Spell Changes

Normal spells

Alignment circles

Circles have been fixed so that your movement does not dispel them.

Animate dead

Undead improved.

Bane

Immunity fixed.

Banishment

Death effect fixed, and the effect is centered on the target location rather than always on the caster.

Blackstaff

Enchantment is now +5, dispel DC upped to 18, a d6 sonic damage added, and duration doubled. Magic staffs are also valid targets (for the smaller folk).

Blade thirst

Duration set to hours instead of rounds. Enchantment is based on ranger levels/4 witih a minimum of +3 and a maximum of +5. The spell can now be cast on all melee weapons as well as bows, in which case it grants equivalent attack bonus and mighty properties.

Bombardment

This spell now does 1d8 damage per 2 levels of caster with a minimum of 10d8. Daze also occurs if the target takes damage. Area of effect is collosal radius.

Call lightning

This works primarily in rain and storms. May not work underground or in clear weather.

Create greater undead

Undead improved.

Create undead

Undead improved.

Cure minor wounds

Heals d4 damage.

Dirge

Fixed for PC movement.

Dismissal

Effect is centered on the target location rather than always on the caster.

Dispel magic and its like

Will remove temporary item properties in addition to spells on characters.

Doom

Immunity fixed.

Earthquake

The power of this spell has been increased to do 10d6 + 1d6 every 2 levels over level 10. Knockdown also occurs if a target takes damage.

Elemental swarm

Elemental versions summoned are slightly tougher.

Feeblemind

Immunity fixed.

Find traps

Only finds traps; does not disarm them. Adds +10 search for 1 turn every 2 levels.

Gate and all planar summons

Stop multiple summons bug.

Glyph of warding

The spell changed from a static DC to scale with caster's casting power.

Greater restoration

Cures only 10d8 + level hp (along with stat losses).

Greater sanctuary

Duration changed to 1 round / level.

Harm, heal, mass heal

Only cures/causes 250 hp.

Isaac's missile storms

Limit of 15 missiles per target.

Magic weapon and greater magic weapon

These spells may be cast on any ranged weapon to give attack bonus and mighty properties.

Summon creatures

Creatures last 2 rounds per level plus ten rounds.

Spellcasters made will now be given a Book of Summons. With it, a caster can set the specific creature summoned by use of a spell. Druids and clerics with animal domain need to realize that they will summon from the list of one spell level higher than the spell cast. In general, summoned monsters are tougher than they used to be.

Summon creature V

The default creature is an improved dire bear, not a tiger.

Summon creature VI

The default creature is an improved dire tiger, not a bear.

Tenser's transformation

Caster gains 2d4 strength and dexterity, d6 hit points per caster level, and +1 base attack bonus per 2 caster levels. You no longer polymorph into a doom knight so you get to keep spell slots gained via magic items that polymorphs unequip. AC bonus is now a +4 natural, not a +4 dodge. Simple and Martial Weapon Proficiencies are added to your character via a temporary feat addition to the character's currently equipped armor. 100% Spell Failure for duration, even from items.

Time stop

Affects just the area, not the whole module.

True seeing

Gives see invisibility, ultravision, and +20 spot.

Undeath's eternal foe

No longer allows stacking with itself.

Weird

Damage from failing the fortitude save (after making will save) has been changed to 10d6 instead of 3d6.

Epic spells

Dragon knight

Dragon substantially improved.

Greater ruin

Damage is increased to 35d6 + 2d6/caster level over 20.

Hellball

Damage increased to 10d6 + d6/2 caster levels over 20 for each of the 4 categories of damage.

Mummy dust

Mummy substantially improved.