Custom Spells: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 137: | Line 137: | ||
You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures. | 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). | 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 | 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. | ||
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. | 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. | ||
Line 269: | Line 268: | ||
The caster targets a single creature with fire orb. The orb deals 1d6/lvl dmg (max 15d6), dazing the target for 1 round on a failed save. | The caster targets a single creature with fire orb. The orb deals 1d6/lvl dmg (max 15d6), dazing the target for 1 round on a failed save. | ||
==== ''Acid Storm'' ==== | |||
Caster Level(s): Sorc/Wiz 6 | |||
Innate Level: 6 | |||
School: Evocation | |||
Descriptor(s): Acid | |||
Component(s): Verbal, Somatic | |||
Range: Medium | |||
Area of Effect / Target: Huge | |||
Duration: Instant | |||
Additional Counter Spells: | |||
Save: Reflex 1/2 | |||
Spell Resistance: Yes | |||
The caster cause acid to rain. The acid deals 1d6/lvl dmg (max 15d6) | |||
==== ''Burning Bolt'' ==== | ==== ''Burning Bolt'' ==== | ||
Line 297: | Line 311: | ||
Description: The caster launches a blast of elemental energy, dealing the target 1d4 damage for each of the caster's levels. The blast's energy is chosen by the caster and may be fire, electricity, cold or acid. | Description: The caster launches a blast of elemental energy, dealing the target 1d4 damage for each of the caster's levels. The blast's energy is chosen by the caster and may be fire, electricity, cold or acid. | ||
==== ''Frost Blast'' ==== | ==== ''Frost Blast'' ==== | ||
Line 329: | Line 328: | ||
save, or be frozen for one round per two caster levels. | save, or be frozen for one round per two caster levels. | ||
==== '' | ==== ''Gas Explosion'' ==== | ||
Caster Level(s): | Caster Level(s): Wizard / Sorcerer 4 | ||
Innate Level: | Innate Level: 4 | ||
School: Evocation | School: Evocation | ||
Descriptor(s): Acid | Descriptor(s): Acid | ||
Line 339: | Line 338: | ||
Duration: Instant | Duration: Instant | ||
Additional Counter Spells: | Additional Counter Spells: | ||
Save: Reflex 1/2 | Save: Reflex 1/2, Fortitude negates effect | ||
Spell Resistance: Yes | Spell Resistance: Yes | ||
The caster | The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds. | ||
==== ''Horizikaul's Shout'' ==== | ==== ''Horizikaul's Shout'' ==== |
Revision as of 07:02, 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
Acid Orb
Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Evocation Descriptor(s): Acid Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: Save: Fort Spell Resistance: No The caster targets a single creature with acid orb. The orb deals 1d6/lvl dmg (max 15d6), and stunning the target for 1 round on a failed save.
Cold Orb
Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: Save: Fort Spell Resistance: No The caster targets a single creature with cold orb. The orb deals 1d6/lvl dmg (max 15d6), blinding the target for 1 round on a failed save.
Electric Orb
Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: Save: Fort Spell Resistance: No The caster targets a single creature with Lightning orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.
Fire Orb
Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: Save: Fort Spell Resistance: No The caster targets a single creature with fire orb. The orb deals 1d6/lvl dmg (max 15d6), dazing the target for 1 round on a failed save.
Acid Storm
Caster Level(s): Sorc/Wiz 6 Innate Level: 6 School: Evocation Descriptor(s): Acid Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The caster cause acid to rain. The acid deals 1d6/lvl dmg (max 15d6)
Burning Bolt
Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.
Energy Blast
Spell level: sorcerer/wizard 3 Innate level: 3 School: evocation Components: verbal, somatic Range: long (40 meters) Area of effect: single Duration: instant Save: reflex 1/2 Spell resistance: yes Description: The caster launches a blast of elemental energy, dealing the target 1d4 damage for each of the caster's levels. The blast's energy is chosen by the caster and may be fire, electricity, cold or acid.
Frost Blast
Caster Level(s): Wizard / Sorcerer 4 Innate Level: 4 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Large Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2, Fortitude negates freeze effect Spell Resistance: Yes The caster unleashes an icy projectile that explodes upon all within the area of effect for 1d6 points of cold damage per caster level, to a maximum of 10d6. Those damaged by explosion must succeed a Fortitude
save, or be frozen for one round per two caster levels.
Gas Explosion
Caster Level(s): Wizard / Sorcerer 4 Innate Level: 4 School: Evocation Descriptor(s): Acid Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2, Fortitude negates effect Spell Resistance: Yes The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds.
Horizikaul's Shout
Spell level: sorcerer/wizard 4; bard 4 Innate level: 4 School: evocation Descriptor: sonic Components: verbal, somatic Range: short (8 meters) Area of effect: 11 meter cone Duration: instant Save: reflex negates knockdown; fortitude negates deafness Spell resistance: yes Description: All targets within an 11 meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.
Ice Burst
Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex half Spell Resistance: Yes A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.
Scorching Ray
School: Evocation [Fire] Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One or more rays Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 2d6 points of fire damage.
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.