View Full Version : First level spells i'd still like to see added.

03-18-2009, 08:36 PM
Entropic Shield

Level: Clr 1, Luck 1 Components: V, S Casting Time: 1
standard action
Range: Personal
Target: You
Duration: 1 min./level (D)

A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected. (it affects ray spells and effects)

Delay Poison

Conjuration (Healing)
Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.
all poison effects come in at the end of the duration, So it extends the action time of any current poison countdowns to the duration of the delay poison spell. Also the initial poison damage is delayed till that time also when it will act as if first affected.


Level: Drd 1, Plant 1, Rgr 1 Components: V, S, DF C
asting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 40-ft.-radius spread
Duration: 1 min./level (D) Saving Throw: Reflex partial; see text Spell Resistance: No

Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement. Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants. (entangling with razor sharp plants , thorns or poisonous ones)

Web spell for rangers? It doesnt stop them doing other things like a web spell does but it slows those in there, and holds in place those that fail the save. they can still melee with things close to them or use ranged spells/weapons, and should probably keep swinging their weapon/arms (AI wise)
there is enough outdoor zones for the spell to work only outdoors if that limitation is kept.

03-18-2009, 11:42 PM
They added the delay poison affect to the remove poison spell, so I doubt they'd ever think about doing that.

Entropic shield isn't worth adding because it's a weak blur. The better option would be to have blur affect ray spells.

Entangle would be a great addition and I'd love to see it. The only problem is that the only class that would get it without druids in the game is rangers, and they don't need any more cool spells, they're overpowered enough as is.

03-23-2009, 09:44 AM
delay poison only makes you immune till the spell duration, then the effects begin again.

Neutralize is just immunity in general for the duration.

Delay is a level 1 spell, neut a level 4