Spells Suggestions Thread

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

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cmenden

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.

Stranger

Phase out  blank scrolls.

Further evolve paper to be targeted by scribe scroll for the purpose of creating scrolls.

Glyph

Self-explanatory. Brings this in-line with the other similar spells that Druids can cast but are not effected by.

Glyph

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: EXPANDED





With 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.

Zickery

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.

Stranger

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.

CoffeeBean

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%

CoffeeBean

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.

SeerofLight

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. 

LoveLess

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.

Zickery

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.

sankarul

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.


zerotje

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.

CoffeeBean

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

thegn


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.