Spell changes?
Moderator: Event DM
Spell changes?
I've been looking around the forums and the site, trying to get a hold of a spell changes list without much success... either I'm blatantly blind or the list is really good at hiding. I'm really sorry if this is a common question but I really couldn't find anything.. so please, point me in the right direction, thanks.
- Khaelindra
- Master Sage
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- Joined: Tue May 13, 2003 3:02 pm
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- Location: Almere, the Netherlands(GMT+1, GMT+2 in summer)
Hmm...i don't think there is one.
As a veteran it didn't stand out to me because i followed each discussion/change when it came, i guess that may be the case with many.
I think it's a very good request/suggestion to actually have a special thread dedicated to listing all the spell-changes.
Team?
As a veteran it didn't stand out to me because i followed each discussion/change when it came, i guess that may be the case with many.
I think it's a very good request/suggestion to actually have a special thread dedicated to listing all the spell-changes.
Team?
Lady Divinia Cecil, Combat Medic; Frederique Moriana, Dragon Avalanche; Amber, redhead Bandit Mascotte; Khaelindra, Mystic Archer
AbominationFascination: "Powergaming without RP is masturbatory and RP without combat and growth is fluffy poseurism."
Gary Gygax wrote:
A Master role player is one who is willing and able to bend their character concept to make the game more enjoyable for all involved.
Everybody Loves Paula (tm)
AbominationFascination: "Powergaming without RP is masturbatory and RP without combat and growth is fluffy poseurism."
Gary Gygax wrote:
A Master role player is one who is willing and able to bend their character concept to make the game more enjoyable for all involved.
Everybody Loves Paula (tm)
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- Team Member; Retired with Honors
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Been mentioned a few times, considered low priority, wizard forums are a good start.
Notable:
True seeing: Adds to spot and gives see invisibility, no longer sees hidden people automatically. Also gives the advantages of ultravision.
Find Traps: Now finds without Removing
Knock: Now has tiny range and uses a DC based on level (less useful than a single point in open lock so far
)
Isaac's missile storms: Nerfed to only allow a small number of missiles per target (2 with the lesser)
Notable:
True seeing: Adds to spot and gives see invisibility, no longer sees hidden people automatically. Also gives the advantages of ultravision.
Find Traps: Now finds without Removing
Knock: Now has tiny range and uses a DC based on level (less useful than a single point in open lock so far

Isaac's missile storms: Nerfed to only allow a small number of missiles per target (2 with the lesser)
- Fire Monkey
- Master Sage
- Posts: 5352
- Joined: Sun Apr 06, 2003 3:11 pm
- Fire Monkey
- Master Sage
- Posts: 5352
- Joined: Sun Apr 06, 2003 3:11 pm
Knock had a massive area of effect and unlocked all locks regardless of dc. This meant that a level 5 mage could stand in the middle of the most secure jail in Avlis and with one spell unlock every door in the place even if they all had DC 100. This was clearly unbalanced and totally devalued the years of training rogues put into learning to pick locks. Therefore the range of the spell was greatly diminished and the dc's of the locks it would work on are now rated on the caster level.