Custom Spells: Difference between revisions

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  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.


====''Alarm''====
====''Alarm''====
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  The caster summons a swarm of 2-3 summons of the first circle.
  The caster summons a swarm of 2-3 summons of the first circle.
====''Devastating Bodyswap''====
Spell level: sorcerer/wizard 5
Innate level: 5
School: Conjuration
Descriptor: Fire
Components: Verbal, Somatic
Range: Long
Area of effect: Target single, Explosion large
Duration: Instant
Save: Will negates the swap, Reflex 1/2
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 is a servant of the caster, the switch will auto succeed without a save.


==Divination==
==Divination==
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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.


==== ''Chaav's Laugh'' ====
 
Enchantment
Level: Cleric 5
Components: V
Casting Time: 1 standard action
Range: 40ft
Area: 40-ft-radius spread centred 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 and 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 area that fail a Will save will 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'' ====
==== ''Heroism'' ====
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  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.
  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.
====''Crushing Despair''====
Spell level: Wizard / Sorcerer 3, Bard 2
Innate level: 3
School: Enchantment
Descriptor: Mind-affecting
Components: Verbal, Somatic
Range: Short
Area of effect: 10 Meters Cone
Duration: 1 Turn / 2 Levels
Save: Will negates
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.
* '''SF Enchantment:''' +1 DC. On a failed Will save the affected creature is also dazed for 1 round / 2 levels)
* '''GSF Enchantment:''' +1 DC. On a failed Will save the affected creature is also stunned for 1 round / 2 levels)


==== ''Slumber'' ====
==== ''Slumber'' ====
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  Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.
  Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.
====''Greater Heroism''====
Spell level: bard 4; cleric 6; paladin 3; sorcerer/wizard 5
Innate level: 5
School: enchantment
Descriptor: mind-affecting
Components: Verbal, Somatic
Range: short (8 meters)
Area of effect: single
Duration: 2 round / level
Save: 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.
==== ''Chaav's Laugh'' ====
Enchantment
Level: Cleric 5
Components: V
Casting Time: 1 standard action
Range: 40ft
Area: 40-ft-radius spread centred 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 and 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 area that fail a Will save will 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.


==Evocation==
==Evocation==
==== ''Burning Bolt'' ====
==== ''Burning Bolt'' ====
  Caster Level(s): Wizard / Sorcerer 1
  Caster Level(s): Wizard / Sorcerer 1
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  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.
  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.
====''Hypothermia''====
Spell level: Druid 3, Cleric 4
Innate level: 3
School: Evocation
Descriptor: Cold
Components: Verbal, Somatic
Range: Short
Area of effect: Single
Duration: 1 Turn / 2 Levels
Save: Fortitude 1/2 damage, negates effects
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.


==== ''Acid Orb'' ====
==== ''Acid Orb'' ====
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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.
====''Lightning Avatar''====
Spell level: sorcerer/wizard 4
Innate level: 4
School: Evocation
Descriptor: Lightning
Components: Verbal, Somatic
Range: Long
Area of effect: Single
Duration: Instant
Save: Reflex 1/2
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.
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.
* '''GSF Evocation:''' creatures caught in the lightning suffer 1d6 damage per caster level
* '''GSF Transmutation:''' duration increased by 1d4 rounds for every enemy caught in the lightning’s path
* '''SF Necromancy:''' The target is healed by 1 point per creature caught in the lightning
* '''GSF Necromancy:''' The target is healed by 1d4 points per creature caught in the lightning


==== ''Wall of Ice'' ====
==== ''Wall of Ice'' ====
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* '''Spell Focus: Evocation''' increases the duration to 2 rounds / level.
* '''Spell Focus: Evocation''' increases the duration to 2 rounds / level.
* '''Greater Spell Focus: Evocation''' increases the duration to 4 rounds / level.
* '''Greater Spell Focus: Evocation''' increases the duration to 4 rounds / level.
====''Cacophonic Burst''====
Spell level: Wizard / Sorcerer 4, Bard 4
Innate level: 4
School: Evocation
Descriptor: Sonic
Components: Verbal, Somatic
Range: Long
Area of effect: Huge (6.67 meter radius)
Duration: Instant
Save: Reflex ½ damage, Fortitude negates deafness, Will negates stun
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.
====''Castigate''====
Spell level: cleric 4
Innate level: 4
School: Evocation
Descriptor: Divine
Components: Verbal, Somatic
Range: Personal
Area of effect: Huge
Duration: Instant
Save: Fortitude 1/2
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.
====''Lunar Bolt''====
Spell level: Druid 4
Innate level: 4
School: Evocation
Descriptor: None
Components: Verbal, Somatic
Range: Long
Area of effect: Single
Duration: 1 Turn
Save: Fortitude 1/2 (living target) or Will negates (undead target)
Spell Resistance: No
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.
An undead creature struck by a lunar bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next turn.
====''Herald of Winter''====
Spell level: sorcerer/wizard 5, druid 6
Innate level: 5
School: evocation
Descriptor: weapon enchantment
Components: verbal, somatic
Range: Touch
Area of effect: single or melee weapon
Duration: 1 turn / level
Save: none
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).


==== ''Acid Storm'' ====
==== ''Acid Storm'' ====
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* '''Greater Spell Focus: Transmutation''' increases movement speed by 50% for 4 rounds.
* '''Greater Spell Focus: Transmutation''' increases movement speed by 50% for 4 rounds.
* '''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
====''Glass Doppelganger''====
Spell level: Wizard / Sorcerer 5
Innate level: 5
School: Illusion
Descriptor: None
Components: Verbal, Somatic
Range: Touch
Area of effect: Single
Duration: 1 Round / Level
Save: 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.
PCs can't cast this spell on NPCs.


==Necromancy==
==Necromancy==
====''Curse of Impending Blades''====
Spell level: Wizard / Sorcerer 2, Bard 2, Ranger 2
Innate level: 2
School: Necromancy
Descriptor: None
Components: Verbal, Somatic
Range: Medium
Area of effect: Single
Duration: 1 Turn / Level
Save: Will negates
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.
* '''GSF Necromancy:''' Penalty to AC is -3


==== ''Beltyn's Burning Blood'' ====
==== ''Beltyn's Burning Blood'' ====
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==Transmutation==
==Transmutation==
====''Body of the Sun''====
Spell level: Druid 2
Innate level: 2
School: Transmutation
Descriptor: Fire
Components: Verbal, Somatic
Range: Personal
Area of effect: Caster
Duration: 1 Round / Level
Save: Reflex 1/2
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.
====''Creeping Cold''====
Spell level: Druid 2
Innate level: 2
School: Transmutation
Descriptor: Cold
Components: Verbal, Somatic
Range: Short
Area of effect: Single
Duration: 3 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, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round.


==== ''Wormsight'' ====
==== ''Wormsight'' ====
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  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.
  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.


====''Disintegrate''====
Spell level: sorcerer/wizard 6
Innate level: 6
School: Transmutation
Descriptor: none
Components: Verbal, Somatic
Range: Medium
Area of effect: Single
Duration: Instant
Save: Fortitude partial
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.


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


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