Level 1 Spells
Endure Elements: Change from DR 10/- all elements to an RP spell.
Endure Elements in PnP functions as follows:
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected.
Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
This one will probably warrant some discussion, and possibly just reducing the DR and duration as some area scripts use minor elemental damage to simulate environment temperature that Endure Elements would actually protect against.
Protection From Alignment: Not sure how close I can get this to PnP; right now it gives immunity to mind-affecting spells, not just a temporary reprieve to such effects.
Grease: Change AOE to Medium to match PnP.
Sleep: Cap at 4 HD per PnP instead of 4 + 1d4.
Color Spray: Change effect applications to match PnP. Change range to 15 foot cone instead of 30 foot cone to match PnP.
Color Spray in PnP functions as follows:
This change would make it more useful against weaker targets (longer duration of multiple penalties) and less useful against stronger targets (shorter penalty duration). Range reduction to bring it in line with PnP.
- 2 HD or less - The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round.
3 or 4 HD - The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD - The creature is stunned for 1 round.
Burning Hands: Change to range to 15 foot cone instead of 30 foot cone to match PnP. Change school to Evocation to match PnP.
Enlarge/Reduce Person: Change to actually change size categories or apply an appropriate bonus. (I'll need to chat with tech about how best to approach this one still).