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Save: Harmless | Save: Harmless | ||
Spell resistance: Harmless | Spell resistance: Harmless | ||
The target of this spell gains a +1 deflection bonus to AC and a +1 to all saves. Additionally, the subject takes only half damage from any source (rounding up) that deals hit point damage. The caster suffers the remaining damage. | The target of this spell gains a +1 deflection bonus to AC and a +1 to all saves. Additionally, the subject takes only half damage from any source (rounding up) that deals hit point damage. The caster suffers the remaining damage. | ||
The shared damage only works when both the caster and target are in the same area. | The shared damage only works when both the caster and target are in the same area. | ||
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Spell Resistance: No | Spell Resistance: No | ||
This spell grants the caster damage reduction 10/+2, 20% movement speed decrease and damage vulnerability: 75% electrical, 50% cold, 25% fire. | This spell grants the caster damage reduction 10/+2, 20% movement speed decrease and damage vulnerability: 75% electrical, 50% cold, 25% fire. | ||
==Conjuration== | ==Conjuration== | ||
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Save: Will negates the swap, Reflex 1/2 | Save: Will negates the swap, Reflex 1/2 | ||
Spell Resistance: Yes | Spell Resistance: Yes | ||
If the target fails the will save, the caster switches places with the target creature, leaving a fiery explosion (1d6 fire damage per level, huge radius - same as fireball) where the caster once was. Else, the caster still teleports to the position of the target and leaves an explosion, however the target stays in place. | If the target fails the will save, the caster switches places with the target creature, leaving a fiery explosion (1d6 fire damage per level, huge radius - same as fireball) where the caster once was. Else, the caster still teleports to the position of the target and leaves an explosion, however the target stays in place. | ||
If the target is a servant of the caster, the switch will auto succeed without a save. | If the target is a servant of the caster, the switch will auto succeed without a save. | ||
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Spell Resistance: no | Spell Resistance: no | ||
The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person | The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person, the weight of their pack and the current spells that affect them. | ||
'''SF Divination:''' Also shows the remaining duration of each spell affecting the target | |||
'''GSF Divination:''' Also shows the power of the spells*. If the target has levels of wizard, it also shows what spells the target can cast (remaining spells of the wizard) | |||
Power of the spells - the spell caster level of each spell: | |||
Unknown - if the spell wasn't created by a creature | |||
Weak - if the caster level is below 4 | |||
Intermediate - if the caster level is in range 4-6 | |||
Strong - if the caster level is in range 7-9 | |||
Powerful - if the caster level is 10 and above | |||
==Enchantment== | ==Enchantment== | ||
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The caster does 1d4+1 points of sonic damage to a target. On a failed save they suffer a -1 penalty to armor class. | The caster does 1d4+1 points of sonic damage to a target. On a failed save they suffer a -1 penalty to armor class. | ||
==== ''Heroism'' ==== | ==== ''Heroism'' ==== | ||
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Save: Will negates | Save: Will negates | ||
Spell resistance: Yes | Spell resistance: Yes | ||
A cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls and saving throws. | A cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls and saving throws. | ||
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Save: Harmless | Save: Harmless | ||
Spell Resistance: Harmless | Spell Resistance: Harmless | ||
A single target receives +4 to attack and saves and temporary hit points equal to your caster level for two rounds / level. | A single target receives +4 to attack and saves and temporary hit points equal to your caster level for two rounds / level. | ||
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Save: Fortitude 1/2 damage, negates effects | Save: Fortitude 1/2 damage, negates effects | ||
Spell Resistance: Yes | Spell Resistance: Yes | ||
The subject takes 1d6 points of cold damage per caster level (maximum 10d6) and becomes fatigued (−2 penalty to Strength and Dexterity, 10% movement speed decrease). A successful Fortitude save halves the damage and negates the fatigue. | The subject takes 1d6 points of cold damage per caster level (maximum 10d6) and becomes fatigued (−2 penalty to Strength and Dexterity, 10% movement speed decrease). A successful Fortitude save halves the damage and negates the fatigue. | ||
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Save: Reflex 1/2 | Save: Reflex 1/2 | ||
Spell Resistance: No | Spell Resistance: No | ||
The caster fires a bolt of lightning at their ally, enhancing them with the power of lightning, granting them +1 Attack, +2 Electrical Damage, +2 Reflex save, 25% movement increase and 50% immunity to electrical damage for 2 rounds / level of the caster. | The caster fires a bolt of lightning at their ally, enhancing them with the power of lightning, granting them +1 Attack, +2 Electrical Damage, +2 Reflex save, 25% movement increase and 50% immunity to electrical damage for 2 rounds / level of the caster. | ||
Any creature that is caught in the lightning's path suffers a 1d4 electrical damage per caster level and increases the duration by a single round. | Any creature that is caught in the lightning's path suffers a 1d4 electrical damage per caster level and increases the duration by a single round. | ||
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Save: Reflex ½ damage, Fortitude negates deafness, Will negates stun | Save: Reflex ½ damage, Fortitude negates deafness, Will negates stun | ||
Spell resistance: Yes | Spell resistance: Yes | ||
You cause a burst of low, discordant noise to erupt at the chosen location. It deals 1d6 points of sonic damage per caster level (maximum 10d6) to all creatures within the area. Creatures caught in the burst’s radius become deaf for 1 round / caster level if they fail a fortitude save, and stunned for 1d2 rounds if they fail a will save. | You cause a burst of low, discordant noise to erupt at the chosen location. It deals 1d6 points of sonic damage per caster level (maximum 10d6) to all creatures within the area. Creatures caught in the burst’s radius become deaf for 1 round / caster level if they fail a fortitude save, and stunned for 1d2 rounds if they fail a will save. | ||
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Save: Fortitude 1/2 | Save: Fortitude 1/2 | ||
Spell Resistance: Yes | Spell Resistance: Yes | ||
All creatures whose alignment differs from yours on both the law-chaos and good-evil axises take 1d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment. | All creatures whose alignment differs from yours on both the law-chaos and good-evil axises take 1d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment. | ||
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Save: Fortitude 1/2 (living target) or Will negates (undead target) | Save: Fortitude 1/2 (living target) or Will negates (undead target) | ||
Spell Resistance: No | Spell Resistance: No | ||
A lunar bolt strikes unerringly against any living or undead creature in range. | A lunar bolt strikes unerringly against any living or undead creature in range. | ||
A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels. If the subject makes a successful Fortitude saving throw, the Strength damage is halved. | A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels. If the subject makes a successful Fortitude saving throw, the Strength damage is halved. | ||
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Save: none | Save: none | ||
Spell resistance: Harmless | Spell resistance: Harmless | ||
Freezes a melee weapon, granting 1d10 points of cold damage and an on-hit freeze effect (DC 15, 50%). Any creature killed while under the freeze effect of the enchanted weapon is shattered and inflicts 2d4 cold damage to creatures in the area surrounding it (medium range). | Freezes a melee weapon, granting 1d10 points of cold damage and an on-hit freeze effect (DC 15, 50%). Any creature killed while under the freeze effect of the enchanted weapon is shattered and inflicts 2d4 cold damage to creatures in the area surrounding it (medium range). | ||
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Save: Harmless | Save: Harmless | ||
Spell resistance: Harmless | Spell resistance: Harmless | ||
This spell forms a living glass creation that is an exact copy of the target with the following exceptions: The creature is made out of glass, and thus more brittle, being summoned in at 1/4 of the current hit points of the target. The summoned creature has 15 resistance to fire, cold, electricity, acid, bludgeoning, piercing, and slashing damage types. The summoned creature has vulnerability 50% to sonic damage. The summoned creature has the following immunities: disease, poison, charm, fear, sleep, daze, confusion and mind-affecting. The glass copy's INT, WIS, CHA are set to 8 so it won't be able to cast spells. | This spell forms a living glass creation that is an exact copy of the target with the following exceptions: The creature is made out of glass, and thus more brittle, being summoned in at 1/4 of the current hit points of the target. The summoned creature has 15 resistance to fire, cold, electricity, acid, bludgeoning, piercing, and slashing damage types. The summoned creature has vulnerability 50% to sonic damage. The summoned creature has the following immunities: disease, poison, charm, fear, sleep, daze, confusion and mind-affecting. The glass copy's INT, WIS, CHA are set to 8 so it won't be able to cast spells. | ||
PCs can't cast this spell on NPCs. | PCs can't cast this spell on NPCs. | ||
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Save: Will negates | Save: Will negates | ||
Spell resistance: Yes | Spell resistance: Yes | ||
The target of this spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subject takes a -2 penalty to Dodge AC. | The target of this spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subject takes a -2 penalty to Dodge AC. | ||
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Save: Reflex 1/2 | Save: Reflex 1/2 | ||
Spell Resistance: Yes | Spell Resistance: Yes | ||
By drawing on the power of the sun, you cause your body to emanate fire. Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4) to adjacent enemies every round. | By drawing on the power of the sun, you cause your body to emanate fire. Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4) to adjacent enemies every round. | ||
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Save: Fortitude 1/2 | Save: Fortitude 1/2 | ||
Spell Resistance: Yes | Spell Resistance: Yes | ||
The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round. | The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round. | ||
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Transforms the target into a helpless chicken with minimal physical attributes and the inability to cast spells or use items other than potions. | Transforms the target into a helpless chicken with minimal physical attributes and the inability to cast spells or use items other than potions. | ||
==== ''Bless Water'' ==== | ==== ''Bless Water'' ==== | ||
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Save: Fortitude partial | Save: Fortitude partial | ||
Spell Resistance: Yes | Spell Resistance: Yes | ||
A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d6 points of magic damage per caster level (to a maximum of 40d6). A creature that makes a successful Fortitude save is partially affected, taking only 5d6 points of magic damage. | A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d6 points of magic damage per caster level (to a maximum of 40d6). A creature that makes a successful Fortitude save is partially affected, taking only 5d6 points of magic damage. | ||
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