Stoneskin/Greater Stoneskin/Premonition: It does
not only last 20min/lvl (GAME HOUR, that is about 40 second RL time/lvl),
but it does also grant damage reductions of 10/+5, 15/+5, 20/+5 instead
of 10/+5, 20/+5, 30/+5 like the game description says. And they ALL
can absorb up to 150 damage (10 damage/lvl).
The spell darkness now properly [PHB] gives 50% concealment to all in
the area of effect, but allows monster AI to still trigger attacks.
Ultravision is only usable in non-magical darkness (and thus does not
negate the effects of this spell) although True-seeing does allow a
player to operate in magical darkness with no penalty. This keeps monsters
from standing inactive in darkness, even when being attacked.
There is now a mangled corpse which represents any form of non-whole
body. Death spells and PCs taking heavy damage upon death will produce
this type of corpse instead of a standard player corpse. Lost corpses
due to crashes, restarts, and logging out while holding a PCT will also
be recreated as mangled corpses. This represents the passage of time
and decay of the body. Raise dead spells will not work on these corpses
- only resurrection or true resurrection.
Raise dead now requires a small diamond as a material
component when cast on another PC. Resurrection requires a large diamond.
When the deceased and the raising cleric have more than one step difference
in alignment, there is a chance for failure. Failure is guaranteed for
True resurrection, castable by certain NPC clerics,
no longer requires a corpse.
The Animal Friendship spell only works if the caster is of true heart
and actually wishes to befriend the animal. [PHB]
In Arabel, the death of an animal companion will result in a loss of
200xp per level. A fortitude save (DC 15) will reduce the XP loss by
In cases of subdual damage, dying, or death, PCs will drop bags holding
their inventory. If a player takes items from these bags, all PCs within
20 meters who have line of sight and can see the player will be notified.
If the player is not seen, but a PC is within 5 meters of the bag, they
will notice that someone is taking things, but they will not
be able to determine who it is.
Familiars have a maximum HP of half the caster's maximum HP. Thus, a
familiar may appear to be 'damaged' when it is actually in full health.
Familiar death causes a loss of 200XP per caster
A successful Fortitude save (DC 15) will reduce
the XP loss by half. [PHB]
Some NPC clerics will raise prices, or refuse to help certain types
Player Guard Functions
If a player guard searches a PC, the PC has a chance to conceal small
items and certain amounts of gold. An opposed Hide vs. Search check
is made to determine if specific items are hidden successfully.
Characters must usually wait 8 hours between
rests. Within the city, players will not be allowed to rest on their
own. They will need to make use of a bed, available at taverns, inns
and a few other places. There are different types of rooms. No more
vagrants sleeping in the street.
Outside the city, most players will need to rest near
a campfire, using a bedroll. Rangers can do without the campfire, and
druids do not need either. When camping in the wild, there is a chance
of 'restless sleep', dependent on character level, class type, and racial
type. If a failed rest occurs, a check against the PC's constitution
is made to determine the type of penalty.
PCs in Arabel can elect to subdue other PCs instead of killing them
outright. There are three modes of damage, chosen by the emote wand.
Sparring mode keeps opponents from progressing past the 'Winded' state,
and does not force the player to drop items. Subdual mode allows a PC
to progress through several states, ending with a 'Concussion'. The
state determines how much of the PC's inventory is dropped. This final
state include the stripping and dropping of all equipment on the PC.
Full damage mode is used to kill other PCs. A PC's subdual mode has
no effect on fighting monsters.
PC Rangers have a tracking tool which they can use to detect other PCs
in the immediate area. The ranger needs to succeed at an opposed skill
check, Ranger's Spot vs. the target's Hide, with a bonus based on the
level of the ranger.
Dead, Create Undead, Gate:
These spells are restricted to evil clerics according to D&D's Player's
Handbook. In Arabel, any priest can cast the spell, but non-evil priests
will find themselves falling a little closer to darkness with each casting.
Appendium to Animate Dead: Now summons 2HD/level skeleton/zombie,
50% chance of either. Permanent until destroyed or dispelled by emote
Call Lightning has been changed to more closely match
the PHB. It now does 1d10/level of electrical damage, up to a maximum
of 10d10. It strikes every creature within a set radius of the target,
except for the caster. It will only work outdoors and in rainy or snowy
This spell has been altered to more closely match the PHB. First
target is affected by full damage, modified by reflex saving throw.
Any other targets are affected by 1/2 damage, modified by reflex saving
This spell affects only a single target creature. [PHB]
The Holy Aura spell now casts Holy Aura or
Unholy Aura, depending on the alignment of the cleric. Neutral clerics
cannot cast this spell.
This spell has been altered to more closely match the PHB. 3d6 impact
damage + 2d6 cold damage
It now only works on living creatures
This spell has been altered to more closely match the PHB. Target's
CON is affected instead of STR.
This set of spells has been altered to more closely match the PHB. The
caster must not be in immediate danger when casting this spell, to make
up for the 10 minute casting time. An outsider will then be summoned
as the caster prepares a trap for it. The creature can avoid the trap
by making a Will saving throw, a SR check, or a successful Charisma
check. Untrapped outsiders will then return to their home plane or attack
the caster. If the trap is successful, the caster must offer it a reward
in the form of gold for it's service. An opposed Charisma check occurs,
and on failure, the summoned creature will either return home or attack
the caster. A critical fail on the check almost always results in combat.
This spell has been altered to more closely match the PHB. It now
requires a ranged touch attack rather than automatically hitting.
This spell has been altered to more closely
match the PHB. It now lasts 20min/level.
The spell has been changed to Summon Monster
for clerics/wizards/sorcerers/bards and Summon Nature's Ally for Druids/Rangers.
The spell will summon a random creature depending on your alignment.
Clerics with animal domain will use Summon Nature's Ally.
Wail of the Banshee
Wail of the Banshee now affects all living
creatures within it's radius.
Weird only affects Hostile
creatures. Neutral and Friendly ones won't be hurt. If a creature fails
it's will save but makes it's fortitude save, it will be struck with
3d6 damage, be stunned for 1 round, and lose 1d4 strength for 1d4 (game)
Word of Faith:
This spell has been altered to more closely match the PHB. The
area of effect is a 30 foot radius. Outsiders are banished. All enemy
creatures and all PCs of the opposing alignment are affected. The individual
effects depend upon the HD of the creatures. There is no saving through,
but spell resistance applies.
Good/Evil take precedence over Law/Chaos. True Neutral
priests cannot cast this spell.
Holy Word [Good]
- 12+ HD: Deafened
- 8-11 HD: Blinded, Deafened
- 4-7 HD: Paralyzed, Blinded, Deafened
- 1-3 HD: Killed, Undead Destroyed
- 12+ HD: Dazed
- 8-11 HD: Weakened, Dazed
- 4-7 HD: Paralyzed, Wakened, Dazed
- 1-3 HD: Killed
- 12+ HD: Deafened
- 8-11 HD: Deafened, Slow
- 4-7 HD: Paralyzed, Deafened, Slow
- 1-3 HD: Killed
Chaos Word [Chaotic]
- 12+ HD: Deafened
- 8-11 HD: Deafened, Stunned
- 4-7 HD: Confused, Deafened, Stunned
- 1-3 HD: Killed\
The summon monster
spells for wizards/clerics has been changed to conform more to the PHB.
Outsiders will now be summoned, the specific creature summoned for each
level is based on the caster's alignment. What follows are the possible
Summon Monster 1
- Celestial Dog
Fiendish Dire Rat
Summon Monster 2
- Celestial Eagle
Summon Monster 3
- Celestial Black Bear
Celestial Dire Badger
Summon Monster 4
- Lantern Archon
Summon Monster 5
- Celestial Brown Bear
Fiendish Dire Boar
Summon Monster 6
- Celestial Dire Bear
Summon Monster 7
- Hound Archon
Fiendish Dire Tiger
Summon Monster 8
- Celestial Avenger
Summon Monster 9
- Astral Deva