+ will now grant +4 to given ability
- can no longer be empowered or maximized
- attack and damage bonus is now capped to +3 at caster level 9
- no longer grants AB bonus + extra attacks, but changes BAB for real thus the bonus to AB is not counting towards +20 AB cap
- spell moved to 9th level
+ spell moved to 6th level
- number of missiles reduced to 7
- number of missiles reduced to 14
- spell has material component - Rogue Stone
- duration 4 rounds (8 extended)
- spell has a 4minutes long recast cooldown
- both spells adds fire damage onto weapon directly as a bonus fire damage instead of onhit, the bonus damage is capped at 6 points
+ removed the saving throw
- spell school changed from Transmutation to Conjuration
- failure equals to death, immunity to death magic is ignored
+ both spells deals positive damage now
+ other summons balanced to be of equal strength as hound archon
- affects caster as well, good positioning is required
- spell now rolls d20+spell DC against trap detect DC and disarm DC
+ also grants immunity to ability drain, energy drain and negative damage
- can only be cast and can unlock only a single target
+ also grants immunity to curse
- no longer heals any hitpoints
+ can remove our custom bleeding debuff (50% healing reduction and some damage each round)
- heals 10 hitpoints per caster level up to maximum 150 hp
- heals 10 hitpoints per caster level up to maximum 250 hp
- inflict 10 negative damage per caster level up to maximum 150 damage
- will save 1/2
- spells will now absorb maximum damage by any elements (normally all of them) up to the limit then disappears, this means that if the character is protected with Protection from Elements (30limit 40max) and is hit with 20acid and 20fire, the spell will absorb both damages but then disappears
- after successful touch attack, caster creates a poison that drains 1d10 points of constitution, DC 10 + 1/2 caster level + wisdom modifier, one minute later if the poison isn't removed it drains another 1d10 points of constitution (against same DC)
- wall now deals 2d6 fire damage +1 per caster level (maximum +20), additionally undead enemies takes double damage
-Spell now works like in DnD, ie: fighter BAB like Divine Power (and just like Divine Power on Arkhalia, it is not counting towards +20 AB cap) +4 str, con, dex, +4 natural ac, +5 fort, simple and martial weapon proficiency bonus feats and 100% spell failure for the duration of the buff. A special Tenser Icon will show up in left top corner which allows to end the spell prematurely on demand.
Note: all changes reserved. Making build specifically based on this new spell is on your own risk as the spell might be nerfed anytime.
x removed