Custom Spells: Difference between revisions
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Below | Below are EFU's custom spells. More will be added in time, and existing ones might see mechanical or visual changes. | ||
==Abjuration== | ==Abjuration== | ||
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==Divination== | ==Divination== | ||
==== ''Future's Pain ==== | |||
Spell level: sorcerer/wizard 4 | |||
Innate level: 4 | |||
School: divination | |||
Components: verbal, somatic | |||
Range: medium (20 meters) | |||
Area of effect: single | |||
Duration: instant | |||
Save: fortitude 1/2 | |||
Spell resistance: yes | |||
Description: The caster blasts his target with future pain they'll suffer 1d4 rounds in the future and deals 1d4 points of bludgeoning damage per caster level to the target. | |||
Remarks: | |||
A caster with SF: Divination inflicts additional 1d4 damage. | |||
Creatures that fail the saving throw are knocked down for a single round if the caster has GSF: Divination | |||
==== ''Insight'' ==== | |||
Spell Level: wizard/sorcerer 4 | |||
Innate Level: 4 | |||
School: divination | |||
Components: Verbal, Somatic | |||
Range: long | |||
Area of Effect: Single Target | |||
Duration: Instant | |||
Save: none | |||
Spell Resistance: no | |||
Description: The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person and the weight of their pack. | |||
==Enchantment== | ==Enchantment== | ||
==== ''Chaav's Laugh'' ==== | |||
Enchantment | |||
Level: Cleric 5 | |||
Components: V | |||
Casting Time: 1 standard action | |||
Range: 40ft | |||
Area: 40-ft-radius spread centered on you | |||
Duration: 1 minute/level | |||
Saving Throw: Will negates | |||
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 an 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 are that fail a Will save 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. | |||
==== ''Heroism'' ==== | |||
Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3 | |||
Innate level: 3 | |||
School: enchantment | |||
Descriptor: mind-affecting | |||
Components: verbal, somatic | |||
Range: short (8 meters) | |||
Area of effect: single | |||
Duration: 1 round / level | |||
Save: no | |||
Spell resistance: no | |||
Description: A single target receives +2 to attack and saves for one round / level. | |||
==== ''Masochism'' ==== | |||
Enchantment | |||
Level: Clr 3, Sor/Wiz 2 | |||
Components: V, S, M | |||
Casting Time: 1 action | |||
Range: Personal | |||
Target: Caster | |||
Duration: 1 round/level | |||
For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It's possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell's duration. | |||
==== ''Nybor's Gentle Reminder'' ==== | |||
Caster Level(s): Sorc/Wiz 1 | |||
Innate Level: 1 | |||
School: Enchantment | |||
Descriptor(s): Mind | |||
Component(s): Verbal, Somatic | |||
Range: Close | |||
Area of Effect / Target: 1 creature | |||
Duration: 1 round / level | |||
Additional Counter Spells: | |||
Save: Fortitude negates | |||
Spell Resistance: Yes | |||
The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks. | |||
==== ''Rouse'' ==== | |||
Caster Level(s): Sorcerer/Wizard 1 | |||
Innate Level: 1 | |||
School: Enchantment (Compulsion) [Mind-Affecting] | |||
Component(s): Verbal, Somatic | |||
Range: Close | |||
Area of Effect / Target: 10-ft.-radius burst | |||
Duration: Instantaneous | |||
Saving Throw: None | |||
Spell Resistance: No | |||
With a loud snap of your fingers, you cause any sleeping creatures in the spell's area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that | |||
have taken nonlethal damage in excess of their current hit points. | |||
==== ''Slumber'' ==== | |||
Spell Level: wizard/sorcerer 3 | |||
Innate Level: 3 | |||
School: enchantment | |||
Components: verbal | |||
Range: long | |||
Area of Effect: Colossal | |||
Duration: One round per level | |||
Save: Will negates | |||
Spell Resistance: Yes | |||
Description: Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect. | |||
==Evocation== | ==Evocation== |
Revision as of 06:49, 19 January 2019
Below are EFU's custom spells. More will be added in time, and existing ones might see mechanical or visual changes.
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
Blast of Flame
Caster Level(s): Wizard / Sorcerer 4 Innate Level: 4 School: Conjuration Descriptor(s): Fire Component(s): Verbal, Somatic Range: Cone, 30ft Area of Effect / Target: Spell Cone Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes A cone of fire shoots forth from the caster's hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.
Teleport
School: Conjuration (Teleportation) Level: Sor/Wiz 5, Travel 5 Components: V Casting Time: 1 standard action Range: 10 ft Target: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You may also bring one additional willing Medium or smaller creature or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be within 10 ft. You must have already marked the location which you would like to teleport to. Note that you can mark and set destinations with your Teleport configuration menu (which is accessed from your craft menu).
Summon Swarm
Spell level: druid 3; sorcerer/wizard 3 Innate level: 3 School: conjuration Components: verbal, somatic Range: short (8 meters) Area of effect: point Duration: 24 hours Save: none Spell resistance: no Description: The caster summons a swarm of 2-3 summons of the first circle.
Divination
Future's Pain
Spell level: sorcerer/wizard 4 Innate level: 4 School: divination Components: verbal, somatic Range: medium (20 meters) Area of effect: single Duration: instant Save: fortitude 1/2 Spell resistance: yes Description: The caster blasts his target with future pain they'll suffer 1d4 rounds in the future and deals 1d4 points of bludgeoning damage per caster level to the target.
Remarks: A caster with SF: Divination inflicts additional 1d4 damage. Creatures that fail the saving throw are knocked down for a single round if the caster has GSF: Divination
Insight
Spell Level: wizard/sorcerer 4 Innate Level: 4 School: divination Components: Verbal, Somatic Range: long Area of Effect: Single Target Duration: Instant Save: none Spell Resistance: no Description: The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person and the weight of their pack.
Enchantment
Chaav's Laugh
Enchantment Level: Cleric 5 Components: V Casting Time: 1 standard action Range: 40ft Area: 40-ft-radius spread centered on you Duration: 1 minute/level Saving Throw: Will negates 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 an 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 are that fail a Will save 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.
Heroism
Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3 Innate level: 3 School: enchantment Descriptor: mind-affecting Components: verbal, somatic Range: short (8 meters) Area of effect: single Duration: 1 round / level Save: no Spell resistance: no Description: A single target receives +2 to attack and saves for one round / level.
Masochism
Enchantment Level: Clr 3, Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Personal Target: Caster Duration: 1 round/level For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It's possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell's duration.
Nybor's Gentle Reminder
Caster Level(s): Sorc/Wiz 1 Innate Level: 1 School: Enchantment Descriptor(s): Mind Component(s): Verbal, Somatic Range: Close Area of Effect / Target: 1 creature Duration: 1 round / level Additional Counter Spells: Save: Fortitude negates Spell Resistance: Yes The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.
Rouse
Caster Level(s): Sorcerer/Wizard 1 Innate Level: 1 School: Enchantment (Compulsion) [Mind-Affecting] Component(s): Verbal, Somatic Range: Close Area of Effect / Target: 10-ft.-radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: No
With a loud snap of your fingers, you cause any sleeping creatures in the spell's area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that have taken nonlethal damage in excess of their current hit points.
Slumber
Spell Level: wizard/sorcerer 3 Innate Level: 3 School: enchantment Components: verbal Range: long Area of Effect: Colossal Duration: One round per level Save: Will negates Spell Resistance: Yes Description: Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.
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.