We've added a few new spells in this hak update, some for flavor (Ravenloft spells), some we felt were missing.
First of all, we have added Protection from Chaos/Protection from Law and Magic Circle vs Chaos/Magic Circle vs Law (which work like their Evil/Good counterparts). The saving throw bonuses will stack but not the AC (since it's Deflection).
Additionally, we are going to remove the following two spells:
Monstrous Regeneration (replaced by Regenerate Serious Wounds, which has the exact same effects, for consistency's sake)
Greater Sanctuary (replaced by Ethereal Jaunt, refer to topic about the change)
Enhance Wild Shape
Spell Level: Druid 4
Innate Level: 4
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Hour / Level
Additional Counter Spells:
Save: None
Spell Resistance: No
You call upon the primordial energies of nature to fill you with the raw power of nature. A feral feeling grows within you, seeking release. This spell infuses your wild shape ability with magical energy, magnifying and enhancing its power. The next time you activate your wild shape (or greater wild shape and elemental shape) ability (during the duration of enhance wild shape), this spell enhances your new form. The new form assumed is more powerful than normal and gains a +2 bonus to Strength, Dexterity and Constitution. The enhancement to your wild shape remains as long as you stay in that form but does not apply to your next wild shape form. If you do not activate your wild shape ability during the duration of enhance wild shape, the spell has no effect.
Shock Treatment
Spell Level: Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Round / 3 Levels
Additional Counter Spells:
Save: Fortitude
Spell Resistance: Yes
You create a short stroke of electricity that arcs from your hand to the target creature. This bolt of electricity deals 1d6 points of electricity damage. In addition, the target must make a Fortitude save or be stunned for 1 round per 3 caster levels (maximum 5 rounds). Creatures who are immune to electricity are also immune to the stun effect.
Ethereal Jaunt
Spell Level: Cleric 7; Wizard / Sorcerer 7
Innate Level: 7
School: Transmutation
Descriptor:
Component: Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Turn + 1 Round / Level
Save: None.
Spell Resistance: No
The caster becomes ethereal. An ethereal creature is invisible and insubstantial. As an insubstantial creature, the caster can move through other living creatures (but not walls or objects) and cannot be affected by physical or magical damage or effects. However, force effects (Magic Missile, Isaac's Greater Magic Storm and Isaac's Lesser Magic Storm) and abjurations affect an ethereal creature normally since their effects extend onto the Near Ethereal. An ethereal creature cannot attack other creatures, acquire items or gold, or cast spells. Casting spells or performing a hostile action will make the etherealness vanish.
Regenerate Light Wounds
Spell Level: Cleric 2; Druid 1
Innate Level: 1
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn + 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: No
The target creature gains the ability to regenerate 1 hit point every round. This spell does not allow the target creature to regrow or attach lost body parts.
Regenerate Moderate Wounds
Spell Level: Cleric 3; Druid 2
Innate Level: 2
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn + 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: No
The target creature gains the ability to regenerate 2 hit points every round. This spell does not allow the target creature to regrow or attach lost body parts.
Regenerate Serious Wounds
Spell Level: Cleric 5; Druid 4
Innate Level: 4
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn + 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: No
The target creature gains the ability to regenerate 3 hit points every round. This spell does not allow the target creature to regrow or attach lost body parts.
Regenerate Critical Wounds
Spell Level: Cleric 6; Druid 5
Innate Level: 5
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn + 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: No
The target creature gains the ability to regenerate 4 hit points every round. This spell does not allow the target creature to regrow or attach lost body parts.
As a FYI, just like now, none of the Regenerate effect spells will stack.