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Spell Changes
b5635 edited this page Jun 3, 2023
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72 revisions
Any significant spell changes will be described here.
- Area of effect spells do not stack. However, they may overlap if they are not placed on top of each other.
- Weapon buff spells work with range weapons, ammunition, and gloves, but does not stack with each other.
- Damage shield spells do not stack.
- Only one can be active per character at once
- Exception are those cast by the Harper Scout and Blackguard class feats, which will stack if they are cast first.
- Does not stack with each other.
- Bless does not affect the caster.
- Strength modifier is now 9.
- Level 9 immunity cap removed.
- Scales every four levels
- Does not stack. If one buff is added, all others are removed.
- Does not stack. If one buff is added, all others are removed.
- Static 1d4 fire damage.
- Static 1d6 fire damage.
- Static +2 enhancement.
- Now lasts in rounds and has a diminishing return, capped at 25%. This is cleared on rest.
- Scales every four levels
- Ability Modifier + Spell Level + Spell Focus + d20 vs Unlock DC.
- Ability Modifier + Spell Level + Spell Focus + d20 vs Disarm DC.
- Traps will always be shown, regardless of a successful disarm check.
- True sight replaced with +20 to Spot, Search, See Invisibility, and Ultravision
- TODO: Immunity to Phantasmal Killer and Weird
- Zombies gain full undead properties, a +1 club, and have 5 physical resistance instead of 10.
- Umber Hulks gain confusion gaze but loses true seeing.
- Pixies gain Tasha's Hideous Laughter, lesser dispel magic, 16 spell resistance, and a +1 dagger.
- Spiders gain web bolt, immunity to web, and immunity to mind-affecting spells.
- Trolls are now 50% more vulnerable to acid and fire.
- Items are now merged.
- Can revive players that have been revived too many times by the party revival mechanic as well as clear party revival constitution damage.