Custom Spells: Difference between revisions
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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''==== |
Revision as of 06:35, 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.