Each Circle 0 spell and two Circle 1 spells have been modified to:
-Address difficulties casters (particularly mages) face during their first few levels (ex. Lack of damage reduction),
-Ensure that these comparatively weak spells are still useful at higher caster levels (ex. Many cantrips do not scale with increased caster levels),
-Improve spells that were previously obsolete (ex. Acid Splash and Electric Jolt do not measure up to Ray of Frost in damage),
-Add depth to low-end spells by offering a greater variety of effects.
No Haks required.
The new spell descriptions, with brief notes on what I've changed:
=-=-=-= Cantrips =-=-=-=
Cure Minor Wounds
The target creature is healed for 1d4 points of damage, +1 point per caster level (to a maximuim of +4). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
(changed the amount of healing)
Daze
Target humanoid must make a will save or be dazed for 2 rounds.
(removed HD requirement)
Light
Creates a small light source above the target creature's head. The light travels with the target and is capable of illuminating a small area. It can be cast on any item the character can equip to make it glow for the spell's duration like a natural source of light. When cast on a creature, that creature gains a +2 bonus on Spot and Search checks, but a -4 penalty to Hide checks.
(added skill modifiers)
Ray of Frost
Does 1d3 + 1 cold damage to a single target creature. Additionally, the target must make a fortitude save or be frozen (slowed) for 1 round, +1 additional round per 2 caster levels.
(reduced damage and added freeze effect)
Resistance
Grants the target creature a +1 bonus to all saving throws for 1 hour per caster level.
(increased duration)
Virtue
The target creature gains 1 temporary hit point above his maximum total for 1 hour per caster level.
(increased duration)
Acid Splash
The caster fires a small orb of acid at the target for 1d3+1 points of acid damage. Additionally, the target must make a reflex save or suffer a -1 penalty to AC for 1 round per caster level.
(increased damage and added bonus effect)
Electric Jolt
The caster does 1d3+1 points of electrical damage to a target. Additionally, the target must make a will save or suffer a -1 penalty to all saving throws for 1 round per caster level.
(increased damage and added bonus effect)
Flare
A burst of hot light is fired from the caster to one target for 1d3+1 points of fire damage. Additionally, the target must make a fortitude save or suffer a -2 penalty to attack rolls for 1 round per caster level.
(added damage and improved effect)
Inflict Minor Wounds
If the caster succeeds in striking an opponent with a touch attack, the target suffers 1d4 points of damage, +1 point per caster level (to a maximuim of +4). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
(changed the amount of damage to match Cure Minor Wounds)
=-=-=-= Circle 1 =-=-=-=
Ice Dagger
You create a piece of ice that flies toward the target and deals 1d4 points of cold damage per level (maximum of 5d4). Additionally, the target must make a fortitude save or be frozen (slowed) for 1 round per caster level.
(added freeze effect)
Ironguts
When touched, the target creature gains a +2 circumstance bonus on fortitude saves against all poisons and diseases. Additionally, this spell grants the target creature damage reduction 5/+1. The spell absorbs 5 points of melee damage per caster level, to a maximum of 25, before collapsing. Lasts 1 hour per caster level.
(modified duration and save bonuses, and added damage reduction)
Happy to help. :) _________________________ "The novice thinks he's close to mastery each time he learns something new. But until the day he stops thinking so, he's still a novice."
Posted by Tyndrel at 2012-04-28 00:48:02 Voted 10.00 on 04/28/12
Thank you, these are much more useful. _________________________ All the thanks the designer gets is your vote, please use it.
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Posted by Coolty3000 at 2012-04-03 11:51:28 Voted 10.00 on 04/03/12
Thanks for the tip. I did not know this. _________________________ "The novice thinks he's close to mastery each time he learns something new. But until the day he stops thinking so, he's still a novice."
Regarding the change to light: you might be interested in knowing that the game engine already (without these changes) increases spot DCs for the hardcoded detection checks by 5 at night when the spotter does not have a light. It also decreases the DC by 10 at night when the hider has a light on them. So if being the target of a light spell counts as having a light (Brenon Holmes was not specific about what counts), this change to light (+2 spot/-4 hide at all times) would be in addition to the hidden game engine modifications (+5/-10 at night).
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