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 | ||
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| 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.
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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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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 |
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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. The following custom spell list has been transcribed into searchable text so players can use browser search to find spell names, descriptions, class access, and spell levels. Custom Spell List Disrobe
Bard: 2 · Cleric: 2 · Druid: 2 · Wizard / Sorcerer: 2
Target creature must make a reflex save or be disrobed of their armor or clothing. Friendly targets receive a consent dialogue instead. Unhallowed Soil
Cleric: 5 · Wizard / Sorcerer: 6
A large glyph forms on the ground, radiating a fell dark power. For each round a living creature remains in the field, they take 3d6 negative damage. For each round an undead remains in the field, they gain 2d6 temp HP up to a maximum of 100. Creatures warded from negative energy are neither harmed nor healed by this effect. Burst of Glacial Wrath
Cleric: 9 · Druid: 9 · Wizard / Sorcerer: 9
You create a cone of icy energy that flash-freezes any creatures within the spell's area. The spell deals 1d8 points of cold damage per caster level (maximum 20d8 points, but will not reduce the target lower than 1 hit point), with a fortitude save reducing that by half. Those failing are encased in ice for 1 round / 8 caster levels (modified by the target creatures size, larger creatures break free sooner). Creatures turned to ice in this fashion gain DR 40/-, and immunity to cold, fire, and electricity until the effects wear off. Cacophonic Burst
Bard: 5 · Wizard / Sorcerer: 6
You cause a burst of low, discordant noise to erupt at the chosen location. It deals 4d6 points of sonic damage plus 1d6 per 4 caster levels (maximum 14d6) to all creatures within the area. Wind Wall
Druid: 4 · Wizard / Sorcerer: 4
You manipulate the element of air to form a wall directly in front of you. Anything passing through the wall must make a fortitude save or be knocked down. Swap Gender
Bard: 4 · Wizard / Sorcerer: 4
Casting this spell immediately swaps the gender of the subject. If male, they become female, and vice versa. If the target is shemale, they will instead become a male with female pubic parts. Hermaphrodites and creatures that do not have normal humanoid genders are unaffected. If cast upon a hostile target, the target must roll a will save to avoid the spell, but friendly targets receive a consent dialog. Casting this on the self with automatically succeed. Wall of Greater Dispel Magic
Wizard / Sorcerer: 8
You create a wall of magical energy. Creatures passing through a Wall of Greater Dispel Magic are subject to a Greater Dispel Magic spell at the caster level of the creator of the wall. Wall of Dispel Magic
Wizard / Sorcerer: 5
You create a wall of magical energy. Creatures passing through a Wall of Dispel Magic are subject to a Dispel Magic spell at the caster level of the creator of the wall. Synthesis
Druid: 8
You cause nearby friendly targets to flourish with attunement to nature, granting +6 regeneration and 4 temporary HP per 3 caster levels for 1 round / 2 levels. Tree Shape
Druid: 4 · Ranger: 4
You assume the form of a large tree. While this spell is in effect, you take the form of a tree for 1 turn/level. While in tree form, you are treated as invisible and you lose all of your AC. Any movement or action you make other than speaking dispels the transformation and instantly reveals you. Crushing Despair
Bard: 3 · Wizard / Sorcerer: 4
An invisible cone of despair causes great sadness in any enemies that fail a will save. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Symbol of Sleep
Cleric: 8 · Wizard / Sorcerer: 8
This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of sleep causes all creatures within a 5 meter radius of the symbol to fall into a catatonic slumber for 2 turns if they fail a will saving throw against mind spells. Only targets that are hostile to the caster can trigger the symbol, it will not activate in the presence of friendly targets. Only one symbol of any type can be active at any time. Symbol of Death
Cleric: 8 · Wizard / Sorcerer: 8
This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death instantly kills all enemies in a 5 meter radius unless they succeed a fortitude save. Only targets that are hostile to the caster can trigger the symbol, it will not activate in the presence of friendly targets. Only one symbol of any type can be active at any time. Slow Time
Wizard / Sorcerer: 8
The caster is able to bend the sands of time, creating a suspension of time in the area around them. All enemy creatures who come within the radius of the spell are subject to the effects of a Slow spell. Friendly creatures become harder to hit as they move faster than their enemies, and projectiles and objects entering the zone seem to move at a slower rate. Non-hostile creatures are thus granted 40% concealment to melee attacks and 75% concealment to ranged attacks. The area of effect will remain for 8 seconds before dispersing, returning the flow of time to normal. Greater Life Shift
Wizard / Sorcerer: 7
The target creature is healed for 10 HPs/level, to a maximum of 250, or half their wounds, whichever is smaller. The caster loses the same amount in hit points. The caster cannot be reduced lower than 1 HP, so if the amount of HP healed on the target is greater than the HP of the caster, they are healed for the remainder instead. This cannot be used on the caster. If cast upon an undead, whether friendly or hostile, they are healed at the same cost. Bladeweave
Bard: 2 · Ranger: 2
For the duration of the spell, your weapon gains the ability to daze opponents who fail their will save for one round. The save is calculated based on the caster's abilities. Life Shift
Wizard / Sorcerer: 5
The target creature is healed of 4d8 points of damage, +1 point per caster level to a maximum of +20. The caster loses the same amount in hit points. The caster cannot be reduced lower than 1 HP, so if the amount of HP healed on the target is greater than the HP of the caster, they are healed for the remainder instead. This cannot be used on the caster. If cast upon an undead, whether friendly or hostile, they are healed at the same cost. Mage Hand
Bard: 0 · Wizard / Sorcerer: 0
You point your finger at an object weighing up to 5 pounds and can lift it at a distance, bringing it to you. Body of the Sun
Cleric: 5 · Druid: 5
By drawing on the power of the sun, you cause your body to emanate fire. Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per eight caster levels (maximum 5d4) to every creature that attacks you. This spell does not stack with other damage shield effects that deals this. Incinerating Pillar
Wizard / Sorcerer: 5
A pillar of flame engulfs all within the area of effect, inflicting 1d6 points of fire damage per 2 caster levels (to a maximum of 10d6). Enemies that make a fortitude save take half damage and avoid being stunned for 1 round. Raging Inferno
Wizard / Sorcerer: 8
All enemies within this spell's area of effect are inundated with a rain of fire and take 1d6 points of damage per caster level (to a maximum of 20d6). Disintegrate
Wizard / Sorcerer: 9
You direct a ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 1d6 points of magic damage per caster level (to a maximum of 40d6). A creature that makes a successful Fortitude save is partially affected, taking only half damage to a maximum of 20d6 points of magic damage. Burning Bonds
Wizard / Sorcerer: 4
A wave of fiery chains assails enemies within the area of effect. The chains deal 1d8 fire damage for every 3 caster levels, to a maximum of 5d8. Failing a will save, creatures become coiled and are not able to move or attack for 2 rounds. Joyful Noise
Bard: 2
This spell provides immunity to silence spells or effects for 60 seconds to friendly targets in a large area. The feats Lasting Inspiration and Lingering Song affect this spell as if it was a bard song. The target cannot be deafened or silenced to be affected by the immunity. Corpse Explosion
Wizard / Sorcerer: 4
Places a curse upon the subject that lasts for 15 seconds. If the subject dies within that time, their corpse explodes, dealing 1d6 Bludgeoning damage per caster level, to a maximum based on creature size, to all enemies in the area of effect. Wings of the Phoenix
Cleric: 9
You mark a friendly target with a powerful influence. If the subject dies within 3 rounds of casting this spell, they will be revived 6 seconds later at half health and up to 200 hit points. Subjects revived by this spell have +4 AB and 10/- DR for 6 rounds. This spell cannot be cast on yourself. Bodak's Glare
Cleric: 7
You target a creature within range. That creature dies instantly unless it succeeds on a Fortitude save. If you slay a humanoid creature with this attack, failing a will save it will return as a bodak under your control. Greater Shout
Bard: 4 · Wizard / Sorcerer: 5
The caster emits a cone of sound waves 60' long that deals 10d6 sonic damage. Enemies that fail a fortitude saving throw are deafened for 4d6 rounds, and stunned for one round. Flamespear
Wizard / Sorcerer: 4
Flamespear creates a blast of fire that reaches 100 feet from the casters hands. The spear ignites targets in its path, dealing 1d8 points of fire damage per 2 caster levels, up to a maximum of 10d8. Fireburst
Wizard / Sorcerer: 2
Fireburst evokes flames all around the caster that extend to 5 feet away. All creatures within this 5-foot radius take 1d8 points of fire damage per caster level, to a maximum of 5d8, unless a reflex saving throw is made for half damage. Burning Tempest
Druid: 9 · Wizard / Sorcerer: 9
The area around you is lit ablaze by inferno. Each round, all enemies within the area of effect take 3d6 points of fire damage. Those who fail a Reflex save take an additional 6d6 points of fire damage and are stunned for 2 rounds. Blizzard
Druid: 7 · Wizard / Sorcerer: 9
Immediately upon completion of this spell, a powerful blizzard erupts in the area. Temperatures in the area drop to below freezing and visibility is reduced to zero, making Spot, Search, and Listen checks and all ranged attacks difficult if not impossible. Creatures unprotected from the cold must make a Fortitude save or take 2d8 points of nonlethal cold damage every round. Movement within the area is impeded by powerful winds. Greater Fireburst
Wizard / Sorcerer: 7
This spell functions like Fireburst, except that it affects creatures within 15 feet of you and deals a maximum of 20d6 points of fire damage to each one. Shards of Winter
Druid: 6 · Wizard / Sorcerer: 6
Dozens of razor-sharp shards of ice fly towards the target. The target creature must make a fortitude save or take 10d8 points of cold damage, +1 point per 2 caster levels. If they succeed, they take half damage. Shout
Bard: 3 · Wizard / Sorcerer: 3
The caster emits a cone of sound waves 30' long dealing 5d6 sonic damage. Enemies that fail a fortitude saving throw are deafened for 2d6 rounds. Open / Close
Bard: 0 · Wizard / Sorcerer: 0
This spell allows you to open, close, or interact with simple objects at a distance. If anything resists this activity (such as anything locking the object in it's current position), the spell fails. Baleful Polymorph
Bard: 4 · Wizard / Sorcerer: 5
The caster is able to turn one other person into one of the following forms: sheep, chicken, squirrel, frog, puppy. This effect lasts for 1 round/caster level. If cast on a friendly target, a consent dialog will appear. Otherwise, a successful fortitude save negates the change, and a successful will save will allow a changed target to function normally still, within the constraints of the form. Mass Light
Bard: 2 · Cleric: 2 · Druid: 2 · Paladin: 2 · Ranger: 2 · Wizard / Sorcerer: 2
All creatures within range of the caster (Including the caster) become affected as per the Light spell. False Life
Wizard / Sorcerer: 2
False Life allows the caster to use necromantic energy to avoid death. In effect, the spell grants the caster temporary hit points equal to 1d10 points + 1 per 2 caster levels. Hypothermia
Cleric: 4 · Druid: 3
The subject takes 1d4 points of cold damage per caster level (maximum 12d4) and becomes fatigued for 1 round/level. A fatigued creature suffers a -2 penalty to Strength and Dexterity, and moves slower. A successful Fortitude save halves the damage and negates the fatigue. Choir of Recovery
Cleric: 9
This spell serves as a Mass version of the Raise Dead spell. Every friendly corpse within the radius is resurrected at 1 hit point. Blighted Vines
Druid: 5
A field of long vines sprout up from the ground. Each is capable of grappling a target doing 1d6+4 points bludgeoning damage. If successful, the target must then make a fortitude saving throw or become paralyzed by the grappling vine. The field contains 1d4 vines + 1 per 2 caster levels. The vines are randomly spread out over the area of effect allowing no more than half of the vines to reach a single target in any given round. The inability of the vines to target small creatures makes all small creatures completely immune to the spell's effects. Land Womb
Druid: 7
You call upon the earth to conceal you from danger for a short period of time. Casting this spell makes you completely undetectable from anyone for 3 rounds (18 seconds). Hail of Fire
Druid: 5 · Wizard / Sorcerer: 4
All creatures in the area of effect take 3d6 points of bludgeoning damage and 2d6 points of fire damage. Hail of Fire will do an additional 1d6 fire damage per additional 3 caster levels, up to 10d6. Body of True Flame
Wizard / Sorcerer: 8
You temporarily draw upon the power of a Fire Elemental. Doing so grants you immunity to fire damage and 50% vulnerability to cold damage. Fascinate
Bard: 2
Every hostile creature within the radius must make a Will save (DC = 1/2 bard level + 1/2 perform skill). This is an enchantment (compulsion) mind-affecting ability. If the target fails this save, then they are dazed 3 rounds. If a creature is attacked, the effect ends for that creature, though anyone who fails their saving throw will be dazed for at least one round. There is a cool down time of 10 rounds before this ability can be used again. Fascinate affects up to one enemy per level of the bard. Lingering Song and Lasting Inspiration affect the duration on this ability. Falsify Self
Bard: 6 · Wizard / Sorcerer: 6
The caster temporarily creates an exact (but false) image of themselves where they stand with 1/4 of their current hit points. The image then attacks the nearest enemy, though deals no damage. For as long as the image exists, the caster remains invisible and untargetable. Any hostile action performed by the caster will automatically break the spell (thus destroying the image), and if the false image is destroyed, the spell will fail. Onlookers may roll a will save to disbelieve the image, rendering the spell inert to that person if successful. Ice Wall
Druid: 4 · Wizard / Sorcerer: 4
You manipulate the element of ice to form a wall with 50 HP (+5 per caster level, maximum 250HP) directly in front of you. Nothing can pass or attack through the wall, but it can be destroyed and ranged can shoot over it. The wall will remain for 1 round per caster level or until it is destroyed. Song of Discord
Bard: 5
This spell causes creatures within the area to become confused. Each affected creature has a 50% chance to attack the nearest target each round. A creature that does not attack its nearest neighbour may wander about aimlessly or stand around dumbfounded. The duration of this spell is affected by Lingering Song and Lasting Inspiration. Mirror Image
Bard: 4 · Wizard / Sorcerer: 5
You create 1d4 illusory images of yourself, plus one image per 5 caster levels, capping at 8 images. Enemies cannot distinguish between the real you and your doubles. Images have an AC of 10 + your Dex modifier, and a successful attack against an image causes it to disappear. (Note: a character with a lot of VFXs will have a reduced number of images spawned.) |