Custom Spells

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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.