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.
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
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)
That's a pretty great idea, if applied to cast spells and not coming from items. They are so rarely used.
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.
/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
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!
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]
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
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
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.
^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.
Backstep
Level 2 Spell
Conjuration
Return to the place you were 5 seconds earlier.
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.
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.
Consecrate
Spell level: Cleric 4
Innate level: 4
School: Abjuration
Components: verbal, somatic
Range: Area
Area of effect: Entire Area
Duration: One hour per level
Save: none
Spell resistance: No
Description: Any attempts to animate undead in the consecrated area have a 50% chance of failure.
Sense Enemies
Spell Level: Wizard/Sorcerer 3, Ranger 1, druid 2
Innate Level: 1
School: Divination
Components: verbal, somatic
Range: self
Duration: instant
Save: none
Spell Resistance: no
Description: The racial type, names, and approximate locations of all hostile creatures in the caster's area are revealed.
Exalt the Darkness
Spell level: Wizard/Sorcerer 4
Innate level: 4
School: Illusion
Components: verbal
Range: long (40 meters)
Area of effect: Huge (6.67 meter radius)
Duration: Permanent
Save: none
Spell resistance: no
Additional counterspells: light
Description: The caster imitates the Ritual of Darkening. A permanent patch of darkness is created until such a time it is dispelled or light is cast inside its area of effect.
Enrage
Spell level: Wizard/Sorcerer 4
Innate level: 4
School: Enchantment
Components: Verbal, Somatic
Range: long (40 meters)
Area of effect: Single Target
Duration: One round per level
Save: Will negates
Spell resistance: yes
Description: Target is sent into a mindless rage, attacking the nearest target. Target suffers a disorientation malus of -2 ab, and 25% spellfailure for 1d4+1 rounds after the spell loses its effect.
Slumber
Spell Level: Wizard/Sorcerer 3
Innate Level: 3
School: Enchantment
Components: verbal
Range: long
Area of Effect: Colossal
Duration: One round per level
Save: Will negates
Spell Resistance: Yes
Description: Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.
Insight
Spell Level: Wizard/Sorcerer 4
Innate Level: 4
School: Divination:
Components: Verbal, Somatic
Range: long
Area of Effect: Single Target
Duration: Instant
Save: none
Spell Resistance: no
Description: Caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person and the weight of their pack. With Greater Spell Focus: Divination, the caster can also learn the target's number of hit-points, their detection abilities, and any spells cast upon them.
A bit o' lovin for us NecroEnchanters:
masochism - also add:
SF Necromancy - increase duration to 2 rounds / level
GSF Necromancy - increase duration to 3 rounds / level
Heart Clutch:
GSF Enchantment - add +3 to your concentration score for continuing the spell
Negative Energy Burst:
GSF enchantment - also sleeps enemies in the AoE for up to 12+3d4 HD (dream eater would up this by another 4+1d4 HD as well). This would mean a higher dc to be equivalent to a 3rd level spell for sleep, as well as a 3rd level spell to deal with spell absorption from blur and the like.
Enervation:
GSF enchantment - also stuns target for 1 round / 2 levels
Animalistic Power
Spell level: Druid/Ranger 2
Innate level 2
Transmutation
Components: Verbal, Somatic
Range: touch
AoE: single
Duration: 1hr/lvl
Save: harmless
SR: no
Description: The target's Strength and Dexterity are increased by 1d2 each.
SF Trans: Better of two rolls is taken.
GSF Trans: Better of 3 rolls is taken, target receives an additional 1d2 Constitution.
Blood Frenzy
When used by a barbarian, triggers rage as per their current perk (and does not stack with feat-generated rage).
I've had a couple ideas kicking around for a few spells that could be added, if you guys needed help I know the basics of working the tlk, 2da and other files for the spells and all.
Zone of Sweet Air - Like gust of wind, without the knockdown, and a level 1 spell.
Chromatic orb - a random kind of damage and effect, maybe scaling on level, or completely random affixed to a dice roll. Something like 1d6 fire damage and deafness fort dc14 at level 4 and before, 2d4 ice and sleep between 4 and 6, 2d6 lightning and Tasha's laughter at level 7-8, 2d10 holy and paralyse level 9 up. Really, it could be anything.
Sharkinajar's Continual Flame suggestion for positivists.
http://www.efupw.com/forums/forum/main-forums/suggestions/674307-continual-flame-for-positivists
QuoteInvisibilty Purge:
Now applies a temporary debuff. When this spell is cast hostile enemies cannot be concealed for 2 rounds.
In the nature of the arc above:
Faerie Fire http://www.d20srd.org/srd/spells/faerieFire.htm
Maybe give it a reflex save, and have it remove displacement/imp invis/invis for X rounds, and the concealment portion of ghostly visage.
Or
Anyone affected by it has a static type glowing lights placeable object spawn where they are standing every 1-2 seconds (and disappear every 1-2 seconds) so they are 'outlined' even if they go invisible. (Radial for coloured choices)
Put into a druid spell book and for use as a token power ability for.drow & other appropriate app'd races.
Druid spell: Bear's Endurance 1d4+1 con for 1 hour/level
The duration increase of stinking cloud is effectively worthless given that the doubled duration also means the DC drops by 1 every round. So If I am a level 7 cleric, my DC is 20 with GSF conjuration, by the end of the spell, the DC is like 6 and is effectively worthless.
Can we make it so that the DC doesn't drop by 1 per if we have Greater Spell Focus Conjuration instead of the constitution drain?
Change Inflict Minor Wounds to deal 4 points of damage, or heal 4 to undead.
Give Balagarn's Iron Horn an amount of Sonic damage.
Heroism
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.
Change the CHARM line of spells to not be REMOVED by Clarity. Preventing people from chugging Clarity pots to remove the spell.
Quote from: Sem;n679743Change the CHARM line of spells to not be REMOVED by Clarity. Preventing people from chugging Clarity pots to remove the spell.
Although the daze is an inconvenient effect on a PC that warrants a clarity potion - I think players shouldn't necessarily be reaching right for the potion if this is used outside of combat as the spell changes the attitude of the person it was cast on in regards to the person who casted it...
... But not everyone will make the spellcraft check to identify the spell and act accordingly, so my own additional suggestion to the Charm line of spells is this--
When cast on a PC check if the PC is hostile or not to the caster.
If not hostile, a floating text message is sent to the PC indicating they now consider the caster in a friendly/positive light.
If hostile, a floating text message is sent to the PC indicating they consider the caster in a neutral light.
Since the spell already has checks to determine if its a PC or NPC, this suggestion wouldn't be difficult to implement, and even easier (literally one line of code?) If it gave the same message denoting the improved reputation regardless or whether they were hostile or not.
i just think it would be more interesting to see instances where a pursuer is charmed and then persuaded IC to simply stop pursuing, or persuaded to give the caster a better headstart etc. I planned to RP this improved rep with someone a fair few weeks ago I think but he repeatedly kept failing the spells he was casting behind my back Iol.
Could do this with domination spells too.
Elemental Shield or Cloudkill Suggestion - Positivist Spell Change
Applies Death Ward to self / allies within the area, same duration as the spells (round/level)
Some of these obviously self-serving currently, but
Spell Changes:
Magic Fang: SF Conjuration grants a bonus of 5 temp hp along with other bonuses for the duration of the spell, GSF Conjuration grants a total bonus of 10
Greater Magic Fang: GSF Conjuration makes greater magic fang effect all summons and companions rather than a few
Awaken: GSF Conjuration applies awaken to all summoned creatures, this will instantly dispel any magic fang or greater magic fang active on the summons
New Spells:
Spellblade:
Wiz 2/Sorc 2
Components: V,S
Casting Time: 1 Standard Action
Range: Self Only
Target: Self
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: No
This spell creates a shimmering magical aura around the casters weapon granting it an additional 1 magic damage per 3 levels of the caster, this stacks with flame weapon/darkfire, if weapon already possesses magic damage, the damage stacks
Fury Of The Elements:
Druid 5
Components: V,S
Casting Time: 1 Standard Action
Range: Target Area
Target: Targeted Location
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: None
Casting this spell summons a 3rd tier fire, air, water, and earth elemental in the area under the control of the druid, no other summoning spells can be active at the time, and summoning any other creatures results in the desummoning of all four elementals.
Insect Polymorph:
Druid 4
Components:V,S
Casting Time: 1 Standard Action
Range: Self
Target: Self
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: None
Casting this spell turns the caster into a swarm of either deep midges, maggots, or a large hellwasp swarm for the duration of the spell
Prismatic Ray:
Wiz 5/Sorc 5
Casting Time: 1 Standard Action
Range: Target
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
Target is hit with a d2 rays
-20 fire damage (reflex)
-20 Acid Damage (Reflex)
-20 Electrical Damage (Reflex)
-Struck With Phase Spider Venom (Fortitude)
-Paralyzed For 5 Rounds (Fortitude)
-Confused for 5 rounds (Will Save)
-40 Negative Damage (Fortitude)
Mass Bulls/Grace/Endurance:
Druid 4/Wiz 4/Sorc 4/Cleric 4
Casting Time: 1 Standard Action
Range: Large Area Of Effect
Target: Self
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No (Harmless)
Everyone in the area of effect gains 1d4+1 in stat of spell for the duration of the spell, the spell can effect up to 1 creature per level. Unnaffected by SF and GSF: Transmutation, Transmutation specialized wizards get the best of 2 rolls
Mass See Invisibility:
Wiz 4/Sorc 4
Casting Time: 1 Standard Action
Range: Large Area Of Effect
Target: Self
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: No
Everyone in the area of effect gains see invisibility for the duration of the spell, this spell can effect up to 1 creature per level. Adjusted for SF and GSF Divination
Pierce The Fog:
Druid 4
Casting Time: 1 Standard Action
Range: Large Area Of Effect
Target: Centered On Self
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: No
Everything in the area of effect gains see invisibility, darkvision,and a +2 to search and spot for the duration of the spell, 1 creature per level can be affected by the spell. Unaffected by SF or GSF Divination.
Create Summon Focus:
Druid 3/Wiz 3/Sorc 3/Cleric 3
Components: V,S
Casting Time: 1 Standard Action
Range: Self
Target: Self
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: No (Harmless)
This spell creates a focus stone which while in the possession of the caster grants an additional 100 summoning points to their summoning pool, upon exhaustion of the spell, the focus disappears
Not sure what an appropriate level would be but
How about a spell with a radial menu or craftmenu option for choice selection, that creates a weapon out of magical energy for use? Weapon has a limited timer and disappears if unequipped.
Useful for them spellsword types that need a new weapon if someone easily landed a Disarm check, without the issues of weight management carrying multiple spare weapons.
Water breathing spell, probably make it a self-cast AoE?
Level 3, ranger/wiz/sorc/druid/cleric with water domain, cleric with air domain
Duration 2/hours a level or 24 hour duration
https://roll20.net/compendium/dnd5e/Water%20Breathing#content
Mage Hand cantrip.
Opens doors from a distance if unlocked, activates OnUse scripts on placeables, creates a 'Mage Hand' summon for 12 seconds (literally a human model with just the hand visible).
Any or all of the above. Suppose the summon could be used to open doors if you're quick enough with control companion, slap people, etc etc.
Spell ideas for PCS that achieve some serious power. Powers that high level wizard NPCS get that PC wizards haven't been able to do.
1 Astral projection
Illusion 4 or 5th level.
The wizard creates an astral projection of an area they marked with teleport configuration. Moving disables the spell, being attacked disables the spell. GSF illusion makes illusion be able to withstand damage/being attacked.
2 True Domination
Enchantment 4th-5th level
The PC must role-play being the faithful servant of the caster. Will saves are made every hour to counter the effects of the spell. Casting the spell also equips a slave collar magical item that allows the caster to summon the PC to their location. Caster can also at will knock the PC down. Remove curse breaks this spell. A will save is made every hour to counter the effects of the spell. This also gives use to items IG that drain will saves. (Casting this spell and creation of this slave collar should cost XP and GP.)
3 Mordenkien's unmagnificent dwelling
Conjuration 5th level
Creates a 2 way dimensional door enabling the mage to have a personal dwelling. It has a place to rest and it also has a magical holding cell with an electric door and an alchemist lab. Perhaps a few construct NPC guardians? Each area is tied to the caster and offers persistent storage of five items that stores over resets. Anyone can enter the mansion from the access point. Raiding a lounge requires a DM and it should take as long as casting teleport to create.
4 Soul archive
Necromancy level 5 Cleric/Wizard
Drains a characters soul into a special stone. (Should be an item that at random gives numerous effects from a 1st circle spell 1/day to being a spell sequencer to doing other boons.) Drains the target of a permanent XP drain that'd amount to respawning. The soul stone also allows the caster to kill the person archived into the stone. A caster that uses this magic destroys the stone. (No Save makes the PC enter into a dialogue of submit or refuse should ideally be used on willing or captured PCS) Note using this spell is a very evil act. Using a soulstone should make an automatic emote and be clearly an evil item only useable by evil.
GSF Necromancy gives the victim a con drain of -2 that lasts the reset and the wizard a con buff of +2 for the reset. (This spell should only be applied/casted once every 24 RL hours.)
5 Planar Rift
4th level conjuration (Also give it to people with the chaos domain) An ideal spell for mad wizards and Mystryl worshipers.
Casts a spell that creates a rift to a random plane. Anything could be summoned from cows, to salad, to demons, to devils. Also has the potential to summon something crazy like an Abyssal slag or Slaadi Plane Destroyer. All of these would be hostile to everyone.
6 The Red Star!
level 4 Conjuration (Priests of Mystryl should get this as a 1/day item)
Turns the entire area into a wild magic zone red star gloamings hostile to everyone also appear.
7 Blood binding
Transmutation 4th level
Casting this spell requires 2 PCS present and their blood. One of the people involved must be a sorcerer or wizard. The other must not be. Casting this spell binds the 2 PCS similar to the Conclave/Cons
8 Abjurative mark
Abjuration 4th level
Creates a placeable that will dispel anyone passing it that is invisible and isn't the caster or someone the caster has marked under set ally. GSF Abjuration makes it so that in addition to dismantling invisibility it applies an automatic casting of dispel magic to anyone stepping on/through it. This mark saves persistently and lasts until the next reset and also burns a certain amount of gold and XP upon being casted. The placeable can be destroyed/bashed but it absorbs most physical damage it requires elemental and magical damage to destroy.
Revivify, 3rd lvl cleric spell
Revives a player if cast within 1 minute of their death, costs a small diamond.
http://engl393-dnd5th.wikia.com/wiki/Revivify
(Preferrably no XP penalty, or if one is demanded then a flat XP cost of 300 or so XP for the caster)
Atonement, lvl 5 cleric spell
Cures magical alignment change, restores paladin powers, etc
http://www.d20srd.org/srd/spells/atonement.htm
*Not to actually be scripted into the module, but a specific set of instructions for how it works in this setting and its limitations so clerics can request a DM for consultation with their gods during the casting.
I really like the Atonement suggestion! It makes me want to see a prelude just for Fallen Paladins.
In my experience with the spell " Gedlee's electric loop" I often have trouble getting it to actually hit everyone in the area, and it really doesn't seem to have had its AOE change work. I propose that Electric Loop's targeting is changed to chain lightning with a shorter jump range.
Levitate Self
Level 1
V S F
Target Self
This spell acts as a levitate potion on the caster.
Levitate Other
Level 2
V S F
Target: Creature
Acts as a levitate spell on target creature
Quote from: Sem on March 10, 2018, 12:21:06 PM
Not technically a Spell Suggestion.
I suggest that GSF:Evocation AND Spell School: Evocation (both required) provides CL+1 to all evocation spells CASTED by the Player.
Stone Bones changed to give a bonus of 2 AC, boosted by +1 AC per two caster levels. Modified to consider Pale Master levels. Duration 10 minutes / level.
If the caster is a sorcerer, in addition to the above changes and regardless of the target's racial type, the target receives the following bonuses for 1 hour per caster level. Caster level 3: +1 Natural AC, 2/- Bludgeoning resist
- Caster level 7: +2 Natural AC, 3/- Bludgeoning resist
- Caster level 11: +3 Natural AC, 4/- Bludgeoning resist
- This AC bonus does not stack with the undead creature's bonus AC. If the caster is a non-sorcerer, the target does not receive the natural AC bonus but still gains the bludgeoning resist.
I suggest that the bonuses be added for WIZARDS who have the SCHOOL FOCUS of necromancy too.
Polymorph forms scrolls, like Monk forms and Bard song?
Water Breathing
Transmutation
Level: ClericWiz/Sorc/Druid 3
Range: Touch
Duration: 2h/level
The transmuted creatures can breathe water freely.The spell does not make creatures unable to breathe air.
Living Oak (Druid Spell 2)
Imbue a club or quarterstaff with latent ley energy.
+1 AB, +1 positive damage for one turn per level.
Quote from: zDark Shadowz on April 28, 2018, 06:42:41 PM
Is it possible to apply the trolls' subdual damage script unless hit by fire/acid effect, to a player to survive being killed by a monster?
I was looking over Monstrous Regeneration and how little it actually heals over time, especially when cast from an item, and found this link for the 3.0 version of the spell. http://dnd.arkalseif.info/spells/magic-of-faerun--20/monstrous-regeneration--1618/
Particularly [Attacks against the creature except fire and acid inflict subdual damage instead of lethal damage.]
If the spell could be modified like this so it can be used to give people a chance from outright dying in a dire situation, (and it won't last all that long) then this spell will have an interesting use instead of just 9 or 12 points total of healing over 3-4 rounds.
It's modified in efu to last 1/2 turn per level of the spell, instead of rounds. It lasts much longer than vanilla and can already save you from dying in similar fashion.
Changes - Shelgarn's Persistent Blade spell spawns with arrows, bolts, or bullets so animated bows can be a thing
New Spell: Shelgarn's Determined Blade - Level 3 Sorc/Wiz
As Shelgarn's Persistent Blade, but with better bab, stats, feats, DR, elemental resistances, etc (add in cleave, knockdown, called shot, point blank)
New Spell: Shelgarn's Relentless Blade- Level 5 Sorc/Wiz
As above, but even beefier! Add in imp crit, rapid shot, power attack, great cleave, etc.
Disguise Self (http://www.d20srd.org/srd/spells/disguiseSelf.htm)
EFU implementation:
Target a PC to turn into them! (you keep your name, you just borrow their model for the duration)
Wacky cases of mistaken identity ensue!
Enlarge Person (http://www.d20srd.org/srd/spells/enlargePerson.htm) and Reduce Person (http://www.d20srd.org/srd/spells/reducePerson.htm)
EFU Implementation:
With the model size change capabilities, this one seems like it'd be great: +50% for Enlarge, and -50% for Reduce along with accompanying bonuses and penalties for the size change!
While animatrons are certainly far too advanced for conventional knowledge in the arcana, traditional 'golems' certainly are not.
The process is simple; make the body (material matters) in quesiton, infuse an earth elemental and wallah! You has a golem.
The benefits (besides being awesome) revolve primarily on the fact that it's not a fleeting summon (indeed, we can make comparisons to the same benefits one would expect from animated undead; persistency).
As such, I would LOVE to see some transmutation spells that give wizards/sorcerors the option of creating these lovely abominations :3 Perhaps something reflective of animate undead, but a transmute-golem flavor instead? It'd also go without saying that they'd eat up summoning points like nobody's bidness. Full list of options here: http://forgottenrealms.wikia.com/wiki/Golem (http://forgottenrealms.wikia.com/wiki/Golem)
Quote from: Empress of Neon on August 09, 2018, 05:10:56 AM
While animatrons are certainly far too advanced for conventional knowledge in the arcana, traditional 'golems' certainly are not.
The process is simple; make the body (material matters) in quesiton, infuse an earth elemental and wallah! You has a golem.
The benefits (besides being awesome) revolve primarily on the fact that it's not a fleeting summon (indeed, we can make comparisons to the same benefits one would expect from animated undead; persistency).
As such, I would LOVE to see some transmutation spells that give wizards/sorcerors the option of creating these lovely abominations :3 Perhaps something reflective of animate undead, but a transmute-golem flavor instead? It'd also go without saying that they'd eat up summoning points like nobody's bidness. Full list of options here: http://forgottenrealms.wikia.com/wiki/Golem (http://forgottenrealms.wikia.com/wiki/Golem)
I"m all for a system to create golems however in my opinion they should be expensive and costly and cost gold, require succesful checks ETC.
So, after hearing a fair amount of griping about how 6 ranger / 4 X is a lazy multi-class route a day or two ago, I've been thinking about ways to make remaining pure, or at least 8 levels invested the ranger class more worthwhile. Currently, there are two benefits for staying as a ranger past level 6. Second tier spells, and Improved two weapon fighting.
If you're not using two weapons, level 9 of ranger is a waste.
If you are not looking for one with the land / cats grace, level 8 of ranger is a waste.
My suggestion is to add more second tier spells for rangers, from the following list:
1. Barkskin - This is incredibly useful, and very easy to implement. (Literally changing one number.)
2. Protection from Poison - As soon as the custom spells are re-implemented, this would help Rangers with some utility.
3. Shillelagh - similar to flame weapon, adding 1d6 bludgeoning damage to the selected melee weapon. I THINK it should only effect quarterstaff / Clubs, but would make those weapons significantly more powerful, if with investment.
Those are a few that appear in 1st through 5th addition D&D for the ranger in the 2nd circle. I would LIKE to add something like "Lesser Blade Thirst", for a +2 enhancement bonus to selected melee weapon, but that might be blurring the lines between classes.
Thoughts?
Change inflict minor wounds to 1d4 negative damage.
To wizards who picked abjuration school specialization it will be nice have a bit increased duration of shield spell.
Horizikaul's Boom could use a facelift, like Ice Dagger has received. Perhaps an additional Fortitude save to resist being dazed, with GSF: Evocation?
Gedlee's Electric Loop is weaker than Combust as it is, but I would say that its greatest issue is the extreme danger in using it in close quarters (on top of its already limited range). I would like this spell to only target enemies, like the Slow spell does.
DIVINATION SPELLS
FUTURE'S PAIN
DC is fine, KD could use a bit of an improvement. Maybe instead of KD, 1d4 stun, but still uses a fortitude save to apply it? I don't know if that's possible. Also I believe the damage could use a little buff. Something to consider with Future's Pain is that it's a level 4 spell that only affects a single target.
Current implementation
Spell focus Divination - adds 1d4 damage
Greater Spell Focus Divination - adds the knockdown effect on fail save
Suggestion
Spell focus Divination - adds 1d4 damage
Greater Spell Focus Divination - adds 1d4 stun effect on a failed save
School Focus Divination - adds 1d4 damage
INSIGHT
I like this spell, but I think the current spell level is too high. A rogue with examine mark is comparable or better. I have two suggestions essentially - keep it as it is right now, but lower the circle level to level two, or increase the amount of information provided from the spell.
Current implementation
CIRCLE FOUR INSIGHT
Reveals weight and gold about the select single target.
Suggestions
CIRCLE TWO INSIGHT
Reveals weight and gold about the selected single target.
OR
CIRCLE FOUR INSIGHT
Reveals information about the characters weight in their pack, and gold.
Spell Focus Divination - Reveals information about the character's race and age
Greater Spell Focus Divination - Reveals information about the character's HIGHEST level class (but not the EXACT level of the class) and current hit points
ENCHANTMENT
HEROISM
Awesome spell. I loved it in NWN2 and 3.5e in general. I only have a single suggestion about it.
Current Implementation
1/round level
Gives the target +2 ab for 1round /level
Suggestion
Greater Spell Focus Enchantment - Increases the duration to 2 rounds / level
Arcane 2nd Circle has a GREAT Fire spell (Combust), a lesser Fire spell (Scorching Ray), a decent Acid attack (Melf's Acid Arrow), and the trash-tier ELECTRIC LOOP. However.... it's sorely missing Ice. THEREFORE:
Snilloc's Snowball Swarm
(Forgotten Realms Campaign Setting)
Evocation [Cold]
Level: Sorcerer 2, Wizard 2, Blightbringer 2,
Components: V, S, M,
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A flurry of magic snowballs erupts from a point you select.
The swarm of snowballs deals 2d6 points of cold damage to creatures and objects within the burst.
For every two caster levels beyond 3rd, the snowballs deal an extra die of damage, to a maximum of 5d6 at 9th level or higher.
Material Component: A piece of ice or a small white rock chip.
For ease of implementation, could use existing 3rd Circle's Icy Burst spell and downscale the damage.
DETECT MAGIC
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Target/Medium
COMPONENTS
V, S
DURATION
Instant
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Detection
DESCRIPTION
You sense the presence of magic upon a target and divine which incantations have been levied upon it. Tells the caster which spells are placed upon the target and the target's armor and weapons.
GSF Divination: You sense which spells the target is capable of casting.
MARK
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
Large
COMPONENTS
V
DURATION
Round per level
SCHOOL
Divination
ATTACK/SAVE
Will
DAMAGE/EFFECT
Mallus
DESCRIPTION
You expose the target's soul and leave it vulnerable to malign spiritual energies. The target becomes more vulnerable to magical, divine, positive, and negative energy types.
Targets takes 5% damage vulnerability to magical, divine, positive, and negative type damage.
SF: Divination - Duration doubles to 2r/lvl
GSF: Divination - 10% damage vulnerability, no save
Aid should work like Bless, but better. Change my mind.
Right now, the only difference is that Aid trades area-of-effect for d8 temporary hit points.
How about giving Aid an area-of-effect, if the caster has GSF: Enchantment?
Horizikaul's Melody - Evocation - Bard Cantrip (Level 0)
The bard uses their chosen instrument to release a chord of sonic magic at a target.
The bard must have a musical instrument equipped.
Deals 1d4+1 sonic damage at medium range to a single target.
With the following recent change to the charm line of spells, it seems like a new spell could be implemented fairly easily to follow suit but apply to unbound elementals, outsiders and other planar entities – being of the conjuration school instead of enchantment though.
Quote from: ShadowCharlatan on March 24, 2019, 12:51:41 PMCharm person, animal, and monster spells now do the standard NWN "Dominate" effect. You can control monsters that you cast this on. Naturally, you shouldn't use it on "blue" NPCs.
Bind Planar EntitySpell level: sorcerer/wizard 4
School: conjuration
Components: verbal, somatic
Range: short (8 meters)
Area of effect: single
Duration: 4 rounds / level
Save: will negates
Spell resistance: no
Additional counterspells: dismissal
Description: The target planar entity is bound to the caster's will unless it makes a successful will save.
Standard conjuration spell focus/specialisation modifiers:
5 rounds / level for SF: Conjuration
6 rounds / level for GSF: Conjuration
Additional 2 rounds/level for Specialist Conjurers
This could optionally also apply to summoned creatures of other characters or NPCs if an opposed roll (spellcraft + caster level) is successful which takes into account such things as spell focus conjuration, greater spell focus conjuration, and wizard conjuration specialisation boost to DC for both the defender and attacker. This seems like it could be a neat way to portray magical superiority and or a conjurer's focus and possibly contribute to more unique PvP possibilities as well. It would certainly set apart an expert summoner from a lesser mage or non-mage summoned creature.
Quote from: Shadow ConjurationThe ability to release a Summoned Shadow of yourself is a very wonderful tool that I would like to see implemented.
An increase to the duration of the spell itself is also much desired.
2+2 rounds/level Shadow Conj
4+2 rounds/level Greater Shadow Conj
6+2 rounds/level Shades
perhaps?
"Outfits for all Occasions"
Lvl 1 Conj
Instant
Self
Duration special
VSM
This spell summons an outfit choosable by the caster. The outfit is undroppable and lasts UntilNextReset. Outfits include formal attire, casual attire, work clothes, swimwear, plain robes and fancy robes. SF and GSF conj allow the caster to summon special outfits that have useful magical properties.
SF conj: merchants mantle, +2 appraise
Camo gear, + 2 hide and MS, casts camoflauge 1 charge
Researchers robes, +2 spellcraft and lore
Sewer smock: +2 saves vs. Diseases +1 search, spot
GSF conj.
Planar travel robes: +2 saves vs elements and cast resist elements 1 charge
Bikini of underwater action: -100% spell failure when underwater
Cat suit: polymorph self special cat only 1 charge
Others possible these are just examples. Some options for Spell focus in other school would be cool, like SF enchantment giving a +persuade outfit or something.
Some of the recent suggestions for adjustments have been added.
I'm liking some of the suggested new spells as well, and some of them will be added in the next hak update (whenever it will happen...).
Flock of Trashgulls
Spell level: Druid 3
Innate level: 3
School: Conjuration
Descriptor: Birds
Components: verbal, somatic
Range: long
Area of effect: Huge
Duration: instant
Save: None
Spell resistance: yes
You summon a flock of trashgulls to fly overhead and pelt your enemies with stinking debris. Deal 2d12 piercing/ +1 per level. A stinking cloud lingers for 1d4 rounds in the area in which the spell is cast. Can only be cast in exterior areas.
For rogues who get the UMD to be able to use scrolls with Teleport or Whispering Wind, it would be great to give them the ability to use them through the Crafting Menu. It would fit in well with a theme of smuggling, spying, or espionage, opening up a lot of possibilities.
Maybe change Virtue to
3 hp past max without transmutation focus
SF: Transmutation - 6 hp past max
GSF: Transmutation - 9 hp past max
SF: enchantment - give 3 hp to you and people around you
GFS: enchantment - give 3 hp and 1 random save to you and all around.
Heroism is currently a Cleric 4 spell while Sorcerers/Wizards get it at 3.
Maybe Good Domain could get it at Cleric 3?
Druidic spell of 4th or 5th level to summon temporary stormy weather in area.
Web spell given to druids.
Allow casting Shelgarn's persistent blade on brooms and shovels etc. to animate them like weapons.
Spammable cantrips add a lot of fun to use,. but two of them are still quite useless or annoying to use (and see being used), and I think they could be modified to have their place in specific builds and situations.
Inflict minor wounds:
On living targets: 1d3 negative energy damage, damage vulnerability vs. all physical +5%.
On undead targets: +1 regeneration, damage immunity vs. all physical +5%
Duration: 3 rounds
SF Necromancy: 4 rounds
GSF Necromancy: 5 rounds.
Virtue:
No longer stacks with itself.
+2 Temporal HP. Lasts for 1 turn.
SF Enchantment: +3 Temporal HP
GSF Enchantment: +5 Temporal HP
How about if cantrips got a little boost for a pure sorcerer to differentiate them slightly from wizards.
My idea was that at lvl 5, cantrips cast by a pure sorc (who still has a perk) gets the following benefits:
Flare: adds a burning effect similar to combust, with a reflex saving throw
Electric Jolt: adds an arc to nearby enemy like gedlee's or chain lightning.
Ray of Cold: adds a 1 round slow effect, fort save
Acid Splash: adds an acid aoe splash
Let wizards cast virtue.
We need more LIGHTNING.
Xvim's Static Equilibrium
Spell level: sorcerer/wizard 2
Innate level: 2
School: evocation
Descriptor: electric
Components: verbal, somatic
Range: Small
Area of effect: single
Duration: instantaneous
Save: reflex
Spell resistance: no
Description: This spell charges the area around a target with an electrical current and attracts a bolt of lightning after one round. The strike causes 1d6 electrical damage and +1 per caster level. If the target fails the reflex save, they are dealt an additional 1d6 electrical damage and +1 per caster level. If the target succeeds the reflex save, the spell will strike again the following round due to the lingering static charge made on the target. Succeeding a reflex save made on the second bolt does not cause the spell to repeat.
Grant the Summon Swarm (Spell Level: 3) spell to clerics as well, especially since the summoned creatures only last the standard duration instead of 24 hours now.
Intelligence theft.
Similar to the speed theft of GSF: Transmutation and the strength theft of a lifestealer sorcerer, what if Feeblemind stole INT/WIS/CHA equal to the damage it did?
The spell's duration is fairly brief, at 1 round per 2 levels, but this change could further make that narrow window count even if the diviner is not lucky enough to land a brain death. It would have had very interesting synergy with, for example, the late Amonkas Inaran's divination/evocation build.
It's hardly as if diviners are accused of being overpowered.
If there are any concerns, make it so that wizards can only do this if they have the courage to take divination specialization.
The casting range on Slow is a bit short, I often find my char running into AOO range when casting it on a target. I know that it would require a 2da change and is therefore unlikely, but it would be nice if the casting range was a little longer.
Add endurance to the druid spellbook.
I don't know why they shouldn't have it. Other than it not having an animal monicker, and that's not a very good reason.
As there appear to be none I have some suggestions for Custom illusion spells:
Shifting invisibility, 1 turn level after every turn go invis again.
Mirrored assault: Summon 1/3 copies of the target with reduced stats that attack him/her
Blindling flash: Blind in an aoe.
The Hound of the king: Conjure an image of the kings hound, no damage but has a fear aura. (or another scary beast, Grabbersnatcher!)
Shocking Grasp
Sor / Wiz L1
Melee Touch
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6)
http://www.d20srd.org/srd/spells/shockingGrasp.htm
An old classic that'd be fun to see (and offer an electricity damage spell at L1
Make Greater Spell Focus: Conjuration + Specialist Wizard: Conjurer modify Summon Swarm (Spell Level: 3) to guarantee the maximum number of summoned creatures (3) at every spell cast. Instead of the random 2-3 creatures it seems to produce.
Alternatively: Specialist Wizard: Conjurer + Greater Spell Focus: Conjuration modifies Summon Swarm (Spell Level: 3) to produce 4 summoned creatures.
I feel playing a dedicated conjurer (wizard specialist) comes with a lot of downsides and a minor boost like this is a great flavourful way of demonstrating this specialisation and rewarding the sacrifice of transmutation without being overpowered since Summon Swarm creatures have ordinary summon duration AND this boost is only granted to a very specific minority. Few are able to deal with a life devoid of transmutation and the benefits such things bring to being beloved party members after all.
The 50th suggestion to add Bear's Endurance to the druid spell list which is arbitrarily not on there.
Arcane Assault (Spell Level: 2 (or 1), AoE that deals 1d8 magical damage.
SF: Evocation
Arcane Assault deals 1d8 + 1 per caster level on targets.
GSF: Evocation
Arcane Assault deals 1d8 + 1 per caster level on targets and forces a will save. If failed, targets are infected with 100-500 points of seam sickness.
Shelgarn's Persistent Blade
2 suggestions for this spell.
Give the base creature a bunch of UMD so that it can equip weapons with a alignment/class/other restriction.
If the base creature is no longer holding a weapon it should be auto-dismissed/destroyed.
New ideas for shelgarn (or alternate unlockable modes, like how some inventory items alter how whispering winds functions)
Casting Shelgarns on a offensive scroll will create a living spell that can cast that spell.
Casting Shelgarns on armor or a shield will create a defense-oriented construct.
Paralyze Undead
2nd circle wizard/cleric spell
Stuns target undead for 1 round per level.
Will negates.
Whereas Clerics get their entire list free, Bards have to pay a spell pick to take the Cure spells. With the new option to buy the Craft Potion and Craft Wand feats, taking Cure Serious at L7 is not a bad idea. I used to play a Bard wandcrafter in the Underdark and did a good trade in Arcane Cure Serious Wands to wizards. But there's enough Cure Moderate around thanks to Ash Refineries that Cure Light and Cure Moderate are a pointless choice. You simply don't have enough spell-slots or spell choices to make good use of them. Which makes me a bit sad, as "casting arcane healing spells" is a nice little quirk of the Bard that I never felt the server saw much of back in EFU:A. Mostly because given a choice between a momentary cure, or a Blur or Haste to stop the problem happening in the first place, the answer is obvious. Now there's a positivist sorcerer option, it does make me wonder if the original arcane healing caster could use a little love.
Ideas:
- Is it possible to give all Bards the appropriate levels of Cure spells automatically, like how Sorcerers get bonus spells known at 2/4/8?
- A Bard perk that grants the Healing Domain ability to auto-Empower all Cure spells.
- EfU has shown willing to drop the level of spells (Animate Dead) to make them plausible for arcane casters. Dropping Cure Moderate/Serious to L1/2 for Bards (like with Healing Domain) and maybe even putting Healing Circle in as L3 would make them potentially appealing to combat-cast. I never got why Healing Circle was such an expensive spell, even considering it can cut through Undead DR. It's the inverse of the L3 Negative Burst.
I've noticed that Bur has a bit of a disproportionate effect on what spells people use on caster enemies or PVP. One reason it's relatively hard to pin down Clerics, Druids, Raging Barbarians and the like is it's difficult to target Reflex. Pretty much everything precise is Mind Affecting, L1 (and blocked by Blur) or Fortitude. There's Web, but it's a big AOE and that's a double edged sword in PVP. Plus there's a Web immunity item that's not too uncommon. Plus Reflex saves mostly apply Entangle, which is the weakest debuff as you can still deploy potions and the like while hit.
Horizikaul's Concussive Blast (Bard/Sorcerer/Wizard L2)
School: Evocation
Range: Medium
Duration: 2 rounds
Save: Reflex 1/2
The target takes 1d6 Sonic Damage and must make a Reflex save or be knocked prone. A Reflex Save also avoids half the damage.
If this is cast by a Bard, it deals 2d4+1 per level Sonic Damage.
This is a single-target combo of Gust of Wind and Sound Burst, targeting reflex.
Strands of the Spider (Bard/Sorcerer/Wizard L2)
School: Conjuration
Range: Medium
Duration: 1 round/2 levels
Save: Reflex
The caster conjures a stream of sticky spidersilk, which wraps around a single victim, entangling them.
Lower Spell Resistance is great, but it's no good against things that are numerous and have moderate SR. I ran into a boss with it and then thought back to the old days of throwing fireballs at Nightrisers and being sad :P. SR is a disappointment engine, because GSF/Cunning buffs etc can't overcome it. There's no response other than "be higher level, scrub".
A short term Spell Penetration style buff would mean you could empower yourself to then chuck a fireball into a group and have it work. As it is, SR is annoying as there's a lack of consumable or spell based counters other than Lower SR. Which can't be AOE targeted and would still be less worth it than just chucking 2 Ice Storms out and playing the odds on how many monsters resist it.
Mordekainen's Piercing Power
School: Abjuration
Level: 2
Duration: 1 round/2 caster levels.
The caster gains a bonus to their checks to beat SR, equal to half their caster level (rounding up)
SF Abjuration adds +1 to the caster level (or extends duration?)
GSF adds another +1 additional level
Dispel Absorbant:
First Circle
Abjuration
Self Or PC only.
This spell allows the caster to layer 'dispel absorbent' on themselves. The dispel must eat through the layers of the spell to begin stripping away other buffs.
SF Abjuration: Absorbent applied twice.
GSF Abjuration: Absorbent applied thrice.
Harpy's Screech. Bard L1School: Evocation
Range: Short, 10m Cone
Components: Verbal
Descriptors Sonic, Mind-Affecting
The caster lets forth a terrible scream that deals 1d8 Sonic Damage + 1 per Caster Level to all creatures in a 10m cone.
With GSF: Evocation.Causes 1 Round Daze, Will negates.
This should fill an interesting niche. It is based of Pathfinder RPG's Ear Piercing Shriek, and Sound Burst.:
- Provides a L1 Evocation that makes a GSF Evocation Bard a bit more worth the feats
- Gives an alternative to Grease as an attack spell that works on mindless things.
- Low damage, no save, but negated by Blur. Which puts it somewhere between Burning Hands and Sound Burst.
- It makes sense for it not to have a Somatic component, meaning it would fit in nicely with Dwarven Barrelers and other heavier armour bards, discouraging the ol' Striptease Casting Dance. There's Darkness and Blind/Deaf at L2, Displacement at L3 and Flare at L0, but no L1 spell that won't suffer spell failure.
- It's slow scaling to make it less useful for Bard Multiclasses
I was playing with a Bard Evocator and it feels almost viable. Sound Burst is really good, Wounding Whispers comes with a free enemy-only explosion if you have GSF, and you might even be able to set things on fire with Flare. But there's no L1 Evocation for a bard, so it's hard to spare space for Literal Face-Melting Power Chords early on. I figure an AoE spell would be good to add. They already have L1 AoE debuffs, and if a Bard wants to hurt a single target, they just hit them with a weapon.
Water Breathing
Druid, Ranger, Sorcerer, Wizard 3
Water Domain 3
School: Transmutation
Components: V, S, M (a short reed or piece of straw)
Range: Touch
Duration: 3 turns/level Saving Throw: None
Target: Creature touched
The recipient of this spell can breathe underwater for the duration.
I was using Clairaudience/clairvoyance with GSF Divination, and the bonus to rounds is quite nice! However, I think maybe the 5/1 damage resistance when cast on self would be a bit nicer if it was something like 10/1dr, 1/5 dr, 5% damage resistance, or some sort of save bonus. Not that it's a terrible perk, especially for Wizards that couldn't use ghostly visage otherwise, but it is a spell slot above and doesn't offer the miss hit chance or spell protections.
Not that it has to be balanced, mind, just a thought. =]
Since the GSF Transmutation bonus for Expeditious Retreat and Haste don't actually work because of the speed limit on PCs that aren't monks, I was thinking what if instead of making you go faster (which they don't) they instead would convert to this:
Expeditious Retreat:
SF Transmutation: Casting the spell on a friendly target nearby will also cast it on you.
GSF Transmutation: Casting the spell on yourself also gives the effect to all allies within a very small area around the caster.
The speed changes I do believe, work.
Non monks cannot break the 150% movespeed cap, it works but only for monks. Monks can't get GSF transmutation.
Tasha's Hideous Laughter.
This is basically the Favoured Enemy: Human of spells.
1: It might still have the bug that causes you to auto-fail if you have a matching PfX to the caster. I was pretty sure I saw it go through Clarity yesterday.
2: It's not on the lists of things removed by Remove Fear, Clarity, Remove Paralysis, Freedom of Movement or Restoration. This makes it incredibly strong as there's no effective counter. To the point that if you have GSF, it's probably worth a shot on targets not of your race. In default NWN, that's compensated for by the short duration. Similarly, I don't think Freedom of Movement stops it. Can these spells be modified to remove Tasha's/grant immunity?
Phantoms of Deception
I propose if possible that this spell replaces the darkness with an implementation of the vanishing smoke effect instead. As it is, the Darkness can cause hostility issues with both the clones and NPCs who share the same faction briefly with the clones. It causes a lot of unfortunate issues and I think vanishing smoke fits the theme of the spell just as well.
Hello! I was thinking considering bless and bane are both turn/level, and prayer is a third circle spell, maybe it could be bumped up to turn/level from round/level too?
It also doesn't seem to effect the caster any more either.
Conjure Meal
Caster Level(s): Bard 1, Cleric 1, Druid 1, Ranger 1, Wizard / Sorcerer 1
Innate level: 1
Descriptor(s): n/a
School: Conjuration
Components: Verbal, Somatic
Range: 30 ft
Area of Effect / Target: Special
Duration: Instant
Save: Harmless
Spell Resistance: Yes
The Caster creates magical cauldron of soupy goodness that can feed their party. This allows them to eat before resting in an otherwise safe area (requires nearby campfire / safe rest area)
Bladed Shield
Caster Level(s): Wizard / Sorcerer 2
Innate level: 3
Descriptor(s): n/a
School: Evocation
Components: Verbal, Somatic
Range: 30 ft
Area of Effect / Target: Single
Duration: 1 round / level -
Save: Harmless
Spell Resistance: Yes
The caster summons a frenzy of deflecting swords to distract enemies and protect himself. The flurry of kinetic weapons only function by using the energy of their enemies. (These swords have an AB equal to a fighter of the Wizard's level, however they are permanently in parry mode. At levels 6 and 9, the swords gain dual wielding and improved two weapon fighting respectively, allowing them to parry more attacks - Insert some balanced parry amount here)
Blood Construct
Caster Level(s): Sorceror, 4th Circle
Descriptor(s): n/a
School: Transmutation
Components: Material, Somatic
Range: Self
Area of Effect / Target: Encircling Caster
Duration: Instant
Save: Harmless
Spell Resistance: No
The sorceror inflicts damage on themselves equal to 1d4 points of magical damage. Depending on the number of damage inflicted they would summon one to four small blood golems about their person which would proceed to defend and attack at the sorcerer's whim.
Give Blast of Flame the mini-combust effect that Burning Hands has. As it is, it's just Mestil's Acid Breath, but in a higher level slot and with a less generally useful damage type.
Giving it a save vs 1d6 dmg per round for 2 rounds would boost it up to something people could use rather than the cheaper Acid Shotgun.
Allow Negative Energy Ray items to benefit from feats, or at the very least allow wands to.
True Seeing: (This came up after a player-advice discussion)
Grants See Invis and Immunity to Illusions.
Especially since PfX gives PHK immunity, this spell is kind of underwhelming for a L5 Spell. Although considering the options clerics get at L5, it's probably more worth treating it as a L3-4 domain spell.
I think that adding +5 Spot and Search would be a good boost. Not enough to let an animal cleric extend it for permanent amazing Spot, but enough that's it\'s pretty good as it lasts a lot longer than Clairaudience/Clairvoyance. Or could it be scripted to let you auto-pass Search checks for hidden doors?
Healing Circle:
This might be worth reducing to L3, as it's effecively the inverse of Negative Energy Burst. It's completely worthless as a L5 spell, and only ever shows up as loot. Or if not, putting in as an L3 spell for Renewal/Repose domains maybe?
Changing or buffing the light summoning theme's 4th level summonable creature.
Pro's of the summon: It has decent hp and listen skill.
Con's: Low damage, low ac, it's bolt attack is limited and also doesn't do much damage.
Sum of my opinion: I haven't tested this summon out on every monster type, and thus I am unaware if it is stronger against a specific type of monster, but I am generally unsure why anyone would take this summon over a fire elemental.
Drop Horizakaul's Shout to L3 for Bards
They get Fear and Confusion as L3 spells as they are thematic for Bards and it means Necromancy and Enchantment are actually worthwhile SFs.
If Bards got Horizakaul's Shout, it'd go some way to making evocation bards worthwhile. Yes you can fire Wounding Whispers but that's more a defensive spell with damage, than a big area damage and interrupt.
Make Charm person / Monster to 2 rounds / level for SF: enchant, and turn level for GSF: enchant. I know the duration was insane for random rogues just to drop a Rogues Rouge and suddenly have a Lizard Warlord, but why can't dedicated mages use it consistently?
Just my thoughts.
Mesmerizing sorcerers is why. :p I can see 2 rounds with GSF, but turn/level is "I have captured a cave bear to tank this Ring, it cost me a L1 spell". Cheap AE-equivalent would be strong.
Give bards access to Color Spray. It's very weird to me that bards, which are supposed to be performers, don't have access to many illusion spells. This one would be right up their alley.
Well, sure, its 2 rounds per level, but thats..2 minutes at level 10. with SF - I'd say Turn remains too long mind, so probably put it to 3 or 4 rounds per level. not a long time, but.. long enough to maybe gain some benefit. Even blitzing an area, a duration of <1 minute isnt going to get you much value where 2-3 minutes (ON NPC'S) I feel is a fair amount of return for the investment.
I'd frankly just like Charmed creatures to stop attacking my allies >.>
Purposed change:
Invisibility: 1 round/per level
Why:
Presently, invisibility has two main uses in PvE and PVP that exclude using it as an escape ( There are other ways it is used, but the most frequent are the previously mentioned). In PvE, invisibility will be used for black liners to stay safe while continuously healing/buffing their tanker allies as they fight through mobs of enemies while in PvP it is generally a way for fighters and other classes without stealth to stalk pcs and buff up before getting the drop on their targets. Now, while I believe there is no issue with pcs using invisibility in this way, I do think that the base duration of invisibility gives players far too much time to do these actions. I believe shortening the duration would fix this without making the invisibility spell useless.
So what would it look like if this change to duration was indeed made? How would PvE and Pvp change?
Well, hypothetically the changes to PvE would be that squishier pcs (Wizards, rogues, etc) wouldn't be able to stand behind their front line for anywhere between 3 to 10 minutes constantly healing any damage the tanks take or reapplying buffs. Plus, this wouldn't really change how invisibility is used to escape attackers because even post-change, 18 seconds is definitely enough time to either heal up or run away. In PvP, however, the change will be a little more impactful as no longer will players have 3 minutes to fully buff themselves before getting close to their prey and drinking haste. Furthermore, this reduces the need for every pc to have "see invisibility" to prevent being suddenly assassinated by a fully buffed barbarian or fighter that popped into existence while you were questing.
Additionally, I think that if this suggestion were to go through that spellcasters with SF: Illusion should get the vanilla duration. It would give gnomes the edge that they deserve.
Instead of wizards giving bedrolls to allies due to carry weight:
(Circle 2 spell)
<Magical rainbow bed>
Spawns a 0,00 carry weight bed in inventory that is lost upon rest
or alternatively, makes a placeable for the wizard to rest
(cast with heartfire for extreme combo)
Instead of wizards making friends buy grapple guns:
(Circle 2 spells)
Spawn a magical way across for 10 minutes for all his friends!
(Would be good for Mongrelwoods for example)
I think it's silly wizards are so hopelessly useless with mundane tasks. They have magic powers. ::)
Baleful Polymorph variants
Turn enemies not only into chickens, but also different forms.
Might promote some fun mischief.
Imagine turning some biggot Bishop into a Gnome.
Can we get Stancebreach as a spell?
Impervious Vanishment (Circle 5, 1 Round/Level)
The target becomes invisible and undetectable by See Invisibility for a short period.
SF Illusion: Duration increased to 2 Round/Level. Mirror image is left behind.
GSF Illusion: Duration increased to 3 Round/Level. 2 Mirror images are left behind.
Spell Modifications
True Seeing
Will now detect Impervious Vanishment as well as Invisibility.
Invisibility Purge
SF Divination: If cast on target with Invisibility, will do 2d8 + Caster Level divine damage.
GSF Divination: If cast on target with Impervious Vanishment will do 4d8 + Caster Level divine damage and if target fails fortitude save, will be stunned for 1 Round/Level.
Shield Other
An extremely powerful spell at the moment, and I expect it might get some change in the near future... I would suggest it get dropped from hour per level (basically 5 turns per level) down to 2 or 3 turns per caster level, so that it's used more situationally rather as another long term buff. It can then of course be extended to be the same duration that it was before.
Prayer
Can this get some sort of buff? Perhaps a duration increase to 2 or even 3 rounds per level? It's not a bad spell due to it's effects and lack of a saving throw, but it just pales in comparison to most spells of it's same circle, even in the most favorable circumstances. The other suggestion is that at the end of it's duration, the effect repeats, centered on your character. Another alternative is just a flat duration increase by say, 10 rounds.
Mislead
A pretty underused spell, perhaps make it repeat it's effects on the target at the end of the duration?
Phantoms of Deception
Due to it's short duration, and what effects it can bring, perhaps make the illusion have no stat decreases as well? More of an extremely short-lived 'doppleganger' and it would definitely see some more use.
Bless
Can this finally get changed to actually center on your target rather than yourself? The effects and targeting both suggest that it goes to your target, enemies who cast it use it like it does, and other such random bits. Just for a little consistency.
Positive Energy Protection
A superior shelgarns spell. Maybe like 4th level? I don't really mind the specifics. I just want an option to viably continue sending hero loot weapons at my enemies past level 7
I agree with Sem above: animated weapons are cool. As long as they don't outclass animated corpses I love it.
-
Transmutation [Fire]
Level: Drd 2, Sun 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.
A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight.
1 Warm None
2 Hot 1d4 points
3-5 Searing 2d4 points
6 Hot 1d4 points
7 Warm None
On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.
Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water.
I'd like to see Crimson Brews, Potions of Discipline, and certain other unique potions be made into spells!
Rather than see the virulent bomb spell become woefully neutered in its variety/thematic possibilities, I'd like to suggest the team remove the mass version of it (for obvious balance reasons) and maybe even expand on its damage-variety types v.s just making it another negative-energy spell solely for the purest necromancers. :-\
I usually don't comment on suggestions here, but since you're not on discord-
The mass version will be entirely removed. It's already been adjusted to behave like the single version.
If the non-mass version ever has the other 2 damage types again, the spell circle will go to be 4th at the minimum.
Aside from that, using negative-energy spells doesn't mean in the slightest of being a NECROMANCER. I'm baffled every single time why people make such comments and these OOC misconceptions leaking in IC are not helping anyone.
Summon Shovel (level 2)
Summon Grapple (level 2)
Conjure a one-use shovel that digs where you stand.
Conjures a grapple gun (with grapple) that shoots where you stand.
Mages are avoiding having these tools in their inventory because they weigh alot.
Why not let them sacrifice a spell slot instead, so they at least have the option.
Thought of this because of Hearthfire.
Change to "Mass Charm" (only really accessible via Sorceror Mesmerizer perk)
At present it functions like vanilla charm and so the charmed creatures are not "Dominated" and also, since there is no party mechanics, they just continue to attack your companions. Additionally it has an extremely short range and can also, for some reason, effect the caster as well as all allies in range of the effect. Since it also functions off of HD it can fairly often not function at all.
So there are a number of options to fix this.
The easiest thing to do would be to swap out the token's spell for pretty much anything else, (Charm Monster, Dominate Person, Confusion?)
You could rework the spell to function appropriately, in line with other spells (either allow the Caster to have more than 1 creature dominated in this particular hedge case, or Dominate the highest HD creature and daze any others)
You could rework the spell to function simply as a mass Daze spell, increasing its range, add a HD limit (Maybe 7 instead of 5 like the cantrip so it still retains some usefulness at higher levels of play where low HD monsters are less of a thing)
Either way, please either extend its casting range, or remove its ability to effect the caster as its very difficult to use it at present without also rolling to charm yourself too.
I wasn't sure if this was a bug or intended behavior, so I'll put it in this thread for now.
Lightning Avatar, when applied to an ally from invisibility breaks invisibility when you deal lightning damage to enemies in-between, which makes sense.
The ongoing damage that pulses afterwards from the ally seems to be attributed to the caster (appears in my combat log), breaking invisibility every time it goes off on an enemy for a pretty long duration. If this is intentional, I'd like to suggest that when this spell is applied to an ally that the lightning damage is attributed to them instead and will not break invis after the initial cast when it deals the ongoing damage to enemies near the buffed person.
I can confirm the above - I will also note that the per round proc of AOE damage associated with Lightning Avatar can, because it is attributed to the caster, proc GSF Lightning, allowing the damage to Arc to other targets which greatly improves the spells - and GSF Lightnings - Utility.
If you do change the damage to be coming from the target to maintain invisibility, are you able to maintain this element?
Otherwise:
Storm Sphere.
Level 4 Wizard/Sorceror
Duration 1 round / 2 caster levels (increases with SF and GSF Evocation like Wall of Fire and Wall of Ice do. to 1 round and 2 rounds per level respectively)
Saves: Reflex, Partial
Casting range: Medium
Effect Size (Small/Medium)
The caster creates a turbulant sphere of swirling air and lightning at the target location which remains there for the duration of the spell. Creatures standing inside the sphere take 3d6 Bludgeoning damage per round from the swirling winds. Each round the sphere will send out, up to a medium distance, a bolt of lightning dealing 4d8 damage to a single hostile creature (reflex save for half). Hostile creatures inside the sphere are targetted at a higher priority and take a -4 penalty to their reflex save to avoid the effect.
Summary: effectively, a Lightning Variant to the "Wall" series of spells, except instead of a line, its a smaller sphere AOE (think Lightning Avatars ball, but on the ground, or in the area around the target area) but it is able to attack creatures within a medium AOE (think your standard "Aura", like battletide size around the sphere, or a fireball explosion radius) instead of the other effects wall of fire or wall of ice might inflict.
Quote from: zerotje on December 26, 2021, 09:30:25 AM
Summon Shovel (level 2)
Summon Grapple (level 2)
Conjure a one-use shovel that digs where you stand.
Conjures a grapple gun (with grapple) that shoots where you stand.
Mages are avoiding having these tools in their inventory because they weigh alot.
Why not let them sacrifice a spell slot instead, so they at least have the option.
Thought of this because of Hearthfire.
Better idea, make a Spell Change, make the spell called "Jump" actually jump and pass Climbing Zones.
Improve entropic shield so that it's concealment effect vs. ranged attacks increases with casting level, perhaps by 5% for every 2 levels?.
E.g., at level 1, the spell provides the base 20% concealment vs. missile attacks
At 3, 25%,
At 5, 30%
At 7, 35%
At 9, 40%
QuoteClear skies
Spell circle: 2
Classes: Druid, Cleric (Domains: Air, nature, Sun), Bard
Sets weather conditions to clear.
Vampiric Touch have an additional effect linked to it's Temporary HP, so it's gone when it's lost? Such as some Negative Damage Immunity or something else as beneficial? It's a great spell but it would also be nice to throw on some niche uses.
Perhaps some time themed spells for those who want to spit at the so-called King?
Given that damage seems to be recorded to some extent and both of the spells are a sort of way to heal for classes that don't normally have such things:
Time Lapse(?)
School: Divination
Class: Sorcerer/Wizard (4? 5?)
Save: Will, no save for targeting an ally
Range: Short
After X seconds, revert the target's health (and position?) to what it was Y seconds ago . This does not reverse death, if that should occur. They cannot lose or gain more than Z points per caster level. GSF benefits increase the cap of modification in either direction.
Minute Leech(?)
School: Necromancy
Class: Sorcerer/Wizard (3?)
Duration: 1 turn
Save: Fortitude, no save for targeting an ally
Range: Touch
Deal damage to a target and they regenerate that much health over the duration of the spell. GSF benefits increase the initial damage dealt, and this increases the total amount they can regenerate.
Something about clocks
School: Divination
Class: Sorcerer/Wizard (2 or 3?)
Duration: 1 round per 2 caster levels
Range: Short
Save: Will, negates spell
Deal divine damage to the target and they are then slowed, or hasted, for one round. This effect repeats itself at the end of every round for the rest of the duration.
Some illusion stuff! And a divination one...
Phantasmal <Not Killer, but it's little brother. Maybe... Stabber?>
Innate level: 3
School: Illusion
Class: Sorcerer/Wizard (3?)
Components: verbal, somatic
Range: Long
Area of Effect: Single target
Duration: Instant
Save: Will, save halves
Spell resistance: Yes
Deal 1d6/level single target damage to one target. Depending on the name, maybe some text like... An illusionary dagger appears, stabbing them in the chest! Understanding it's fake makes it less painful.
Maybe someone can think up some fun GSF effect to make it worth being a single target other than it being Will vs 1d6 dmg single target, as fireball etc. are AOE. But maybe it being will, is enough?
Some GSF: Illusion effect could be to give them a Wounding effect on a failed save due to stabbery, or since it's an illusion it could burst in a bunch of light and blind them for 1 round once the "stab" is done.
Hypnotic Pattern
Spell Level: wizard/sorcerer 3
Innate Level: 3
School: Illusion
Components: verbal, somatic
Range: long
Area of Effect: Huge
Duration: One round per level
Save: Will negates
Spell Resistance: Yes
Twisting patterns that weave through the air for a moment and then vanishes. Creatures in the area who see it must make a will save or be <what's the condition for "stunned, but breaks on damage" called?>
Basically the same effect as Slumber, except it's not targeting sleep so I suggested the area be huge instead of colossal, and no HD check instead. Maybe a HD check should be used? Either way, these would give illusion a CC and damage spell, and on a fun spell level where illusion lacks fun stuff!
DIVINATION STUFF!!!!
Possibly a really dumb one, but I saw the spell in the D&D 5e list and thought, maybe it'd be fun to have it work here in a NWN-way...? My own main worry on this one: How would you deal with it and hostilities? Would casting it bring you out of invis? Would it mean you gotta have a DM if cast in a hub? Would you need to hostile them before casting it...? Could be a bad idea for those reasons
Detect Thoughts
Spell Level: wizard/sorcerer 2
Innate Level: 2
School: Divination
Components: verbal, somatic
Range: long
Area of Effect: Single target
Duration: A minute maybe?
Save: Will negates
Spell Resistance: Yes
The caster reads the target's mind. Successful save, and the target knows something happened. Failed, and perhaps the target can't see that they were a target of a spell? Or is that impossible to implement?
My idea of "reading their thoughts" would be that you can now see all text written as if from their perspective too, fed into your combat log.
Example...
Bob is talking to Steve, whispering.
You cast detect thoughts on Steve, he fails it. Steve does not know about it now. For a minute, you can now see all their whispered conversation, including anything Bob says, as long as Steve can hear it. Obviously, if cast from invis, they would both receive the "Someone is casting spells from invis" prompt.
A suggestion for a lower level offensive spell that'll benefit from GSF Illusion, stolen in concept from Pathfinder, with the overarching idea of eroding a target's ability to disbelieve spells after the fact. Could be neat attached to Shadow Conjuration's rarely used offensive subspells as well, with each missile of Magic Missile carrying the effect as a 4th level spell, and Web and Acid Arrow being usable 5th level versions that repeatedly tick. Usable for those with GSF Illusion, and I think thematic in that shadow Acid Arrow and shadow Web are applying "illusory poison", but appropriately not quite at 4th and 5th level spell tier on their own since SC/GSC are meant for flexibility.
For balance, I mostly compared to Poison, Phantasmal Killer and the big unreliability of double saves and mind-affecting in the mix basically discounting a spell down two tiers, like Finger of Death vs. Phantasmal Killer. The outlier of danger here is the nasty combo of more easily killing things with Feeblemind, so scaling wisdom poison and a different GSF effect maybe if that's an issue? But I do think they're solid as written below.
QuotePhantasmal 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.
SF Illusion: DC on Fortitude save increased by an additional +2
GSF Illusion: On a failed Will save, regardless of Fortitude save, the target also suffers 1 point of Wisdom damage
QuoteMass Phantasmal Affliction
Spell level: sorcerer/wizard 3
Innate level: 3
School: illusion
Descriptor: mind-affecting, poison
Components: verbal, somatic
Range: long (40 meters)
Area of effect: huge (6.67 meter radius)
Duration: instant
Save: will and fortitude
Spell resistance: yes
The spellcaster afflicts all enemy creatures in an area with a debilitating poison, or rather convinces the targets that they did. The targets make a Will save to disbelieve the spell. Failing that, the targets must make a Fortitude save versus the Poison spell.
SF Illusion: DC on Fortitude save increased by an additional +2
GSF Illusion: On a failed Will save, regardless of Fortitude save, the targets also each suffer 1 point of Wisdom damage
Quote
Shadow Conjuration / Shades
Offensive subspells from Shadow Conjuration(4th level, magic missile), Greater Shadow Conjuration(5th level, acid arrow, web) and Shades(6th level, fireball, cone of cold and wall of fire) can also afflict targets with Phantasmal Affliction if the caster has GSF Illusion.
Here's some Divination spell suggestions! I focused mainly on combat with one idea for a utility spell. Some of them are pretty weird, and I have no idea how viable or balanced they actually are in NWN.
Blood Transcription
Spell Level: Wizard 2
Innate Level: 2
School: Divination
Components: v, s, m
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 partial gold cost (50%.) Experience cost is applied to the blood donor. 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.
Requires: Blood Vial from an Arcane Spellcaster.
(SF: Divination) increases the maximum circle a spell transcribed can be by 1 to a total of 5.
(GSF: Divination) increases the maximum circle a spell transcribed can be by 2 to a total of 6.
(SF: Necromancy) and (GSF: Necromancy) also both increase the maximum transcribed spell circle by 1 respectively (leading to a maximum circle level 8 with GSF: Div.)
(Spell School: Divination) reduces the gold cost by an additional 25% but doubles the experience cost for the blood donor. In addition, the spell now tries to prioritize spells of higher circles.
---
Foiled Future
Spell Level: Wizard 2 / Sorcerer 2
Innate Level: 2
School: Divination
Components: v, s
Duration 1 round/2 levels
Saving Throw: will negates
Effect: 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.
(SF: Divination) extends the duration to 1 round/level.
(GSF: Divination) gives your target a bonus (based off your INT mod) to hit themselves.
(Spell School: Divination) makes it so that any self-targeting positive effect the target uses targets the caster of the spell instead. This includes spells cast, used abilities, and the effects of consumed items.
---
Mass Foiled Future
Spell Level: Wizard 3/Sorcerer 3
Innate Level: 3
School: Divination
Components: v, s
Duration: 1 round/2 levels
Saving Throw: will negates
Area of Effect: huge (idk what good sizes are in nwn)
Effect: Same as Foiled Future, but applies to all targets in radius. Same spell focus effects.
---
Retroactive Retribution
Spell Level: Wizard 1/Sorcerer 1
Innate Level: 1
School: Divination
Saving Throw: will negates
Effect: Pull from another timeline where your opponent's struck at you, bringing a fraction of that existence into your own. Your opponent immediately (regardless of their distance from you) lands a melee attack on you for a single point of damage. This effect can trigger damage reflection, damage shields, and other effects that apply on hit both positive and negative.
(SF: Divination) causes your opponent to make a second attack against you for an additional one point of damage.
(GSF: Divination) causes your opponent to make a third attack against you for an additional one point of damage.
(Spell School: Divination) allows Retroactive Retribution to trigger attacks of opportunity against the spell's target, allowing you to hit them regardless of distance. These are made as if you attempted to make a normal AoO and are made at a penalty.
---
Fatequake
Spell Level: Wizard 3/Sorcerer 3
Innate Level: 3
School: Divination
Duration 1 round/2 levels
Saving Throw: will, partial
Effect: Relentlessly pull, shake, and twist the threads of your target's fate, entangling their possible futures in a miasmic blend. Your target takes 1d2 divine damage per round as they are forced from one of their possible timelines to another, and they are teleported 1d3 meters away from their position in a random direction every turn. A successful will save negates the teleportation effect, but not the damage.
(SF: Divination) raises the distance teleported per round to 2d3.
(GSF: Divination) raises the damage done to 1d3 per round.
(Spell School: Divination) allows the spell to bypass PfA and other magical shielding.
---
Stutter
Spell Level: Wizard 5
Innate Level: 5
School: Divination
Duration: 1 round/level
Effect: Pluck the threads of your target's future, playing the same event twice. Your target's next action is repeated again, as if they had cast it twice in the same round. This applies to all effects. A spell is cast twice, an attack action happens twice, etc. These duplicate actions have the same target. Once this spell mimics an action it immediately ends.
(SF: Divination) increases the duration to 2 rounds/level.
(GSF: Divination) increases the duration to 3 rounds/level.
(Spell School: Divination) duplicates the action a second time, causing it to happen three times.
On to the spell train...
Avoid Fate
Level: Sorcerer/Wizard 2, Fate 2
School: Divination
Components: V, S
Saving Throw: None*
Duration: 1 min/Level
Range: Touch
You forsee the targets demise and show them a path to avoid their doom at the last moment. If the target would die while under the effect of this spell, they are first healed by 1d8 hit points, +1 per caster level and this spell is removed.
SF Divination : Healing increased to 2d8 +1 per caster level.
GSF Divination : Healing increased to 3d8 +1 per caster level and duration increased by 50%.
GSF Necromancy : When the target is healed, they also deal the same amount of negative energy damage to all enemies around them. (Fortitude half)
True Dodge (ok the name sucks. Its the opposite of True Strike)
Level: Sorcerer/Wizard 1
School: Divination
Components: V, S
Saving Throw: None
Duration: 6 seconds (not extendable)
Range: Touch
The target of this spell automatically avoids the next attack made against them in the next 6 seconds. [Grants the Epic Dodge feat]
GSF Divination : Also affects the caster.
Longstrider
Level: Ranger 1, Druid 1, Domain: Travel 1
School: Transmutation
Components: V, S
Saving Throws: None
Duration: 1 hour/level
Range: Self
This spell gives the caster +10% movement speed for the duration of the spell.
Add a SF: Abjuration to the spell mislead that induces the effect of "Protect Other" on the caster. For example, a character meeting the specifications casts the spell and the mirror image will take the half of the damage done to the caster. At GSF: Abjuration, the caster's mirror image has increased temporary hp; maybe 5 temp hp per 2 caster levels.
Nybor's Repugnant Reprieve
Caster Level: Wizard 5
Innate Level: 5
School: Necromancy
Range: Self
Duration: Instantaneous
Additional Counter Spells: Sleep
Borrow dangerously from your body's reserves, using necromantic power to drain your own mind and flesh alike to generate a few more iotas of magic. Suffer 1d3+2 ability damage to each mental stat. This damage cannot be restored except by resting. Restore all of your spell slots, excluding the one spent to cast this spell, as if you had rested.
Spell Focuses:
SF Necromancy reduces the damage to 1d2+1.
GSF Necromancy reduces the damage to 1d3.
GSF Transmutation additionally allows you to restore the spell slot used to cast Repugnant Reprieve.
**Nybor's Callous Alarmclock**
Caster Level Wiz/Sorc Level 2
Innate Level: 2
Spell School: Enchantment
Range: Self
Duration: Instantaneous
The sleep timer at the time of casting this spell is reduced by one half for the spellcaster. Negative effects are suffered due to the unnatural alteration of the caster's circadian rhythm based on the amount of time reduced from the sleep timer when waking from the next rest. These effects cannot be removed or reduced except by resting without the benefit of Nybor's Callous Alarmclock, and will continue to stack with multiple applications of Nybor's Callous Alarmclock until resting occurs naturally. If any stat reaches 0 your PC suffers an aneurism on failed fortitude save and dies (You receive +4 to this save if under the influence of coffee). Refer to the chart below.
2+ minutes: Lose 1d4 points from 1d3 random personality stats (cha, int, or wisdom).
1-2 minutes: Lose 1d3 points from 1d2 random personality stats.
>1 minute: Lose 1d2 point from 1 random personality stat.
Note: While under the influence of Nybor's Callous Alarmclock your character is more quick to anger and likely to attribute failings which result from these stat decreases to environmental and interpersonal circumstances rather than the negative effects of the spell.
Allow Clairvoyance/Audio to reveal nearby Alarms
Mindblaze
Spell Level: Wizard 4/Sorcerer 4
Innate Level: 4
School: Divination
Saving Throw: will negates
Effect: Emanate a fog of psychic fire, setting the very thoughts of your foes ablaze. All targets within a medium range cone ahead of you must make a will saving throw. On a successful save, they take one point of fire damage. On a failed save, they take 1d3 per 4 caster levels of stat damage to each mental ability score. If any mental score falls to 3 or below, the target is incapacitated or dies as they would to Feeblemind. People who take ability score damage from this spell take an equivalent amount of fire damage, plus the caster's intellect modifier in fire damage.
This spell can friendly fire.
(SF: Divination) 60% chance to strip PfE effects.
(GSF: Divination) 90% chance to strip PfE effects. Each target drained adds one point to each of the original caster's mental stats. This does not stack with subsequent castings.
(Spell School: Divination) If someone in this spell's cone of effect rolls a natural 1 on their saving throw they immediately emanate another cast of Mindblaze targeted at the nearest creature. This has a reduced DC of two. This can fire back on the original caster if they are the nearest creature. This can chain indefinitely, with sequentially lower DCs each time. Sequential casts do not gain SF/GSF bonuses.
Spirit Hemorrhage
Spell Level: Wizard 4/Sorcerer 4
Innate Level: 4
Range: short
School: Necromancy
Saving Throw: will / fortitude partial
Effect: Flense the very flesh and spirit of your foe, turning their stolen energies against them. On a failed will save, your target takes one level drain. On a successful will save, they resist the spell entirely. On a failed fortitude save, a Blood Golem (second circle) replica of themselves rends its way out of their own body, manifesting beside them. This stuns them for a single round. A successful fortitude save allows the victim to, either through sheer endurance or physical effort, stop the Golem from forming. A successful fortitude save does not stop the level drain, only the Golem and the stun.
The conjured Golem receives the relevant bonuses from spell focuses as if their creator was a Blood Crafter.
(Spell School: Necromancy) The Golem is instead of the third circle, instead of the second.
(fine print: original idea based off roxy's)
Could Knock have an animation that plays regardless if it opens anything? There is a bit of humor in absolutely nothing happening, but a little extra visual or auditory cue for stuff is always nice on an OOC level. I never have any idea if the spell is actually going off or it's buggy.
Remove Blindness/Deafness is an absurd arcane circle for what it offers, contesting with a crazy thing like 4th circle spells and the pricing for it is similarly ridiculous. Especially when what it exists to count is half that. Can it be reduced to a 3rd circle for Sorcerers and Wizards? If it's an issue with it being able to have brews, it's a Cleric 3 spell already (and Paladin 3 for some reason). It's also currently bugged in that it doesn't actually grant any immunities, or bonuses against, blind/deaf at the moment. Not the spell or the general effect.
Shield Other could use a few rounds of flat duration, maybe 3 or so? Feel like I never see the spell and even when it does come up, it's an absurdly short duration. It would also make it a little more desirable as a trinket.
And a rather weird spell. I know it's supposed to be a sort of thing where druids cant magic weapon themselves, but something that would immediately tell you they are a druid, just like shapeshifting.. That should be fine right? On top of it being rather restrictive to use. Threw in some damage against things druids oppose for extra flavor, and sealed it with a unique property you don't see anywhere else, to make it a little exotic: vampiric regeneration... oo...
Herald of Spring
Spell Level: Druid 4 or 5
Innate Level: 4 or 5
Range: Personal
School: Transmutation
Saving Throw: n/a
Duration: 5 rounds per level + 1 or 2 per SF/GSF
Effect: The caster's held weapon begins to emit a vibrant green grow that slowly forms into curious tendrils, seeking to learn more of the world. Grants your held melee weapon +1 Enhancement Bonus, +1 Vampiric Regen, and +1 Positive Damage against Aberration, Undead, Constructs and Outsiders per X caster levels. It also gives OUB: Druid.
Stacks with Flame Weapon and others, this spell is categorized simiarly to Bless Weapon. Note that since you must cast this, so it will not carry over into Wildshapes, and cannot cast it on others/summons. Held weapons only.
EDIT:
Curse of Impending Blades: Slashing Vulnerability thrown on there as well? Perhaps a higher AC reduction during certain periods, so it's a bit like waiting for windows this spell then makes, and allowing it to be more powerful in certain situations? For example: Every 2dX rounds, the blade animation will play again for 9 seconds. During this time, the target has an additional -2 AC and 5% slashing vulnerability. The effect occurs again in 2dX rounds. It's currently a cool spell in practice and I am rather surprisied I am not seeing more of it, but maybe it's needs a more interactive component. Could be an interesting GSF Divination addon, perhaps?
Dimension Door
Wizard/Sorcerer 4
Exactly like teleport, but only works on the same area (for example, can go from your boarding house room to the front desk, but not from your boarding house room to the drips)
Keeps 3 round casting time, otherwise this will get very silly with dispensaries and such.
Lesser Darkness
Spell Level: Bard/Cleric/Druid/Sorcerer/Wizard 0
Innate Level: 0
School: Evocation
Range: Touch
Area of effect: single
Saving Throw: Harmless (none)
Spell resistance: yes
Duration: 1 hour/level
Additional counterspells: Light
Effect: Creates a small source of darkness above the target creature's head. It travels with the target. It can also be cast on any item that a character can equipment and make it emit darkness. Creatures with darkvision are able to look within the affected area with said ability.
Notes: This spell would basically be a dark or lightless version of the Light cantrip. I'm unsure if "black" is a valid light colour in terms of NWN:EE's graphical engine so I think the visual effect could be implemented by having all light sources within the area of effect of the target temporarily suppressed/removed. Alternatively, the effect could be implemented via the Darkness spell VFX which does not require ultravision to see through/into it.
Druids get Sleep already and it would flesh out the options for an Enchantment druid as there is something of a gap between Sleep at Circle 1 and Hold Monster at circle 4. (yes there is hold animal at circle 2 but that really doesnt see a whole lot of mileage from my experience).
On a related note I am curious if the SF/GSF Necromancy synergies that apply to Sleep also apply to foes that get put to sleep via Slumber, and if not humbly suggest that be the case.
ie:
Sleep
Spell Focus: Enchantment: Number of creatures that can fall asleep is doubled.
Spell Focus: Necromancy: Instead of peaceful sleep, the creature experiences horrible nightmares and suffers Doom spell for sleep duration + 5 rounds after waking.
Greater Spell Focus: Necromancy: Doom's duration after waking is increased to 5 + (1 round per caster level).
Change shield of faith to the following:
Spell duration changed to 5 mins / CL
Grants held shield total AC 3 (Small shield +2, Large +1, Tower Shield no effect) and grants +2 vs chosen flame weapon element (default fire) and 10% damage immunity to element.
(https://i.imgur.com/0vjxyS2.png)
Curse of Impending Blades currently seems like a mediocre spell. Would be nice to give it a bit more niche value... Could it dispel the spell Shield from the target? Possibly Shield of Faith? Would add an interesting element to it that'd always be in demand.
Quote from: LoveLess on January 15, 2023, 07:42:47 AM
Curse of Impending Blades currently seems like a mediocre spell. Would be nice to give it a bit more niche value... Could it dispel the spell Shield from the target? Possibly Shield of Faith? Would add an interesting element to it that'd always be in demand.
Might be interesting if it applies a negative equal to your shield AC to your shield as well for the duration to better function as a high AC tank guy counter with some specific GSF.
Or perhaps it could have an increased DC or not even require a save. Outside of NPCs casting it it's hard to imagine spending the time using it when any dispel is just going to remove the debuff anyway. That would be a good change too, making it an undispellable debuff - or making it count as a curse at least so you have to remove it with a remove curse potion/effect not just getting hit by offensive dispels.
I love utility spells and the notes system so this is an easy choice:
Create Paper
Caster Level Wiz/Sorc Level 1, Cleric level 1
Innate Level: 1
Spell School: Conjuration
Range: Self
Duration: Instantaneous
Material Component: 1gp
This spell creates 1 sheet of paper in the caster's inventory.
Phase out blank scrolls.
Further evolve paper to be targeted by scribe scroll for the purpose of creating scrolls.
Self-explanatory. Brings this in-line with the other similar spells that Druids can cast but are not effected by.
SUGGESTION: Add spells
Ray of Frost and
Acid Splash to Druid Cantrips/Orisions. Or perhaps just for druids with Evocation feat investments.
REASONING
- - With EfU:SOI changes to Druid, much more incentive to go GSF Evoc, but currently such a druid only has fire Cantrips
- - Druids now have very many Cold and Earth/Sand/Acid spells in their spell book (if you are of the mind that earth/sand/acid are all of one family)
- - Fits the new Druid playstyle/theme of bieng elementalists in general
- - GReat QoL change for "Caster" archetype Druids
REASONING: EXPANDEDWith Druids being largely pushed toward more of an "Elementalist" approach/playstyle to the class I feel it would make a lot of sense for them to be given access to Elemental Cantrips other than just Flare.
This would be a big QoL change for GSF Evoc Druids who happen to want to choose an element other than Fire as their Elemental Focus (aka Flame Weapon Element)
One of the great things about the GSF Evoc changes to the server overall, and probably part of the reason for them I would guess, has been giving cantrips a little more oomph so that builds which lean hard into the "Caster" archetype have better baseline damage options that reflect their chosen element.
At the very least the Frost Ray Cantrip makes sense given they have Cold spells in the 2nd, 3rd, 4th, and 5th circle...
I feel a case can be made for Acid Splash as well, especially if one rolls Acid and the Earth/Sand Pierce/Bludgeon damage up into one category... which also brings me to another suggestion that perhaps deserves its own post.... but if this logic is followed then it makes sense to have these sand/earth spells with pierce/bludgeon damage apply the Acid GSF Evoc effect.
Granted, I don't really see to many choosing Lightning/Electricity given the removal of Summon Storm and that I have yet to see it rain IG but perhaps I am missing something here. Regardless the above still holds true.
Hungry Hex
Caster Level: Astrologian 3, Sorcerer 4, Wizard 4
Innate Level: 3
School: Abjuration
Range: Medium
Duration: 1 round/level
Save: will negates
Additional Counter Spells: None
You assail your opponent with a voracious magical curse that eats away their magic. Every round, the Hungry Hex devours a new beneficial spell chosen at random. It's a messy eater, and it produces magical shrapnel that does 1d4 piercing damage whenever it dispels an effect. The curse burns itself out once its duration reaches its end. If Hungry Hex fails to find a magical effect to consume, the spell ends early as the Hex is starved out.
Spell Focuses:
GSF Abjuration: Hungry Hex ignores temporary bonuses to saving throws for its DC, bypassing PfE and similar effects.
GSF Necromancy: Your Hungry Hex grows flush with the power its consumed and explodes at the end of its life cycle. At the end of its effect your victim must make a fortitude saving throw or be stunned for two rounds. This effect grows more powerful the more spells the Hex consumes, adding +1 to the DC for each effect that this spell consumed. This requires the Hex to last its full duration.
GSF Conjuration: The Hungry Hex does not die at the end of its duration. Instead it takes on a life of its own and becomes a free willed Lesser Magic Eater, hostile to both the original Hex's caster and their victim.
Spell School: Abjuration raises the damage from 1d4 piercing to 1d6 piercing.
During a conversation about "Meredy's Magic Mansion," it occurred to me that there are many other Royal Court Wizards who might serve to inspire a unique spell, pertinent to the theme of their careers, that might enrich both the history of the setting and of our spellbooks.
Using just from the names that immediately stood out to my memory...
Quote from: Inspired by SUMMON SWARMAethelwine's Army
Caster Level(s): Wizard / Sorcerer 5
Innate level: 5
Descriptor(s): None
School: Conjuration
Components: Verbal, Somatic
Range: Short
Area of Effect: Point
Duration: 4 rounds / level
Save: None
Spell Resistance: No
The caster summons an attack force of 3 summons of the third circle.
Quote from: Inspired by UNRAVELCatsby's Catastrophe
Caster Level(s): Wizard / Sorcerer 5
Innate level: 5
Descriptor(s): None
School: Conjuration
Components: Verbal, Somatic
Range: Short
Area of Effect: Point
Duration: Instant
Save: None
Spell Resistance: No
The caster opens a portal to another dimension. After three rounds, a hostile entity will emerge. The exact nature of the entity is random, but it will be horrific, evil, and powerful. The entity is not under the caster's control; it will attack everything nearby.
This spell should not be used near NPCs without DM oversight.
Quote from: Inspired by FEEBLEMINDEbersol's Eviscerating Enmity
Caster Level(s): Wizard / Sorcerer 2
Innate level: 2
Descriptor(s): negative, mind-affecting
School: Necromancy
Components: Verbal, Somatic
Range: Medium
Area of Effect: Single
Duration: 1 minute / level
Save: Will
Spell Resistance: No
The caster launches a blast of withering hatred at an enemy, inflicting 1d6 negative energy damage, +1 per caster level. On a failed Will save, the caster inflicts 1d4 temporary Charisma damage for every four caster levels. If the target's Charisma would be reduced below 3 in this way, they are Silenced for the duration of the spell.
Quote from: Inspired by CONTINUAL FLAMEInaran's Incendiary Icon
Caster Level(s): Wizard / Sorcerer 2
Innate level: 2
Descriptor(s): fire, mind-affecting
School: Illusion
Components: Verbal, Somatic
Range: Medium
Area of Effect: Point
Duration: 2 rounds / level
Save: None
Spell Resistance: No
The caster creates a bright, blazing illusion that threatens to scourge anyone that comes too close to it. The icon will project a weak aura of fire and a weak aura of blindness.
Quote from: Inspired by HEARTHFIREBenedict's Bountiful Barrier
Innate level: 3
School: Abjuration
Components: verbal, somatic
Range: Long
Area of Effect / Target: Point
Duration: 1 round / level
Save: None
Spell Resistance: No
The caster creates a large, cumbersome placeable that blocks movement and line of sight. The placeable has 100 hit points. The placeable is temporary, disappearing at the end of the spell.
Quote from: Inspired by HEARTHFIREGrace of Gathias
Innate level: 3
School: Abjuration
Components: Verbal
Range: Self
Area of Effect / Target: Single
Duration: 1 minute / level
Save: Harmless
Spell Resistance: No
The caster charges their armor with an arcane resonance, temporarily imbuing it with -15% Arcane Spell Failure. The armor cannot be removed while this spell is in effect.
Quote from: Inspired by EVARD'S BLACK TENTACLESIsiratuu's Insidious Induction
Innate level: 4
School: Necromancy
Components: Verbal, Somatic
Range: Medium
Area of effect: Large
Duration: 1 round / 2 levels
Save: Fortitude
Spell resistance: no
The caster creates a cloud of hungering darkness that drains the life of anyone inside. The darkness blinds and conceals those caught within it. The darkness inflicts 1d10 negative energy damage, +1 per caster level, every round. On a failed Fortitude save, victims of the cloud are Slowed for three rounds.
Quote from: Inspired by CONTINGENCY
Lykaon's Last Laugh
Innate level: 4
School: Divination
Components: Verbal, Somatic
Range: Self
Area of effect: Self
Duration: 5 minutes / level
Save: Fortitude
Spell resistance: No
The caster foretells the doom of any who should strike them down. If the caster should take enough damage to kill or subdue them, the source of that damage will be struck by an avenging lightning bolt from heavens. The lightning bolt has unerring accuracy and inflicts 10 electrical damage per caster level, halved on a successful Fortitude save. The spell does nothing to prevent the caster's own defeat.
Envenom Weapon
Druid 3
School: Transmutation
Components: Verbal, Somatic
Range: Self
Area of Effect: Melee weapon
Duration: turn per level
Save: No
Description: The caster coats their weapon with toxins. The weapon will do d2 extra acid damage and imparts a 20% chance for the weapon to apply poison.
SF: Transmutation - Poison chance increased to 25%
GSF: Transmutation - Poison chance increased to 35%
Entropic Shield change
Add 2/- flat dr vs piercing damage
- increase dr by 1 for every additional spell focused: abjuration
This way it has a place even outside ranged combat, but doesn't overshadow blurring.
Shrapnel Burst
Sorcerer/Wizard 3
School: Evocation
Components: Verbal, Somatic
Range: Medium
Area of Effect: Huge
Duration: Instant
Save: Reflex 1/2
Description: The caster creates a tremendous force of impact at a target location, causing the surrounding area to burst and embed large, sharp chunks of shrapnel within all targets within the area, dealing 1d6 points of Piercing damage per caster level, to a maximum of 10d6.
SF Evocation: Causes Caltrops to spawn at the target location.
GSF Evocation: Also causes targets to become Wounded if they fail the initial save.
Hexforged Raiment
Atrologian 4
Duration 1m/level
Gain 5/+1 damage reduction for the duration of this spell. While you are affected by this spell, if any enemy would die with a Hex, you take 1d4 negative damage and gain 1d4 temporary shield. If that temporary shield is lost, apply a hex to a random nearby enemy as if you cast it (saving throws still apply again).
The point is to make it so you can 'carry' hexes around with you, but with some very odd limitations and yet simple workarounds.
Quote from: CoffeeBean on May 03, 2023, 04:07:10 PM
Entropic Shield change
Add 2/- flat dr vs piercing damage
- increase dr by 1 for every additional spell focused: abjuration
This way it has a place even outside ranged combat, but doesn't overshadow blurring.
I do think Entropic Shield is entirely too useless at the moment. Could it get a duration increase either innately, and/or through GSF Abjuration? It just doesn't last long enough to make it stand out as something to pick up.
Starlit Path
School: Conjuration (Teleportation)
Level: Astrologian 5
Components: Verbal, Somatic, Material (marked gateway)
Casting Time: 5 standard actions
Range: short
Duration: 1 min/2 caster levels
Through wild and powerful manipulation of the celestial currents an Astrologian can forge a one-way bridge of starlight to a prepared destination. This spell creates a temporary transition usable by anyone leading to a piece of special marked furniture called a Gateway Arch. An Astrologian must mark a Gateway Arch before being able to gate to it, otherwise this spell does nothing. Attuning to and properly memorizing a Gateway Arch's position relative to the celestial firmament is arduous and taxing: it is impossible for an Astrologian to mark more than one location unless that Gateway Arch is particularly ancient and potent. This spell is especially dangerous and will backfire if the intended destination is otherwise moved or destroyed. If this spell fails because an intended Gateway Arch cannot be found it instead tears open a rift through which dire Horrors from beyond can intrude upon the world for the spell's duration.
The intent of this spell is to provide Astrologians with a unique mode of transport similar to Teleport but with its own strengths and weaknesses. Starlit Path ignores region boundaries unlike Teleport and allows for the transit of more people, but it comes with greater risk and excluding special DM-placed Archways only one destination can be memorized at a time.
I just realized there aren't many Conjuration spells for astrologians, except for the lvl 5 Collapsing Void. So, well, here are a couple lesser versions of it that might make Conjuration a bit more fun for astros?!
Void Pull(ok I suck at names)
Spell Level: Astrologian 4
Innate Level: 4
School: Conjuration
Components: Verbal, Somatic
Range: Medium
Area of Effect: Huge
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: Fortitude partial
Spell Resistance: Yes
Summoning up a lesser orb of dark matter, you toss it into a square, exploding into a mass. The dark matter forms a void that sucks in nearby creatures to their demise.
The void KNOCKS DOWN any nearby creatures on a failed Fortitude save and deals 1d4 bludgeoning damage per 10 Astronomy ranks per round.
Solar Pull(ok I suck at names)
Spell Level: Astrologian 3
Innate Level: 3
School: Conjuration
Components: Verbal, Somatic
Range: Medium
Area of Effect: Huge
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: Reflex partial
Spell Resistance: Yes
Summoning up a miniature sun, you toss it into a square, exploding into a mass. The miniature sun forms a void that sucks in nearby creatures to their demise.
The void ENTANGLE any nearby creatures on a failed Reflex save and deals 1d4 fire damage per 10 Astronomy ranks per round.
this is either completely stupid or completely fantastic but
Starchanged
Spell Level: Astrologian 3
Innate Level: 3
School: Transmutation
Components: Verbal, Somatic
Range: Medium
Area of Effect: Huge
Duration: 1 Round / 1 Level
Additional Counter Spells:
Save: Mind-affecting
Spell Resistance: Yes
Temporarily shift the alignment of your enemies to either Good or Evil in a huge radius. After duration, their alignments resets to what it was before.
When a wizard with the school focus of necromancy or a sorcerer with GFS: necromancy casts negative energy burst- there is a 25% chance it strips polarization
Thorn Cudgel
Spell Level: Druid 3
Innate Level: 3
School: Transmutation
Components: Verbal, Somatic
Range: Medium
Duration: 2 turns / level
Binding and twisting venom-laden thorns to your will, you command them to cover a stick or branch.
Grants 1d4 piercing damage to a weapon, and a random weak poison applied on-hit with a DC of 10 + 1/2 Druid Levels
Grants an additional 1d2 acid damage at level 8 Druid level.
May only be cast on Druid proficiency weapons.
Goodberry - Druid/Cleric (With Creation domain) - Level 1
The druid/cleric creates a Vanish on Reset item that can be used as ration for rest.
Shillelagh - Druid - Level 1
The druid can enhance a bludgeoning weapon with +1d3 bludgeoning damage and +1 enhancement.
Quote(Mass) Phantasmal Affliction
The GSF: Illusion doesn't really make the spell much better or feel more impactful, especially given the fact the base spell requires a double saving throw, which the poison save doesn't increase with GSF. Ironically, it feels better to take this spell with GSF: Necromancy, despite it being an illusion spell.
My suggestion would be for a failed will save to, instead of removing a single point in wisdom, apply either the effects of "Doom" for round/level or make the target reroll their poison save.
QuotePhantasmal Assault
Spell is decently useful with GSF, but I think the damage is severely lacking. My suggestion is to make it a d6 per level/2 + 1 per caster level. This puts it at a maximum of 40 damage at level 10.
Sunder Mind
Caster Level: Astrologian 3, Sorcerer 3, Wizard 3
Innate Level: 3
School: Enchantment
Range: Medium
Duration: 1 round/level
Save: will half
Additional Counter Spells: Clarity
You hammer a psychic wedge directly into the mind of your foe, attempting to splinter their sense of self. This spell does 1d5 Psychic damage for every two caster levels. It does half damage on a successful will save. Regardless of whether or not the save is passed, the force of the mental impact begins to leave behind temporary cracks on the target's psyche. They incur a 25% Psychic damage vulnerability for one round a caster level.
Every subsequent cast of this spell resets the duration of the vulnerability to its maximum and increases the vulnerability by an additional 25%. This can continue accumulate indefinitely until the effect is allowed to expire. This spell is blocked by mind spell immunity effects.
GSF Divination: gives the spell a 50% chance to dispel and pierce Clarity (but not Mind Blank.)
GSF Necromancy: makes the spell apply a stacking -1 will save penalty in addition to the vulnerability.
Torment
Caster Level: Astrologian 6
Innate Level: 7
School: Divination
Descriptor: Evil
Range: Touch
Duration: Permanent
Save: none
You mark your target with a gruesome astral brand attuned to the Stalking Star. This potent sigil is a greater curse that renders their presence visible to a gruesome unkillable Aberration known only as the Huntsman. The Huntsman is an unstoppable and immortal entity fixated only on stalking and torturing its target. It manifests at the initial casting of the spell and persists for a number of rounds equal to half the spell's caster level. It can only perceive and be perceived by its target.
The curse waxes and wanes in power, and can only draw the attention of the Huntsman so long. Once the initial manifestation ends the curse's power begins to build again. Every turn the percent chance for the Huntsman to manifest again increases by 2%, starting at 0%, and eventually increasing to 100%. This percentage is checked and tested right before it increases once a turn. Manifestations reset the likelihood to 0%. This cycle can only be broken with a Remove Curse spell.
Creatures bested by the Huntsman are not granted the mercy of death. It instead seizes them and disappears with its caught quarry. They are never seen again. Defeat in this way is a permanent end.
This spell can be cast on items like Bestow Curse. Items cursed in this way summon the Huntsman, still, but take longer to gather power. The percent chance to summon the Huntsman increases at a rate of 1% instead of 2%. Items cursed this way cannot be uncursed permanently, though they can be rendered inert and removable for a turn with a successful application of Remove Curse.
Flensing Gale
Caster Level: Druid 2
Innate Level: 2
School: Evocation
Components: verbal, somatic
Range: Short
Area of effect: 15m cone
Duration: Instantaneous
Save: reflex half
Force forwards a brief and incredibly powerful burst of wind that carries with it enough force to blow away the flesh off the bones of your foes. This spell does 1d8 Wind damage every 3 caster levels. The force of the blast disperses and dispels magical clouds and surfaces, ending these effects early.
GSF Enchantment: renders the force of your blast particularly beguiling, attempting to knock down those caught in the blast as if hit by Balagarn's Iron Horn.
GSF Abjuration: your winds become magically flensing. They attempt to dispel magical effects on creatures as Lesser Dispel but with a modifier of -10 to the roll.
Can the spell Prayer cast your selected Turn Undead in addition to it's base effects? And maybe double the duration of Prayer for Priests, to give them some more incentive to use it?
Other ideas for some buffs to it might be for good/neutral, players heal 1d4 health per round. And enemies take 1d4 negative damage per round? Both perhaps?
Several suggestions, that I had posted in Discord but have moved to here since there's no spell suggestion channel on discord, technically:
1- GSF Transmutation/school interaction with Haste and Expeditious could be added back in by allowing them to mirror cast on the caster when cast on someone else. This would would be a nice benefit all around for those that devoted multiple feats to it. For Haste maybe it's a shorter duration a la Slow, so as not to be too overpowered.
2- Mage Hand: Add functionality to Mage Hand to allow you to cast it on an item in inventory, then click on the ground and it makes a Spellcraft check based on the weight of the item/stack and either carries the item to that point or the item vanishes forever and is lost on a fail. Arguably could be used to also pick up stuff at range, but this could be way too strong and I think just being able to "throw" items with it would be more than enough.
3- Flame Weapon: Add GSF Evocation functionality in the form of either a /c command or maybe a dialogue option or player tool such that you can change your elemental theme on the fly, as you are a master of Evocation. This would allow for a lot more flexibility all around for Evokers.
Last one is a two prong:
As Mage Armor is no longer Conjuration and is now Abjuration, the Shield interactivity with SF/GSF Abjuration is kind of limited as there's nothing to prevent Abjuration Wizards from learning both spells, but more importantly the durations of the two spells are so drastically different that no one would actually forego Mage Armor to just rely on the Shield bonus for a fraction of the time. As such, a solution could be:
1- SF/GSF Abjuration add Shield AC boosts to Mage armor, like a reverse of the current Shield mechanic, but still entirely lacking the immunity to magic missiles.
2- SF Abjuration increases the Shield spell duration to 2 turns/level and GSF Abjuration Shield instead gives a bonus to resisting dispell (NOT undispellable, just a bonus like +2 CL or something)
Shield would become a more niche spell for Abjurers, in that they'd put it up basically only to defend against magic missiles, but those spells are pretty common so there's still an obvious level of value to having it and keeping it in your back pocket, just in case. Another alternative would be to allow Abjurers to get even higher Shield AC with the actual Shield spell, so it goes up to +5 Shield AC and overwrites the bonus to Mage Armor, maybe +6 with GSF, so you can totally still use both if you REALLY want that high AC.
Astral Blade - When it kills a target from the astral damage, can it add a cleave attack to the queue? Your blade was in alignment with the heavens this swing, cleaving through one foe and striking another.
Something fun to add since I've noticed it actually kills things with the 2 or 3 astral damage more often than you would expect, preventing characters with Cleave from triggering an additional attack at all, since it's considered a spell not an attack. Thought a fun compromise would be to just give it cleave in general when only that small bit of damage manages to kill a target, give it a bit more fun.
I take back my suggestion about Flame Weapon with GSF Evo, just saw the synergy in action with set element... yeah, they don't need any extra love.
Others would be cool, though.
Horizikaul's boom added to Bard's first circle spell list. Would be cool for mage or evoker style bards and it's even sonic damage. It's only 4d4 at level 8.
Could Ward Area hide a zone from showing up in /c commotion?
QuoteLiving arrows
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Living Arrows
Innate level: 1
School: Transmutation
Target: Self
Range: Single
Duration: 1 turn per level
Save: Harmless
Arrows and bolts you touch become alive! When you hit a creature with a bolt or arrow, the ammunition will ricochet itself into a nearby target, dealing 1d4 damage.
Entangle arrow
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Entangle arrow
Innate level: 1
School: Transmutation
Range: Self
Area of effect: Single
Duration: 1 round per level or when fired
Save: reflex
At a touch, you imbue your next shot with magical roots that binds its target for 1 round per level.
**adds a the on-hit property of tangle on next arrow.
** Replaces any current imbued effect on the next arrow
SF: Transmutation - adds 10% piercing damage vulnerability per round tangled.
Imbued arrow
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Imbued arrow
Innate level: 2
School: Evocation
Range: Self
Area of effect: Special
Duration: 1 turn per level or when fired
Imbue your next arrow with elemental energy that contains one of three on-hit effects:
Fire - upon hitting its target, this arrow bursts into magical flame damaging nearby targets. All creatures hit take 1d4 fire damage per 2 levels to a (max of 5d4), taking half damage on a reflex roll. Additionally, creatures hit become marked by flame- removing and preventing invisibility and concealment for 1d4 rounds
Ice - Upon hitting its target, this arrow causes the creature to take 1d6 per 4 levels of cold damage (max of 3d6) + 1 cold per level. Additionally, upon a failed fortitude save the target is chilled, becoming slowed for 2d2 rounds.
Acid - Upon hitting the target, the target takes 1d4 acid damage per round for 3 rounds. If the target dies within this time, they explode in a corrosive gas dealing 1d4 acid damage per 2 levels (maximum of 5d4) to surrounding creatures. Additionally, creatures hit by the explosion must make a will save or be dazed for 2 rounds
Arrow of Lightning
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Arrow of Lightning
Innate level: 3
School: Evocation
Range: Self
Area of effect: Single
Duration: 1 round per level or when fired
Save: reflex
You shatter your next arrow into lightning that, once hits its target, wrecks havoc among your enemies. The initial target takes 1d6 per 2 levels of lightning damage (max of 5d6) or half that on a successful reflex save. The bolt then will bounce from hostile target to hostile target within its range unendingly until a reflex save is made or there is only one target left. Each bounce does 1d4 lightning damage per 3 levels (maximum 4d4 at 12).
** Difficulty Class should decrease per bounce.
Hunters' mark
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Hunters' mark
Innate level: 3
School: Transmutation
Range: Long
Area of effect: Single
Duration: 1 round per level or when fired
Save: None
You mark at target with your ire and transform your animal companion into a spirit of the hunt. While under the influence of this spell, your animal companion hounds the target and gains the following benefits:
- becomes immune to attacks of opportunity
- Enters rage
- Gains darkvision
- Ignores collision
** Animal companion cannot see invisible, but remains aware of their location.
** The animal companion retains this buffs if the target is slain foe the remainder of the duration.
Additionally, I'd like to suggest removing blade thirst and aid as ranger spells, and then give rangers access to 3 level spells sooner. Maybe also give more spells per level.
Can we get spells that add OnHit properties to weapons or armor? If yes, you could get really creative with those would be fun some variation in buffs.
Quote from: Vegan_Snickerdoodles on May 18, 2024, 10:12:43 PMCould Ward Area hide a zone from showing up in /c commotion?
I love this idea.
Ward Area is against magical interference, mostly.
Commotion represents, more or less, the ability to case the Well and know everyone is congregating in a public place.
I'm not very good at mechanics, but here's a few rough ideas for some healing spell concepts. The idea isn't to make any of these particularly powerful, but to give healing some flexibility and variety in how to approach difficult fights. Please excuse the dumb placeholder names! Just throwing ideas around.
"Watchful Care"
The spell itself does not heal the ally, but alerts the caster if the ally goes below 50% HP. If the ally goes below 30% HP, the ally is automatically healed for (some heal spell) at the cost of equal HP to the caster. This effect only triggers once per 4 caster levels.
"Holistic Approach"
The idea is to self-buff a person's healing in intense situations.
The target (self or ally) is infused with positive energy that promotes the flow of vital functions. For a short period of time, the target has +5 Heal and heals an additional 1 HP when Herbal Medicines are (either applied to them or by them).
"Circle of Empathy"
Just an idea for making healing a little more tactical/varied.
Circle-type spell. (X) number of healing is stored across the group. Each time an affected ally goes below 50% HP, the remainder of their HP is restored from the pool of healing.
An alternative idea: healing pulses from the caster, periodically healing those in a circle around the caster for (cure moderate wounds?)
Curse of Vulnerability (Illusion 2, Wizard/Sorcerer/Bard/Ranger)
School: Necromancy
Components: Verbal, Somatic
Range: Cone.
The caster assails the targets with weakness, lowering their Physical Damage Immunity by 10% for 1 round/level. On a failed save, they also gain 10% vulnerability to Physical Damage.
SF: Necromancy: The targets also gain 5% vulnerability to Negative and Positive Damage on a failed save.
GSF: Necromancy: The targets also gain 10% vulnerability to Negative and Positive Damage on a failed save.
Based this off Prismatic Flames. There's currently no counter to the amount of DI you can stack up, especially with Huscarl. Curse of Impending Blades lowers AC, but barbarians don't care about AC so much. They just tank the hit. making it Necromantic rather than Mind-Affecting means there's also some more tricks to drop on Undead and Vermin that have DI.
Increase the Range on Dancing Lights to Long.
It's a 'signal flare' spell, but the range is to short for it to be useable to mark directions, targets etc. Boosting it to Long range would let you use it more as a tactical signal.
https://www.giantitp.com/comics/oots0512.html
If you have GSF Abjuration, I think it'd be wonderful quality of life if all the Shelgarn's spells came with a 5/- to all elements, OR a precast Endure Elements on them.
Make Dismissal do damage vs all Outsiders and Elementals.
I've been using Dismissal a fair bit lately, but only as I have it off a ranger token.
It's not worth preparing because for the cost of a L3 slot you could just use a L3 slot to kill or disable the summoner, or fireball the whole encounter. And that also, conveniently, works on non-summoners! So Dismissal is only good off items. It also doesn't work on 'Summoned X of Y' type Djinn that turn out to be actually perfectly normal spawns, or that are summoned off a Nazaru when they die, etc.
So, here's my thought to make it something worth taking as a situational spell.
What about if it did 1d4 Divine Damage per level to all Outsiders and Elementals, no save? Then it will always mess up 'summoned creatures' regardless of whether they are a Summoned Creature mechanically. No save means it's not just a cheaper, situational Castigation. It means it's weaker, but reliable at what it does.
This won't really affect PvP vs summoners as it already deletes most of their horde due to the massive DC. It will mean that the thematically cool thing of "pray for an exorcism loadout when we go to beat up some Djinn" is worth doing.
Adding Horizakaul's Boom to Bard 1 spell list, lowering Whispering Wind from being a Bard 2 spell into a Bard 1 spell.
New Spell Suggestion:
Icy Kiss
Spell level: sorcerer/wizard/druid 2
Innate level: 2
School: evocation
Descriptor: cold
Components: verbal, somatic
Range: touch (Melee, Like Ghoul Touch or vampiric touch d20+Str vs Melee Touch AC, not like combust)
Area of effect: single
Duration: instantaneous
Save: fortitude partial
Spell resistance: yes
Additional counterspells: combust
Description: This spell makes a creature freeze into an icicle. If the initial kiss makes contact it causes ice to erupt from the point of contact for 2d4 cold damage +2 point per caster level (maximum +20) with no saving throw. Further, the creature must make a fortitude save or freeze in place, rooting the creature where it stands for a duration of 1 round per 2 caster levels (maximum 5).
Additional notes: For animations, It may be good to use the Icy Stonehold effect to simulate the rooting. And maybe a combination of the female taunt animation and a single ice shard from icestorm in the initial cast.
Spell: Curse of Blades (https://wiki.efupw.com/index.php?title=Custom_Spells#Curse_of_Impending_Blades)/ Mass Curse of Blades (https://wiki.efupw.com/index.php?title=Custom_Spells#Mass_Curse_of_Impending_Blades).
"On failed save, the subject take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.
Greater Spell Focus: Necromancy increases the AC penalty to -3"
With the introduction of "protect (https://wiki.efupw.com/index.php?title=Custom_Spells#Protect)" to provide long term deflection (vs shield previously) I feel the spell has fallen off. The area of effect of the mass variant also seems to small to reliably hit a 3rd slot worthy amount of enemies with.
Maybe another suggestion seeing the new prevalence in DI on both PC and NPC characters is to change the spell to apply vulnerability to slashing/blunt/piercing rather than reduce AC.
Was talking about this on Discord, but the Ranger spell list is really, really pathetic. It's other half-caster counterpart gets a bunch of great spells, plus some unique spells only cool paladin only spells. While Ranger just gets the worst spells on the druid list. Can we change that and make Ranger spellcasting something that's more interesting than just Camouflage/OwtL? I think we can.
Hunters Mark (credit to Astergard for the idea)
Spell level: Ranger 1
Innate level: 1
School: divination
Components: verbal, somatic
Range: long
Area of effect: single
Duration: 1 round per caster level
Save: none
Spell resistance: no
Description: Tapping into the insight of great hunters, you gain Favored Enemy against the targets racial type for the duration of the spell.
Scouts Lead
Spell level: Ranger 1
Innate level: 1
School: abjuration
Components: verbal, somatic
Range: touch
Area of effect: single
Duration: 1 minute per caster level
Save: none
Spell resistance: no
Description: The target gains +20 to hide and move silently checks for the duration of the spell. This cannot bring their hide score higher than your own hide score minus 10, or bring their move silently score higher than your move silently score minus 10.
Bloodtrail Bow
Spell level: Ranger 2
Innate level: 2
School: transmutation
Components: verbal, somatic
Range: self
Area of effect: single
Duration: 1 minute per caster level
Save: none
Spell resistance: no
Description: Your held bow or crossbow inflicts 1 point of bleed damage on hit while the spell lasts.
SF Necromancy it also deals 1 point of necrotic damage on hit. GSF Necromancy increases the damage to 1d4.
Envenom Weapon
Spell level: Ranger 2
Innate level: 2
School: transmutation
Components: verbal, somatic
Range: touch
Area of effect: single
Duration: 1 minute per caster level
Save: none
Spell resistance: no
Description: The touched melee weapon(s) gain a poison effect that inflicts 1d2 point of Constitution Damage on hit (Save DC is equal to your save DC at time of casting).
(Does not stack with Flame Weapon and other such weapon damage buffing spells)
Let's get some Illusion spells for Astrologians :)
Starlight Sword
Spell Level: 4
Innate Level: 4
School: Illusion
Components: Verbal, Somatic
Range: Medium
Area of Effect: single
Duration: 1 round/level
Save: None
Spell Resistance: No
You summon an illusory blade of pure starlight. This blade will attack nearby enemies, dealing 1d6 Astral damage per 10 Astronomy ranks.
Spell Focus: Illusion: Duration increased to 2 rounds/level
Greater Spell Focus: Illusion: Damage increased to 1d8 per 10 Astronomy ranks.
(Basically a worse version of Black Blade of Disaster to have a short duration summon for emergencies, worse than other summons in duration but better in immediate throughput)
Naught's Manifold Hue
Spell Level: 3
Innate Level: 3
School: Illusion
Range: Medium
Area of Effect: Cone
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes
You send out a cone of a particular Astral color. This color is ruinous to the unnaterual, dealing 1d12 damage/level to Outsiders, Undead, and Abberations caught in it (Save Reflex 1/2).
Spell Focus: Illusion: Creatures that fail the save are Slowed for three rounds.
Greater Spell Focus: Illusion: Creatures that fail the save are Stunned for three rounds.
Illusory Illumination
Spell Level: 5
Innate Level: 5
School: Illusion
Range: Long
Area of Effect: Single
Duration: 1 Minute
Save: None
Spell Resistance: None
You create an illusory star at target location. Friendly creatures within 10 meters when the spell is cast, or that enter the range after the spell is cast, are affected with the Fortune Telling spell (Does not stack with Fortune Telling or itself). When the star expires, it heals all friendly creatures in its range as though they were affected by a Cure Critical Wounds spell.
Spell Focus: Illusion: When the spell expires, nearby friendly creatures also gain the benefit of the Astral Regeneration spell.
Greater Spell Focus: Illusion: When the spell expires, nearby friendly creatures also gain the benefit of the Twist Fate spell.
Project Star Chart, Greater
Spell Level: 4
Innate Spell Level: 4
School: Illusion
Range: Personal
Area of Effect: Medium
Duration: 1 round/level
Save: None
Spell Resistance: No
You create a stationary star chart where you are standing. Creatures standing within the star chart gain +5 Astronomy.
Spell Focus: Illusion: +10 Astronomy
Greater Spell Focus: Illusion: +15 Astronomy
Hex Dispersion w/ GSF Necromancy: If the initial/original target dies within 1 Round / Level, the nearest hostile creature makes a Will save, or is hexed with every Hex the dying creature had. This on-death effect is also applied to the new creature for 1 round / level
The intention of this effect is to keep the original concept of Hex Dispersion, but to extend it's potential to you to try to keep a continuous application of hexes going even if it is only on one target at a time. This opens up the ability to also put out a second cast of Hex Dispersion for an even greater effect later on as well.
Mending:
We have a lot of constructs now with summons/Shelgarn.
Cantrip, does 1d4 Healing to Constructs only.
Available to all arcane classes and Clerics.
Corrode
Touch Attack, does 1d4 Magical Damage to Constructs, no save
Druid Cantrip, essentially the flavourful baby version of Crumble.
Mass Flame Weapon
Circle 4
Range: same as Mass Shell/Mass Protect
Otherwise identical in behavior to normal Flame Weapon.
Watching quest groups methodically cast Flame Weapon over and over as well as people in events is pain. How much needless time wasted could we eliminate by narrowing it down to a single spell cast? It's also cooler for a wizard to set an entire army's weapons alight at once instead of having to walk over and personally touch every single weapon.
Quote from: Zickery on April 24, 2025, 01:29:20 AMMass Flame Weapon
Circle 4
Range: same as Mass Shell/Mass Protect
Otherwise identical in behavior to normal Flame Weapon.
Watching quest groups methodically cast Flame Weapon over and over as well as people in events is pain. How much needless time wasted could we eliminate by narrowing it down to a single spell cast? It's also cooler for a wizard to set an entire army's weapons alight at once instead of having to walk over and personally touch every single weapon.
I would suggest circle 6, or 5 if the flame weapon from Mass Flame Weapon was limited to 1d4 elemental damage.
Quote from: Mia on April 24, 2025, 08:50:53 PMQuote from: Zickery on April 24, 2025, 01:29:20 AMMass Flame Weapon
Circle 4
Range: same as Mass Shell/Mass Protect
Otherwise identical in behavior to normal Flame Weapon.
Watching quest groups methodically cast Flame Weapon over and over as well as people in events is pain. How much needless time wasted could we eliminate by narrowing it down to a single spell cast? It's also cooler for a wizard to set an entire army's weapons alight at once instead of having to walk over and personally touch every single weapon.
I would suggest circle 6, or 5 if the flame weapon from Mass Flame Weapon was limited to 1d4 elemental damage.
Would love to see them replace "Maximize" entirely with "Mass" Metamagic, as the former is never used to my knowledge. Then handpick what spells are allowed to be used with any sort of drawbacks.