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goodoldxelos
08-08-2012, 07:16 PM
Suggesting some idea to increase spell selection of illusion, abjuration and transmutation.

First are 2 suggested adjustments,

Dominate Spells: Possibly remove the secondary saves and only allow saves on rest and/or break the spell on resting.
Cloud kill: fix this spell so the damage can be maximized and empowered

Originally posted this thread and made some adjustments & additions. I'm starting to think some spells should have spell focus feats as requirements for some spells but that is likely a discussion for another thread.

Enchantment
Hideous Laughter (2): Single target close, 6 secs per cl, subject is afflicted by uncontrollable laughter and cannot attack until it makes a saving through.

Abjuration:
-Protection from arrows(2): DR 10/piercing, absorbs to 20 dmg per caster level (max CL 10)
-Explosive Runes(3): 1d3+3 per CL untyped damage, symbol type spell (max CL 10)
-Repulsion(6): Area centered on caster, 3 secs per caster level; Monsters entering area must make a will save or be temporarily stunned for a moment (1-2 secs). moderate cooldown
-Protection from Magic(7):Personal only, until expended; Protects caster from 1 spell level per 2 caster levels (moderate cooldown)
-Imprisonment(9); Touch; On failed will save the creature is imprisoned/teleported (similar to prismatic spells) effectively killing them.

Transmutation:
-Alter self(2): gain a selected ability from list; darkvision, enhanced vision and hearing (+something to spot and listen checks), small stackable movement speed buff
-Blink(4): Personal only, 6 secs per caster level; 50% incorporeal, own 20% miss chance, 20% spell failure, take 50% chance to ignore single target spell, 1/2 damage from area attacks, 1/2 damage from falling. ASF cannot be reduced
-Baleful Polymorph(5): Single enemy; The enemy must make two fortitude saves or be turned into a small animal effectively killing it. Undead, Incorporeal and constructs are immune to this spell.
-Planar Adaptation(5): Self only, adapts user to be more resistant to a specific plane; came up with some below
only 1 can be effect and all on same timer.
Daanvi; Become inevitable tough, DR/20 chaotic absorbs 10 dmg per CL up to CL 20 (long cooldown)
Dal Quor; you are immune to mind affecting spells for a short period (immune to charisma damage stuff)
Dolurrh; creates a negative energy "fire shield" that protects against light damage
Fernia; Gives 30 inherent fire resistance for moderate amt of time
Irian; creates a positive energy fireshield that protects against negative energy and stackable healing amp by 5%+1% per CL to max CL20
Risia; like fernia but cold resistance
some other planes left...
-Fluid Form (6): Gain DR 10/slashing, water breathing, and swim +30
- Statue (7): Turn into a statue for pure defensive survival reasons, gain 1 DR/- per caster level and you are unable move, attack, or cast spells other than to revert out of this spell. you have no need to breathe in this mode.
-Iron body(8): Personal only; DR 15/adamantine, immune blindness, crits, ability score dmg, deafness, disease, drowning, poison, stunning, or spells that affect your physiology or respiration (horrid wilting). 75% absorb electric, 50% absorption to acid and fire, can be stunned by rust monsters, can be repaired through spells, +6 str, -6 dex, speed is reduced by 1/2, -8 armor check, 50% arcane spell failure, immune to positive/negative energy, cant play bard songs, gain 3 unarmed damage die step. ASF cannot be reduced
-Shape Change(9): yea right...


Illusion:
-Vision of Hell(3): Aura centered on caster 1min/level, Any enemy coming within aura must make a willsave or be shaken. Lawful evil creatures are unaffected.
-Lesser Shadow Spell(5): Allows user to mimic fireball, lightning bolt, cone of cold using illusion DC as a level 5 spell, damage dealt is untyped. Mindless creatures unaffected (Max CL=15)
-Greater Shadow Spell(8): As above but using chain lightning, delayed blast fireball effect templates (Max CL=20)
-Scintillating Pattern(8): Target area 20ft, 30secs; creatures make two saves those who fail first will save are stunned for a significant period of time without additional save, those who fail the second have the helpless condition but receive additional saves on helpless every 6 seconds.
-Weird(9): Functions like Phantasmal killer except on a successful fortitude save the creature is stunned for a few seconds.

Conjuration:
-Infernal healing(1): Target touch, 1 sec per CL; target heals 1 hitpoint every second
-Greater infernal healing (4): target touch, 1 sec per CL; target heals 4 hitpoints every second
-Vitriolic Mist (4): as fireshield except acid in nature
-Black Tentacles(5): Area Target, 30secs; Like web but if monster fails its save it takes 1d6+1 per caster level untyped damage while inside it. Damage is only dealt if it saving throw is failed.
-Corrosive consumption(5): Like niacs and eldars, except slightly different. It is touch spell and on first usage of the spell it does 1d4 damage per CL up to CL20, second casting it does 1d6+1 per CL, on final casting it does 1d8+1 per CL the spell can be stacked up to 3 times.
-Caustic Eruption (7): reflex half, 30 ft radius burst 1d6 per 1 CL. for 12 seconds after all creatures in the area remaining take 1d6 per 2 CL

Necromancy:
-Suffocation (5): similar to niacs and eldars except it has a closer casting range; deals 1d4+1 per caster level untyped damage can be stacked up to 3 times. Enemy though receives a fort saving throw every recast to negate effect and all stacks. enemies that do not breathe are immune (construct, undead, aberrations i think)

Evocation: few that could be added but i didnt even like putting necromancy one in

Xezrak
08-08-2012, 10:34 PM
/signed

Always like to see more options and always love to see more spells.

bloodnose13
08-09-2012, 11:09 AM
would be nice to see some new choices in all classes spell lists so /signed

soulaeon
08-09-2012, 08:12 PM
You forgot Divination. There are three divination spells already in the game: True Seeing, Detect Secret Doors(?), and Master's Touch.
They could add Find Trap very easily. Locate Object might work in some quests, like Let Sleeping Dust Lie, where an objective object has several possible locations. Detect Alignment could be doable, too.
True Seeing SHOULD make one immune or have additional saves against illusions or illusionary effects, like the traps in Partycrashers.

/signed for some stuff. /Not for this one:


Cloud kill: fix this spell so the damage can be maximized and empowered
This is one of the most powerful spells in DDO. With the new changes in the disease and poison mechanics, it is now possible for some bosses to take Con damage.
It works fine as it is.

HallowedOne
08-09-2012, 10:44 PM
Very nice suggestions. The only thing I don't agree is adding more power to the already overpowered Necromantic spells by adding an untyped DoT. But agree on the rest nonetheless

dterror
08-10-2012, 07:43 AM
You forgot Divination. There are three divination spells already in the game: True Seeing, Detect Secret Doors(?), and Master's Touch.
They could add Find Trap very easily. Locate Object might work in some quests, like Let Sleeping Dust Lie, where an objective object has several possible locations. Detect Alignment could be doable, too.
True Seeing SHOULD make one immune or have additional saves against illusions or illusionary effects, like the traps in Partycrashers.

/signed for some stuff. /Not for this one:


This is one of the most powerful spells in DDO. With the new changes in the disease and poison mechanics, it is now possible for some bosses to take Con damage.
It works fine as it is.

Find Traps is in the game already, gives a boost to search and permits non-rogues/arti to search trap boxes over DC 20

goodoldxelos
08-23-2012, 06:45 PM
Start converting/creating spells from pathfinder srd... http://www.d20pfsrd.com/magic/all-spells , its not like you need to think them up even.