Custom Spells: Difference between revisions

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   Saving Throw: None
   Saving Throw: None
   Spell Resistance: No
   Spell Resistance: No
 
 
   Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
   Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.


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   Save: None
   Save: None
   Spell Resistance: No
   Spell Resistance: No
 
 
   You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.
   You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.


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   Saving Throw: Harmless
   Saving Throw: Harmless
   Spell Resistance: No
   Spell Resistance: No
 
 
   The entire area becomes protected from the spell "Scrying" for the duration of this spell.
   The entire area becomes protected from the spell "Scrying" for the duration of this spell.



Revision as of 06:35, 19 January 2019

Below is a list of EFU's Custom Spells:

Abjuration

Alarm

  Level: Brd 2, Rgr 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius emanation centered on a point in space
  Duration: 2 hours/level (D)
  Saving Throw: None
  Spell Resistance: No
  
 Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

Ilyykur's Mantle

  Caster Level(s): Sorc/Wiz 4
  Innate Level: 4
  School: Abjuration
  Descriptor(s):
  Component(s): Verbal, Somatic
  Range: Personal
  Area of Effect / Target: You
  Duration: 1 round / level
  Additional Counter Spells:
  Save: None
  Spell Resistance: No
  
  You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.

Ward Area

  Abjuration
  Level:Cleric 4, Druid 4, Sorc/Wiz 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Special
  Target: Special
  Duration: 10 minute/level
  Saving Throw: Harmless
  Spell Resistance: No
  
  The entire area becomes protected from the spell "Scrying" for the duration of this spell.

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Custom Arcane Spells

We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers. A complete list of all spell changes can be found here.

Unfortunately these are temporarily disabled during the transition to EE.

Sorcerer/Wizard (Level 0)

Necromancy

Disrupt Undead

  • Deal 1d6 positive damage to a single undead creature.

Sorcerer/Wizard (Level 1)

Enchantment

Command

  • For one round, make a target flee, approach, fall or halt.

Nybor's Gentle Reminder

  • Stun for 1 round, penalties for 1 round/level after.

Rouse

  • Awaken all sleeping creatures in a 10-foot-radius burst.

Transmutation

Jump

  • Significant bonus to Tumble.

Evocation

Burning Bolt

  • Fire multiple flaming bolts at an opponent

Necromancy

Chill Touch

  • Make undead flee. Deal strength and negative energy damage to everyone else.

Sorcerer/Wizard (Level 2)

Transmutation

Augment Familiar

  • For 1 round/level, your familiar becomes much more effective in combat.

Whispering Wind

  • Send messages to distant locations of your choice.

Evocation

Scorching Ray

  • Ranged spell which deals fire damage.

Abjuration

Alarm

  • For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.

Enchantment

Masochism

  • Gain brief, temporary bonuses based on hitpoints lost in any given round

Sorcerer/Wizard (Level 3)

Evocation

Ice Burst

  • High radius, relatively low-damage burst of ice damage.

Conjuration

Regroup

  • Teleport up to 1 willing companion per level to your position from within a limited radius.

Necromancy

Heart Clutch

  • For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage and paralyze the target humanoid.

Sorcerer/Wizard (Level 4)

Divination

Scrying

  • For 1 minute/level, spy on any creature in your current area OR any PC within range.

Arcane Eye

  • For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.

Abjuration

Ward Area

  • Temporarily protect the current area from scrying.

Ilyykur's Mantle

  • You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.

Lower Spell Resistance

  • Lower a single target's spell resistance.

Evocation

Blast of Flame

  • Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.

Acid/Cold/Electric/Fire Orb

  • Launch an orb of elemental damage against a single target which bypasses spell resistance.

Transmutation

Mass Ultravision

  • Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.

Sorcerer/Wizard (Level 5)

Conjuration

Teleport

  • Teleport yourself and, if desired, a small party to a predetermined location.

Transmutation

Baleful Polymorph

  • Turn your victim permanently into a chicken if they fail a -4 fortitude save.