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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== | ||
= | ==== ''Augment Familiar'' ==== | ||
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. | |||
==== ''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. | |||
==== ''Jump'' ==== | |||
Transmutation | |||
===='' | Level: Drd 1, Rgr 1, Sor/Wiz 1 | ||
Components: V, S, M | |||
Casting Time: 1 standard action | |||
Range: Touch | |||
Target: Creature touched | |||
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. | |||
==== | ==== ''Lower Spell Resistance'' ==== | ||
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. | |||
[[Category:Spells]] | [[Category:Spells]] |