Custom Spells: Difference between revisions

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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.
Below are EFU's custom spells. More will be added in time, and existing ones might see mechanical or visual changes.


==Abjuration==
==Abjuration==
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==Necromancy==
==Necromancy==
==== ''Beltyn's Burning Blood'' ====
Caster Level(s): Sorc/Wiz 5
Innate Level: 5
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: 1 creature
Duration: 1 round / level
Additional Counter Spells:
Save: Fortitude partial
Spell Resistance: Yes
You infuse a living creature's blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any
round which the creature fails it's save, it is slowed.
==== ''Chill Touch'' ====
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1d4 + 1 round / level
Additional Counter Spells:
Save: Fortitude partial
Spell Resistance: Yes
A touch from the character's hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.
==== ''Disrupt Undead'' ====
Disrupt Undead
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
==== ''Halt Undead'' ====
Spell level: cleric 3
Innate level: 3
School: necromancy
Components: verbal, somatic
Range: medium (20 meters)
Area of effect: huge (6.67 meter radius)
Duration: 1 round / level
Save: will negates
Spell resistance: yes
Description: In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level.
==== ''Heart Clutch'' ====
Necromancy [Evil]
Level: Cleric/Wizard/Sorcerer 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid
Duration: Concentration (see text)
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
The caster creates a magical force that grips the subject's heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round.
Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster's hand.


==Transmutation==
==Transmutation==


=Custom Arcane Spells=  
==== ''Augment Familiar'' ====
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 SorcerersA complete list of all spell changes can be found [https://wiki.efupw.com/index.php?title=Spell_changes here].
School: Transmutation
Caster Level: Sorcerer/Wizard 2
Components: V, S
Range: Close
Target: Your familiar
Duration: Concentration + 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.
 
==== ''Baleful Polymorph'' ====
School: Transmutation
  Caster Level: Druid/Sorcerer/Wizard 5
Components: V, S
Range: Close
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates, Will partial
Spell Resistance: Yes
As Polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard or toad). If the new form would prove fatal to the creature, the target gets a +4 bonus on the save. If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses it's extraordinary, supernatural and spell-like abilities, loses it's ability to cast spells, and gains the alignment, special abilities and Intelligence, Wisdom and Charisma scores of it's new form in place of its own. It still retains it's class and level (or HD), as well as all benefits deriving therefrom. Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the Shapechanger subtype can revert to it's normal form.
 


Unfortunately these are temporarily disabled during the transition to EE.
==== ''Bless Water'' ====
School: Transmutation
Level: Cleric/Paladin 1
Components: V, S, M
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Save: Will negates (object)
Spell Resistance: Yes (object)
This transmutation imbues a flask of water with positive energy, turning it into Holy Water.


==Sorcerer/Wizard (Level 0)==
==== ''Jump'' ====
===<strong>Necromancy</strong>===
Transmutation
====''Disrupt Undead''====
Level: Drd 1, Rgr 1, Sor/Wiz 1
*Deal 1d6 positive damage to a single undead creature.      
Components: V, S, M
==Sorcerer/Wizard (Level 1)==
Casting Time: 1 standard action
===Enchantment===
Range: Touch
====Command====
Target: Creature touched
*For one round, make a target flee, approach, fall or halt.
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The subject gets a +10 enhancement bonus on Tumble checks. The enhancement bonus increases to +15 at caster level 5th, and to +20 (the maximum) at caster level 9th.


====Nybor's Gentle Reminder====  
==== ''Lower Spell Resistance'' ====
*Stun for 1 round, penalties for 1 round/level after.
Caster Level(s): Cleric 4, Wizard / Sorcerer 4
Innate Level: 4
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Minute / Level
Additional Counter Spells:
Save: Fortitude Negates
Spell Resistance: No
This spell reduces the target's spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell's save DC equal to his caster level.
 
==== Mass Ultravision ====
Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4
Innate Level: 4
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Friendly creatures in a 20' radius burst
Duration: 1 Hour / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No
The target creature's ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.
 
==== Whispering Wind ====
Transmutation [Air]
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Current region
Duration: Instant
Saving Throw: None
Spell Resistance: No
You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.
Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu).
You can prepare the spell to bear a short message, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air.


====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.


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

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