Spell Changes

Several of the existing spells have been changed.

Spell Changes

 * Acid Fog - Elementalists can deal damage other than Acid with this spell.
 * Acid Splash - Elementalists can deal damage other than Acid with this spell. Damage is 1d3 + Caster Level.
 * Animate Dead - For 24 hours, an Undead creature is summoned. The strength of the Undead depends on the caster's level. Palemaster levels also apply.
 * Aura of Vitality - Undead PCs do not benefit from the CON increase of this spell.
 * Ball Lightning - stub; Elementalists can deal damage other than Electric with this spell.
 * Bigby's Clenched Fist - Every round, the caster rolls d20 + caster level + Ability Modifier vs the target's AC + d10. On success, a fortitude save is allowed to resist being stunned for that round, but does not negate damage.
 * Bigby's Crushing Hand - To Hit, the caster rolls d20 + caster level + 2*Ability Modifier vs the target's AC + d6. To Grapple, the caster then rolls d20 + caster level + Ability Modifier + 16 vs the target's base attack bonus + size modifier + STR modifier + d20. No fortitude save applies.
 * Bigby's Forceful Hand - The caster rolls d20 + 14 vs the target's size modifier + STR modifier + d20. A Will save negates the effects.
 * Bigby's Grasping Hand - To Hit, the caster rolls d20 + caster level + Ability Modifier vs the target's AC + d20. To Grapple, the caster then rolls d20 + caster level + Ability Modifier + 14 vs the target's base attack bonus + size modifier + STR modifier + d20.
 * Blade Thirst - stub;
 * Bless Weapon - stub;
 * Bombardment - Up to 20d8 damage is dealt.
 * Burning Hands - Elementalists can deal damage other than Fire with this spell.
 * Call Lightning - Elementalists can deal damage other than Electric with this spell.
 * Camouflage - The Hide skill bonus is Caster Level + 5.
 * Chain Lightning - Elementalists can deal damage other than Electric with this spell.
 * Clarity - d20 damage is dealt for each effect Clarity removes when the spell is cast. The duration is 5 rounds + 1 round/level. 25% Palemaster levels also apply.
 * Cloudkill - Elementalists can deal damage other than Acid with this spell.
 * Combust - Elementalists can deal damage other than Fire with this spell.
 * Cone of Cold - Elementalists can deal damage other than Cold with this spell.
 * Continual Flame - The light effect is a long-duration Temporary effect. The spell may also blind Drow PCs.
 * Control Undead - Undead PCs are also affected. 50% Palemaster levels also apply.
 * Create Greater Undead - The strength of the undead depends on the Caster Level. Palemaster levels also apply. The spell lasts for 24 hours.
 * Create Undead - The strength of the undead depends on the Caster Level. Palemaster levels also apply. The spell lasts for 24 hours.
 * Creeping Doom - Entering the cloud deals d20 points of Piercing damage and reduces movement speed by 50%. nd6 damage is dealt for each round spent inside the cloud, where n is the total number of rounds, until 1000 points of damage are dealt, or 1 round/level has passed since the casting.
 * Crumble - The damage die is d20 instead of d6.
 * Cure Critical Wounds - This spell harms undead PCs.
 * Cure Light Wounds - This spell harms undead PCs.
 * Cure Minor Wounds - This spell harms undead PCs.
 * Cure Moderate Wounds - This spell harms undead PCs.
 * Cure Serious Wounds - This spell harms undead PCs.
 * Dark Fire - Elementalists can deal damage other than Fire with this spell.
 * Darkness - Applies Blindness and 50% Concealment to creatures in the area of effect.
 * Deafening Clang - Elementalists can add damage other than Sonic with this spell.
 * Death Armour - An Epic Skill Focus in Necromancy increases the maximum damage from 1d4+5 to 1d4+10.
 * Delayed Blast Fireball - Elementalists can deal damage other than Fire with this spell.
 * Displacement - 60% concealment is applied for nCasterLevel turns. 25% of Palemaster levels also apply.
 * Dominate Animal - The duration is 3 + nCasterLevel rounds.
 * Dominate Monster - The duration is 3 + nCasterLevel/2 turns. 25% of Palemaster levels also apply.
 * Dominate Person - The duration is 2 + nCasterLevel/3 rounds. 25% of Palemaster levels also apply.
 * Dragon Knight - The spell lasts 10 rounds. The strength of the Dragon depends on the caster's level. Palemaster levels also apply. The colour of the dragon depends on the caster's Good/Evil Alignment. Evil casters with a Necromancy focus can summon a Skeletal Dragon.
 * Drown - The damage dealt is Positive energy.
 * Earthquake - Up to 25d6 damage is dealt.
 * Electric Jolt - Elementalists can deal damage other than Electric with this spell. Damage is 1d3 + Caster Level.
 * Elemental Shield - - Elementalists can deal damage other than Fire with this spell. For them, the Cold immunity is also replaced with their element of choice. 25% Palemaster levels apply.
 * Elemental Swarm - stub;
 * Endurance - This spell does not work on undead PCs.
 * Epic Mage Armour - stub;
 * Epic Warding - stub;
 * Find Trap - Detected traps are only disarmed if the disarm DC does not exceed 16 + Caster Level.
 * Finger of Death - 50% Palemaster levels apply.
 * Fireball - Elementalists can deal damage other than Fire with this spell.
 * Firebrand - Elementalists can deal damage other than Fire with this spell.
 * Firestorm - Elementalists can deal damage other than Fire with this spell. Damage is not capped at 20d6.
 * Flame Arrow - Elementalists can deal damage other than Fire with this spell.
 * Flame Lash - Elementalists can deal damage other than Fire with this spell.
 * Flame Strike - Elementalists can deal damage other than Fire with this spell. The Divine component remains.
 * Flame Weapon - Elementalists can deal damage other than Fire with this spell.
 * Flesh to Stone - Heroic characters are only petrified for 2 rounds. 25% Palemaster levels are added to the caster level.
 * Gate - Casting the spell within 3 meters of the caster opens a gateway to the Astral Plane. Otherwise, a Planar being is summoned. The strength of the Planar depends on the caster level; palemaster levels also apply. If the caster is not protected from Evil, the Planar will be hostile. Otherwise, a Sacrifice is demanded by the Planar for its services. This cost can be in gold, experience, health, sanity and/or other fields. The duration is 1 round per level.
 * Gedlee's Electric Loop - Elementalists can deal damage other than Electric with this spell.
 * Glyph of Warding - Elementalists can deal damage other than Sonic with this spell.
 * Greater Magic Weapon - stub;
 * Greater Planar Binding - A Planar being is summoned. The strength of the Planar depends on the caster level; palemaster levels also apply. The duration is 1 round per level. If an already present Planar is targetted, the stun duration is 1 round/2 levels.
 * Greater Restoration - If a Red Lotus Flower Petal is used as a Spell Component, this spell removes Soul Shards in addition to its regular effects.
 * Greater Ruin - 60d6 + 100 damage is dealt, rather than 35d6.
 * Greater Sanctuary - The duration is 1 round per level. 25% of Palemaster levels also apply.
 * Harm - If a Ruby is used as a Spell Component, this spell drains all but d4 HP or fully heals an Undead PC or NPC. Otherwise, it drains or heals half that amount.
 * Heal - Undead PCs are Harmed by this spell.
 * Healing Circle - Undead PCs are wounded by this spell.
 * Healing Sting - Undead PCs are not affected by this spell.
 * Hellball - 25d6 damage of each of the four damage types is dealt, rather than 10d6.
 * Holy Sword - stub;
 * Horizikaul's Boom - Elementalists can deal damage other than Sonic with this spell.
 * Horrid Wilting - Undead PCs are immune to Wilting. 50% Palemaster levels also apply. The damage type is Magical.
 * Ice Dagger - Elementalists can deal damage other than Cold with this spell. 25% of Palemaster levels also apply.
 * Ice Storm -- Elementalists can deal damage other than Cold with this spell.
 * Implosion - On a succesful Fortitude save vs Death, d6 Negative damage per 2 caster levels is applied.
 * Improved Invisibility - stub;
 * Incendiary Cloud - Elementalists can deal damage other than Fire with this spell.
 * Inferno - Elementalists can deal damage other than Fire with this spell.
 * Inflict Critical Wounds - This spell heals undead PCs.
 * Inflict Light Wounds - This spell heals undead PCs.
 * Inflict Minor Wounds - This spell heals undead PCs.
 * Inflict Moderate Wounds - This spell heals undead PCs.
 * Inflict Serious Wounds - This spell heals undead PCs.
 * Invisibility - stub;
 * Invisibility Sphere - stub;
 * Isaac's Greater Missile Storm - stub;
 * Isaac's Lesser Missile Storm - stub;
 * Keen Edge - stub;
 * Knock - Unlocks placeables and doors up to a DC of 25 + Caster Level.
 * Lesser Planar Binding - A Planar being is summoned. The strength of the Planar depends on the caster level; Palemaster levels also apply. The duration is 1 hour per level. If an already present Planar is targetted, the stun duration is 1 round/2 levels.
 * Light - This spell may blind Drow PCs. With an Epic Spell Focus in Abjuration, d6 damage per 8 caster levels is applied to vampire PCs. 50% Palemaster levels apply.
 * Lightning Bolt - Elementalists can deal damage other than Electric with this spell.
 * Magic Weapon - stub;
 * Mass Camouflage - The Hide skill bonus is Caster Level + 5.
 * Mass Heal - Hostile undead PCs are Harmed by this spell. Undead are left with d20 hp, or d4 if maximized.
 * Melf's Acid Arrow - Elementalists can deal damage other than Acid with this spell. 50% of Palemaster levels also apply.
 * Mestil's Acid Breath - Elementalists can deal damage other than Acid with this spell.
 * Mestil's Acid Sheath - Elementalists can deal damage other than Acid with this spell.
 * Meteor Swarm - Elementalists can deal damage other than Fire with this spell.
 * Mummy Dust - The spell lasts for 15 rounds. The strength of the Mummy depends on the caster's level. Palemaster levels also apply.
 * Nature's Balance - Friendly characters get a Greater Restoration effect. Enemies who fail a Will save suffer -d8 Spell Resistance per 5 caster levels and/or a Mordenkainen's Disjunction effect.
 * Negative Energy Burst - Undead PCs are healed by this spell. 50% Palemaster levels also apply.
 * Negative Energy Ray - Undead PCs are healed by this spell. 50% Palemaster levels also apply.
 * Planar Binding - A Planar being is summoned. The strength of the Planar depends on the caster level; Palemaster levels also apply. The duration is 1 hour per level. If an already present Planar is targetted, the stun duration is 1 round/2 levels.
 * Polymorph Self - The effect is automatically dispelled on leaving the area.
 * Raise Dead - This spell has no effect on Undead PCs. Cast from a Scroll or by a Cleric, 500 GP per level of the victim is needed, or the spell will fail. The gold is taken from the victim if possible, and otherwise from the caster. Cast from a Rod or other Item, no gold component is required. 100 xp/level is taken from the victim, or half that if the caster was a Cleric. A Blindness effect is applied to the victim along with a -4 penalty to all Ability Scores, for a duration of 3 minutes. The victim is healed for 2 hp/level.
 * Ray of Enfeeblement - 50% Palemaster levels also apply.
 * Ray of Frost - Elementalists can deal damage other than Cold with this spell. Damage is 1d4 + Caster Level. With Maximized metamagic, the total damage dealt is 5.
 * Resurrection - This spell has no effect on Undead PCs. When cast without a Diamond as a spell component, this functions as a Raise Dead spell. The Gold cost is reduced to 200 GP per level of the victim, and the Blindness is voided. Otherwise, the victim is fully healed and loses 50 xp/level, or half that if the caster was a Cleric.
 * Scintillating Sphere - Elementalists can deal damage other than Electric with this spell.
 * Searing Light - Undead PCs are treated as undead NPCs by this spell.
 * Shades - stub;
 * Shadow Conjuration - stub;
 * Shapechange - The effect is automatically dispelled on leaving the area.
 * Shield - With an Epic Spell Focus in Abjuration, this spell provides immunity to greater and lesser missile storms. Otherwise, if the caster level is greater than 20, the caster gains immunity to either the greater or the lesser version. 50% Palemaster levels also apply.
 * Sleep - Up to d6 + Caster Level HD worth of creatures are affected. Creatures with more than 9 HD are immune to the effects.
 * Stone Bones - This spell also works on Palemasters of level 6 and greater. Half of bard and palemaster levels are added to the total caster level. The duration is 10 turns/lvl. The AC bonus is equal to 25% of the character's total levels only, but is at least 3 and no more than 8.
 * Storm of Vengeance - Elementalists can deal damage other than Electric with this spell. The Stun effect is replaced with a Daze
 * Summon I - stub;
 * Summon II - stub;
 * Summon III - stub;
 * Summon IV - stub;
 * Summon V - stub;
 * Summon VI - stub;
 * Summon VII - stub;
 * Summon VIII - stub;
 * Summon IX - stub; with a World Tree Acorn a Treant is summoned instead
 * Summon Shadow - stub;
 * Sunbeam - Undead PCs are affected as other undead. Drow PCs suffer from Blindness for double the duration unless they are inside a Darkness spell.
 * Sunburst - Undead PCs are affected as if they are vampires. Drow PCs have a -10 penalty to the save vs Blindness unless they are inside a Darkness spell. 25% Palemaster levels apply.
 * Timestop - Without an Ancient Power token, this spell Summons a creature to aid the caster. Otherwise a local timestop effect is applied, freezing all within range but the caster for d4 + 1 rounds.
 * True Seeing - If an Emerald is used as a Spell Component, a Truesight effect is applied. Otherwise, a +50 Spot bonus and a See Invisibility effect is applied instead.
 * Ultravision - Drow PCs do not suffer Blindness for leaving a Darkness area.
 * Undeath to Death - Undead PCs are also affected by this spell.
 * Wail of the Banshee - A successful Fortitude save still leads to d6(nCasterLevel/2) points of Sonic damage, though metamagic has no effect on the amount.
 * Wall of Fire - Elementalists can deal damage other than Fire with this spell.
 * Weird - Immunity to Mind Affecting spells or Fear negates the effects. The failed fortitude save deals d6(nCasterLvl/2+10) damage. Death immunity is ignored on a failed Will save. Creatures of 3 HD or less automatically fail both saves.
 * Wounding Whispers - Elementalists can deal damage other than Sonic with this spell.