Negative effects, hold effects, areas of Effect duration has been capped. Areas of effect durations are capped at 8 rounds, negative effects duration are capped at 8 rounds, and hold effects are capped at 4 rounds. Extend spell only increases the duration by 50%. Associates durations are halved.
All HitDice restrictions have been removed from all spells except Power word kill and Power word stun.
They cannot be resisted; They have no Spell Resistance check.
Is unavailable because it can be exploited and is rather buggy.
Hurt everyone in the area, including the caster.
Elemental Shield, Death Armor, and Mestils Acid Sheath do not stack.
Camouflage, Mass Camouflage do not stack.
Greater Spell Mantle
Lesser Spell Mantle
Globe of Invulnerability
Minor Globe of Invulnerability
Greater Shadow Conjuration: Minor Globe
Protection from Spells
Protection From Elements
Undeaths Eternal Foe
Negative Energy Protection
Lesser Dispel, Dispel Magic, Greater Dispelling:
Dispell DC continues to increase at epic levels, the same way as in pre-epic levels.
Grants +10 listen.
Damage reduced to 1d4 + 1.
Allows a will save to avoid the negative effects of stepping into the aura.
Gives +6 enhancement bonus to the quarterstaff and makes it cast Lesser spell breach on a successful hit.
Grants +6 enhancement bonus to a slashing weapon.
Grants +5 to spot AND listen.
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.
The damage shield damage is equal to 1d4.
Grants 30% concealment.
Grants +1 AB and damage per 5 levels to a maximum of +3.
Grants +6 strength, and +1 temporary HP/caster level.
Does not stack beyond +12 strength from item bonuses.
Damage is equal to 60% of the targets current HP.
The damage shield damage is equal to 1d4 + 1 per 3 caster level.
The number of arrows is capped at 5.
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.
Grants +5 soak 10 damage reduction. It ends after absorbing 5 damage per caster level, to a maximum of 100 damage.
Each missile does 2d6 damage. Each missile has a 40% chance of hitting each target within the area of effect.
Each missile has 40% of chance of hitting each target in the area of effect.
The cold damage is capped at 10d6.
The DC bonus has been removed and has been lowered by 5.
The duration is changed to 2 round per caster level.
The damage shield damage is equal to 1d4 + 2 per 3 caster levels.
Breaches 2 spells from all enemies in the area of effect.
The strength penalty is capped at -4.
Grants +5 soak 15 damage reduction. It ends after absorbing 5 damage per caster level, to a maximum of 150 damage.
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
Lasts 2 turns/level
Grants +5 soak 5 damage reduction. It ends after absorbing 5 damage per caster level, to a maximum of 50 damage.
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 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.
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.
The duration is set to 3 rounds.
The duration is set to 6 seconds.
d6 instead of d8 and d4 instead of d6.
A will save has been added.
The damage shield damage is equal to 1d4 + 1 per 2 caster level.
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.
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.
Grants an invisibility effect that fades when attacking. This effect returns at the beginning of every round. No concealment.
Lesser Spell Breach, Greater Spell Breach, Mordenkainen's Disjunction:
The number of spells that can be breached has been halved.
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.
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.
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.
The AB penality is changed to -4.