a single target, who may make a fortitude save for 1/4 damage.
Storm of vengeance: The duration has been reduced to instantaneous, while the radius of the area of effect has been increased to over 120 meters (from 10 meters). The stun has been eliminated, while the damage has been changed to 1d6 acid, 5d6 bludgeoning, and 10d6 electrical damage, with the reflex save allowing the electrical damage (only) to be cut in half. Anyone within 2 meters of the caster is not harmed.
Summon creature I-IX: The creatures summoned have been changed.
Sunbeam: Damage to undead is always 20d6 instead of being capped at that, while damage to other races has been increased from 3d6 to 4d6. In addition, the duration of the blindness is now 1 round per 3 caster levels (instead of a flat 3 rounds).
Sunburst: The blindness is now temporary.
Tasha's hideous laughter: The prone result has been replaced by deafness and slowed.
Tenser's transformation: This spell can no longer be cast with metamagic. The temporary hit points have been removed, and instead of a bonus to attack of +1/2 caster level, this spell improves base attack to the caster's level. Item properties on the caster's current weapon merge onto Tenser's weapon.
Time stop: The area of effect has been reduced from module-wide to a 30-foot radius, and a spell resistance check has been added. The duration has been extended to 1d2+1 rounds (from 1.5 rounds). Enemies cannot be harmed while this spell is in effect.
True seeing: The effect has been changed to a combination of see invisibility, ultravision, and +4 to will saves.
Undeath's eternal foe: This spell now has a limit on the number of allies affected — 1 ally per 5 levels.
Vampiric touch: The temporary hit points last only 1 hour.
Vine mine (Camoflage): All variants have a duration of rounds/level. The hamper movement variant allows spell resistance and a reflex save.
Virtue: The duration was turns/level but is now rounds/level.
Wall of fire: Now does 2d4 initial damage to those within 10 feet and 1d4 for those within 20 feet. Every round it does 2d6 + caster level (to a maximum of +20) damage. The damage is doubled against undead. The duration has been doubled to rounds/level.
Wounding whispers (Crushing despair): This spell causes all nearby creatures to suffer a -2 penalty to attacks, saves, and all abilities.
Modifié par Carcerian, 27 juin 2012 - 06:00 .