Custom Spells: Difference between revisions

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  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.
==== ''Fortune Telling''====
Spell Level: Astrologian 1
Innate Level: 1
School: Abjuration
Components: Verbal, Somatic
Range: Touch
Area of Effect: Single
Duration: 1 Turn Wait, Effect Instant
Additional Counter Spells
Save: Harmless
Spell Resistance: Harmless
The astrologian predicts that the target will require healing in one minute. One minute after this spell is cast, they receive healing equal to a casting of Cure Critical Wounds, as if cast by the astrologian.
==== ''Solar Circle''====
Spell Level: Astrologian 4
Innate Level: 4
School: Abjuration
Components: Verbal, Somatic
Range: Medium
Area of Effect: Huge
Duration: 3 + 1 Round / Level
Additional Counter Spells:
Save: No
Spell Resistance: Yes
The astrologian creates a circle upon the ground that mirrors the movements of the sun and stars through the heavens. Those within the circle experience the following effects:
* All allies standing within the circle deal 1d4 bonus magic damage and receive a damage reduction of 5/+1. They heal 1d4 hitpoints per round.
* All enemies standing within the circle experience the effects of the "Slow" spell. They take 1d4 magic damage per round.
==== ''Contingency''====
Spell Level: Astrologian 5
Innate Level: 5
School: Abjuration
Components: Verbal, Somatic
Range: Touch
Area of Effect: Single
Duration: 5 Minutes / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
The astrologian lightly touches the target. Should it be subject to a physical attack that would be fatal, the attack will instead miss. The subject will then receive the effects of the spell Cure Critical Wounds, as if cast by the astrologian.


==Conjuration==
==Conjuration==
==== ''Cone of Stone'' ====
Caster Level(s): Druid 4
Innate Level: 4
School: Conjuration
Descriptor(s): None
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Damage Instant, Knockdown single round
Additional Counter Spells:
Save: Reflex 1/2 Damage, Fortitude negates knockdown
Spell Resistance: Yes
A cone of hurled stones shoots forth from the caster's hands, doing 4d6 points of bludgeoning damage to all those within the area of effect. Affected creatures who fail a fortitude save are knocked down for a single round.


==== ''Hearthfire'' ====
==== ''Hearthfire'' ====
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  (WARNING: It is AGAINST THE RULES to use this spell to gather PCs who do not want to be regrouped! Use good judgement when using this spell.)
  (WARNING: It is AGAINST THE RULES to use this spell to gather PCs who do not want to be regrouped! Use good judgement when using this spell.)
==== ''Sand Splash'' ====
Caster Level(s): Druid 1
Innate Level: 1
School: Conjuration
Descriptor(s): None
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Damage Instant, Blindness 1 round/odd level
Additional Counter Spells:
Save: Reflex 1/2 Damage, Fortitude negates blind
Spell Resistance: Yes
A splash of sand shoots forth from the caster's hands, doing 1d4 points of piercing damage per odd caster level to all those within the area of effect, to a maximum of 5d4. Affected creatures who fail a fortitude save are also blinded for 1 round per odd caster level, maxed at 5 rounds.


==== ''Summon Storm'' ====
==== ''Summon Storm'' ====
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  Note 1: Only areas that are exteriors and above ground will be affected by the storm.
  Note 1: Only areas that are exteriors and above ground will be affected by the storm.
  Note 2: If the area lacks a region, only the area you're currently at will be affected by the storm.
  Note 2: If the area lacks a region, only the area you're currently at will be affected by the storm.
==== ''Unravel'' ====
Caster Level(s): Wizard / Sorcerer 4, Portal Domain 5
Innate Level: 4
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No
 
The caster opens a seam to another world. This may be attempted once per server reset, and causes planar sickness.
'''Casting this spell is considered a hostile action and cannot be cast near neutral NPCs without a DM oversight.'''
* '''Greater Spell Focus: Conjuration''' allows for two seams open per server reset instead of one.
    
    
==== ''Teleport'' ====
==== ''Teleport'' ====
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  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.
==== ''Quicksand'' ====
Caster Level(s): Druid 2
Innate Level: 2
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Round / Level
Additional Counter Spells: Freedom of Movement
Save: Reflex Partial
Spell Resistance: Yes
Quicksand surrounds all creatures within the area of effect, reducing their AC and AB by 2 and reducing their movement at a reduced rate dependent on their Strength.
* '''Spell Focus: Conjuration''' increases the duration to 2 rounds / level.


==Divination==
==Divination==
==== ''Blood Transcription'' ====
Spell Level: sorcerer/wizard 2, astrologian 2
Innate Level: 2
School: Divination
Components: verbal, somatic
Range: touch
Area of effect: single
Duration: instant
Save: None
Spell resistance: harmless
Effect: Transcribe the knowledge of another spellcaster using a vial of their blood. Inscribe a scroll of a random spell that the blood-donor knows onto a scroll, paying 50% gold of the normal amount (XP cost stays the same) This scroll can be of Circle 4 and below. If the inscription cost cannot be paid for a spell then Blood Transcription chooses another spell to transcribe.
'''Casting this spell requires a vial of blood taken from a spellcaster, which is expended by the spell.'''
* '''Spell Focus: Divination''' and '''Spell Focus: Necromancy''' respectively increases the maximum circle a spell transcribed can be by 1 to a possible total of 6.
* '''Greater Spell Focus: Divination''' and '''Greater Spell Focus: Necromancy''' respectively increase the maximum circle a spell transcribed can by 1, to a possible total of 8.
* '''Spell Focus: Divination''' reduces the gold/xp cost by an additional 25%. In addition, the spell now tries to prioritize spells of higher circles.
* '''Greater Spell Focus: Divination''' adds 1d4 Rounds of Stun on a failed saving throw.


==== ''Scrying'' ====
==== ''Scrying'' ====
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  Targeting: Valid targets include any monster within the same area as the caster, and any PC within the same Ring or Seam.
  Targeting: Valid targets include any monster within the same area as the caster, and any PC within the same Ring or Seam.
==== ''Foiled Future'' ====
Spell Level: Wizard/Sorcerer 3, astrologian 3
Innate Level: 3
School: Divination
Descriptor: mind-affecting
Components: verbal, somatic
Range: medium
Area of effect: single
Duration: 1 round/2 levels
Saving Throw: will negates
Spell resistance: yes
Briefly bend the threads of fate to bring your target's past-self into the line of fire, misdirecting their next action to themselves instead. The next attack, spell cast, or other action committed by the target that would target anyone other then themselves targets them instead. An attack attacks them, a spell cast has them as the target, etc.
* '''Spell Focus: Divination''' extends the duration to 1 round/level.
* '''Greater Spell Focus: Divination''' gives your target a bonus (based off your INT mod) to hit themselves.


==== ''Future's Pain'' ====
==== ''Future's Pain'' ====
  Spell level: sorcerer/wizard 4  
  Spell level: sorcerer/wizard 4  
  Innate level: 4
  Innate level: 4
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*'''Greater Spell Focus: 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)
*'''Greater Spell Focus: 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)
   
   
==== ''Mass Foiled Future'' ====
Spell Level: Wizard/Sorcerer 4, astrologian 4
Innate Level: 4
School: Divination
Descriptor: mind-affecting
Components: verbal, somatic
Range: medium
Area of effect: large (5 meter radius)
Duration: 1 round/2 levels
Saving Throw: will negates
Spell resistance: yes
Same as Foiled Future, but applies to all targets in radius
* '''Spell Focus: Divination''' extends the duration to 1 round/level.
* '''Greater Spell Focus: Divination''' gives your targets a bonus (based off your INT mod) to hit themselves.
==== ''True Dodge'' ====
Spell Level: Wizard/Sorcerer 1, astrologian 1
Innate Level: 1
School: Divination
Components: V, S
Range: Touch
Area of effect: single
Duration: 1 round (not extendable)
Saving Throw: None
The target of this spell automatically avoids the next attack made against them in the next 6 seconds by temporarily gaining the Epic Dodge feat.
* '''Greater Spell Focus: Divination''' causes the spell to also affect the caster.
==== ''Crafter's Insight'' ====
Spell Level: Astrologian 1
Innate Level: 1
School: Divination
Components: Verbal, Somatic
Range: Touch
Area of Effect: Single
Duration: 5 Minutes / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
The target is struck by knowledge of the future and gains a +5 insight bonus on Crafting (Alchemy, Herbalism, Cooking, Tailoring, Smithing, Building) checks. This spell does not stack with itself.
==== ''Twist Fate'' ====
Spell Level: Astrologian 2
Innate Level: 2
School: Divination
Components: Verbal, Somatic
Range: Touch
Area of Effect: Single
Duration: 1 Turn / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
The astrologian reaches out and twists the threads of fate surrounding the target. The first attack that would have hit the target will instead be treated as a miss.
==== ''Debilitating Portent'' ====
Spell Level: Astrologian 4
Innate Level: 4
School: Divination
Components: Verbal, Somatic
Range: Touch
Area of Effect: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will partial
Spell Resistance: No
The astrologian sees great weakness in the target's future. Every time the target deals damage, he must make a Will save. If the Will save fails, he deals only half the damage.
==== ''Horror Mark'' ====
Spell Level: Astrologian 4
Innate Level: 4
School: Divination
Components: Verbal, Somatic
Range: Touch
Area of Effect: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes
The astrologian places an astral beacon upon a target that draws in creatures known as Horrors. During the spell's duration, Horrors will emerge from the void and attempt to destroy the target. They are not under the control of the astrologian, but they will ignore him and any other than the target.
==== ''Foretell Doom'' ====
Spell Level: Astrologian 5
Innate Level: 5
School: Divination
Components: Verbal
Range: Touch
Area of Effect: Single
Duration: Instant
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes
The target is subjected to a dire prediction of doom. If they pass their Will save, nothing happens. If they fail, 10 Rounds later, they die. This spell's effect may be averted by acquiring death immunity before the spell expires.
==Enchantment==
==Enchantment==


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  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.
  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 Whip'' ====
Caster Level(s): Druid 3
Innate Level: 3
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2, Fortitude negates movement decrease
Spell Resistance: Yes
The Druid is able to flay an enemy with an icy whip that do 2d6 points of cold damage, + 1d6 per 2 caster levels above level 1. If the target fails a fortitude save, they are frozen for 1 round per odd level and suffer a 50% movement decrease.


====''Lightning Avatar''====
====''Lightning Avatar''====
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  The caster causes acid to rain. The acid deals 1d6/lvl dmg (max 15d6)
  The caster causes acid to rain. The acid deals 1d6/lvl dmg (max 15d6)
==== ''Sand Pillar'' ====
Caster Level(s): Druid 3
Innate Level: 3
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
A pillar of sand strikes from the sky on all within the area of effect, inflicting 1d6 points of damage bludgeoning per caster level (to a maximum of 15d6). When cast during an Ash Storm half of the damage becomes positive energy.
==== ''Sand Storm'' ====
Caster Level(s): Druid 5
Innate Level: 5
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
All enemies within this spell's area of effect are inundated with a rain of sand and take 1d6 points of piercing damage per caster level (to a maximum of 15d6). When cast during an Ash Storm, half of the damage becomes positive energy.
Sand Splash - Circle 1 - (Cone) Piercing Damage + Blindness
Quicksand - Circle 2 - Reduce movement speed + decrease AB/AC (similar to Web minus enntalge but with decrease to AB/AC)
Sand Pillar - Circle 3 - similar to flame strike but bludgeoning damage, when cast when there's an ash storm HALF the damage becomes positive
Ice Whip - Circle 3 - Superior version of Flame Lash (4d6 at lvl 5, add 1d6 every 2 levels after, save against freezing)
Cone of Stone - Circle 4 - Bludgeoning Damage + Knockdown
Sand Storm - Circle 5 - similar to Firestorm but bludgeoning damage, when cast when there's an ash storm HALF the damage becomes positive


==== ''Shelgarn's Permanent Blade'' ====
==== ''Shelgarn's Permanent Blade'' ====
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  As opposed to Shelgarn's Persistent Blade and its variations, the summoned creature will also be able to wield weapons they're normally unable to hold (due to restrictions of class, alignment, race) and set items.
  As opposed to Shelgarn's Persistent Blade and its variations, the summoned creature will also be able to wield weapons they're normally unable to hold (due to restrictions of class, alignment, race) and set items.
==== ''Starblight'' ====
Spell Level: Astrologian 0
Innate Level: 0
School: Evocation
Components: Verbal, Somatic
Range: Medium
Area of Effect: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
The astrologian draws on the malignant power of stars to shine a baleful light upon their enemy. It deals 1d2 magic damage for every 8 ranks of Astronomy.
==== ''Burst of Radiance'' ====
Spell Level: Astrologian 2
Innate Level: 2
School: Evocation
Components: Verbal, Somatic
Range: Long
Area of Effect: Huge
Duration: 1d4 Rounds
Additional Counter Spells:
Save: Reflex Partial
Spell Resistance: Yes
This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are Blinded for 1d4 rounds, or gain -1 attack for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of magic damage per caster level (max 5d4), whether they succeed at the Reflex save or not.
==== ''Baleful Starblight'' ====
Spell Level: Astrologian 3
Innate Level: 3
School: Evocation
Components: Verbal, Somatic
Range: Medium
Area of Effect: Medium
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
The astrologian draws on the malignant power of stars to shine a baleful light upon on all hostile creatures in a medium radius. It deals 1d2 magic damage for every 8 ranks of Astronomy.
==== ''Star Shard'' ====
Spell Level: Astrologian 2
Innate Level: 2
School: Evocation
Components: Verbal, Somatic
Range: Medium
Area of Effect: Single
Duration: Instant
Additional Counter Spells:
Save: Reflex 1 / 2
Spell Resistance: Yes
A fiery mass falls from the heavens tracing a red-hot streak onto a designated target. The falling star shard deals 1d6 points of magical damage and 1d6 points of fire damage, with an additional 1d6 points of each per 10 Astronomy ranks.


==Illusion==
==Illusion==
==== ''Hypnotic Pattern'' ====
Spell Level: wizard/sorcerer 5
Innate Level: 5
School: Illusion
Components: verbal, somatic
Range: long
Area of Effect: Huge
Duration: One round per level
Save: Will negates, Fort negates
Spell Resistance: Yes
Twisting patterns that weave through the air for a moment and then vanishes. Creatures in the target area who see it must make a will save. On a failed save, they're confused for round / level. If they pass the save, they roll a second will save and if they fail they are dazed for round / level. If a creature has immunity against mind affecting spells, they make a fortitude save instead and if fail, they are blinded for round / level.


==== ''Mislead'' ====
==== ''Mislead'' ====
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* '''Greater Spell Focus: Transmutation''' increases your movement speed by 30% for 3 rounds.
* '''Greater Spell Focus: Transmutation''' increases your movement speed by 30% for 3 rounds.
* Mirror Images created by Mislead are destroyed on the next casting of these spells.
* Mirror Images created by Mislead are destroyed on the next casting of these spells.
==== ''Phantasmal Affliction'' ====
Spell level: sorcerer/wizard 2
Innate level: 2
School: illusion
Descriptor: mind-affecting, poison
Components: verbal, somatic
Range: medium (20 meters)
Area of effect: single
Duration: instant
Save: will and fortitude
Spell resistance: yes
The spellcaster afflicts a single creature with a debilitating poison, or rather convinces the target that they did. The target makes a Will save to disbelieve the spell. Failing that, the target must make a Fortitude save versus the Poison spell.
* '''Greater Spell Focus: Illusion''' causes, in a failed Will save, regardless of Fortitude save, the target to also suffer 1 point of Wisdom damage
* '''Greater Spell Focus: Necromancy''' adds more dangerous poisons to the list of possible poisons.
==== ''Phantasmal Assault'' ====
Class: Sorcerer/Wizard 3
Innate level: 3
School: Illusion
Components: verbal, somatic
Range: Medium
Area of Effect: Single target
Duration:  Instant
Save: Will, save halves
Spell resistance: Yes
The caster conjures an illusory phantom, that is a powerful magic missile in disguise, inflicting a 1d6 / 2 levels magical damage. A successful will save in disbelieving the phantom will reduce the damage by half.
* '''Greater Spell Focus: Transmutation:''' causes the phantom explodes in a random elemental damage.
* '''Greater Spell Focus: Illusion''' forces the target rolls another save against fear, and if fails, they are feared for 1 round / level.
* '''Greater Spell Focus: Necromancy'''applies a wounding effect on the target for 1 round / 2 levels.


==== ''Phantoms of Deception'' ====
==== ''Phantoms of Deception'' ====
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* '''Greater Spell Focus: Necromancy''' applies Death Armor to you and to the Mirror Image, wounding melee attackers for 1d4 negative damage + 1 additional damage per 2 levels
* '''Greater Spell Focus: Necromancy''' applies Death Armor to you and to the Mirror Image, wounding melee attackers for 1d4 negative damage + 1 additional damage per 2 levels
* Mirror Images created by Phantoms of Deception are destroyed on the next casting of these spells.
* Mirror Images created by Phantoms of Deception are destroyed on the next casting of these spells.
====''Prismatic Flames''====
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: 1 Round/Level
Additional Counter Spells:
Save: Will Negates Spell Blocking Effect
Spell Resistance: Yes
Illusory Prismatic Flames sends forth a dazzling array of colorful flames that make all creatures within the area of effect believe real fire surrounds them. All targeted creatures have their Endure Elements & Resist Elements effects removed and suffer a 10% decrease to fire immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist Elements applied on them for the duration of the spell.
* '''Spell Focus: Conjuration''' hides real flames inside the illusory flames, inflicting 2d4 fire damage to affected creatures.
* '''Greater Spell Focus: Conjuration''' increases the damage of those flames to 3d4.
====''Prismatic Sparks''====
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Illusion
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: 1 Round/Level
Additional Counter Spells:
Save: Will Negates Spell Blocking Effect
Spell Resistance: Yes
Illusory Prismatic Sparks sends forth a dazzling array of colorful sparks that make all creatures within the area of effect believe real lightning surrounds them. All targeted creatures have their Endure Elements, Resist Elements & Protection from Elements effects removed and suffer a 15% decrease to electrical immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist/Protection from Elements applied on them for the duration of the spell.
* '''Spell Focus: Conjuration''' hides real electricity inside the illusory sparks, inflicting 2d6 fire damage to affected creatures.
* '''Greater Spell Focus: Conjuration''' increases the damage of that electricity to 3d6.


====''Glass Doppelganger''====
====''Glass Doppelganger''====
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  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.
  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.
==== ''Dancing Lights'' ====
Spell Level: Astrologian 0
Innate Level: 0
School: Illusion
Components: Verbal, Somatic
Range: Short
Area of Effect: Single
Duration: 1 Minute
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
The astrologian draws from the celestial spheres and creates a simularicum of them; a single harmless floating ball of light that will remain stationary and will not obey any commands. It dissolves after a short time.
==== ''Project Star Chart'' ====
Spell Level: Astrologian 1
Innate Level: 1
School: Illusion
Components: Verbal, Somatic
Range: Self
Area of Effect: Self
Duration: 5 Minutes / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
The astrologian conjures an illusionary star chart from his fingertips and keeps it projected around him for the duration of the spell. This gives him a +5 bonus to Astronomy checks. This spell does not stack with itself.


==Necromancy==
==Necromancy==
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====''Mass Virulent Walking Bomb''====
====''Mass Virulent Walking Bomb''====
  Spell level: Wizard / Sorcerer 5
  Spell level: Wizard / Sorcerer 5
  Innate level: 5
  Innate level: 5
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* '''Greater Spell Focus:  Transmutation:''' increases the round damage to 1d6
* '''Greater Spell Focus:  Transmutation:''' increases the round damage to 1d6
* '''Greater Spell Focus:  Evocation:''' increases the explosion damage to 1d6
* '''Greater Spell Focus:  Evocation:''' increases the explosion damage to 1d6
==== ''Mass Curse of Impending Blades'' ====
Spell level: Wizard / Sorcerer 3, Bard 3, Ranger 3
Innate level: 3
School: Necromancy
Descriptor: None
Components: Verbal, Somatic
Range: Medium
Area of effect: Medium
Duration: 1 Turn / Level
Save: Will negates
Spell resistance: Yes
Hostile creatures in the area of effect of this spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subjects take a -2 penalty to Dodge AC.
* '''Greater Spell Focus: Necromancy''' increases the AC penalty to -3
==== ''Death Knell'' ====
Spell level: Cleric 2
Innate level: 2
School: Necromancy
Descriptor: Negative Energy
Components: Verbal, Somatic
Range: Touch
Area of effect: Single
Duration: Damage Instant, Buff 1 Hour / Level
Save: Fortitude 1/2
Spell Resistance: Yes
The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.
==== ''Living Undeath'' ====
Spell level: Cleric 3
Innate level: 3
School: Necromancy
Components: Verbal, Somatic
Range: Touch
Area of effect: Single
Duration: 1 Turn / Level
Save: None
Spell Resistance: No
The spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed. The subject is not subject to sneak attacks and critical hits for the duration of this spell, as though it were undead. While the spell is in effect, the subject is penalized with 100% damage vulnerability to Divine and Positive Energy damage, healing spells damage it, and negative energy spells heal it.
The spell's target must not be an emeny of the caster, and must be a living organism (no undead or construct)
==== ''Dread Seizure'' ====
Spell level: Wizard / Sorcerer 3, Astrologian 3
Innate level: 3
School: Necromancy
Descriptor: None
Components: Verbal, Somatic
Range: Short
Area of effect: Single
Duration: 1 Turn / Level
Save: Fortitude negates
Spell resistance: Yes
You speak a word that sends wracking pain through the limbs of a single target creature. If target creature fails a fortitude save it suffers a -3 penalty to attack rolls and 30% penalty to movement speed for 1 Turn / Level.
==== ''Astral Regeneration'' ====
Spell Level: Astrologian 1
Innate Level: 1
School: Necromancy
Components: Somatic
Range: Touch
Area of Effect: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 2 hit point a round.
==== ''Celestial Regeneration'' ====
Spell Level: Astrologian 3
Innate Level: 3
School: Necromancy
Components: Somatic
Range: Touch
Area of Effect: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 3 hit points a round.


==Transmutation==
==Transmutation==
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  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.


==== ''Wormsight'' ====
==== ''Greater Creeping Cold'' ====
  Caster Level(s): Druid 4, Sorcerer/Wizard 3
 
Spell level: Druid 4
Innate level: 4
School: Transmutation
Descriptor: Cold
Components: Verbal, Somatic
Range: Short
Area of effect: Single
Duration: 4 Rounds
Save: Fortitude 1/2
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, 3d6 on the third, and 4d6 on the fourth). Only one save is allowed against the spell; if successful, it halves the damage each round.
 
==== ''Extract Water Elemental'' ====
 
Spell level: Druid 5, Sorcerer/Wizard 6
Innate level: 6
School: Transmutation
  Descriptor(s): Cold
Components: Verbal, Somatic
Range: Short
Area of effect: single
Duration: Special
Save: Fortitude half
Spell resistance: Yes
This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per cast level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as though you had summoned it, but it disappears after 1 minute.
 
==== ''Blood to Water'' ====
Spell level: Cleric 6
Innate level: 7
School: Necromancy
Components: Verbal, Somatic
Range: Medium
Area of effect: Large or up to 5 living creatures
Duration: Instant
Save: Fortitude Half
Spell resistance: Yes
You transmute the subjects' blood into pure water, dealing 2d6 points of Constitution damage. A sucessful Fortitude save halves the Constitution damage.
 
==== ''Spiderskin'' ====
 
Spell level: Druid 3, Sorcerer/Wizard 4
  Innate level: 3
  Innate level: 3
  School: Transmutation
  School: Transmutation
  Components: Verbal, Somatic
  Components: Verbal, Somatic
  Range: Touch
  Range: Touch
  Area of Effect / Target: Single
  Area of effect: Single
  Duration: 1 Turn / 2 Levels
  Duration : 1 Hour / Level
  Save: Harmless
  Save: None
  Spell Resistance: No
  Spell resistance: No
   
   
  The target can sense tremors in the earth, allowing them to fight in darkness and detect invisible creatures.
  The target gains a +2 enhancement bonus to natural armor, a +2 racial bonus to saves versus poison, and a +2 racial bonus on Hide skill checks. At 6th, 9th, and 12th levels, these bonuses are increased by another +1 (to a maximum of +5 at 12th level).
 


==== ''Alter Self'' ====
==== ''Alter Self'' ====
  Caster Level(s): Bard 2, Ranger 2, Wizard / Sorcerer 2
 
  Caster Level(s): Bard 2, Wizard / Sorcerer 2
  Innate Level: 2
  Innate Level: 2
  School: Transmutation
  School: Transmutation
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==== ''Augment Familiar'' ====
==== ''Augment Familiar'' ====
  School: Transmutation
  School: Transmutation
  Caster Level: Sorcerer/Wizard 2
  Caster Level: Sorcerer/Wizard 2
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====''Disintegrate''====
====''Disintegrate''====
  Spell level: sorcerer/wizard 6
  Spell level: sorcerer/wizard 6
  Innate level: 6
  Innate level: 6
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  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.
''''This spell has no effect on player characters unless they are already bleeding out or have already been subdued in PvP.'''
====''Hex of Eratosthenes''====
Spell Level: Astrologian 1
Innate Level: 1
School: Transmutation
Components: Verbal, Somatic
Range: Medium
Target: single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: No
  The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to saves against spells. Another -1 penalty is added per 10 Astronomy skill ranks.
====''Hex of al-Battani''====
Spell Level: Astrologian 1
Innate Level: 1
School: Transmutation
Components: Verbal, Somatic
Range: Medium
Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: No
The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to dodge AC. Another -1 penalty is added per 10 Astronomy skill ranks.
====''Hex of Anaximander''====
Spell Level: Astrologian 1
Innate Level: 1
School: Transmutation
Components: Verbal, Somatic
Range: Medium
Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: No
The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to attack. Another -1 penalty is added per 10 Astronomy skill ranks.
====''Stellar Blade''====
Spell Level: Astrologian 3
Innate Level: 3
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Target: Single
Duration: 1 Turn / level
Additional Counter Spells: Save: Harmless
Spell Resistance: Harmless
A weapon is given the power of the heavens themselves. For the duration of the spell: - +1 attack bonus. - +1 magic damage, plus an extra 1 magic damage for every 10 Astronomy ranks of the wielder. - The weapon has a 25% chance of stripping the spell 'Blur' on hit.
====''Hideous Heaviness''====
Spell Level: Astrologian 5
Innate Level: 5
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Target: Single
Duration: Instant
Additional Counter Spells:
Save: No
Spell Resistance: Yes
The target is exposed to a crushing weight, pulled down towards and into ground. They lose half their current hitpoints as magic damage.


[[Category:Spells]]
[[Category:Spells]]


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