Creeping Doom: This spell now inflicts 5d6 points of piercing damage per round to any creature in the area of effect (up to 1000 points total) and reduces movement rates by 50% each round a creature is affected. |
Cure Minor Wounds: This spell heals 1 hitpoint of damage.
When cast by a cleric of Asis, it instead heals up to 5% of the targets maximum hitpoints.
When used on undead (and PC vampires), this spell inflicts 1 point of positive energy damage. |
Cure Light Wounds: This spell heals 1 hitpoint of damage per caster level or up to 5% of the target's maximum hitpoints (which ever is higher).
When cast by a cleric of Asis, the spell heals twice as much (2 hitpoints per level or 10% of max hitpoints).
When used on undead (and PC vampires), this spell inflicts 1 point of positive energy damage per caster level. |
Cure Moderate Wounds: This spell heals 1 hitpoint of damage per caster level or up to 10% of the target's maximum hitpoints (which ever is higher).
When cast by a cleric of Asis, the spell heals twice as much (2 hitpoints per level or 20% of max hitpoints).
When used on undead (and PC vampires), this spell inflicts 1 point of positive energy damage per caster level. |
Cure Serious Wounds: This spell heals 1 hitpoint of damage per caster level or up to 15% of the target's maximum hitpoints (which ever is higher).
When cast by a cleric of Asis, the spell heals twice as much (2 hitpoints per level or 30% of max hitpoints).
When used on undead (and PC vampires), this spell inflicts 1 point of positive energy damage per caster level. |
Cure Critical Wounds: This spell heals 1 hitpoint of damage per caster level or up to 20% of the target's maximum hitpoints (which ever is higher).
When cast by a cleric of Asis, the spell heals twice as much (2 hitpoints per level or 40% of max hitpoints).
When used on undead (and PC vampires), this spell inflicts 1 point of positive energy damage per caster level. |
Destruction: This spell can only be cast by clerics of Ragnor. |
Endure Elements: This spell now follows the Player's Handbook rules: protects from a single element (acid, cold, electricity, fire, or sonic), granting 5 points of resistance to that element for 24 hours. You select the elemental type by selecting the matching sub-radial menu spell off endure elements. |
Find and Disarm Traps: Formerly known as find traps, this spell is no longer guaranteed to disarm every trap it finds, but higher level casters should still get most of them. |
Fire Shield: Formerly known as elemental shield. |
Flame Weapon: This spell now adds 1d6 fire damage for 1 minute/level, 2d6 if caster is 11th level or higher. |
Gate: The caster of this spell no longer needs to be cloaked in protection from evil when casting this spell. The summoned balor will automatically be an ally of the caster. |
Grease: No longer a ranger spell. |
Greater Missile Storm: Formerly known as isaac's greater missile storm (6th level), this 5th level spell now inflicts 1d4 per 2 levels (maximum 20d4) to all enemies within a larger radius. |
Greater Restoration: This spell has been altered to bring it in line between the developer's orgininal intentions and Pen & Paper D&D. It removes basically all negative effects on a character, and heals up to 5d8 points of damage (+1 per caster level). |
Harm: This spell inflicts 2 hitpoints of negative energy damage per caster level or 33% of the target's maximum hitpoints (which ever is higher), to a minimum of 10 hitpoints.
When cast by a cleric of Ragnor, it instantly damages the target so that it retains only 10 hitpoints, no matter the starting health.
A successful Will save means the target suffers 1/2 damage. Undead are fully healed by this negative energy. |
Heal: This spell heals 2 hitpoints of damage per caster level or up to 33% of the target's maximum hitpoints (which ever is higher). It also neutralizes poisons, cures diseases, removes blindness/deafness, and heals insanity.
When cast by a cleric of Asis, the spell heals up to 100% of the target's maximum hitpoints, neutralizes poisons, cures diseases, removes blindness/deafness, and heals insanity.
When used on undead (and PC vampires), this spell inflicts positive energy damage (leaving the target with 10 (or fewer) hitpoints). | |
Identify: This spell no longer functions as a spell. On leveling up, certain characters (1st level bards, 2nd level wizards and sorcerers) will instead gain an item that will let them perform this action (saving a spell slot for those casters). Used on an item in inventory, this will now automatically identify any item worth 10,000 gp or less. |
Implosion: This spell can only be cast by clerics of Ragnor. |
Inflict Minor Wounds: This spell inflicts 1 hitpoint of negative energy damage.
When cast by a cleric of Ragnor, it instead inflicts up to 5% of the targets maximum hitpoints in damage. |
Inflict Light Wounds: This spell inflicts 1 hitpoint of negative energy damage per caster level or 5% of the target's maximum hitpoints (which ever is higher).
When cast by a cleric of Ragnor, it instead inflicts 2 hitpoints in damage per level or up to 10% of the targets maximum hitpoints in damage.
A successful Will save means the target suffers 1/2 damage. Undead are healed by this negative energy. |
Inflict Moderate Wounds: This spell inflicts 1 hitpoint of negative energy damage per caster level or 10% of the target's maximum hitpoints (which ever is higher).
When cast by a cleric of Ragnor, it instead inflicts 2 hitpoints in damage per level or up to 20% of the targets maximum hitpoints in damage.
A successful Will save means the target suffers 1/2 damage. Undead are healed by this negative energy. |
Inflict Serious Wounds: This spell inflicts 1 hitpoint of negative energy damage per caster level or 15% of the target's maximum hitpoints (which ever is higher).
When cast by a cleric of Ragnor, it instead inflicts 2 hitpoints in damage per level or up to 30% of the targets maximum hitpoints in damage.
A successful Will save means the target suffers 1/2 damage. Undead are healed by this negative energy. |
Inflict Critical Wounds: This spell inflicts 1 hitpoint of negative energy damage per caster level or 20% of the target's maximum hitpoints (which ever is higher).
When cast by a cleric of Ragnor, it instead inflicts 2 hitpoints in damage per level or up to 40% of the targets maximum hitpoints in damage.
A successful Will save means the target suffers 1/2 damage. Undead are healed by this negative energy. |
Legend Lore: This spell no longer functions as a spell. On leveling up, certain characters (10th level bards, 11th level wizards and sorcerers) will instead gain an item that will let them perform this action (saving a spell slot for those casters). Used on an item in inventory, this will now automatically identify any item. |
Mass Heal: All allies within the area of effect are restored to full health and hit points. This powerful magic neutralizes poisons, removes diseases, cures blindness/deafness, and heals insanity.
This spell can be cast only by followers of Asis, Goddess of Life, Birth, and Healing. |
Meteor Swarm: This potent spell rains fiery rocks down on the area, inflicting up to 1d8 points of damage per caster level (maximum 30d8), half is fire damage, half is bludgeoning damage. |
Missile Storm: Formerly known as isaac's lesser missile storm (4th level), this 3rd level spell now inflicts 1d4 per 4 levels (maximum 10d4) to all enemies within a radius. |
Poison: This spell now inflicts 1d10 points of Constitution damage. This becomes 2d10 if cast by a cleric of Sorgath. |
Polymorph Self: Casting this spell now initiates a conversation-based menu. More forms are now available. |
Protection from Evil: Formerly part of protection from alignment, this spell has been split off on it's own. |
Protection from Good: Formerly part of protection from alignment, this spell has been split off on it's own. Paladins cannot cast it. |
Shapechange: Casting this spell now initiates a conversation-based menu, with more forms available. Can also turn into the forms from polymorph self. |
Slay Living: This deadly spell can not be cast by clerics of Asis. It is no longer a druid spell. |
Tenser's Transformation: This spell no longer polymorphs the caster, and it follows the pen & paper D&D much more closely...+1 to Attack Rolls per 2 levels, +4 Natural AC, +2d4 Strength, +2d4 Dexterity, 1d6 temporary HP per level, +5 on Fortitude Saves, -10 Intelligence, 100% spell failure, +2 attacks per round (max 5 total). |
Time Stop: This spell has been disabled. |