Custom Spells: Difference between revisions

Jump to navigation Jump to search
m
no edit summary
No edit summary
mNo edit summary
 
(36 intermediate revisions by 3 users not shown)
Line 10: Line 10:
  Range: Close (25 ft. + 5 ft./2 levels)
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius emanation centred on a point in space
  Area: 20-ft.-radius emanation centred on a point in space
  Duration: 2 hours/level (D)
  Duration: 10 minutes / level (D)
  Saving Throw: None
  Saving Throw: None
  Spell Resistance: No
  Spell Resistance: No
Line 23: Line 23:
  Range: Touch
  Range: Touch
  Target/Area: Single
  Target/Area: Single
  Duration: 5 rounds / caster level
  Duration: 5 rounds / level
  Save: Harmless
  Save: Harmless
  Spell resistance: Harmless
  Spell resistance: Harmless
Line 29: Line 29:
  The target of this spell gains a +1 deflection bonus to AC and a +1 to all saves. Additionally, the subject takes only half damage from any source (rounding up) that deals hit point damage, after all sources of mitigation. The caster suffers the remaining damage, ignoring further mitigation.
  The target of this spell gains a +1 deflection bonus to AC and a +1 to all saves. Additionally, the subject takes only half damage from any source (rounding up) that deals hit point damage, after all sources of mitigation. The caster suffers the remaining damage, ignoring further mitigation.
  The shared damage only works when both the caster and target are in the same area.
  The shared damage only works when both the caster and target are in the same area.
If a PC has the effect of shield other on them, they can't cast it on others


* '''Protection Domain:''' Duration increased to 7 rounds / level
* '''Protection Domain:''' Duration increased to 7 rounds / level
Line 52: Line 53:


====''Ward Area''====
====''Ward Area''====
Abjuration
  Level: Cleric 4, Druid 4, Sorc/Wiz 4
  Level: Cleric 4, Druid 4, Sorc/Wiz 4
Innate Level: 4
School: Abjuration
  Components: V, S
  Components: V, S
  Casting Time: 1 standard action
  Casting Time: 1 standard action
  Range: Special
  Range: Special
  Target: Special
  Target: Special
  Duration: 5 minutes/level
  Duration: 5 minutes / level
  Saving Throw: Harmless
  Saving Throw: Harmless
  Spell Resistance: No
  Spell Resistance: No
Line 72: Line 74:
  Range: Personal
  Range: Personal
  Area of Effect / Target: Caster
  Area of Effect / Target: Caster
  Duration: 1 Turn / Level
  Duration: 1 minute / level
  Additional Counter Spells: None
  Additional Counter Spells: None
  Save: Harmless
  Save: Harmless
Line 87: Line 89:
  Range: Touch
  Range: Touch
  Area of Effect: Single
  Area of Effect: Single
  Duration: 5 round/10 round Wait, Effect Instant
  Duration: 10 rounds (special)
  Additional Counter Spells  
  Additional Counter Spells  
  Save: Harmless
  Save: Harmless
Line 105: Line 107:
  Range: Medium
  Range: Medium
  Area of Effect: Huge
  Area of Effect: Huge
  Duration: 3 + 1 Round / Level
  Duration: 3 + 1 round / level
  Additional Counter Spells:
  Additional Counter Spells:
  Save: No
  Save: No
Line 122: Line 124:
  Range: Touch
  Range: Touch
  Area of Effect: Single
  Area of Effect: Single
  Duration: 5 Minutes / Level
  Duration: 5 minutes / level
  Additional Counter Spells:
  Additional Counter Spells:
  Save: Harmless
  Save: Harmless
Line 128: Line 130:
   
   
  The astrologian lightly touches the target. Should it be subject to a physical attack that would be fatal, the attack will instead miss. The subject will then receive the effects of the spell Cure Critical Wounds, as if cast by the astrologian.
  The astrologian lightly touches the target. Should it be subject to a physical attack that would be fatal, the attack will instead miss. The subject will then receive the effects of the spell Cure Critical Wounds, as if cast by the astrologian.
====''Seven Seals of Al-Saran''====
Caster Level(s): Astrologian 5, Wizard / Sorcerer 5
Innate Level: 5
School: Abjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect/ Target: Single
Duration: 2 rounds
Additional Counter Spells: Freedom of Movement
Save: None
Spell Resistance: None
Places a binding upon an enemy. The binding will fade if another is not cast within 2 rounds. Once seven bindings are cast the enemy suffers 100 points of damage and is incapacitated for 4 rounds. Freedom of Movement prevents Seals from being placed.


====''Shell''====
====''Shell''====
Line 235: Line 251:
   
   
  If the target fails the will save, the caster switches places with the target creature, leaving a fiery explosion (1d6 fire damage per level, huge radius - same as fireball) where the caster once was. Else, the caster still teleports to the position of the target and leaves an explosion, however the target stays in place.
  If the target fails the will save, the caster switches places with the target creature, leaving a fiery explosion (1d6 fire damage per level, huge radius - same as fireball) where the caster once was. Else, the caster still teleports to the position of the target and leaves an explosion, however the target stays in place.
  If the target is a servant of the caster, the switch will auto succeed without a save.
 
  Friendly NPCs cannot be targeted with this spell, including summoned creatures.


==== ''Hearthfire'' ====
==== ''Hearthfire'' ====
Line 314: Line 331:
  Spell Resistance: Yes
  Spell Resistance: Yes
   
   
  A splash of sand shoots forth from the caster's hands, doing 1d4 points of piercing damage per odd caster level to all those within the area of effect, to a maximum of 5d4. Affected creatures who fail a fortitude save are also blinded for 1 round per odd caster level, maxed at 5 rounds.
  A splash of sand shoots forth from the caster's hands, doing 1d4 points of Earth damage per odd caster level to all those within the area of effect, to a maximum of 5d4. Affected creatures who fail a fortitude save are also blinded for 1 round per odd caster level, maxed at 5 rounds.


==== ''Summon Swarm'' ====
==== ''Summon Swarm'' ====
Line 342: Line 359:
  This spell instantly transports you to a designated destination, predetermined through the configuration menu. For every three caster levels, you may also bring one additional willing Medium creature or its equivalent. Small creatures count as Medium creatures for the purpose of this spell, but each Large creature counts as two Medium creatures, each Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be standing within 10ft of the caster. The creatures do not need to be willing. Teleportation is indiscriminate and will take any valid creature in range (potentially including summoned creatures!), even if they are hostile.  
  This spell instantly transports you to a designated destination, predetermined through the configuration menu. For every three caster levels, you may also bring one additional willing Medium creature or its equivalent. Small creatures count as Medium creatures for the purpose of this spell, but each Large creature counts as two Medium creatures, each Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be standing within 10ft of the caster. The creatures do not need to be willing. Teleportation is indiscriminate and will take any valid creature in range (potentially including summoned creatures!), even if they are hostile.  
   
   
  '''It is not possible to Teleport into different Rings or different Planes. Many areas permanently block teleportations, indicating magical defences.'''
  '''It is not possible to Teleport into different "regions," which are usually indicated by the first words of a zone's name. Many areas permanently block teleportations, indicating magical defences.'''
   
   
  '''Teleportation requires three rounds of concentration to complete. Any damage incurred while focusing on the spell will prompt a difficult concentration check. Failing the check, or closing the channel prematurely, immediately causes the spell to fail.'''
  '''Teleportation requires three rounds of concentration to complete. Any damage incurred while focusing on the spell will prompt a difficult concentration check. Failing the check, or closing the channel prematurely, immediately causes the spell to fail.'''
Line 364: Line 381:


==Divination==
==Divination==
==== ''Blood Transcription'' ====
Spell Level: sorcerer/wizard 2, astrologian 2
Innate Level: 2
School: Divination
Components: verbal, somatic
Range: touch
Area of effect: single
Duration: instant
Save: None
Spell resistance: harmless
Effect: Transcribe the knowledge of another spellcaster using a vial of their blood. Inscribe a scroll of a random spell that the blood-donor knows onto a scroll, paying 50% gold of the normal amount (XP cost stays the same) This scroll can be of Circle 4 and below. If the inscription cost cannot be paid for a spell then Blood Transcription chooses another spell to transcribe.
'''Casting this spell requires a vial of blood taken from a spellcaster, which is expended by the spell.'''
* '''Spell Focus: Divination''' and '''Spell Focus: Necromancy''' respectively increases the maximum circle a spell transcribed can be by 1 to a possible total of 6.
* '''Greater Spell Focus: Divination''' and '''Greater Spell Focus: Necromancy''' respectively increase the maximum circle a spell transcribed can by 1, to a possible total of 8.
* '''[[Wizard|Wizards]]''' with '''Specialization: Divination''' reduce the gold/xp cost by an additional 25%. In addition, the spell now tries to prioritize spells of higher circles.


==== ''Scrying'' ====
==== ''Scrying'' ====
Line 415: Line 412:
  Area of effect: single
  Area of effect: single
  Duration: 1 round/2 levels
  Duration: 1 round/2 levels
  Saving Throw: will negates
  Saving Throw: None
  Spell resistance: yes
  Spell resistance: yes
   
   
  Briefly bend the threads of fate to bring your target's past-self into the line of fire, misdirecting their next action to themselves instead. The next attack, spell cast, or other action committed by the target that would target anyone other then themselves targets them instead. An attack attacks them, a spell cast has them as the target, etc.
  Briefly bend the threads of fate to bring your target's past-self into the line of fire, misdirecting their next action to themselves instead. The next attack, spell cast, or other action committed by the target that would target anyone other then themselves targets them instead. An attack attacks them, a spell cast has them as the target, etc. Mind Affecting Immunity won't block the effects of the spell
 
Note, beneficial spells which have an alternative use as a hostile effect can instead harm the target if reflected back. For example, while under the effect of foiled future, if a character uses a cure spell against an undead creature, the positive damage would hit the affected character.


* '''Spell Focus: Divination''' extends the duration to 1 round/level.
* '''Spell Focus: Divination''' extends the duration to 1 round/level.
Line 475: Line 474:
  Area of effect: large (5 meter radius)
  Area of effect: large (5 meter radius)
  Duration: 1 round/2 levels
  Duration: 1 round/2 levels
  Saving Throw: will negates
  Saving Throw: none
  Spell resistance: yes
  Spell resistance: yes
   
   
Line 521: Line 520:
  Range: Touch
  Range: Touch
  Area of Effect: Single
  Area of Effect: Single
  Duration: 1 Turn / Level
  Duration: 1 minute / Level
  Additional Counter Spells:
  Additional Counter Spells:
  Save: Harmless
  Save: Harmless
Line 585: Line 584:
  Duration: 2 rounds
  Duration: 2 rounds
  Additional Counter Spells:
  Additional Counter Spells:
  Save: Will
  Save: None
  Spell Resistance: Yes
  Spell Resistance: Yes
   
   
  The caster does 1d4+1 points of sonic damage to a target. On a failed save they suffer a -1 penalty to armor class.
  The caster does 1d4+1 points of sonic damage to a target.


==== ''Heroism'' ====
==== ''Heroism'' ====
Line 654: Line 653:
  Range: Short
  Range: Short
  Area of effect: 10 Meters Cone
  Area of effect: 10 Meters Cone
  Duration: 1 Turn / 2 Levels
  Duration: 1 minute / 2 Levels
  Save: Will negates
  Save: Will negates
  Spell resistance: Yes
  Spell resistance: Yes
Line 675: Line 674:
   
   
  Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.
  Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.
* '''GSF Enchantment:''' +8 More HD of creatures are affected.


====''Greater Heroism''====
====''Greater Heroism''====
Line 703: Line 703:
  Spell Resistance: Yes
  Spell Resistance: Yes
   
   
  You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures. Good creatures within the spell's area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20). Evil creatures within the spell's area that fail a Will save will take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell. Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav's Laugh.
  You release a joyous, boisterous laugh that strengthens the resolve of friends and weakens the resolve of foes. Non-hostile creatures within the spell's area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects, temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 at level 20). Hostile creatures within the spell's area that fail a Will save will take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell. Creatures must be able to hear the laugh to be affected by the spell.  


==Evocation==
==Evocation==
Line 771: Line 771:
  Range: Short
  Range: Short
  Area of effect: Single
  Area of effect: Single
  Duration: 1 Turn / 2 Levels
  Duration: 1 minute / 2 levels
  Save: Fortitude 1/2 damage, negates effects
  Save: Fortitude 1/2 damage, negates effects
  Spell Resistance: Yes
  Spell Resistance: Yes
Line 941: Line 941:
  Range: Medium
  Range: Medium
  Area of Effect / Target: Wall 30 ft Long
  Area of Effect / Target: Wall 30 ft Long
  Duration: 1 Round / 2 Levels
  Duration: 1 round / 2 levels
  Additional Counter Spells:
  Additional Counter Spells:
  Save: Reflex 1/2, Fortitude negates Slow
  Save: Reflex 1/2, Fortitude negates Slow
Line 977: Line 977:
  Spell Resistance: Yes
  Spell Resistance: Yes
   
   
  All creatures whose alignment differs from yours on both the law-chaos and good-evil axises take 1d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment.
  You inflict 1d6 points of divine damage per caster level to all enemies in the radius (maximum 10d6).  


====''Lunar Bolt''====
====''Lunar Bolt''====
Line 987: Line 987:
  Range: Long
  Range: Long
  Area of effect: Single
  Area of effect: Single
  Duration: 1 Turn
  Duration: 1 minute
  Save: Fortitude 1/2 (living target) or Will negates (undead target)
  Save: Fortitude 1/2 (living target) or Will negates (undead target)
  Spell Resistance: No
  Spell Resistance: No
Line 993: Line 993:
  A lunar bolt strikes unerringly against any living or undead creature in range.
  A lunar bolt strikes unerringly against any living or undead creature in range.
  A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels. If the subject makes a successful Fortitude saving throw, the Strength damage is halved.
  A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels. If the subject makes a successful Fortitude saving throw, the Strength damage is halved.
  An undead creature struck by a lunar bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next turn.
  An undead creature struck by a lunar bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next minute.
  The lunar bolt inflicts additional astral damage according to the time of the month. The spell inflicts 0 damage at the beginning and end of a month, and up to 4d4 astral damage on the 15th of each month.
  The lunar bolt inflicts additional astral damage according to the time of the month. The spell inflicts 0 damage at the beginning and end of a month, and up to 4d4 astral damage on the 15th of each month.


Line 1,005: Line 1,005:
  Range: Touch
  Range: Touch
  Area of effect: single or melee weapon
  Area of effect: single or melee weapon
  Duration: 2 turn / level
  Duration: 2 minute / level
  Save: none
  Save: none
  Spell resistance: Harmless
  Spell resistance: Harmless
Line 1,040: Line 1,040:
  Spell Resistance: Yes
  Spell Resistance: Yes
   
   
  A pillar of sand strikes from the sky on all within the area of effect, inflicting 1d6 points of damage bludgeoning per caster level (to a maximum of 15d6). When cast during an Ash Storm half of the damage becomes positive energy.
  A pillar of sand strikes from the sky on all within the area of effect, inflicting 1d6 points of Earth Damage per caster level (to a maximum of 15d6). When cast during an Ash Storm half of the damage becomes positive energy.


==== ''Sand Storm'' ====
==== ''Sand Storm'' ====
Line 1,056: Line 1,056:
  Spell Resistance: Yes
  Spell Resistance: Yes
   
   
  All enemies within this spell's area of effect are inundated with a rain of sand and take 1d6 points of piercing damage per caster level (to a maximum of 15d6). When cast during an Ash Storm, half of the damage becomes positive energy.  
  All enemies within this spell's area of effect are inundated with a rain of sand and take 1d6 points of Earth damage per caster level (to a maximum of 15d6). When cast during an Ash Storm, half of the damage becomes positive energy.  


==== ''Shelgarn's Permanent Blade'' ====
==== ''Shelgarn's Permanent Blade'' ====
Line 1,066: Line 1,066:
  Range: Short
  Range: Short
  Area of Effect / Target: Item
  Area of Effect / Target: Item
  Duration: 24 Hours
  Duration: 120 minutes
  Additional Counter Spells:
  Additional Counter Spells:
  Save: None
  Save: None
Line 1,131: Line 1,131:
  Range: Short
  Range: Short
  Area of Effect / Target: Item
  Area of Effect / Target: Item
  Duration: 24 Hours
  Duration: 120 minutes
  Additional Counter Spells:
  Additional Counter Spells:
  Save: None
  Save: None
Line 1,174: Line 1,174:
  Spell Resistance: Yes
  Spell Resistance: Yes
   
   
  This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are Blinded for 1d4 rounds, or gain -1 attack for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of astral damage per caster level (max 5d4), whether they succeed at the Reflex save or not.  
  This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are Blinded for 1d4 rounds, or gain -1 attack for 1d4 rounds if they succeed at a Reflex save. Enemies in the area of the burst take 1d4 points of astral damage per caster level (max 5d4), whether they succeed at the Reflex save or not.  


* '''Spell Focus: Enchantment''' forces an additional Will save on creatures in the area; failure causes the creature to be Dazed for 1d4 rounds.
* '''Spell Focus: Enchantment''' forces an additional Will save on creatures in the area; failure causes the creature to be Dazed for 1d4 rounds.
* '''Greater Spell Focus: Necromancy''' applies the damage to creatures in the area even if they are not evil.




Line 1,245: Line 1,244:
  Spell Resistance: None
  Spell Resistance: None
   
   
  The target creature becomes invisible and a Mirror Image of the target is created at the target's location. There is a 10% chance each round that an additional clone will be spawned from the target's current location for the duration of the spell.  
  The target creature becomes invisible and a [[Mirror Image]] of the target is created at the target's location. There is a 10% chance each round that an additional clone will be spawned from the target's current location for the duration of the spell.  


* '''Spell Focus: Illusion''' increases the chance by 10% (20% total) for additional Mirror Images.  
* '''Spell Focus: Illusion''' increases the chance by 10% (20% total) for additional Mirror Images.  
Line 1,319: Line 1,318:
  Spell Resistance: Yes (Darkness)
  Spell Resistance: Yes (Darkness)
   
   
  The target creature becomes invisible and a Mirror Image of the target is created at the target's location. After 2 rounds, an additional Mirror Image of the target is created.
  The target creature becomes invisible and a [[Mirror Image]] of the target is created at the target's location. After 2 rounds, an additional Mirror Image of the target is created.
  There is a 20% chance each round that additional clones will be spawned from the target's current location for the duration of the spell.
  There is a 20% chance each round that additional clones will be spawned from the target's current location for the duration of the spell.


Line 1,342: Line 1,341:
  Spell Resistance: Yes
  Spell Resistance: Yes
   
   
Illusory Prismatic Flames sends forth a dazzling array of colorful flames that make all creatures within the area of effect believe real fire surrounds them. All targeted creatures have their Endure Elements & Resist Elements effects removed and suffer a 10% decrease to fire immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist Elements applied on them for the duration of the spell.
Prismatic Flames sends forth a dazzling array of colorful flames that make all creatures within the area of effect believe real fire surrounds them. All targeted creatures take 1d4 fire damage per caster level, up to a maximum of 5d4. They also have their Endure Elements & Resist Elements effects removed and suffer a 10% decrease to fire immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist Elements applied on them for the duration of the spell.
 
* '''Spell Focus: Conjuration''' hides real flames inside the illusory flames, inflicting 2d4 fire damage to affected creatures.
* '''Greater Spell Focus: Conjuration''' increases the damage of those flames to 3d4.


====''Prismatic Sparks''====
====''Prismatic Sparks''====
Line 1,361: Line 1,357:
  Spell Resistance: Yes
  Spell Resistance: Yes
   
   
  Illusory Prismatic Sparks sends forth a dazzling array of colorful sparks that make all creatures within the area of effect believe real lightning surrounds them. All targeted creatures have their Endure Elements, Resist Elements & Protection from Elements effects removed and suffer a 15% decrease to electrical immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist/Protection from Elements applied on them for the duration of the spell.
  Illusory Prismatic Sparks sends forth a dazzling array of colorful sparks that make all creatures within the area of effect believe real lightning surrounds them. All targeted creatures take 1d6 Lightning damage per caster level, up to a maximum of 7d6. They also have their Endure Elements, Resist Elements & Protection from Elements effects removed and suffer a 15% decrease to electrical immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist/Protection from Elements applied on them for the duration of the spell.
 
* '''Spell Focus: Conjuration''' hides real electricity inside the illusory sparks, inflicting 2d6 fire damage to affected creatures.
* '''Greater Spell Focus: Conjuration''' increases the damage of that electricity to 3d6.


====''Glass Doppelganger''====
====''Glass Doppelganger''====
Line 1,374: Line 1,367:
  Range: Touch
  Range: Touch
  Area of effect: Single
  Area of effect: Single
  Duration: 1 Round / Level
  Duration: 1 round / level
  Save: Harmless
  Save: Harmless
  Spell resistance: Harmless
  Spell resistance: Harmless
   
   
  This spell forms a living glass creation that is an exact copy of the target with the following exceptions: The creature is made out of glass, and thus more brittle, being summoned in at 1/4 of the current hit points of the target. The summoned creature has 15 resistance to fire, cold, electricity, acid, bludgeoning, piercing, and slashing damage types. The summoned creature has vulnerability 50% to sonic damage. The summoned creature has the following immunities: disease, poison, charm, fear, sleep, daze, confusion and mind-affecting. The glass copy's INT, WIS, CHA are set to 8 so it won't be able to cast spells. PCs can't cast this spell on NPCs.
  This spell forms a living glass creation that is an exact copy of the target with the following exceptions: The creature is made out of glass, and thus more brittle, being summoned in at 1/4 of the current hit points of the target. The summoned creature has 15 resistance to fire, cold, electricity, acid, bludgeoning, piercing, and slashing damage types. The summoned creature has vulnerability 50% to sonic damage. The summoned creature has the following immunities: disease, poison, charm, fear, sleep, daze, confusion and mind-affecting. The glass copy's INT, WIS, CHA are set to 8 so it won't be able to cast spells. PCs can't cast this spell on NPCs.
* '''Greater Spell Focus: Illusion''' increases the duration to 2 Rounds / Level.


==== ''Dancing Lights'' ====
==== ''Dancing Lights'' ====
Line 1,426: Line 1,421:
  Range: Medium
  Range: Medium
  Area of effect: Single
  Area of effect: Single
  Duration: 1 Turn / Level
  Duration: 1 minute / level
  Save: Will negates
  Save: Will negates
  Spell resistance: Yes
  Spell resistance: Yes
Line 1,457: Line 1,452:
* '''Greater Spell Focus:  Transmutation:''' increases the round damage to 1d6
* '''Greater Spell Focus:  Transmutation:''' increases the round damage to 1d6
* '''Greater Spell Focus:  Evocation:''' increases the explosion damage to 1d6
* '''Greater Spell Focus:  Evocation:''' increases the explosion damage to 1d6
==== ''Lesser Animation of Po'' ====
Caster Level(s): Bard 4, Wizard / Sorcerer 4
Innate Level: 4
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 4 Rounds / Level
Additional Counter Spells: Sunbeam
Save: None
Spell Resistance: No
Calls forth a single, indomitable nightrisen champion.
* Spell Focus (Necromancy): Duration is 5 Rounds / Level.
* Greater Spell Focus (Necromancy): Duration is 6 Rounds / Level.


==== ''Beltyn's Burning Blood'' ====
==== ''Beltyn's Burning Blood'' ====
Line 1,486: Line 1,499:
  Spell Resistance: Yes
  Spell Resistance: Yes
   
   
A touch from the character's hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.
A touch from the character's hand disrupts the life force of living creatures. This touch deals 1d6 points of negative energy damage/ 2 levels (To a maximum of 5d6). It also deals 1 point of temporary Strength damage that lasts for 1d4 rounds +1 round per caster level. A successful Fortitude saving throw negates the Strength damage only. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.


==== ''Disrupt Undead'' ====
==== ''Disrupt Undead'' ====
Line 1,538: Line 1,551:
  Range: Medium
  Range: Medium
  Area of effect: Medium
  Area of effect: Medium
  Duration: 1 Turn / Level
  Duration: 1 minute / level
  Save: Will negates
  Save: Will negates
  Spell resistance: Yes
  Spell resistance: Yes
Line 1,555: Line 1,568:
  Range: Touch
  Range: Touch
  Area of effect: Single
  Area of effect: Single
  Duration: Damage Instant, Buff 1 Round / Level
  Duration: Damage Instant, Buff 1 Turn / Level
  Save: Fortitude 1/2
  Save: Fortitude 1/2
  Spell Resistance: Yes
  Spell Resistance: Yes
   
   
  The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.
  The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. Death effect only works on hostile non-summoned creatures. Doesn't stack with itself.


==== ''Living Undeath'' ====
==== ''Living Undeath'' ====
Line 1,569: Line 1,582:
  Range: Touch (Other)
  Range: Touch (Other)
  Area of effect: Single
  Area of effect: Single
  Duration: 1 Turn / Level
  Duration: 1 minute / level
  Save: None
  Save: None
  Spell Resistance: No
  Spell Resistance: No
Line 1,586: Line 1,599:
  Range: Short
  Range: Short
  Area of effect: Single
  Area of effect: Single
  Duration: 1 Turn / Level
  Duration: 1 minute / level
  Save: Fortitude negates
  Save: Fortitude negates
  Spell resistance: Yes
  Spell resistance: Yes
   
   
  You speak a word that sends wracking pain through the limbs of a single target creature. If target creature fails a fortitude save it suffers a -3 penalty to attack rolls and 30% penalty to movement speed for 1 Turn / Level.
  You speak a word that sends wracking pain through the limbs of a single target creature. If target creature fails a fortitude save it suffers a -3 penalty to attack rolls and 30% penalty to movement speed for 1 minute / level.


==== ''Astral Regeneration'' ====
==== ''Astral Regeneration'' ====
Line 1,627: Line 1,640:
* '''Spell Focus: Abjuration''' increases the absorption limit to 40 physical damage.
* '''Spell Focus: Abjuration''' increases the absorption limit to 40 physical damage.
* '''Greater Spell Focus: Abjuration''' increases the absorption limit to 50 physical damage.
* '''Greater Spell Focus: Abjuration''' increases the absorption limit to 50 physical damage.
==== ''Kiss of the Maiden'' ====
Caster Level(s): Cleric 3, Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: Fortitude Negates
Spell Resistance: Yes
You invoke the vestige of an ancient and vile curse to corrupt the flesh of your enemy. The target suffers 1d6 negative energy damage per 2 levels (maximum 5d6). Creatures who fail a Fortitude save cannot be healed by cure wounds spells for 1 round per 2 levels. This effect can be prevented by Negative Energy Protection and Arcane Defense (Necromancy), or negated by Remove Curse and Restoration.
* '''Spell Focus (Necromancy)''' increases damage dealt by 1d6.
* '''Greater Spell Focus (Necromancy)''' increases damage dealt by 2d6.


==Transmutation==
==Transmutation==
Line 1,686: Line 1,719:
  Spell resistance: Yes
  Spell resistance: Yes
   
   
  This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per cast level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as though you had summoned it, but it disappears after 1 minute.
  This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d8 points of water damage per cast level (maximum 20d8), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as though you had summoned it, but it disappears after 1 minute/Level.


==== ''Blood to Water'' ====
==== ''Blood to Water'' ====
Line 1,710: Line 1,743:
  Range: Touch
  Range: Touch
  Area of effect: Single
  Area of effect: Single
  Duration : 1 Hour / Level
  Duration : 5 minutes / Level
  Save: None
  Save: None
  Spell resistance: No
  Spell resistance: No
Line 1,726: Line 1,759:
  Range: Personal
  Range: Personal
  Area of Effect / Target: Caster
  Area of Effect / Target: Caster
  Duration: 1 Turn / Level
  Duration: 1 minute / level
  Additional Counter Spells:
  Additional Counter Spells:
  Save: Harmless
  Save: Harmless
Line 1,734: Line 1,767:
   
   
* '''Spell Focus: Transmutation''' increases the duration of Alter Self to 2 turns per level.  
* '''Spell Focus: Transmutation''' increases the duration of Alter Self to 2 turns per level.  
* '''Greater Spell Focus: Transmutation''' increases the duration of Alter Self to 4 turns per level.
* '''Greater Spell Focus: Transmutation''' makes Alter Self impossible to dispel
* '''Greater Spell Focus: Transmutation''' makes Alter Self impossible to dispel


Line 1,744: Line 1,776:
  Range: Close
  Range: Close
  Target: Your familiar
  Target: Your familiar
  Duration: Concentration + 1 round/level
  Duration: 1 round/level
  Saving Throw: Fortitude negates (harmless)
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  Spell Resistance: Yes (harmless)
Line 1,750: Line 1,782:
  This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.
  This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.


* Concentration requires the spellcaster to remain completely still, attempting no actions, movement or item use.
* '''Spell Focus: Transmutation''' increases the duration of Augment Familiar to 2 rounds per level.  
* '''Spell Focus: Transmutation''' increases the duration of Augment Familiar to 2 rounds per level.  
* '''Greater Spell Focus: Transmutation''' increases the duration of Augment Familiar to 4 rounds per level.
* '''Greater Spell Focus: Transmutation''' increases the duration of Augment Familiar to 4 rounds per level.
Line 1,800: Line 1,831:
  Range: Short
  Range: Short
  Area of Effect / Target: Single
  Area of Effect / Target: Single
  Duration: 1 Minute / Level
  Duration: 1 minute / level
  Additional Counter Spells:
  Additional Counter Spells:
  Save: Fortitude Negates
  Save: Fortitude Negates
Line 1,815: Line 1,846:
  Range: Touch
  Range: Touch
  Area of Effect / Target: Friendly creatures in a 20' radius burst
  Area of Effect / Target: Friendly creatures in a 20' radius burst
  Duration: 1 Hour / Level
  Duration: 5 minutes / Level
  Additional Counter Spells:
  Additional Counter Spells:
  Save: Harmless
  Save: Harmless
Line 1,851: Line 1,882:
  Spell Resistance: Yes
  Spell Resistance: Yes
   
   
  A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d6 points of magic damage per caster level (to a maximum of 40d6). A creature that makes a successful Fortitude save is partially affected, taking only 5d6 points of magic damage.
  A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d6 points of acid damage per caster level (to a maximum of 40d6). A creature that makes a successful Fortitude save is partially affected, taking only 5d6 points of acid damage.
''''This spell has no effect on player characters unless they are already bleeding out or have already been subdued in PvP.'''


====''Hex of Eratosthenes''====
====''Hex of Eratosthenes''====


  Spell Level: Astrologian 1
  Spell Level: Astrologian 0
  Innate Level: 1
  Innate Level: 1
  School: Transmutation
  School: Transmutation
Line 1,872: Line 1,901:
====''Hex of al-Battani''====
====''Hex of al-Battani''====


  Spell Level: Astrologian 1
  Spell Level: Astrologian 0
  Innate Level: 1
  Innate Level: 1
  School: Transmutation
  School: Transmutation
Line 1,887: Line 1,916:
====''Hex of Anaximander''====
====''Hex of Anaximander''====


  Spell Level: Astrologian 1
  Spell Level: Astrologian 0
  Innate Level: 1  
  Innate Level: 1  
  School: Transmutation
  School: Transmutation
Line 1,908: Line 1,937:
  Range: Touch
  Range: Touch
  Target: Single
  Target: Single
  Duration: 1 Turn / level
  Duration: 1 minute / level
  Additional Counter Spells: Save: Harmless
  Additional Counter Spells: Save: Harmless
  Spell Resistance: Harmless
  Spell Resistance: Harmless
667

edits

Navigation menu