Spells Changes


  • Awaken: If maximized, Wisdom bonus is maximized as well. Strength, Constitution, Dexterity and Attack Bonus that scale with caster wisdom ability modifier. From caster level 21, Haste and Concealment are added.
  • Blade Thirst: if the target is the Ranger itself, +1 to Attack Rolls and Sonic Damage each 5 caster levels (without cap, max +8 with 40 Ranger levels). If the target is NOT the Ranger, it adds +1 enhancement / attack bonus to target's main weapon each 4 caster levels, max +6 at Ranger level 24.
  • Bless Weapon: Can be applied to any Melee weapon, Ammunition, Throwing Weapon, Monk Gloves.
  • Continual Flame: lasts for 2 hours per caster level
  • Dark Fire: it can be applied to Melee Weapons, Ammunitions, Gloves or Creatures Natural Weapons (directly by targeting the item or by targeting a creature. If you target a creature, the first found weapon between melee weapon, ammo, gloves and natural weapon will be used).
  • Deafening Clang: Can be applied to any Melee weapon, Ammunition, Throwing Weapon, Monk Gloves.
  • Find Traps: It disables any trap within 30 meters with Disarm DC less than 35. For higher DC, only a rogue can Disarm them. It will also make any trap within 30 meters visible to you and your party members.
  • Divine Favor: Adds +1 to AB and Damage each 5 caster levels, up to +5.
  • Flame Weapon: it can be applied to Melee Weapons, Ammunitions, Gloves or Creatures Natural Weapons (directly by targeting the item or by targeting a creature. If you target a creature, the first found weapon between melee weapon, ammo, gloves and natural weapon will be used).
  • Greater Magic Fang: Attack Bonus, Attack Damage and Damage Resistance bonus that scales with caster level (each 4 levels, up to caster level 40).  
  • Greater Magic Weapon: Can be applied to any Melee weapon, Ranged Weapon, Throwing Weapon, Monk Gloves.
  • Greater Sanctuary: Duration reduced at 20 seconds. 40 if extended.
  • Harm: Does half of target health as damage, it still heals Undead (even players with an Undead Subrace).
  • Heal and Mass Heal: If used against Undead (even against players with an Undead Subrace), does half of target health as damage.
  • Identify: duration increased to 1 turn, 2 if extended.
  • IGMS (Isaac's Greater Missile Storm): 1 missile each 2 caster levels, up to to 20 missiles at caster level 40.
  • ILMS (Isaac's Lesser Missile Storm): 1 missile each 2 caster levels, up to to 10 missiles at caster level 20.
  • Implosion: If the target fails the save throw, its Hit Points are reduced to 1d4. Instant Death Effect removed. 
  • Keen: can be applied to any melee weapon (even creatures natural weapons).   
  • Knock: It can unlock doors and placeables with unlock DC less than 20.
  • Magic Weapon: Can be applied to any Melee weapon, Ranged Weapon, Throwing Weapon, Monk Gloves.
  • Premonition: soaks 30/+6 from caster level 30+.  
  • Shapechange:  If the caster has Spell Focus Transmutation feats, the following effects get a boost of +1 for Spell Focus Transmutation, +2 for Greater Spell Focus Transmutation, +4 for Epic Spell Focus Transmutation: Armor AC and Attack Bonus. Also, it gets some additional Armor AC Bonus at each caster level, up to the maximum showed here.
  • Tenser Transformation:  If the caster has Spell Focus Transmutation feats, the following effects get a boost of +1 for Spell Focus Transmutation, +2 for Greater Spell Focus Transmutation, +4 for Epic Spell Focus Transmutation: Gets +1 to Attack Bonus and Shield AC each 4 caster levels, +1 to Fort saves each 5 caster levels and also gets some Armor AC Bonus at each caster level, up to the maximum showed here. Also, it gets an additional attack, which become 2 at caster level 21, and 4 at caster level 40.
  • Time Stop: Affects anyone inside caster range, not the entire area (about 60m radius), creatures caught have to pass a Will save or get stuck for 9 seconds.
  • True Seeing: Works like "See Invisibility", + 40 Spot Skill Bonus
  • Undeath's Eternal Foe: lasts 1 turn per caster level
  • Word of Faith: Blind duration halved. If a summoned creature is Death Immune, a Fortitude save is made to kill them, otherwise they are automatically unsummoned.
Also:
  • AOE Spells: Each object in the game can keep active 4 AOEs of any kind at once. If a 5th AOE is created, the 1st one still active gets removed.
  • Horrid Wilting, Chain Lightning, Delayed Blast Fireball, Mestil's Acid Breath: Damage cap removed. Damage scales with caster level up to level 40 (for pure casters)
  • Mestil's Acid Breath, Fireball, Lightning Bolt, Scintillating Sphere: Damage cap removed. Damage scales with caster level up to level 40 (1d6 each 2 caster levels)

Epic Spells:

  • Epic Spell, Greater Ruin: DC increased by 10.
  • Epic Spell, Hellball: DC increased by 10, damage type changed into: Magical, Divine, Positive, Negative. Ignores KD Immunity.
  • Epic Spell, Epic Warding: duration increased to Turns instead of Rounds.
Sorcerer & Wizard damage shields: 
  • Death Armor:  1d6 + 1 each 2 caster levels of Magic Damage.
  • Elemental Shield:  1d8 + 1 each 2 caster levels of Fire damage, plus + 50% Fire & Cold Immunity
  • Mestil's acid sheath:  1d12 + 1 each 2 caster levels of Acid damage + 50% Acid Immunity

Bigby Hands and Fist for Sorcerer & Wizard: 

Interposing:
If the target fails the following Hit Check, -10 to AB is applied, otherwise only -5 AB is applied.
  • If the caster has taken some Spell Focus Evocation feats, he gets a +2 to his Hit Check for each Spell Focus Level (+2 Base Talent, +4 Greater, +6 Epic).
  • If the target has Discipline points, he gets +1 to the Hit Check each 6 points in Discipline (up to a maximum of +6 points).
Hit Check:
  • d20 + Caster Feats Bonus + Caster Ability Modifier (INT or CHA) + Caster Levels + 9 VS Target AC + Discipline Bonus
The debuff lasts for 1 round for each 4 caster levels, up to 10 or 20 if extended, duration DOUBLED if the target is NOT a player.

Forcefull: 
A target that is bull rushed and that fails the following Hit Check is knocked down and is dazed for the duration of the spell.
  • If the caster has taken some Spell Focus Evocation feats, he gets a +2 to his Hit Check for each Spell Focus Level (+2 Base Talent, +4 Greater, +6 Epic).
  • If the target has Discipline points, he gets +1 to the Hit Check each 6 points in Discipline (up to a maximum of +6 points).
Hit Check:
  • d20 + Caster Feats Bonus + Hand Strength Bonus (14) + 1 each 10 caster levels VS d20 + Target Strength Modifier + Target Size Modifier + Discipline Bonus
The debuff lasts for 1 round for each 4 caster levels, up to 5 or 10 if extended, duration DOUBLED if the target is NOT a player.

Grasping:
If the target fails both an Hit Check and a Grapple Check gets held and paralyzed for the duration of the spell.
  • If the caster has taken some Spell Focus Evocation feats, he gets a +2 to both checks for each Spell Focus Level (+2 Base Talent, +4 Greater, +6 Epic).
  • If the target has Discipline points, he gets +1 to the Hit Check each 6 points in Discipline (up to a maximum of +6 points), only for the Grapple Check.
Hit Check:
  • d20 + Caster Feats Bonus + Caster Ability Modifier (INT or CHA) + Caster Levels + 9 VS Target AC
Grapple Check:
  • d20 + Caster Feats Bonus + Caster Ability Modifier (INT or CHA) + Caster Levels + 14 VS d20 + Target Base Attack Bonus + Discipline Bonus + Target Strength Modifier + Target Size Modifier
The debuff lasts for 1 round for each 4 caster levels, up to 5 or 10 if extended, duration DOUBLED if the target is NOT a player.
  • If the target has Paralysis or Mind Spells Immunity, it will still be able to perform actions while held by the hand (but won't be able to move)
Clenched Fist:
At each round the target will have to pass the following Impact Check or be damaged for 1d8+11 and stunned if a Fortitude save is failed.
  • If the caster has taken some Spell Focus Evocation feats, he gets a +2 to each Impact Check for each Spell Focus Level (+2 Base Talent, +4 Greater, +6 Epic).
  • If the target has Discipline points, he gets +1 to each 6 points in Discipline (up to a maximum of +6 points), only for the Fortitude save.
Impact Check:
  • d20 + Caster Feats Bonus + Caster Ability Modifier (INT or CHA) + Caster Levels + 10 VS Target AC
Fortitude Save:
  • Spell DC + Caster Feats Bonus - Target Discipline Bonus.
The debuff lasts for 1 round for each 4 caster levels, up to 10 or 20 if extended, duration DOUBLED if the target is NOT a player.

Crushing:
A giant hand appears and attacks the target. If the target fails both an Hit Check and a Grapple Check gets held, paralyzed and suffers 3d6+15 points of damage each round for the duration of the spell.
  • If the caster has taken some Spell Focus Evocation feats, he gets a +2 to both checks for each Spell Focus Level (+2 Base Talent, +4 Greater, +6 Epic).
  • If the target has Discipline points, he gets +1 to the Hit Check each 6 points in Discipline (up to a maximum of +6 points), only for the Grapple Check.
Hit Check:
  • d20 + Caster Feats Bonus + Caster Ability Modifier (INT or CHA) + Caster Levels + 11 VS Target AC
Grapple Check:
  • d20 + Caster Feats Bonus + Caster Levels + 16 VS d20 + Target Base Attack Bonus + Discipline Bonus + Target Strength Modifier + Target Size Modifier.
The debuff lasts for 1 round for each 4 caster levels, up to 8, duration DOUBLED if the target is NOT a player.
  • If the target has Paralysis or Mind Spells Immunity, it will still be able to perform actions while held by the hand (but won't be able to move)
Petrify General Change:  
Petrify effect from any in-game available spell/ability has been changed and balanced with other major disable effects:
  • The petrify effect will last 1 round for each 4 caster levels (without cap). CR60+ creatures are immune to it (Dungeon and Raid Boss).

Chaos Shield On-Hit Property:

CHAOS SHIELD: Item Property custom list of debuffs (comes from Item Set): 
Ranged debuffs

  • case 1: stunned fort d2 rounds 
  • case 2: 15d6 magical damage 
  • case 3: AB decrease -2 for d4 rounds, cumulable 
  • case 4: blindness for d2 rounds 
Melee debuffs
  • case 1: AC decrease -2 for d4 rounds, cumulable 
  • case 2: knockdown for 1 round 
  • case 3: 15d6 magical damage 
  • case 4: immobilized for d3 rounds + 50% miss chance
Sequencer Robes:
  • Sequencer robes can't store Epic Spells
  • To use a spell from the sequencer robe, your level must be at least the same required for that spell to be fired (i.e. to cast a level 9 spell from a sequencer, you must be at least level 17)