Custom Spells: Difference between revisions

From EfU Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 3: Line 3:
=Abjuration=
=Abjuration=


==''Alarm''==
===''Alarm''===
Level: Brd 2, Rgr 2, Sor/Wiz 2
Level: Brd 2, Rgr 2, Sor/Wiz 2
Components: V, S
Components: V, S
Line 15: Line 15:
Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.


==''Ilyykur's Mantle''==
===''Ilyykur's Mantle''===
Caster Level(s): Sorc/Wiz 4
Caster Level(s): Sorc/Wiz 4
Innate Level: 4
Innate Level: 4
Line 30: Line 30:
You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.
You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.


==''Ward Area''==
===''Ward Area''===
Abjuration
Abjuration
Level:Cleric 4, Druid 4, Sorc/Wiz 4
Level:Cleric 4, Druid 4, Sorc/Wiz 4

Revision as of 06:29, 19 January 2019

Below is a list of EFU's Custom Spells

Abjuration

Alarm

Level: Brd 2, Rgr 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation centered on a point in space Duration: 2 hours/level (D) Saving Throw: None Spell Resistance: No

Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

Ilyykur's Mantle

Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: You Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: No

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

Ward Area

Abjuration Level:Cleric 4, Druid 4, Sorc/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Special Target: Special Duration: 10 minute/level Saving Throw: Harmless Spell Resistance: No

The entire area becomes protected from the spell "Scrying" for the duration of this spell.

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Custom Arcane Spells

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

Unfortunately these are temporarily disabled during the transition to EE.

Sorcerer/Wizard (Level 0)

Necromancy

Disrupt Undead

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

Sorcerer/Wizard (Level 1)

Enchantment

Command

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

Nybor's Gentle Reminder

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

Rouse

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

Transmutation

Jump

  • Significant bonus to Tumble.

Evocation

Burning Bolt

  • Fire multiple flaming bolts at an opponent

Necromancy

Chill Touch

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

Sorcerer/Wizard (Level 2)

Transmutation

Augment Familiar

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

Whispering Wind

  • Send messages to distant locations of your choice.

Evocation

Scorching Ray

  • Ranged spell which deals fire damage.

Abjuration

Alarm

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

Enchantment

Masochism

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

Sorcerer/Wizard (Level 3)

Evocation

Ice Burst

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

Conjuration

Regroup

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

Necromancy

Heart Clutch

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

Sorcerer/Wizard (Level 4)

Divination

Scrying

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

Arcane Eye

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

Abjuration

Ward Area

  • Temporarily protect the current area from scrying.

Ilyykur's Mantle

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

Lower Spell Resistance

  • Lower a single target's spell resistance.

Evocation

Blast of Flame

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

Acid/Cold/Electric/Fire Orb

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

Transmutation

Mass Ultravision

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

Sorcerer/Wizard (Level 5)

Conjuration

Teleport

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

Transmutation

Baleful Polymorph

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