Custom Spells: Difference between revisions

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==Conjuration==
==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==
==Divination==

Revision as of 06:39, 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

``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

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.