Spell Name | Spell slot |
Stun Cloud | 904 |
Death Cloud | 913 |
Firestorm | 914 |
Unpain | 510 |
Telekinetic Disarm | 519 |
Personal Blurs (don?t recall the exact name) | 503 |
Elemental Refraction | 905 |
Major Sleep | 520 |
Slow II (that was a spell, or am I remembering wrong?) | 514 or 512? |
Haste II | 514 or 512? |
Changed Spells
Spell Slot | Changes (Good and/or Bad) |
420 | Recently ?un-bugged? ? now high(er) chance of failure - age based instead of skill based, from what it seems to me |
920 | removed the ?SUMMON? verb and replaced it with needing to spend extra time and mana to try and get a familiar you like and even more time and mana (and money? I haven't bothered with this spell much since it was changed) to try and be able to bind a certain type of familiar to a binding familiar stone. They also added some new verbs and ability to hold familiars. Shorter spell duration and the refresh time is even worse; I feel that the cons do not out weigh the pros for this spell.I feel they're taking things a step backwards in terms of usefulness. Yeah sure, they've added some flash to the cover, but that doesn't make up for the inner workings. |
925 | adjusted to only allow 7x (higher with merchant won enchanting potions), made simpler to follow and less mana intensive. No more Mana Parties, most old workshops unused/obsolete |
401/406/414/419 | no longer provide TD bonus to spirit based spells - unless they never did....I don't recall |
915 | was turned off for a bit, then wizards allowed to learn the spell at the alchemist when they earned the spell via training to 915, ability for the spell to fail even on a successful cast (not sure if this is a new edition or part of the spell from the start) |
417 | no longer able to remove enchantments from items (good and bad, in my opinion) |
418 | removal of earthnode (good and bad) |
425 | bonus changed, capped at level |
430 | bonus changed, capped at level |
501 | duration changed and able to cast on any level creature and still be useful |
504 | duration changed - way too much air lore required to get good utilization out of this spell |
506 | Increased benefit from self-cast - bonus if skilled in MjE spells and/or Air Lore |
513 | MeleeAS penalty increased from -20 to -40? (I swear it used to be -20), increase in bolt AS with more MjE spell ranks |
516 | Reduced benefits seen if used before you're cool-down is up |
517 | Spell nerfed beyond much use, if you ask me..this spell mostly left for the capped and well trained for charging wizards |
518 | removal of AOE harm on NPC (this irritates me, I wish they?d change it back) |
901/910 | if used in a room with standing water, caster and others in room can get hurt from backfire |
907/908 | ability to do splash damage - con = MOC required to gain good use |
917 | ability to hit multiple targets |
919 | Duration changed to flat 60sec a cast - non-stackable - self cast only??? |
930 | Made to work more so based on your Elemental Mana Control instead of level (good move here) |
New Spells
904, 905, 914, 435, 503, 505, 510, 512, 514, 519, 520, 540
Please add/remove anything that is wrong or add anything I have missed. I don't remember all the changes from the past, all of this is from memory so there are bound to be errors. I think it would be nice to have a list of how things have changed. I also thought this might give a good idea of the good changes versus the bad changes that have taken place. I didn't sort anything out that I considered good or bad (for the most part), I just listed as much info as I could remember.
-Drumpel
Feel free to browse my shop in Solhaven (http://playershops.com/Kurut)