Spell Changes: Difference between revisions

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<div class="sf-page sf-article-page sf-guidance-family sf-resource-page">
<div class="sf-family-path">[[Main Page|Main Page]] · [[Player Guidance Directory]]</div>
<div class="sf-hero"><div class="sf-eyebrow">Character mechanics · Spell reference</div>
<div class="sf-title">Spell Changes</div>
<p>Global spell adjustments, specific spell changes, epic spell changes, and custom spell references.</p>
</div>
<div class="sf-note">
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.
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.
</div>
== Find a spell or rule ==
<div class="sf-task-index">[[#Global_Changes|Global Changes]] [[#Spells_that_DO_NOT_stack|Spells that DO NOT stack]] [[#Spell_Breach_Targets|Spell Breach Targets]] [[#Specific_Spell_Changes|Specific Spell Changes]] [[#Epic_Spell_Changes|Epic Spell Changes]] [[#Custom_Spells|Custom Spells]]</div>


== Global Changes ==
== Global Changes ==


<div class="sf-content-panel">
=== Durations ===
=== 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. {{#info-tooltip: Needs confirmation.}}


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.
<div>
<small><b>Source note:</b> Needs confirmation.</small>
</div>
</div>
<div class="sf-content-panel">
=== Long-Lasting Areas of Effects ===
=== 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.
Area of Effect spells with fixed, 8-round duration cannot be resisted with Spell Resistance, Spell Mantles or Spell Immunities.


</div>
<div class="sf-content-panel">
=== Counterspelling ===
=== Counterspelling ===


Counterspelling is entirely disabled on Sinfar due to its buggy nature.
Counterspelling is entirely disabled on Sinfar due to its buggy nature.


</div>
<div class="sf-content-panel">
=== Durable AoE Spells ===
=== Durable AoE Spells ===
(Acid Fog, Storm of Vengeance, etc.){{#info-tooltip: Full list required.}}
 
 
(Acid Fog, Storm of Vengeance, etc.)<small><b>Source note:</b> Full list required.</small>


These spells hurt everyone in the area, including the caster, depending on PvP settings.
These spells hurt everyone in the area, including the caster, depending on PvP settings.


=== Spells that DO NOT stack ===
</div>
{| class="wikitable"
 
|+
== Spells that DO NOT stack ==
! colspan="3" |The follow spells do not stack with each other
 
|-
<div class="sf-content-panel"><p>The follow spells do not stack with each other</p>
|Death Armor
<ul><li>Death Armor · Elemental Shield · Mestil's Acid Sheath</li><li>Camouflage · Mass Camouflage</li></ul></div>
|Elemental Shield
 
|Mestil's Acid Sheath
== Spell Breach Targets ==
|-
 
|Camouflage
<p>
|Mass Camouflage
|
|}
Using any kind of Spell Breach can dispel the following spells:
Using any kind of Spell Breach can dispel the following spells:
 
</p>
<div class="sf-choice-grid"><div class="sf-content-panel">
* Greater Spell Mantle
* Greater Spell Mantle
* Spell Mantle
* Spell Mantle
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* Minor Globe of Invulnerability
* Minor Globe of Invulnerability
* Greater Shadow Conjuration: Minor Globe
* Greater Shadow Conjuration: Minor Globe
</div>
<div class="sf-content-panel">
* Ethreal Visage
* Ethreal Visage
* Ghostly Visage
* Ghostly Visage
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* Protection From Elements
* Protection From Elements
* Resist Elements
* Resist Elements
</div>
<div class="sf-content-panel">
* Endure Elements
* Endure Elements
* Undeath's Eternal Foe
* Undeath's Eternal Foe
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* Negative Energy Protection
* Negative Energy Protection
* Elemental Shield
* Elemental Shield
</div>
</div>
<div class="sf-content-panel">
=== Dispel Magic Spells ===


=== Dispel Magic Spells ===
Dispel DC continues to increase at epic levels, the same way as in pre-epic levels.
Dispel DC continues to increase at epic levels, the same way as in pre-epic levels.
</div>


== Specific Spell Changes ==
== Specific Spell Changes ==


* Amplify: Grants +10 listen.
<p>The following spell changes are listed as individual reference cards so the spell name and its rule text stay visually connected.</p>
* Aura vs Alignment: Damage reduced to 1d4 + 1.
<p class="sf-reference-note">Alphabetical by name. Jump to a letter range below, or use Contents for an individual spell.</p>
* Battle tide: Allows a will save to avoid the negative effects of stepping into the aura.
<div class="sf-task-index">[[#AC_Spells|A–F]] [[#Gate|G–L]] [[#Mestil's_Acid_Sheath|M–R]] [[#Santuary,_Greater_Sanctuary|S–Z]]</div>
* Blackstaff: Gives +6 enhancement bonus to the quarterstaff and makes it cast Lesser spell breach on a successful hit.
<div class="sf-content-panel">
* Blade Thirst: Grants +6 enhancement bonus to a slashing weapon.
=== AC Spells ===
* Clairaudience/Clairvoyance: Grants +5 to spot AND listen.
 
* Creeping Doom: Lasts 8 rounds. 20 Damage on initial entry, and d6*number of rounds remaining in the cloud. Cumulative damage total over all targets in the cloud is still 1000.
Magic Vestment, Barkskin, Shield, Shield of Faith, Shadow Shield: The AC bonus is capped at 1/6 of your character level.<br>
* Death Armor: The damage shield damage is equal to 1d4.
* Magic Vestment applies to the character, and not the armor/shield. Can not be applied to armor/shields.</div>
* Displacement: Grants 30% concealment.
<div class="sf-content-panel">
* Divine Favor: Grants +1 AB and damage per 5 levels to a maximum of +3.
=== Amplify ===
* Divine Power: Grants +6 strength, and +1 temporary HP/caster level. Does not stack beyond +12 strength from item bonuses.
 
* Drown: Damage is equal to 60% of the targets current HP.
Grants +10 listen.</div>
* Elemental Shield: The damage shield damage is equal to 1d4 + 1 per 3 caster level.
<div class="sf-content-panel">
* Flame Arrow: The number of arrows is capped at 5.
=== Aura vs Alignment ===
* 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.
 
* Greater Stoneskin: Grants +5 soak 10 damage reduction. It ends after absorbing 5 damage per caster level, to a maximum of 100 damage.
Damage reduced to 1d4 + 1.</div>
* Isaac's Lesser Missile storm: Each missile does 2d6 damage. Each missile has a 40% chance of hitting each target within the area of effect.
<div class="sf-content-panel">
* Isaac's Greater Missle Storm: Each missile has 40% of chance of hitting each target in the area of effect.
=== Battle tide ===
* Ice Storm: The cold damage is capped at 10d6.
 
* Implosion: The DC bonus has been removed and has been lowered by 5.
Allows a will save to avoid the negative effects of stepping into the aura.</div>
* Keen Edge: The duration is changed to 2 round per caster level. It works with all types of melee weapons, not just Slashing weapons.
<div class="sf-content-panel">
* Mestil's Acid Sheath: The damage shield damage is equal to 1d4 + 2 per 3 caster levels.
=== Bigby's Interposing hand ===
* Nature's Balance: Breaches 2 spells from all enemies in the area of effect.
 
* Negative Energy burst: The strength penalty is capped at -4.
The AB penality is changed to -4.</div>
* Premonition: Grants +5 soak 15 damage reduction. It ends after absorbing 5 damage per caster level, to a maximum of 150 damage.
<div class="sf-content-panel">
* Santuary, Greater Sanctuary: The duration is set to 18 seconds, and it is absolutely impossible to detect the user; save for by party. There is a 15 second cool-down timer to be able to cast the spell again.
=== Bigby's Interposing hand, Bigby's forceful Hand, Bigby's Grasping Hand, Bigby's Clenched Fist, Bigby's Crushing Hand ===
* 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.
All bigbys now have a to-hit check.<br>
* 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.
The to-hit check is a reflex save.</div>
* 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.
<div class="sf-content-panel">
** Sets strength to 20, dexterity to 22, and constitution to 18.
=== Blackstaff ===
** Grants 1 Attack per round per 15 levels. You can't have more than 4 base attacks per round.
 
** Grants 1 AB per two caster levels.
Gives +6 enhancement bonus to the quarterstaff and makes it cast Lesser spell breach on a successful hit.</div>
** Grants +5 to fortitude.
<div class="sf-content-panel">
** Maximize, Empower & Extend are disactivated for this spell. (Even if they relocate the spell to sup spell slots, it won't have any effect)
=== Blade Thirst ===
* 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.
 
* True Seeing: The duration is set to 3 rounds.
Grants +6 enhancement bonus to a slashing weapon.</div>
* True Strike: The duration is set to 6 seconds.
<div class="sf-content-panel">
* Searing Light: d6 instead of d8 and d4 instead of d6.
=== Clairaudience/Clairvoyance ===
* Word of Faith: A will save has been added.
 
* Wounding whispers: The damage shield damage is equal to 1d4 + 1 per 2 caster level.
Grants +5 to spot AND listen.</div>
* AC Spells: Magic Vestment, Barkskin, Shield, Shield of Faith, Shadow Shield: The AC bonus is capped at 1/6 of your character level.
<div class="sf-content-panel">
** Magic Vestment applies to the character, and not the armor/shield. Can not be applied to armor/shields.
=== Creeping Doom ===
* Invisibility Spells: Invisibility, Invisibility Sphere, Improved Invisibility: Duration is changed to 1 round per caster level.
 
** Invisibility Sphere: also holds to those that were present at the time of casting, even if they exit the aura.
Lasts 8 rounds.<br>
* Improved Invisibility: Grants an invisibility effect that fades when attacking. This effect returns at the beginning of every round. No concealment.
20 Damage on initial entry, and d6*number of rounds remaining in the cloud. Cumulative damage total over all targets in the cloud is still 1000.</div>
* Lesser Spell Breach, Greater Spell Breach, Mordenkainen's Disjunction: The number of spells that can be breached has been halved.
<div class="sf-content-panel">
* 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.
=== Death Armor ===
** Greater Restoration removes negative status effects as well as replenishes half of the HP missing up to 250.
 
** Resurrection revives a dead target, and restores 50% of it's HP.
The damage shield damage is equal to 1d4.</div>
* 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.
<div class="sf-content-panel">
* 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. The to-hit check is a reflex save.
=== Displacement ===
* Bigby's Interposing hand: The AB penality is changed to -4.
 
Grants 30% concealment.</div>
<div class="sf-content-panel">
=== Divine Favor ===
 
Grants +1 AB and damage per 5 levels to a maximum of +3.</div>
<div class="sf-content-panel">
=== Divine Power ===
 
Grants +6 strength, and +1 temporary HP/caster level. Does not stack beyond +12 strength from item bonuses.</div>
<div class="sf-content-panel">
=== Drown ===
 
Damage is equal to 60% of the targets current HP.</div>
<div class="sf-content-panel">
=== Elemental Shield ===
 
The damage shield damage is equal to 1d4 + 1 per 3 caster level.</div>
<div class="sf-content-panel">
=== 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.</div>
<div class="sf-content-panel">
=== Flame Arrow ===
 
The number of arrows is capped at 5.</div>
<div class="sf-content-panel">
=== 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.</div>
<div class="sf-content-panel">
=== Greater Stoneskin ===
 
Grants +5 soak 10 damage reduction. It ends after absorbing 5 damage per caster level, to a maximum of 100 damage.</div>
<div class="sf-content-panel">
=== 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.<br>
* Greater Restoration removes negative status effects as well as replenishes half of the HP missing up to 250.<br>
* Resurrection revives a dead target, and restores 50% of it's HP.</div>
<div class="sf-content-panel">
=== Ice Storm ===
 
The cold damage is capped at 10d6.</div>
<div class="sf-content-panel">
=== Implosion ===
 
The DC bonus has been removed and has been lowered by 5.</div>
<div class="sf-content-panel">
=== Improved Invisibility ===
 
Grants an invisibility effect that fades when attacking. This effect returns at the beginning of every round. No concealment.</div>
<div class="sf-content-panel">
=== Invisibility Spells ===
 
Invisibility, Invisibility Sphere, Improved Invisibility: Duration is changed to 1 round per caster level.<br>
* Invisibility Sphere: also holds to those that were present at the time of casting, even if they exit the aura.</div>
<div class="sf-content-panel">
=== Isaac's Greater Missle Storm ===
 
Each missile has 40% of chance of hitting each target in the area of effect.</div>
<div class="sf-content-panel">
=== Isaac's Lesser Missile storm ===
 
Each missile does 2d6 damage.<br>
Each missile has a 40% chance of hitting each target within the area of effect.</div>
<div class="sf-content-panel">
=== Keen Edge ===
 
The duration is changed to 2 round per caster level. It works with all types of melee weapons, not just Slashing weapons.</div>
<div class="sf-content-panel">
=== Lesser Spell Breach, Greater Spell Breach, Mordenkainen's Disjunction ===
 
The number of spells that can be breached has been halved.</div>
<div class="sf-content-panel">
=== Mestil's Acid Sheath ===
 
The damage shield damage is equal to 1d4 + 2 per 3 caster levels.</div>
<div class="sf-content-panel">
=== Nature's Balance ===
 
Breaches 2 spells from all enemies in the area of effect.</div>
<div class="sf-content-panel">
=== Negative Energy burst ===
 
The strength penalty is capped at -4.</div>
<div class="sf-content-panel">
=== Premonition ===
 
Grants +5 soak 15 damage reduction. It ends after absorbing 5 damage per caster level, to a maximum of 150 damage.</div>
<div class="sf-content-panel">
=== Santuary, Greater Sanctuary ===
 
The duration is set to 18 seconds, and it is absolutely impossible to detect the user; save for by party.<br>
There is a 15 second cool-down timer to be able to cast the spell again.</div>
<div class="sf-content-panel">
=== Searing Light ===
 
d6 instead of d8 and d4 instead of d6.</div>
<div class="sf-content-panel">
=== See Invisibility ===
 
Lasts 2 turns/level/</div>
<div class="sf-content-panel">
=== Stoneskin ===
 
Grants +5 soak 5 damage reduction. It ends after absorbing 5 damage per caster level, to a maximum of 50 damage.</div>
<div class="sf-content-panel">
=== 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.</div>
<div class="sf-content-panel">
=== 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.
* Sets strength to 20, dexterity to 22, and constitution to 18.
* Grants 1 Attack per round per 15 levels. You can't have more than 4 base attacks per round.
* Grants 1 AB per two caster levels.
* Grants +5 to fortitude.
* Maximize, Empower &amp; Extend are disactivated for this spell. (Even if they relocate the spell to sup spell slots, it won't have any effect)</div>
<div class="sf-content-panel">
=== 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.</div>
<div class="sf-content-panel">
=== True Seeing ===
 
The duration is set to 3 rounds.</div>
<div class="sf-content-panel">
=== True Strike ===
 
The duration is set to 6 seconds.</div>
<div class="sf-content-panel">
=== Word of Faith ===
 
A will save has been added.</div>
<div class="sf-content-panel">
=== Wounding whispers ===
 
The damage shield damage is equal to 1d4 + 1 per 2 caster level.</div>


== Epic Spell Changes ==
== Epic Spell Changes ==


<div class="sf-task-index">[[#Epic_Mage_Armor|Epic Mage Armor]] [[#Epic_Warding|Epic Warding]] [[#Epic_Dragon_Knight|Epic Dragon Knight]] [[#Epic_Mummy_Dust|Epic Mummy Dust]]</div>
<div class="sf-content-panel">
=== Epic Mage Armor ===
=== Epic Mage Armor ===


* Grants a total of +16 AC.
* Grants a total of +16 AC.
* The bonus is the sum of +4 dodge, +4 deflection, +4 armor, and +4 natural 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.
* Only the dodge bonus stacks with the AC granted from items.
</div>
<div class="sf-content-panel">
=== Epic Warding ===


=== Epic Warding ===


* Grants 20 damage resistance per caster level.
* Grants 20 damage resistance per caster level.
* The power of the damage resistance is 30 / +10.
* The power of the damage resistance is 30 / +10.
* The duration is 1 turn.
* The duration is 1 turn.
</div>
<div class="sf-content-panel">
=== Epic Dragon Knight ===


=== Epic Dragon Knight ===
Dragon depends on alignment and class in the case of palemaster.
Dragon depends on alignment and class in the case of palemaster.
<div class="sf-choice-grid"><div class="sf-note">
'''Conjuration Focus Bonuses'''


* Spell Focus Conjuration: +2 con, dex, str, duration x2.
* Spell Focus Conjuration: +2 con, dex, str, duration x2.
Line 139: Line 331:
* Spellcraft: The modified spellcraft check will be added to the dragon's total HP as temporary hit points.
* Spellcraft: The modified spellcraft check will be added to the dragon's total HP as temporary hit points.


Basic Dragons: A level 25 dragon will join the caster.
</div><div class="sf-note">
'''Basic Dragons'''
 
A level 25 dragon will join the caster.


* Good Alignment = Silver Dragon.
* Good Alignment = Silver Dragon.
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* Palemaster +10 = Dracolich.
* Palemaster +10 = Dracolich.


Epic Dragons: A level 40 dragon will join the caster.
</div><div class="sf-note">
'''Epic Dragons'''
 
A level 40 dragon will join the caster.


* Cleric = Lvl 40, at least 30 wis.
* Cleric = Lvl 40, at least 30 wis.
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* Wizard = lvl 40, at least 30 int.
* Wizard = lvl 40, at least 30 int.


</div></div>
</div>
<div class="sf-content-panel">
=== Epic Mummy Dust ===
=== Epic Mummy Dust ===
Instead of summoning a mummy (the only exception being a palemaster), the caster gains a construct to fight alongside them.
Instead of summoning a mummy (the only exception being a palemaster), the caster gains a construct to fight alongside them.
<div class="sf-choice-grid"><div class="sf-note">
'''Conjuration Focus Bonuses'''


* Spell Focus Conjuration: +2 con, +2 dex, +1 reg.
* Spell Focus Conjuration: +2 con, +2 dex, +1 reg.
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* Spellcraft: The modified spellcraft check will be added to the dragon's total HP as temporary hit points.
* Spellcraft: The modified spellcraft check will be added to the dragon's total HP as temporary hit points.


Basic: lvl 21 Construct/Mummy:
</div><div class="sf-note">
'''Basic: lvl 21 Construct/Mummy'''


* Cleric = Clay Golem.
* Cleric = Clay Golem.
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* Wizard/Sorcerer = Iron Golem.
* Wizard/Sorcerer = Iron Golem.


Epic: lvl 40 Construct/Mummy:
</div><div class="sf-note">
'''Epic: lvl 40 Construct/Mummy'''
 
* Cleric, lvl 40 &amp; at least 25 wis = Stone Golem.
* Druid, lvl 40 &amp; at least 25 wis = Epic Topiary Guardian.
* Palemaster, lvl 30 &amp; at least 25 int/cha/wis = Mummy Lord.
* Wizard/Sorcerer, lvl 40 &amp; at least 25 int/cha = Mithril Golem.


* Cleric, lvl 40 & at least 25 wis = Stone Golem.
</div></div>
* Druid, lvl 40 & at least 25 wis = Epic Topiary Guardian.
</div>
* Palemaster, lvl 30 & at least 25 int/cha/wis = Mummy Lord.
* Wizard/Sorcerer, lvl 40 & at least 25 int/cha = Mithril Golem.


== Custom Spells ==
== 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 [https://nwn.sinfar.net/custom_spells_list.php here]. {{#info-tooltip: Full custom spell list to be transferred to the Wiki as well.}}
 
 
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 [https://nwn.sinfar.net/custom_spells_list.php 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.
<p><b>Custom Spell List</b></p>
<p class="sf-reference-note">Alphabetical by name. Jump to a letter range below, or use Contents for an individual spell.</p>
<div class="sf-task-index">[[#Baleful_Polymorph|A–F]] [[#Greater_Fireburst|G–L]] [[#Mage_Hand|M–R]] [[#Shards_of_Winter|S–Z]]</div>
<div class="sf-content-panel">
=== Baleful Polymorph ===
 
<p><b>Bard: 4 · Wizard / Sorcerer: 5</b></p>
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.</div>
<div class="sf-content-panel">
=== Bladeweave ===
 
<p><b>Bard: 2 · Ranger: 2</b></p>
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.</div>
<div class="sf-content-panel">
=== Blighted Vines ===
 
<p><b>Druid: 5</b></p>
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.</div>
<div class="sf-content-panel">
=== Blizzard ===
 
<p><b>Druid: 7 · Wizard / Sorcerer: 9</b></p>
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.</div>
<div class="sf-content-panel">
=== Bodak's Glare ===
 
<p><b>Cleric: 7</b></p>
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.</div>
<div class="sf-content-panel">
=== Body of the Sun ===
 
<p><b>Cleric: 5 · Druid: 5</b></p>
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.</div>
<div class="sf-content-panel">
=== Body of True Flame ===
 
<p><b>Wizard / Sorcerer: 8</b></p>
You temporarily draw upon the power of a Fire Elemental. Doing so grants you immunity to fire damage and 50% vulnerability to cold damage.</div>
<div class="sf-content-panel">
=== Burning Bonds ===
 
<p><b>Wizard / Sorcerer: 4</b></p>
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.</div>
<div class="sf-content-panel">
=== Burning Tempest ===
 
<p><b>Druid: 9 · Wizard / Sorcerer: 9</b></p>
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.</div>
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=== Burst of Glacial Wrath ===
 
<p><b>Cleric: 9 · Druid: 9 · Wizard / Sorcerer: 9</b></p>
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.</div>
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=== Cacophonic Burst ===
 
<p><b>Bard: 5 · Wizard / Sorcerer: 6</b></p>
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.</div>
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=== Choir of Recovery ===
 
<p><b>Cleric: 9</b></p>
This spell serves as a Mass version of the Raise Dead spell. Every friendly corpse within the radius is resurrected at 1 hit point.</div>
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=== Corpse Explosion ===
 
<p><b>Wizard / Sorcerer: 4</b></p>
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.</div>
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=== Crushing Despair ===
 
<p><b>Bard: 3 · Wizard / Sorcerer: 4</b></p>
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.</div>
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=== Disintegrate ===
 
<p><b>Wizard / Sorcerer: 9</b></p>
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.</div>
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=== Disrobe ===
 
<p><b>Bard: 2 · Cleric: 2 · Druid: 2 · Wizard / Sorcerer: 2</b></p>
Target creature must make a reflex save or be disrobed of their armor or clothing. Friendly targets receive a consent dialogue instead.</div>
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=== False Life ===
 
<p><b>Wizard / Sorcerer: 2</b></p>
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.</div>
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=== Falsify Self ===
 
<p><b>Bard: 6 · Wizard / Sorcerer: 6</b></p>
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.</div>
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=== Fascinate ===
 
<p><b>Bard: 2</b></p>
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.</div>
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=== Fireburst ===
 
<p><b>Wizard / Sorcerer: 2</b></p>
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.</div>
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=== Flamespear ===
 
<p><b>Wizard / Sorcerer: 4</b></p>
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.</div>
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=== Greater Fireburst ===
 
<p><b>Wizard / Sorcerer: 7</b></p>
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.</div>
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=== Greater Life Shift ===
 
<p><b>Wizard / Sorcerer: 7</b></p>
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.</div>
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=== Greater Shout ===
 
<p><b>Bard: 4 · Wizard / Sorcerer: 5</b></p>
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.</div>
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=== Hail of Fire ===
 
<p><b>Druid: 5 · Wizard / Sorcerer: 4</b></p>
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.</div>
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=== Hypothermia ===
 
<p><b>Cleric: 4 · Druid: 3</b></p>
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.</div>
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=== Ice Wall ===
 
<p><b>Druid: 4 · Wizard / Sorcerer: 4</b></p>
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.</div>
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=== Incinerating Pillar ===
 
<p><b>Wizard / Sorcerer: 5</b></p>
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.</div>
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=== Joyful Noise ===
 
<p><b>Bard: 2</b></p>
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.</div>
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=== Land Womb ===
 
<p><b>Druid: 7</b></p>
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).</div>
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=== Life Shift ===
 
<p><b>Wizard / Sorcerer: 5</b></p>
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.</div>
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=== Mage Hand ===
 
<p><b>Bard: 0 · Wizard / Sorcerer: 0</b></p>
You point your finger at an object weighing up to 5 pounds and can lift it at a distance, bringing it to you.</div>
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=== Mass Light ===
 
<p><b>Bard: 2 · Cleric: 2 · Druid: 2 · Paladin: 2 · Ranger: 2 · Wizard / Sorcerer: 2</b></p>
All creatures within range of the caster (Including the caster) become affected as per the Light spell.</div>
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=== Mirror Image ===
 
<p><b>Bard: 4 · Wizard / Sorcerer: 5</b></p>
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.)</div>
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=== Open / Close ===
 
<p><b>Bard: 0 · Wizard / Sorcerer: 0</b></p>
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.</div>
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=== Raging Inferno ===
 
<p><b>Wizard / Sorcerer: 8</b></p>
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).</div>
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=== Shards of Winter ===
 
<p><b>Druid: 6 · Wizard / Sorcerer: 6</b></p>
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.</div>
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=== Shout ===
 
<p><b>Bard: 3 · Wizard / Sorcerer: 3</b></p>
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.</div>
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=== Slow Time ===
 
<p><b>Wizard / Sorcerer: 8</b></p>
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.</div>
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=== Song of Discord ===
 
<p><b>Bard: 5</b></p>
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.</div>
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=== Swap Gender ===
 
<p><b>Bard: 4 · Wizard / Sorcerer: 4</b></p>
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.</div>
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=== Symbol of Death ===
 
<p><b>Cleric: 8 · Wizard / Sorcerer: 8</b></p>
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.</div>
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=== Symbol of Sleep ===
 
<p><b>Cleric: 8 · Wizard / Sorcerer: 8</b></p>
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.</div>
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=== Synthesis ===
 
<p><b>Druid: 8</b></p>
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.</div>
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=== Tree Shape ===
 
<p><b>Druid: 4 · Ranger: 4</b></p>
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.</div>
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=== Unhallowed Soil ===
 
<p><b>Cleric: 5 · Wizard / Sorcerer: 6</b></p>
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.</div>
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=== Wall of Dispel Magic ===
 
<p><b>Wizard / Sorcerer: 5</b></p>
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.</div>
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=== Wall of Greater Dispel Magic ===
 
<p><b>Wizard / Sorcerer: 8</b></p>
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.</div>
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=== Wind Wall ===
 
<p><b>Druid: 4 · Wizard / Sorcerer: 4</b></p>
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.</div>
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=== Wings of the Phoenix ===
 
<p><b>Cleric: 9</b></p>
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.</div>
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[[Category:Gameplay Changes]]

Latest revision as of 20:25, 28 October 2026

Character mechanics · Spell reference
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.

Find a spell or rule

Global Changes

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.

Source note: Needs confirmation.

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.)Source note: Full list required.

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:

  • Greater Spell Mantle
  • Spell Mantle
  • Lesser Spell Mantle
  • Premonition
  • Greater Stoneskin
  • Globe of Invulnerability
  • Minor Globe of Invulnerability
  • Greater Shadow Conjuration: Minor Globe
  • Ethreal Visage
  • Ghostly Visage
  • Protection from Spells
  • Mind Blank
  • Spell Resistance
  • Energy Resistance
  • Protection From Elements
  • Resist Elements
  • Endure Elements
  • Undeath's Eternal Foe
  • Shadow Shield
  • Negative Energy Protection
  • Elemental Shield

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.

Alphabetical by name. Jump to a letter range below, or use Contents for an individual spell.

AC Spells

Magic Vestment, Barkskin, Shield, Shield of Faith, Shadow Shield: The AC bonus is capped at 1/6 of your character level.

  • Magic Vestment applies to the character, and not the armor/shield. Can not be applied to armor/shields.

Amplify

Grants +10 listen.

Aura vs Alignment

Damage reduced to 1d4 + 1.

Battle tide

Allows a will save to avoid the negative effects of stepping into the aura.

Bigby's Interposing hand

The AB penality is changed to -4.

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.

The to-hit check is a reflex save.

Blackstaff

Gives +6 enhancement bonus to the quarterstaff and makes it cast Lesser spell breach on a successful hit.

Blade Thirst

Grants +6 enhancement bonus to a slashing weapon.

Clairaudience/Clairvoyance

Grants +5 to spot AND listen.

Creeping Doom

Lasts 8 rounds.

20 Damage on initial entry, and d6*number of rounds remaining in the cloud. Cumulative damage total over all targets in the cloud is still 1000.

Death Armor

The damage shield damage is equal to 1d4.

Displacement

Grants 30% concealment.

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.

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.

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.

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.

Greater Stoneskin

Grants +5 soak 10 damage reduction. It ends after absorbing 5 damage per caster level, to a maximum of 100 damage.

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.

  • Greater Restoration removes negative status effects as well as replenishes half of the HP missing up to 250.
  • Resurrection revives a dead target, and restores 50% of it's HP.

Ice Storm

The cold damage is capped at 10d6.

Implosion

The DC bonus has been removed and has been lowered by 5.

Improved Invisibility

Grants an invisibility effect that fades when attacking. This effect returns at the beginning of every round. No concealment.

Invisibility Spells

Invisibility, Invisibility Sphere, Improved Invisibility: Duration is changed to 1 round per caster level.

  • Invisibility Sphere: also holds to those that were present at the time of casting, even if they exit the aura.

Isaac's Greater Missle Storm

Each missile has 40% of chance of hitting each target in the area of effect.

Isaac's Lesser Missile storm

Each missile does 2d6 damage.

Each missile has a 40% chance of hitting each target within the area of effect.

Keen Edge

The duration is changed to 2 round per caster level. It works with all types of melee weapons, not just Slashing weapons.

Lesser Spell Breach, Greater Spell Breach, Mordenkainen's Disjunction

The number of spells that can be breached has been halved.

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.

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.

Santuary, Greater Sanctuary

The duration is set to 18 seconds, and it is absolutely impossible to detect the user; save for by party.

There is a 15 second cool-down timer to be able to cast the spell again.

Searing Light

d6 instead of d8 and d4 instead of d6.

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.

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.

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.

  • Sets strength to 20, dexterity to 22, and constitution to 18.
  • Grants 1 Attack per round per 15 levels. You can't have more than 4 base attacks per round.
  • Grants 1 AB per two caster levels.
  • Grants +5 to fortitude.
  • Maximize, Empower & Extend are disactivated for this spell. (Even if they relocate the spell to sup spell slots, it won't have any effect)

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.

True Seeing

The duration is set to 3 rounds.

True Strike

The duration is set to 6 seconds.

Word of Faith

A will save has been added.

Wounding whispers

The damage shield damage is equal to 1d4 + 1 per 2 caster level.

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.

Conjuration Focus Bonuses

  • Spell Focus Conjuration: +2 con, dex, str, duration x2.
  • Greater Spell Focus Conjuraton: +4 con, dex, str, duration x3.
  • Epic Spell Focus Conjuration: +6 con, dex, str, duration x4.
  • Dragon is hasted.
  • Dragon is immune to Word of Faith.
  • Spellcraft: The modified spellcraft check will be added to the dragon's total HP as temporary hit points.

Basic Dragons

A level 25 dragon will join the caster.

  • Good Alignment = Silver Dragon.
  • Neutral Alignment = Amethyst Dragon.
  • Evil Alignment = Black Dragon.
  • Palemaster +10 = Dracolich.

Epic Dragons

A level 40 dragon will join the caster.

  • Cleric = Lvl 40, at least 30 wis.
  • Druid = lvl 40, at least 30 wis.
  • Palemaster = lvl 30, at least 30 either cha/int/wis.
  • Sorcerer = lvl 40, at least 30 cha.
  • Wizard = lvl 40, at least 30 int.

Epic Mummy Dust

Instead of summoning a mummy (the only exception being a palemaster), the caster gains a construct to fight alongside them.

Conjuration Focus Bonuses

  • Spell Focus Conjuration: +2 con, +2 dex, +1 reg.
  • Greater Spell Focus Conjuration: +4 con, +4 dex, +2 reg.
  • Epic Spell Focus Conjuration: +8 con, +4 dex, +4 reg.
  • The construct/mummy is immune to Word of Faith.
  • Spellcraft: The modified spellcraft check will be added to the dragon's total HP as temporary hit points.

Basic: lvl 21 Construct/Mummy

  • Cleric = Clay Golem.
  • Druid = Topiary Guardian.
  • Palemaster = Mummy.
  • Wizard/Sorcerer = Iron Golem.

Epic: lvl 40 Construct/Mummy

  • Cleric, lvl 40 & at least 25 wis = Stone Golem.
  • Druid, lvl 40 & at least 25 wis = Epic Topiary Guardian.
  • Palemaster, lvl 30 & at least 25 int/cha/wis = Mummy Lord.
  • Wizard/Sorcerer, lvl 40 & at least 25 int/cha = Mithril Golem.

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.


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

Alphabetical by name. Jump to a letter range below, or use Contents for an individual spell.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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).

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.

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.

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.)

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.

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).

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.