Custom Spells: Difference between revisions

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  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
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  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''====
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  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'' ====
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==Divination==
==Divination==
==== ''Blood Transcription'' ====
Spell Level: obscure
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'' ====
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  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.
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.
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  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
   
   
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  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''====
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  Spell Resistance: Yes
  Spell Resistance: Yes
   
   
  You inflict 1d4 points of divine damage per caster level (maximum 10d4).  
  You inflict 1d6 points of divine damage per caster level to all enemies in the radius (maximum 10d6).  


====''Lunar Bolt''====
====''Lunar Bolt''====
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  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'' ====
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  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'' ====
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  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.




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  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.  
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  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.


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  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''====
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  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''====
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* '''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'' ====
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  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'' ====
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  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'' ====
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  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 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.
  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'' ====
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* '''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


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  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)
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  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.
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====''Hex of Eratosthenes''====
====''Hex of Eratosthenes''====


  Spell Level: Astrologian 1
  Spell Level: Astrologian 0
  Innate Level: 1
  Innate Level: 1
  School: Transmutation
  School: Transmutation
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====''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
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====''Hex of Anaximander''====
====''Hex of Anaximander''====


  Spell Level: Astrologian 1
  Spell Level: Astrologian 0
  Innate Level: 1  
  Innate Level: 1  
  School: Transmutation
  School: Transmutation
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