Spell Changes

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**Design Philosophy:**

A trend I've noticed over the years is that spell damage tends to dramatically lag behind melee damage. Even on servers that uncap spell damage, you're generally looking at two 40d6 casts per round for a PURE caster, which is 480 damage if MAXIMIZED, or 240 on average. That's... not good, compared to a decent melee build. Especially when you then factor in saves, resists, and limited spell slots. Yikes. It also didn't make sense that, with uncapped damage, Level 3 spells and Level 9 spells did the same damage unless further modified.

In my view, casters should be SCARY. When fighting against them, you should be afraid. And when fighting AS them, you should feel... powerful. And high level spells should almost always be seen as more dangerous than lower level spells.

To that end, I've revamped how damage is calculated for spells according to the below table:

* All spell damage is uncapped. Cantrips to Epic spells will use your full caster level.
* Spellcraft directly increases spell damage. Your total Spellcraft skill is added to damage for Level 1 or higher spells, and 1/2 your total Spellcraft is added for cantrips.
	+ The Heal skill is used for healing spells (including Inflict X Wounds spells) instead of Spellcraft.
	+ Warlocks add 1/2 total Spellcraft ranks to the damage of their Eldritch Blasts/Invocations.
	+ Certain items will increase the multiplier of Spellcraft to Damage for casters/warlocks.
* All casters and warlocks have a base 5% damage spell/invocation crit chance.
	+ Wizard and Sorcerer have a 10% base chance on damage spells.
	+ Certain feats/AAs can increase your crit chance.
* All classes have a base 5% chance to crit with heal spells (including healing potions).
	+ Cleric and Druid have a 10% base chance to crit on heal spells.
		- Inflict X Wounds spells are treated as healing spells for determining crit chance, and use the Heal skill for bonus damage instead of Spellcraft.
	+ Certain feats/AAs can increase your crit chance.
* Metamagic now increases the DC of the spell (if it has one) by however many spell levels it elevates the spell by.
* Magic Staves increase the DC of your spells by their Enhancement Bonus. A +3 magic staff will increase the DC of all of your spells by +3 while you are wielding it, for example. The number of damage dice is also increased by the same amount, for spells that do damage. For example a level 13 wizard casting fireball would normally do 13d6 damage (plus spellcraft bonus), but while using a +3 staff they'd do 16d6 damage (plus spellcraft bonus).
	+ Only the permanent enhancement bonus is used. Temporary EB, like from Magic Weapon, does not work for this purpose.
	+ Does not apply to Eldritch Blast/Invocations (for those use Warlock Scepters).

Cantrips:

* Ranger and Paladin now have access to cantrips beginning at class level 2.
* Cantrips are infinite cast. The are now feats, automatically granted at level 1 for most casters and level 2 for Rangers/Paladins.

Weapon Enhancement spells:

* Weapon enchant spells (GMW, Darkfire, Deafening Clang, Keen Weapon, etc) will apply to both weapons if dual-wielding, ranged weapons, gauntlets if no weapons are equipped, and (when possible) directly to the creature if no weapons/gauntlets equipped so they can be used on summons/animal companions/shifted forms/etc.

Summon spells:

* Summons in general are much stronger and receive scaling bonuses based on your level, as well as bonuses for Spell Focus feats of their spell school (or Invocation Focus feats for invocation summons).
	+ Epic summons, and summons from class feat SLAs (spell like abilities) are especially strong.
* Class feat SLA summons count as henchmen and do not take the "summon" slot. Normal spell summons and Epic summons are normal summons that use the summon slot.

Domination spells:

* Domination spells (Dominate Animal, Dominate Person, Dominate Monster, Control Undead) now last 1 minute per two caster levels.
* Dominated creatures now receive 35% damage immunity to all but magic/divine damage, and +10% per Spell Focus: Enchantment (or Necromancy in the case of Control Undead) feat for the duration of the effect.
	+ Each level of Spell Focus: Enchantment (or Necromancy in the case of Control Undead) also grants +4 str/dex/con/regen, and +2 Dodge AC to the dominated creature for the duration of the effect.

Persistent Area of Effect spells:

* Persistent AoE spells (Blade Barrier, Incendiary Cloud, Tenacious Plague and the like) do 1/2 their spell level in damage per round.
* Persistent AoE spells of the same kind can no longer stack on top of themselves. You will get a message in-game when a previous AoE was removed due to the presence of a newer AoE of the same type.
	+ DIFFERENT Persistent AoE spells CAN still stack in the same area.

Unlimited Casting:

* T1+ magic staves now allow infinite casting of spell level equal to and below their tier.
	+ T1 (Elemental) allows infinite Level 1 spells.
	+ T2 (Cabal) allows infinite Level 1 & 2 spells.
	+ T3 (Chaos) allows infinite Level 1-3 spells.
		- These bonuses stack with the Infinite Magic AA, so a caster with a T3 staff and Infinite Magic would be able to cast up to Level 4 spells infinitely.
		- Does NOT work for spells metamagic'd above the level you can infinitely cast. If you have a T3 staff, you can cast unlimited non-metamagic fireballs, but any metamagic would increase the effective spell level and they could no longer be infinitely cast.

**Changes to spells by (innate) level:**

This list is, unfortunately, not all-inclusive as I can't remember every change I've made over the years, and my documentation until now has been... poor. :)

Cantrips:

* Ranged offensive cantrips (Electric Jolt, Acid Splash, Flare, Ray of Frost) are now Ranged Touch Attacks. They will automatically crit on a 20, and on a normal hit will use your normal spell crit chance.
* Cure Minor Wounds is now a Heal over Time (HoT) spell. Heals 4 + (1 per CL) + (1/2 your total Heal skill) initially, and every 6 seconds for 3 tics.
* Electric Jolt now has a very quick lightning bolt effect, just so it looks cooler.
* Fire Dart replaces Flare. Fire Dart is a damage spell, no debuff. Same damage as Ray of Frost, Electric Jolt, etc according to the table above. Just fire.
* Guiding Bolt - Cantrip for Cleric. Ranged touch attack that does divine damage as a level 0 spell on hit and reduces target's AC by 2 for 12 seconds.
* Inflict Minor Wounds is now a Damage over Time (DoT) spell. Deals 4 + (1 per CL) + (1/2 your total Heal skill) damage initially, and every 6 seconds for 3 tics.
* Vicious Mockery - Cantrip for Bard. Ranged touch attack that does sonic damage as a level 0 spell on hit and reduces target's Attack by 2 for 12 seconds.
* Virtue now grants 2 temporary HP per caster level and lasts for 1 turn per caster level.

Level 1:

* Bless now casts centered on the caster without having to select a target.
* Camouflage - Also grants 25% concealment.
* Cure Light Wounds is now a HoT spell. Heals 1d8 + (2 per CL) + your total Heal skill initially, and every 6 seconds for 3 tics.
* Deafening Clang is now a Bard spell, removed from Paladin. No longer applies Deafness on-hit. Will apply the damage bonus to both weapons if dual-wielding, gauntlets if not using any weapon, or directly to you if no weapons or gauntlets equipped (can use on animal companions/summons/shifted forms this way). Now adds 1+(1/4 caster level) sonic damage instead of a flat 3.
* Inflict Light Wounds is now a Damage over Time spell. Deals 1d8 + (2 per CL) + your total Heal skill damage initially, and every 6 seconds for 3 tics.
* Mage Armor is now a group buff spell. Automatically casts centered on the caster without having to select a target. Affects all allies within 10 meters (like Bless).
* Magic Missile now functions like a "missile storm" type spell. One projectile per enemy. Max 5 targets. Minus 1 spell level to damage calculation (calculates damage as a cantrip).
* Magic Weapon is now Enhance Weapon. Applies a temporary Enhancement Bonus equal to 1 + (1/5 CL). Min +1, Max +9. Applies to both weapons if duel wielding, ranged weapons, or gauntlets if no weapons equipped.
* Shield - Now grants shield AC instead of deflection AC.

Level 2:

* Aid is now a group buff spell. Automatically casts centered on the caster without having to select a target. Affects all allies within 10 meters (like Bless).
* Bull's Strength is now a group buff spell. Automatically casts centered on the caster without having to select a target. Affects all allies within 10 meters (like Bless). Does not stack with Greater variant or Blackguard variant.
* Cat's Grace is now a group buff spell. Automatically casts centered on the caster without having to select a target. Affects all allies within 10 meters (like Bless). Does not stack with Greater variant.
* Endurance is now a group buff spell. Automatically casts centered on the caster without having to select a target. Affects all allies within 10 meters (like Bless). Does not stack with Greater variant.
* Owl's Wisdom is now a group buff spell. Automatically casts centered on the caster without having to select a target. Affects all allies within 10 meters (like Bless). Does not stack with Greater variant or Owl's Insight.
* Fox's Cunning is now a group buff spell. Automatically casts centered on the caster without having to select a target. Affects all allies within 10 meters (like Bless). Does not stack with Greater variant.
* Eagle's Splendor is now a group buff spell. Automatically casts centered on the caster without having to select a target. Affects all allies within 10 meters (like Bless). Does not stack with Greater variant.
* Cure Moderate Wounds is now a HoT spell. Heals 2d8 + (3 per CL) + your total Heal skill initially, and every 6 seconds for 3 tics.
* Darkfire no longer applies an on-hit effect. It directly applies a fire damage property (4 + 1/4 CL damage). Applies to both weapons if dual wielding, ranged weapons, gauntlets if no weapons equipped, or directly to creature if no weapons/gauntlets equipped.
* Flame Weapon is now Frostburn Weapon. It no longer applies an on-hit effect. It directly applies a cold damage property (4 + 1/4 CL damage). Applies to both weapons if dual wielding, ranged weapons, gauntlets if no weapons equipped, or directly to creature if no weapons/gauntlets equipped.
* Inflict Moderate Wounds is now a Damage over Time spell. Deals 2d8 + (3 per CL) + your total Heal skill damage initially, and every 6 seconds for 3 tics.
* Keen Edge now applies to both weapons if duel wielding, ranged weapons, or gauntlets if no weapons equipped.
* Lesser Regeneration: Formerly Monstrous Regeneration. Now an innate level 2 spell, available for the following classes: Cleric 3, Druid 2, Ranger 3. Duration is now 1 minute per 2 CL. Now buffs caster and all allies within 10 meters.

Level 3:

* Cure Serious Wounds is now a HoT spell. Heals 3d8 + (4 per CL) + your total Heal skill initially, and every 6 seconds for 3 tics.
* Displacement is now a group buff spell. Automatically casts centered on the caster without having to select a target. Affects all allies within 10 meters (like Bless).
* Dominate Animal: Duration is now 1 Minute (1 Turn) per two Caster Levels. Dominated creature gains damage immunity and additional buffs per Spell Focus: Enchantment feat.
* Flame Arrow no longer fires multiple projectiles. It now works like a fire version of Melf's Acid Arrow. Level 3 fire spell damage on impact, 1/2 that damage every 6 seconds for a number of rounds equal to 1/2 total CL.
* Greater Magic Weapon now directly applies a magic damage property (1 + 1/5 CL). Min 1, Max 9. Applies to both weapons if dual-wielding, ranged weapons, gauntlets if no weapons equipped, or directly to the creature if no weapons/gauntlets equipped.
* Haste no longer applies the "Haste" effect. Now applies +1 Attack Per Round, +2 Reflex Save, and +2 Dodge AC. Stacks with the worn "Haste" effect. Does not stack with itself or Mass Haste.
* Inflict Serious Wounds is now a Damage over Time spell. Deals 3d8 + (4 per CL) + your total Heal skill damage initially, and every 6 seconds for 3 tics.

Level 4:

* Cure Critical Wounds is now a HoT spell. Heals 4d8 + (5 per CL) + your total Heal skill initially, and every 6 seconds for 3 tics.
* Dominate Person: Duration is now 1 Minute (1 Turn) per two Caster Levels. Dominated person gains damage immunity and additional buffs per Spell Focus: Enchantment feat.
* Ice Storm receives minus 1 spell level to damage calculation (calculates as a Level 3 spell). Half the damage is bludgeoning, half is cold.
* Inflict Critical Wounds is now a Damage over Time spell. Deals 4d8 + (5 per CL) + your total Heal skill damage initially, and every 6 seconds for 3 tics.
* Isaac's Lesser Missile Storm now fires one projectile per enemy. Max 5 targets. Minus 2 spell level to damage calculation (calculates as a Level 2 spell).
* Mass Camoflage - Also grants 25% concealment.
* Phantasmal Killer receives minus 1 spell level to damage calculation (calculates as a Level 3 spell).
* Stoneskin no longer grants damage reduction. It now grants Temporary Hit Points equal to 10 \* CL. Max 400.

Level 5:

* Healing Circle is now a PBAE HoT spell. Heals 2d8 + (3 per CL) + your total Heal skill initially, and every 3 seconds for 5 tics. Affects all allies in a Colossal radius.
* Ball Lightning now functions as a "missile storm" spell. Fires one projectile per enemy. Max 15 targets.

Level 6:

* Drown deals Untyped physical damage instead of bludgeoning damage.
* Greater Bull's Strength is now a group buff spell. Automatically casts centered on the caster without having to select a target. Affects all allies within 10 meters (like Bless). Overwrites the normal variant or the Blackguard variant.
* Greater Cat's Grace is now a group buff spell. Automatically casts centered on the caster without having to select a target. Affects all allies within 10 meters (like Bless). Overwrites the normal variant.
* Greater Endurance is now a group buff spell. Automatically casts centered on the caster without having to select a target. Affects all allies within 10 meters (like Bless). Overwrites the normal variant.
* Greater Owl's Wisdom is now a group buff spell. Automatically casts centered on the caster without having to select a target. Affects all allies within 10 meters (like Bless). Overwrites the normal variant. Does not stack with Owl's Insight.
* Greater Fox's Cunning is now a group buff spell. Automatically casts centered on the caster without having to select a target. Affects all allies within 10 meters (like Bless). Overwrites the normal variant.
* Greater Eagle's Splendor is now a group buff spell. Automatically casts centered on the caster without having to select a target. Affects all allies within 10 meters (like Bless). Overwrites the normal variant.
* Greater Regeneration: Formerly Regenerate. Now an innate level 6 spell, available for the following classes: Cleric 7, Druid 6. Duration is now 1 minute per 2 CL. Now buffs caster and all allies within 10 meters.
* Greater Stoneskin no longer grants damage reduction. It now grants Temporary Hit Points equal to 15\* CL. Max 600.
* Isaac's Greater Missile Storm now fires one projectile per enemy. Max 5 targets. Minus 2 spell level to damage calculation (calculates as a Level 4 spell).
* Mass Haste no longer applies the "Haste" effect. Now applies +1 Attack Per Round, +2 Reflex Save, and +2 Dodge AC. Stacks with the worn "Haste" effect. Does not stack with itself or Haste (the level 3 spell).

Level 7:

* Control Undead: Duration is now 1 Minute (1 Turn) per two Caster Levels. Dominated undead gains damage immunity and additional buffs per Spell Focus: Enchantment feat.
* Destruction receives minus 1 spell level to damage calculation (calculates as a Level 6 spell). Does full damage if target fails their save (in case they are death immune) and half damage if they make their save.
* Disintegrate added. Plus 2 spell level to damage calculation (calculates as a Level 9 spell). If target makes it's save, they only take 1/10th damage. Deals Untyped physical damage.
* Finger of Death receives minus 1 spell level to damage calculation (calculates as a Level 6 spell). Does full damage if target fails their save (in case they are death immune) and half damage if they make their save.
* Great Thunderclap now does sonic damage to all targets in its area of effect as a Level 7 spell. Half damage on a successful Fort save vs. Sonic.
* Protection From Spells no longer has a target limit. Now buffs caster and all allies within 10 meters.

Level 8:

* Blackstaff now works on quarterstaffs or magic staves. It adds 4 + (1/4 CL) negative energy damage and dispel on-hit.

Level 9:

* Dominate Monster: Duration is now 1 Minute (1 Turn) per two Caster Levels. Dominated creature gains damage immunity and additional buffs per Spell Focus: Enchantment feat.
* Elemental Swarm: Summons one greater air, earth, fire, and water elemental at the same time as henchmen that persist when resting. Subsequent casts will only resummon any that are missing. Does not use the summon slot.
* Implosion's erroneous +4 dc removed. Calculates DC as a normal level 9 spell.
* Time Stop now only affects your current area, not the whole server.
* Undeath's Eternal Foe now buffs the caster and all allies within 10 meters, no target selection required.
* Wail of the Banshee now does negative energy damage. Minus 2 spell level to damage calculation (calculates as a Level 7 spell). Does full damage if target fails their save (in case they are death immune) and half damage if they make their save.

Epic Spells:

* Epic Dragon Knight no longer summons a full size red dragon. It now summons a red dragonkin (closer to humanoid sized, way more multiplayer friendly, can fit through doors). This spells counts as a Summon. The summon scales with your level (every 3 levels). Duration is 24 hours.
	+ The Knight has a RDD style breath weapon it will automatically proc in combat every 6 rounds.
	+ 100% immune to fire, as well as other RDD immunities.
	+ Improves with Spell Focus: Conjuration feats.
	+ Has defensive proc that when enemies hit it, they must make a Will save or take a debuff to AB, AC, SR.
		- 5% chance on defensive proc to heal itself a small amount.
	+ Will attempt to taunt targets (no debuff, just agro). 12 second cooldown.
* Epic Mage Armor now grants +20 Armor AC.
* Epic Mummy Dust summons a defensive mummy. This spell counts as a Summon. The summon scales with your level (every 3 levels). Duration is 24 hours.
	+ 100% immune to cold, 50% immune to slash, pierce, bludgeon as well as normal undead immunities.
	+ Improves with Spell Focus: Necromancy feats.
	+ Has a defensive Freeze proc that slows attackers if they fail a Fort save.
	+ Will attempt to taunt targets (no debuff, just agro). 12 second cooldown.
* Epic Warding has a base cooldown of 20 rounds.

**Healing Spell Like Abilities**

Classes that can cast Cure X Wounds spells now gain access to Spell Like Abilities of that spell line at the following levels. The SLAs are identical to the spells of the same name. Your Heal skill increases the amount healed per tic, etc. These SLAs are unlimited uses per day. Each new SLA replaces the lower tiers. Note that as the Cure X Wounds spells are all HoTs now, they do not stack with themselves. Two different Cure X Wounds (such as Serious and Critical) will stack, but only one instance of each type will hold on a target.

The intention of these SLAs is to make healing roles less cumbersome (for those that choose to take on such roles) in a multiplayer/arpg hack'n'slash environment. You may still wish to have Heal and Mass Heal and such memorized for emergencies, but these changes should allow healers to substantially contribute without needing to stop and rest every 4 minutes. Plus with the freed up spell slots they can contribute in more ways than just healing, increasing (hopefully!) the amount of fun they have. :)