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View Full Version : Spells and Spell changes discussion



SteeleTrueheart
04-07-2009, 10:08 PM
Didn't see a forum for spells in particular so I am putting it in here.

1. Is this it for spells? Are there plans for primary spellcasters and secondary spellcasting classes to get more spells in future Mods?

2. Divine Favour.... THANK YOU!!!!!

Spells

New Spells

Acid Spray
Sor/Wiz 1
Description: A cone of burning acid shoots forth, damaging targets in the area of the spray for 1d4 damage per caster level (max 5d4). A successful Reflex save reduces the damage by half.
Chain Missiles
Sor/Wiz 3
Description: A missile of magical energy darts forth and unerringly strikes its target inflicting 1d4+1 force damage. For every 2 caster levels beyond first you gain an additional missile, up to 10 missiles. After striking your target, the missiles explode outwards, striking other creatures near the primary target.
Charm Monster, Mass
Brd 6, Sor/Wiz 8
Description: A group of enemy monsters are charmed and will fight as trusted friends and allies. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect.
Dominate Monster
Sor/Wiz 9
Description: Telepathically controls the actions of an enemy, causing it to change sides. Dominate acts like Charm, with additional Will saves every 3d6+12 seconds, but the creature will follow you throughout the dungeon.
Energy Drain
Clr 9, Sor/Wiz 9
Description: A black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 2d4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack.
Heal, Mass
Clr 9
Description: Casts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictions, restore 10 hit points per caster level (max 250hp), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.
Hold Monster, Mass
Sor/Wiz 9
Description: Hold Monster on multiple targets. Affected enemies become paralyzed and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
Implosion
Clr 9
Description: You create a destructive resonance field around you, causing nearby corporeal enemies to collapse in upon themselves, killing them instantly. A successful Fortitude save negates this effect. Every few seconds, an enemy within your aura will be affected by this spell, but you are free to perform other actions while it is active.
Meteor Swarm
Sor/Wiz 9
Description: Causes four 2-foot-diameter spheres to spring forth and streak in straight lines toward a target, leaving fiery trails of sparks. The meteors explode on impact, dealing fire damage to targets in the area. Unlike most other projectile spells, the caster can arc these meteors if they have no target selected.
Mordenkainen’s Disjunction
Sor/Wiz 9
Description: A powerful force disrupts magical effects on the target, removing ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (no maximum) versus 11 + the spell's caster level to remove a spell effect, and your target must make a Will save for each equipped item or all magical properties on them are temporarily disabled.
Power Word: Kill
Sor/Wiz 9
Description: A single word of power is uttered, instantly killing a target creature with 300 or fewer hit points.
Prismatic Ray
Sor/Wiz 5
Description: A brilliant ray of multicolored light projects from your finger, blinding weak targets and producing one or more random effects.
Prismatic Spray
Sor/Wiz 7
Description: A brilliant cone of multicolored light projects from your finger, blinding weak targets and producing one or more random effects.
Repair Critical Damage, Mass
Sor/Wiz 8
Description: Transmutes the structure of living construct allies to repair 4d8 +1 per caster level damage.
Repair Light Damage, Mass
Sor/Wiz 8
Description: Transmutes the structure of living construct allies to repair 4d8 +1 per caster level damage.
Repair Moderate Damage, Mass
Sor/Wiz 6
Description: Transmutes the structure of living construct allies to repair 2d8 +1 per caster level damage.
Repair Serious Damage, Mass
Sor/Wiz 7
Description: Transmutes the structure of living construct allies to repair 3d8 +1 per caster level damage.
Summon Monster IX
Clr 9, Sor/Wiz 9
Description: Summons a hezrou to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 5 minutes.
True Resurrection
Clr 9
Description: Resurrects the target, restores all of the target's hit points, and preserves current spell points.
Wail of the Banshee
Sor/Wiz 9
Description: A terrible scream kills creatures who hear it. A successful Fortitude save negates this effect.


General Spell Changes

You may now drag and drop spells onto already memorized spells in the character sheet in order to unprepare the already memorized spell and memorize the new spell.
The Chill effect icon of the Chill Touch spell has been modified to reflect necromancy instead of cold.
Ablative protection spells (such as Stoneskin or Protection from Elements) are no longer affected by the Extend metamagic.
Burning Blood is now properly negated on a successful save.
The 'blind' effect of Sunburst is not applied on a successful reflex save.
Ram's Might now functions as described.
The Contagion spell can no longer be maximized or empowered. Previously, it was charging additional spell points if these metamagics were active but they did not do anything.
Dominated creatures now appear with blue spell effects, and will follow their master through dungeons. Charmed monsters now tend to remain in the room which they were charmed in.
Waves of exhaustion now will properly hit enemies when no target is selected. The visual effects now also appear correctly.
As it is of "permanent" duration, Stalwart Pact can no longer be affected by the Extend Spell metamagic.
If you die, and are offered and accept a resurrection before the "You have died" dialog button is available, and you die again very quickly, the death dialog button will no longer be stuck grayed out. This commonly occurred when players were standing in lava.
The duration of all temporary spell damage amplification boost potions and click-able treasure effects has been increased from 30 seconds to 3 minutes.
The Bezekira that you can summon with the Summon Monster 8 spell has been upgraded to be a bit more effective and to last somewhat longer in battle.
The durations of Bladesworn Transformation, Divine Favor, Flare, Focusing Chant, and Resistance have been changed to 24 seconds plus 6 seconds per caster level.
The Cloudkill spell has gained additional effects: "A bank of heavy yellowish green and poisonous fog rises up, slaying weak targets within the cloud while inflicting 1d4 Constitution damage on stronger targets, and 2d6 damage +1 per caster level (max 20) of acid damage. Successful Fortitude saves reduces the Constitution and Acid damage by half. This fog obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). Creatures immune to poison are undamaged by this spell."
The spells Summon Monster VI through VIII have had their cooldowns reduced to five minutes. This affects scrolls and other sources of generating these creatures as well.
Acid Splash, Finger of Fire, and Ray of Frost now deal 1d3 + Caster Level (Max +5) damage of the appropriate flavor.
High level Summoned Monster spells (those of level 5 or higher) now last five minutes, and have an appropriately shorter cooldown.