Spells Suggestions Thread

Started by Tala, December 03, 2016, 10:02:46 AM

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Tala

A lot of "spell suggestions threads" have been popping up lately. I think it's best for everyone that it will just be in one sticky thread. Feel free to suggest what you want but be aware that spell changes are more likely to happen than implementing new spells.

Edit: Treat it like the Perk suggestions thread. Don't discuss or comment on other people's suggestions.

Thanks.

One_With_Nature

Proposed changes to the spells I find rarely get used on druids to give them a bit more flair/power for specialized pcs (including NPCs):

Charm Person Or Animal: If charmed target is an animal, the druid receives a +5 Animal Empathy Check vs training the creature as its personal companion

Flame Lash: SF: Evocation: Inflicts Wounding GSF: Evocation: Reduced Movement Speed for 2 rounds on failed save

Healing Sting: SF: Necromancy Allows caster to gains hit points above its maximum GSF: Necromancy Target creature can not benefit from healing effects for 1 round on failed save

Quillfire: SF: Transmutation Inflicts a random poison from efu custom poison list GSF: Transmutation Target gains -2 dexterity and reduce movement speed for round/level

Flame Strike (Increase base damage from 1d6 to 1d8): SF: Evocation You can select the element (and corresponding colour of the animation depending on your flavour (acid/ice/fire/lightning). GSF: Evocation: Depending on element choose inflicts the following on a failed save: Fire: Combust effect (as spell) Acid: -2 Ac corrosive armour ice: Slowed for 2 rounds and given frozen effect lightning: Geedles electric loop (as spell) on all caught in the blast on failed save.

Death Ward: GSF: Necromancy: Death ward is extended to an aura that has the same effect on anyone who remains close to the target of the spell

Inferno: SF: Transmutation As with flame strike allow the caster to choose an element and have the same effects, however the effects are applied each failed save for the duration of the spell. (Combust can not be re-applied unless spell has expired, corrosive armour ac limited at a cap, slow upcapped / geedles uncapped).

Crumble: SF: Transmutation Damage increased to 2d6 / level to constructs / GSF: Transmutation Damage increased to 4d6 / level and knocks down on failed save

Stonehold: SF: Conjuration Instead of being held by stone on a failed save the creature turns to stone for same duration being unable to act / speak GSF: Conjuration Those encased by stone are crushed each round they are trapped taking 1d8 points of physical damage.

Creeping Doom: SF: Conjuration Infestation of maggots inflicted each round spent within (still gets save) GSF Conjuration: Spell becomes permanent until 1000 points of damage expires or is dispelled

Bombardment: SF: Conjuration Boulders fall down randomly in affected area equal to 1/2 caster levels GSF: Conjuration Number of boulders is increased to 1/caster level

Sunbeam: SF: Evocation Leaves a large patch of lasting light where the spell is cast for round/level, randomly targets 1 creature within with searing light as casters level once per round GSF: Evocation: increases number of creatures targeted to 2 and anyone that walks into the area must make a save or become blinded for 3 rounds.

New Spell to add:

Elemental Infusement: (Caster Level 4 - Transmutation): Select an element to cast (Acid/Fire/Electric/Cold) target creature gains the following bonuses:
Weapon gains 1d6 of chosen element + gain 1d4 shield of chosen element + glow colour of chosen element for spells duration (Or if the glow is not desireable maybe give /5 resistance to chosen element)
Duration: turn/level

One_With_Nature

Change all healing spells to have:
Sf: Conjuration: Applies herb effect to healed target (Taking into account heal skill)
Gsf Conjuration: Applies herb effect to healed target and ignores combat status (DC: of herbs doesn't increase in combat)

Haer Dalis 83

That's a pretty great idea, if applied to cast spells and not coming from items. They are so rarely used.

zDark Shadowz

Heart Clutch could be changed so that it can be blocked by minor globe of invulnerability & its shadow variant (as it is a level 3 spell), and so that every 5 ranks of spellcraft provide the bonus to the Save DC against this spell that other DC spells are beholden to.

Currently it bypasses both of these.

If someone has SF Abjuration (or GSF) the Lesser Spell Breach spell could include the shadow variant of minor globe in its list of removable spells, which currently isn't removable except by greater dispelling or higher.

I'd like to see Regroup adjusted so that its Self or Target; on Self to be used to teleport others to you as per normal, on Target to teleport yourself to your ally.

Summonings not selectable of course, otherwise we'd be trying to throw rock worms across caverns to get to places and I'd die of laughter.

Mark16

/c dispel area
A dispel command that removes your own long lasting area-of-effect spells to include : Evards, grease, entangle, vine mine, spike growth, cloud of bewilderment, stinking cloud, mind fog, cloudkill, acidfog. Limited to two uses per rest.

Dominate Animal
Lasts a turn per level by default
SF enchantment: Lasts one hour per level.
GSF enchantment: 24 hours

Bloody Frenzy
SF Transmutation: +2 STR, +2 CON, +1 will, +1 reflex, +5% movement speed
GSF Transmutation: +3 STR, +3 CON, +2 will, +2 reflex, +10% movement speed

Inferno
SF Transmutation: Lasts for two rounds per level.
GSF Transmutation: Lasts for three rounds per level.

SF Evocation: +2 positive energy damage per round
GSF Evocation: +1d4 positive energy damage per round






 

Phoenix Rising

As far as druid spells go, since the topics have been brought up, a lot of discussion has been made on them in the past. One thing that has been neglected though is necromancy. Druids have 4 necromancy spells in third circle, but two of them do not benefit from GSF necromancy. Of the two that do work (both touch aspells however, so already more dangerous to use) only Infestation of Maggots has any real viable application. Then they have a necromancy spell at 5th circle, but require level 9 and can only cast it once. Rot, death, decay and evil are hard aspects of nature to represent but are an integral half of the cycle. It would be nice if other spells were changed to be corrupted.

1st circle Entangle can become Bloodthorn Patch which has half the duration, but does 1d4 neg energy damage/round and heals the druid for that much (maybe potential Wounding effect with GSF necro also).

2nd circle Lesser Restoration become Lesser Affliction, where if the druid has GSF necromancy instead of removing negative effects it can apply them, like a single target Evil Blight.

4th circle Flame Strike could be changed to no longer do fire/divine damage, but instead be pure negative and apply a random disease check like Contagion if the druid has GSF necromancy.

5th circle Vine Mine can become Blighted Terrain. The camoflauge effect is like the first circle Bloodthorn Patch, but with the same very long duration. The Entangle effect could be a Greater Bloodthorn Patch, with a nonreduced duration and perhaps temporary con drain. Hamper Movement can become Death and Decay which may be a necro druids version of Cloudkill.


Second/Fourth circle dispels might have the effect of creating some kind of persistent negative effect on the ground instead of dispelling an area, perhaps even creating some kind of blighted mushroom in a manner similar to how whispering wind reacts to a certain exotic object. Or second/fourth circle Hold Animal/Monster might also trigger a +4 dc reflex save with GSF necromancy to avoid contracting some kind of parasite.

Although they face the same touch spell problems, a more generalized thing could be to remove Cure spells from druids with GSF necromancy. Instead of healing, their Cure spells perform an effect. This gives the ability to create specific effects for first, second, fourth, and fifth circle spell slots for druids. They could be reflex saves vs the necro druid actually implanting a carnivorous parasite if they make the touch attack, will saves vs a hex or sheer damage like inflict spells, or fort save vs a horrible bodily malaise- like Cure Serious Wounds becoming Atrophy, making the targets legs shrivel and wither into mummified stalks dramatically crippling dexterity and movement.

Cure Minor Wounds could be something which when cast upon a plant seed turns the seed into a rotten bomb, making it like a holy water but with some kind of negative effect on the living instead. Maybe all the Cure spells can do that- each one blighting a plants seed causing them to be able to grow something similar to how jumping beans work. This would mean a blighting druid harvests the seeds of life from their gardens, but instead of using them to grow life, they blight them and use them to grow fungal death instead. Each level of Cure spell creating a different rot seed out of a healthy seed. This method is shamelessly suggested for you, Granny. We might not be able to brew curses in our cauldrons, but maybe we can sicken seeds!


Contagion is fun, but for such a thematic spell it is incredibly difficult to actually use because it is so random and difficult to get lucky enough for a shot at it having a DC that is reasonably contractable. I remember being an 18 wis necro druid loaded up on Contagion with 4/day Contation from an item and struggling through multiple rests just to affict a bat or rothe, which might then make the often lower secondary DC and end up completely negating it anyway. Druids already have few spell slots per day to randomly roll with. Poison in its original state was good because it used wisdom modifier and GSF necromancy, but now it suffers the same fate where the more iconic necromancy spells don't require GSF necromancy or witchery power at all. If these perhaps had an extra roll for each necromancy spell focus it might help make them more usable and increase the distinction between a druid that has invested two feats into necromantic focus and other random druids as their afflictions are more potent and more likely to work. Similar to how GSF transmutation works by rerolling the buff spells when cast and using the highest roll, these spells might reroll once per feat and pick whichever (if any) fail a save first.


There's my bombshell of ideas and methods of implementation which I hope might spark some brainstorming. All glory to Witches!

granny

I would like to add to the previous post the following ideas (mind you that I'm here for brainstorming, I am not sure if what I suggest is possible/ balanced or not, but the ideas I bring might help give birth to viable solutions, so I beg you to be open minded):

GSF Necromancy changes:  [INDENT]Quillfire changed to Cone of Quills (it keeps the former results, but it now afflicts more than one target)
Call Boulders and Flame Strike now create a cloud of several russet spores on the area they hit
Magic Fang now applies contagion on hit properties as well to the afflicted creatures and Greater Magic Fang now applies poison on hit properties as well to the afflicted creatures
Awaken now adds negative damage to the animal companion's bite
Monstrous Regeneration now creates as well a protective negative shield around the caster (similar to Death Armor)[/INDENT]

granny

Currently SF and GSF: Necromancy have no effect on randomized spells such as Contagion and Poison, which are in my opinion one of the most awesome things around EFU (yeah, ooh, what a surprise). This might be a minor issue if we think of most casters, but for Druids it's a major, due to the fact that two of the few available necromantic spells are not affected by such feat investment.

Therefore, here is my suggestion of change:
  • SF Necromancy: roll again up to one time after a failed attempt
  • GSF Necromancy: will try to roll up to two more times in order to succeed

granny

Remove Disease

SF Necromancy: +2 fort save against diseases
GSF Necromancy: +4 fort save against diseases

Neutralize Poison

SF Necromancy: +2 fort save against poisons
GSF Necromancy: +4 fort save against poisons

Skovox Blitzer

I suggest adding a cantrip called Zippo's Flame that can be used instead of oil to start a campfire, but would have no other mechanical effects.  Either that or maybe alter Flare to do this in addition to it's normal effects.

Your White Knight

^Awesome suggestion.

Blast of Flame - sf: evocation 1d6 combust effect per round until reflex save made.  Gsf: evocation 2d6 combust effect until reflex save made.

Bigsbys Interposing Hand:  Reapplies the effect every round until spell expires. (Prevents lesser restore potions from negating a 5th level spell)

Ice Burst: GSF: Evocation, A +2 fort save against minus 20 percent movement speed penalty for one round plus one round per 4 caster levels

Beltyns Boiling Blood:  Effects don't stack, like combust spell effect.

Ball Lightning: GSF Evocation, target gains 20% electricity vulnerability if they've failed their saves against at least three balls.  Not cumulative.

Virtue: Can be used to create 'manna', a food item that expires each reset.  

Create Holy Water:  Modified for it to be able create other throwables, perhaps some of them at a cost.

Kinslayer988

Backstep

Level 2 Spell

Conjuration

Return to the place you were 5 seconds earlier.
<SkillFocuspwn> no property developers among men only brothers

smile and nod

Cantrip - Wizard 0/Sorcerer 0
Spark - Evocation - Creates a fire for the purposes of cooking or warmth
Beacon - Illusion - Creates a stationary beam of light that illuminates the area around it.
Detect Contamination - Abjuration - Detects if an item is contaminated by aberrant influences.  

Cantrip - Cleric 0/Druid 0/Ranger 1/ Paladin 1
Feast - Conjuration - Creates 1d3 "manna" food items that expire upon reset.

Level 1 Spell - Druid 1/Ranger 1
Shelter - General - Creates a fire, bedroll, and pot of food that lasts for one hour.

Stranger

This is a list of custom spell suggestions.

Level Zero

Detect Magic (Divination) - The caster would receive a brief report on the buffs and debuffs currently active on the target. The vagueness or precision of the report could be decided by opposing Spellcraft checks. Spell Focus, Greater Spell Focus, and Arcane Defense in Divination provides bonuses to the check.

Detect Poison (Divination) - This spell would determine whether a food object is poisoned with 100% accuracy. Alcohol could, optionally, always read as poisoned as a technicality to retain some ambiguity.

Open/Close (Transmutation) - The targeted placeable would be opened or closed.

Level One

Detect Evil (Divination) - As the scripted command for paladins. One might choose to make it so only "moderate" or stronger auras are detected without SF: Divination. One might also choose to allow GSF: Divination to detect that someone is hiding their alignment, though not what their alignment actually is.

Detect Good (Divination) - As the scripted command for blackguards.

Detect Chaos (Divination) - As the scripted command, but scrying for chaotic alignments.

Detect Law (Divination) - As the scripted command, but scrying for lawful alignments.

Level Two

Zone of Truth (Enchantment, Mind-Affecting) - An aura lasting one turn / level emanates from the caster. All characters within the aura must make a Will save, or suffer -15 to Bluff, -5 to Pick Pocket, Hide, and Move Silently. With Spell Focus: Divination, the skill penalties could be increased by 5. With Greater Spell Focus: Divination, the skill penalties could be increased by 10, to -25 Bluff and -15 H/MS/P.

Undetectable Alignment (Abjuration) - The character becomes immune to all forms of alignment detection for 24 hours. With Spell Focus: Enchantment, the caster could receive +3 to Bluff. With Greater Spell Focus, they could receive +6.

Align Weapon (Transmutation) - For one hour / level, the weapon gains a +2 bonus against good, law, chaos, or evil, at the caster's choice from the radial, and (if the caster has GSF: Transmutation) +1d4 magical damage against neutral.

Protection from Uncertainty (Abjuration) - As Protection from Evil, but effective against neutral characters.

Phantom Trap (Illusion) - Places a "trap" on the ground or placeable that is automatically detected, impossible to disarm, but deals no damage if triggered.

Levitate (Transmutation) - If the caster is standing at a vertical or horizontal climbing point, they are automatically moved to the other side without a climbing check. For one turn / level, they are also granted immunity to slowed movement and entanglement, but suffer -12 Discipline, a -5 attack penalty, and a -4 dodge AC penalty.

Command Undead (Necromancy) - As Dominate Person, but not classified as a mind spell and only targeting undead.

Summon Swarm (Conjuration) - Summon three Swarming Rats, Hellwasp Swarms, or Shadow Spiderlings

Level Three

Meld into Stone (Transmutation) - The caster petrifies themselves for one round / level, preventing any action but granting them damage reduction 20/--, immunity to critical hits, and immunity to poison. Spell Focus: Abjuration could provide 50% physical damage immunity. Greater Spell Focus: Abjuration could provide 50% elemental damage immunity.

Heroism (Enchantment) - A single target receives +2 to attack and saves for one turn / level. SF: Enchantment grants a +1 to Charisma. GSF: Enchantment grants a +2 to Charisma.

Create Food and Water (Conjuration) - Produces three summoned food items and three bottles of spring water. The food disappears on reset, but the water can be kept indefinitely. SF: Conjuration creates permanent, higher quality food. GSF: Conjuration creates Cure Minor Wound potions instead of water.

Water Breathing (Transmutation) - The subject gains the ability to breathe freely underwater, and immunity to the spell Drown, for ten minutes / level.

Halt Undead (Necromancy) - In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level.

Ray of Exhaustion (Necromancy) - The target must pass a Fortitude save or be Dazed and suffer a flat -6 Strength, -6 Dexterity for one turn / level.

Level Four

Crushing Despair (Enchantment, Mind-Affecting) - A single target must make a Will save or suffer -2 to attacks and saves for one turn / level. Each round of this duration, the target must make an additional Will save or suffer 1d6 magic damage as they literally die of sadness. Immunity or resistance to mind spells should protect against both the initial and the ongoing effect. This spell should not stack with itself on any level. A single floating text message should explain to the target that an intense grief is destroying their will to live.

Horizikaul's Shout (Evocation) - All targets within an 11 meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one turn / level, and must pass a Reflex save to resist being knocked down for one round. There is no save for the damage.

Mnemonic Enhancer (Transmutation) - Creates a single use sequencer that vanishes on the reset.

Reincarnate (Transmutation) - Brings a dead character back to life as a kobold, but no other penalties. The target should be given a text prompt in the Fugue making absolutely sure they want to do this before they undergo the appropriate ability score penalties, as to prevent druidic griefing. Alternate reincarnation subraces could be permitted on a random or supervised basis.

Level Five

Sending (Evocation) - The caster makes single, magically granted broadcast on the EFU sending system. Anywhere in Dunwarren has a 5% chance of spell failure. Anywhere in the Middledark has a 10% chance of failure. Anywhere on the Dark Lake has a 25% chance of failure. Anywhere in the Lowerdark has a 50% chance of failure. Anywhere else has a 75% chance of failure.

Telekinetic Slam (Transmutation) - To a single target, 1d6 bludgeoning damage per level is dealt. The target must make make a Fortitude save or be knocked down for one round. Succeeding on the Fortitude save halves the damage.

Shadow Evocation (Illusion) - Allows the imitative casting of Fireball, Lightning Bolt, Mestil's Acid Breath, or Ice Storm. Shadow Evocations determine their DC from the focuses of the school they mimic, just as it is with Shadow Conjuration.

Mirage Arcana (Illusion) - In addition to creating a spectacular light show at the chosen location, all those who fail a Will save are temporarily trapped in an illusory world only they can see and suffer effects based on their hit dice. At 7+ HD, the target is Slowed for one turn / level. At 4-6 HD, the target is also Blind for one turn / level. At 1-3 HD, the target is also Confused for one turn / level. Those lost in this illusory world should be able to escape by any use of True Seeing. The spell should consume one piece of baublium as a reagent.

Level Six

Open Portal (Conjuration) - Using the spell Teleport's configuration choices, a one-way portal placeable is created. The placeable lasts for one minute / level.

Greater Shadow Evocation (Illusion) - Allows the imitative casting of Firebrand, Ball Lightning, Cone of Cold, or Mestil's Acid Sheath. Shadow Evocations still determine their DC from the focuses of the school they mimic, just as it is with Shadow Conjuration.