- NOTOC**
SPELL CHANGES
Global spell adjustments, specific spell changes, epic spell changes, and custom spell references.
On Sinfar, numerous spells have had balance changes applied to them, ranging from minor to major. There are global spell adjustments as well as adjustments to individual spells.
Quick Index
| Global Changes | Do Not Stack | Spell Breach Targets | Specific Spell Changes | Epic Spell Changes |
| Custom Spells | ||||
Global Changes
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Durations
The durations from Negative effects, Hold effects and Area of Effect have been capped. Area of Effect as well as Negative Effect durations are capped at 8 rounds while Hold Effects are capped at 4 rounds. Extend spell only increases the duration by 50%. Associates durations are halved.
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Long-Lasting Areas of Effects
Area of Effect spells with fixed, 8-round duration cannot be resisted with Spell Resistance, Spell Mantles or Spell Immunities. Counterspelling
Counterspelling is entirely disabled on Sinfar due to its buggy nature. |
Durable AoE Spells
(Acid Fog, Storm of Vengeance, etc.)
These spells hurt everyone in the area, including the caster, depending on PvP settings.
Spells that DO NOT stack
| The follow spells do not stack with each other | ||
|---|---|---|
| Death Armor | Elemental Shield | Mestil's Acid Sheath |
| Camouflage | Mass Camouflage | |
Spell Breach Targets
Using any kind of Spell Breach can dispel the following spells:
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Dispel Magic Spells
Dispel DC continues to increase at epic levels, the same way as in pre-epic levels.
Specific Spell Changes
The following spell changes are listed as individual reference cards so the spell name and its rule text stay visually connected.
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Amplify
Grants +10 listen. |
Aura vs Alignment
Damage reduced to 1d4 + 1. |
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Battle tide
Allows a will save to avoid the negative effects of stepping into the aura. |
Blackstaff
Gives +6 enhancement bonus to the quarterstaff and makes it cast Lesser spell breach on a successful hit. |
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Blade Thirst
Grants +6 enhancement bonus to a slashing weapon. |
Clairaudience/Clairvoyance
Grants +5 to spot AND listen. |
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Creeping Doom
Lasts 8 rounds. |
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Death Armor
The damage shield damage is equal to 1d4. |
Displacement
Grants 30% concealment. |
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Divine Favor
Grants +1 AB and damage per 5 levels to a maximum of +3. |
Divine Power
Grants +6 strength, and +1 temporary HP/caster level. Does not stack beyond +12 strength from item bonuses. |
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Drown
Damage is equal to 60% of the targets current HP. |
Elemental Shield
The damage shield damage is equal to 1d4 + 1 per 3 caster level. |
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Flame Arrow
The number of arrows is capped at 5. |
Gate
There is no longer a need to cast Protection versus Evil as the summoned Balor will always be at the summoner's command for the duration of the spell. |
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Greater Stoneskin
Grants +5 soak 10 damage reduction. It ends after absorbing 5 damage per caster level, to a maximum of 100 damage. |
Isaac's Lesser Missile storm
Each missile does 2d6 damage. |
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Isaac's Greater Missle Storm
Each missile has 40% of chance of hitting each target in the area of effect. |
Ice Storm
The cold damage is capped at 10d6. |
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Implosion
The DC bonus has been removed and has been lowered by 5. |
Keen Edge
The duration is changed to 2 round per caster level. It works with all types of melee weapons, not just Slashing weapons. |
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Mestil's Acid Sheath
The damage shield damage is equal to 1d4 + 2 per 3 caster levels. |
Nature's Balance
Breaches 2 spells from all enemies in the area of effect. |
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Negative Energy burst
The strength penalty is capped at -4. |
Premonition
Grants +5 soak 15 damage reduction. It ends after absorbing 5 damage per caster level, to a maximum of 150 damage. |
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Santuary, Greater Sanctuary
The duration is set to 18 seconds, and it is absolutely impossible to detect the user; save for by party. |
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See Invisibility
Lasts 2 turns/level/ |
Stoneskin
Grants +5 soak 5 damage reduction. It ends after absorbing 5 damage per caster level, to a maximum of 50 damage. |
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Storm of Vengeance
Lasts 8 rounds. 3d6 acid + 50% chance of 6d6 electrical damage. 3d6 acid + 6d6 electrical damage, and stun for two rounds on a failed reflex save. |
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Tenser's Transformation
The transformation is still a polymorph, but the original appearance of the character is preserved. Due to the polymorph effect; you will not be able to cast spells, or use items for the spell's duration.
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Time Stop
Creates an area of effect where only the caster can control things. Archers can not shoot someone in the zone, only the caster can cast spells in the this zone. If you enter this zone, your time gets stopped. Duration is 4.5 seconds. There is a 9 seconds cool down before the spell can be casted again. |
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True Seeing
The duration is set to 3 rounds. |
True Strike
The duration is set to 6 seconds. |
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Searing Light
d6 instead of d8 and d4 instead of d6. |
Word of Faith
A will save has been added. |
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Wounding whispers
The damage shield damage is equal to 1d4 + 1 per 2 caster level. |
Improved Invisibility
Grants an invisibility effect that fades when attacking. This effect returns at the beginning of every round. No concealment. |
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AC Spells
Magic Vestment, Barkskin, Shield, Shield of Faith, Shadow Shield: The AC bonus is capped at 1/6 of your character level.
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Invisibility Spells
Invisibility, Invisibility Sphere, Improved Invisibility: Duration is changed to 1 round per caster level.
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Lesser Spell Breach, Greater Spell Breach, Mordenkainen's Disjunction
The number of spells that can be breached has been halved. |
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Heal, Harm, Mass Heal, Greater restoration, Resurrection
Heal, Harm, and Mass Heal restore HP equal to half of what the target is missing up to 250.
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Evard's Black Tentacles, Bigby's Grasping Hand, Bigby's Crushing Hand
The grapple check is equal to the caster ability modifier (4 for Evard's black tentacles) + the caster level + the size modifier of the hand or the tentacle (4) + 1d20 versus the target strength modifier x 2 + the target BAB + the targets size modifier + 1d20. |
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Bigby's Interposing hand, Bigby's forceful Hand, Bigby's Grasping Hand, Bigby's Clenched Fist, Bigby's Crushing Hand
All bigbys now have a to-hit check. |
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Bigby's Interposing hand
The AB penality is changed to -4. |
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Epic Spell Changes
Epic Mage Armor
- Grants a total of +16 AC.
- The bonus is the sum of +4 dodge, +4 deflection, +4 armor, and +4 natural AC.
- Only the dodge bonus stacks with the AC granted from items.
Epic Warding
- Grants 20 damage resistance per caster level.
- The power of the damage resistance is 30 / +10.
- The duration is 1 turn.
Epic Dragon Knight
Dragon depends on alignment and class in the case of palemaster.
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Conjuration Focus Bonuses
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Basic Dragons A level 25 dragon will join the caster.
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Epic Dragons A level 40 dragon will join the caster.
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Epic Mummy Dust
Instead of summoning a mummy (the only exception being a palemaster), the caster gains a construct to fight alongside them.
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Conjuration Focus Bonuses
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Basic: lvl 21 Construct/Mummy
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Epic: lvl 40 Construct/Mummy
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Custom Spells
There is a variety of custom spells made for Sinfar, withe possibility to add more.
The current list expands upon all classes that have access to spells. You can see the full list of added, considered or intended spells here.