Author Topic: Spells Suggestions Thread  (Read 9000 times)

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Stranger

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on: August 29, 2019, 03:38:39 PM
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.
« Last Edit: August 29, 2019, 03:49:33 PM by Stranger »



MAGIC

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on: September 11, 2019, 01:53:51 PM
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.



Voss_

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on: September 17, 2019, 10:05:32 AM
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.

« Last Edit: September 17, 2019, 10:13:34 AM by Voss_ »



Astegard

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on: September 17, 2019, 02:02:58 PM
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!)





« Last Edit: September 17, 2019, 08:53:52 PM by Astegard »



spice mage

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on: November 05, 2019, 04:41:31 AM
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



Aethereal

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on: November 27, 2019, 11:38:38 AM
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.
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Sem

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on: November 28, 2019, 12:51:10 PM
The 50th suggestion to add Bear's Endurance to the druid spell list which is arbitrarily not on there.




Hierophant

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on: January 23, 2020, 05:43:07 PM
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.


« Last Edit: January 23, 2020, 05:50:54 PM by Hierophant »
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MAGIC

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on: February 25, 2020, 12:56:49 PM
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.



MAGIC

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on: February 27, 2020, 03:10:44 PM
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.



Mushroom Mushroom

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on: April 07, 2020, 12:25:23 AM
Paralyze Undead

2nd circle wizard/cleric spell

Stuns target undead for 1 round per level.

Will negates.



Trevor White

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on: April 15, 2020, 04:23:00 PM
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.
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Egon the Monkey

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on: May 02, 2020, 11:13:55 AM
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.






« Last Edit: May 02, 2020, 02:07:20 PM by Egon the Monkey »



Egon the Monkey

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on: May 03, 2020, 11:07:30 AM
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



Mushroom Mushroom

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on: May 06, 2020, 11:13:35 PM
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.