Spell Changes

**Feats**

Automatic Still Spell I, II, and III provide a -3 AC debuff per feat.

**Spell-like Abilities**

**Bard Song**

Increases in strength every 3 levels and 10 Perform, capping at level 30 and 100 Perform.

Duration is Bard Song Level x 3, e.g. a Bard with 19 levels and 64 Perform has a level 6 song, therefore the duration is 18 rounds.

* **Level 1 (>3 Bard and >10 Perform) :** +1 AB, +1 damage, +2 HP
* **Level 2 (>6 Bard and >20 Perform) :** +1 AB, +1 damage, +1 AC, +2 all skill, +4 HP
* **Level 3 (>9 Bard and >30 Perform) :** +1 AB, +2 damage, +1 AC, +2 all skill, +6 HP
* **Level 4 (>12 Bard and >40 Perform) :** +2 AB, +2 damage, +2 AC, +1 saves, +4 all skill, +8 HP
* **Level 5 (>15 Bard and >50 Perform) :** +2 AB, +3 damage, +2 AC, +1 saves, +4 all skill, +10 HP
* **Level 6 (>18 Bard and >60 Perform) :** +2 AB, +3 damage, +3 AC, +1 saves, +6 all skill, +12 HP
* **Level 7 (>21 Bard and >70 Perform) :** +2 AB, +4 damage, +3 AC, +2 saves, +6 all skill, +14 HP
* **Level 8 (>24 Bard and >80 Perform) :** +2 AB, +4 damage, +4 AC, +2 saves, +8 all skill, +16 HP
* **Level 9 (>27 Bard and >90 Perform) :** +2 AB, +4 damage, +4 AC, +2 saves, +8 all skill, +18 HP
* **Level 10 (30 Bard and >100 Perform) :** +3 AB, +5 damage, +5 AC, +3 saves, +10 all skill, +20 HP, +d6 Faction-defined damage for all equipped weapons

**Rage**Increases in strength every 3 levels and 10 Intimidate, capping at level 30 and 100 Intimidate.

Duration is Rage Level \* CON Modifier, e.g. a Barbarian with 19 levels, 16 CON and 64 Intimidate has a level 6 Rage, therefore the duration is 18 rounds.

* **Level 1 (>3 Barbarian and >=10 Intimidate) :** +1 AB, -2 AC, +2 STR, +1 DEX, +1 CON, +2 Will, +4 HP
* **Level 2 (>6 Barbarian and >=20 Intimidate) :** +2 AB, -2 AC, +2 STR, +1 DEX, +1 CON, +2 Will, +8 HP
* **Level 3 (>9 Barbarian and >=30 Intimidate) :** +3 AB, -2 AC, +2 STR, +1 DEX, +1 CON, +2 Will, +12 HP
* **Level 4 (>12 Barbarian and >=40 Intimidate) :** +4 AB, -2 AC, +4 STR, +2 DEX, +2 CON, +2 Will, +16 HP
* **Level 5 (>15 Barbarian and >=50 Intimidate) :** +5 AB, -2 AC, +4 STR, +2 DEX, +2 CON, +4 Will, +20 HP, +1 Regen, +1 Attack per Round
* **Level 6 (>18 Barbarian and >=60 Intimidate) :** +6 AB, -2 AC, +4 STR, +2 DEX, +2 CON, +4 Will, +24 HP, +1 Regen, +1 Attack per Round
* **Level 7 (>21 Barbarian and >=70 Intimidate) :** +7 AB, -2 AC, +6 STR, +3 DEX, +3 CON, +4 Will, +28 HP, +1 Regen, +1 Attack per Round
* **Level 8 (>24 Barbarian and >=80 Intimidate) :** +8 AB, -2 AC, +6 STR, +3 DEX, +3 CON, +4 Will, +32 HP, +1 Regen, +1 Attack per Round
* **Level 9 (>27 Barbarian and >=90 Intimidate) :** +9 AB, -2 AC, +6 STR, +3 DEX, +3 CON, +4 Will, +36 HP, +1 Regen, +1 Attack per Round
* **Level 10 (30 Barbarian and >=100 Intimidate) :** +10 AB, -2 AC, +8 STR, +4 DEX, +4 CON, +6 Will, +40 HP, +2 Regen, +1 Attack per Round

**Mighty Rage**Stacks on top of normal Rage bonuses.

* **Standard :** +2 AB, -2 AC, +2 STR, +2 DEX, +2 CON, +4 Will, +20 HP, +2 Regen, Double Rage Duration
* **Pure Class Barbarian :** +4 AB, -2 AC, +4 STR, +4 DEX, +4 CON, +6 Will, +40 HP, +3 Regen, Triple Rage Duration

**Thundering Rage**+2d6 Sonic damage to all equipped weapons, with main hand weapon receiving 25% / 3 rounds Deafness OnHit effect.
+2d10 if the Barbarian also has Mighty Rage.
**Terrifying Rage**As per vanilla NWN.

**Polymorph**All polymorph forms have been normalised to use shared mechanics and remove the dependency on primarily druid casters having to wear equipment. Equipment has **no effect** on final polymorphed form abilities and stats.
All polymorph base forms have been rebaselined for level 30. All levels quoted are combined Druid and Shifter levels.
Bonuses are as follows:

* STR, DEX, CON, INT, WIS, CHA, AB, and AC give +1 per 5 caster levels;
	+ These bonuses receive a +1 bonus for Spell Focus Transmutation, +2 for GSF Transmutation, and +3 for ESF Transmutation, for a total of +6;
	+ For clarity, a level 20 druid with GSF Transmutation will get (20 / 5) + 1 + 2 = +7 to all abilities, AB, and AC;
* +1 random damage per 3 levels;
* +1 universal saves per 3 levels;
* 5 +1 to all skills per 2 levels;
* +1 regen per 10 levels, starting at level 15;
* Haste at level 10.

**Shadow Evade**Tweaked to allow advancement into epic levels, based on SD levels.

* **Level 5:** 10% Concealment, +1/4 DR, +1 AC
* **Level 6:** 10% Concealment, +1/6 DR, +1 AC
* **Level 7:** 10% Concealment, +1/6 DR, +1 AC
* **Level 8:** 15% Concealment, +2/8 DR, +2 AC
* **Level 9:** 15% Concealment, +2/8 DR, +2 AC
* **Level 10:** 15% Concealment, +3/10 DR, +2 AC
* **Level 11:** 15% Concealment, +3/10 DR, +3 AC
* **Level 12:** 20% Concealment, +4/12 DR, +3 AC
* **Level 13:** 20% Concealment, +4/12 DR, +3 AC
* **Level 14:** 20% Concealment, +5/14 DR, +4 AC
* **Level 15:** 20% Concealment, +5/14 DR, +4 AC
* **Level 16:** 25% Concealment, +6/16 DR, +4 AC
* **Level 17:** 25% Concealment, +6/16 DR, +5 AC
* **Level 18:** 25% Concealment, +7/18 DR, +5 AC
* **Level 19:** 25% Concealment, +7/18 DR, +5 AC
* **Level 20:** 30% Concealment, +8/20 DR, +6 AC

**Divine Shield**Grants 5 + ((the sum of all divine warrior levels) / 6) bonus to AC. Capped at CHA modifier or +10.
Divine Warriors are defined as - Paladins, Blackguards, Clerics, Divine Champions.

**Spells**Some spells use 'tiered casting' mechanics. This gives step changes in spell functionality based on factors such as the spell focus feats, cleric domains, and pure class bonuses. All characters default to casting at tier 1 (basic) but can improve to tier 5 (master).
**Divine Power** :: Enabled

**Greater Sanctuary** :: Disabled
**Heal** :: Capped at 450 HP restored. Deals damage to Palemasters. May only be cast on a character once per 30 seconds, 1 minute for RDD.
**Mass Heal** :: As per Heal
**Greater Restoration** :: Heal and RDD debuff timer as per Heal, but does not negatively affect Pale Masters.
**Harm** :: Capped at 450 HP damage. Heals Palemasters.
**Raise Dead** :: May only be cast on a character whose Death Timer has expired. This timer is visually indicated on the corpse.

**Resurrection** :: As per Raise Dead.
**Invisibility Spells (Invisibility, Improved Invisibility, Invisibility Sphere)** :: tiered bonuses:
  - basic : duration 1 round / level
  - adept : duration 2 rounds / level
  - competent : duration 4 rounds / level
  - advanced : duration 1 turn / level
  - master : duration 2 turns / level
**Invisibility / Improved Invisiblity :** above advanced competency, applies to an additional target within 10m. Additional target at master competency.
**Improved Invisiblity :** Concealment changed to 10% per tier, capped at 50%.
**Invisibility Sphere :** above advanced competency, applies 10% concealment and inceases the sphere to 16m. At master, sphere size is 17.5m and concealment 20%.
No invisibility spell may be cast on a corpse.
**True Seeing** :: tiered bonuses based on spell focii feats:

  - no investment : +1 Spot per 5 levels, 1 round per caster level;
  - Spell Focus (Divination) : +1 Spot per 3 levels, 1 round per caster level;
  - Greater Spell Focus (Divination) : +1 Spot per 3 levels, 1 turn per caster level;
  - Epic Spell Focus (Divination) : +1 Spot per 2 levels, 1 turn per caster level;
**Isaac's Greater Missile Storm** :: Missile number capped at 10.
**Time Stop** :: Only affects the area it is cast in. May only be cast in the PvP and Arena areas. May only be cast once per character every 30 seconds.
**Bigby's Forceful Hand** :: Caster Strength modifier lowered to 7 from 14. Now works through Timestop.
**All Bigby Spells** :: Duration of caster level / 3 rounds per level. Only one may be applied per target at any one time.