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Jan 20th, 2015
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  1. Spells:
  2. Here is my dream spell list for Incursion. It definitely won't be there for the first 2009 release, but it's what I hope to implement over time, subject to changes, et cetera. I think that it really balances out the mage schools, which is good but very hard to do. :)
  3. It's also got a fair number of earth, air, water and fire spells at higher levels to satisfy the Elementalist prestige class, which is important.
  4.  
  5. MAGE SPELLS
  6.  
  7. Level Five
  8. Abj
  9. Duelward
  10. Energy Buffer
  11. Mooncloak
  12. Resist the Elements
  13. Arc
  14. Cloudkill
  15. Major Creation
  16. Wall of Stone
  17. Watery Double
  18. Div
  19. Dream
  20. Open the Third Eye
  21. Power Word: Stop
  22. Wizard Sight
  23. Enc
  24. Dominate Person
  25. Dream
  26. Hold Monster
  27. Lesser Symbol
  28. Lower Resistance
  29. Evo
  30. Cone of Cold
  31. Cyclonic Blast
  32. Fire Lotus
  33. Mooncloak
  34. Sighing Chain
  35. Telekinesis
  36. Ill
  37. Advanced Illusion
  38. Color Burst
  39. Demi-Shadow Monsters
  40. Dream
  41. Misdirection
  42. Nightmare
  43. Nec
  44. Create Corporeal Undead?
  45. Create Spectral Undead?
  46. Eldricht Bolt
  47. Skeletal Spikes
  48. Spiritwall
  49. Wraithform
  50. Tha
  51. Baleful Polymorph
  52. Force Shapechange
  53. Mass Haste
  54. Oozeform
  55. Open the Third Eye
  56. Wea
  57. Distance Distortion
  58. Lower Resistance
  59. Monster Summoning V
  60. Steal Magic
  61. Teleport
  62.  
  63. Level Six
  64. Abj
  65. Antimagic Shell *
  66. Banishment *
  67. Globe of Invulnerability *
  68. Ironguard
  69. Protection from Elements *
  70. Warding Whip
  71. Arc
  72. Acid Fog
  73. Bands of Sirellyn *
  74. Disintegrate *
  75. Hardening
  76. Transmute Flesh and Stone *
  77. Transmute Bone and Adamant *
  78. Div
  79. Contact Other Plane *
  80. Legend Lore *
  81. Power Word: Stun *
  82. True Seeing *
  83. Enc
  84. Eyebite *
  85. Geas
  86. Immortal Grandeur *
  87. Lesser Symbol
  88. Sending
  89. Evo
  90. Blood Lightning *
  91. Chain Lightning *
  92. Ozocubo's Freezing Sphere *
  93. Twigby's Forceful Hand
  94. Morgon's Faithful Hound
  95. Ill
  96. Demi-Shadow Magic *
  97. Mislead *
  98. Shades *
  99. Tempus Fugit
  100. Vacancy
  101. Nec
  102. Bonesunder
  103. Control Undead
  104. Life Bolt
  105. Necrosynthesis
  106. Transmute Bone and Adamant *
  107. Tha
  108. Blood Lightning *
  109. Fiendform *
  110. Tevlar's Transformation *
  111. Transmute Stone and Flesh *
  112. Venom Immunity
  113. Wea
  114. Cacodemon
  115. Conjure Animals *
  116. Contingency
  117. Monster Summoning VI *
  118. Planar Binding
  119. Spelltrap
  120.  
  121. Level Seven
  122. Abj
  123. Fire Immunity (sonic, cold, etc.)
  124. Repulsion
  125. Ruby Ray of Reversal
  126. Spell Turning
  127. Weapon Immunity
  128. Arc
  129. Alter Reality
  130. Animate Objects
  131. Sandstorm
  132. Stone Spiders
  133. Transmute Water and Dust
  134. Div
  135. Mindshatter
  136. Power Word: Blind
  137. Power Word: Hex
  138. True Name
  139. Enc
  140. Dominate Monster
  141. Great Curse
  142. Insanity
  143. Limited Wish
  144. Luckspell
  145. Repulsion
  146. Evo
  147. Delayed Blast Fireball
  148. Howling Chain
  149. Twigby's Grasping Hand
  150. Morgon's Sword
  151. Prismatic Spray
  152. Ill
  153. False Vision
  154. Havillard's Plummet
  155. Permanant Illusion
  156. Prismatic Spray
  157. Project Image
  158. Seeming
  159. Nec
  160. Blackfire
  161. Finger of Death
  162. Synostodweomer
  163. Undeath to Death
  164. Zombie Double
  165. Tha
  166. Dragon Scales
  167. Flensing
  168. Simulacrum
  169. Tentacles
  170. Verminspray
  171. Wea
  172. Ethereal Jaunt
  173. Magnificent Mansion
  174. Monster Summoning VII
  175. Permanency
  176. Spell Sequencer
  177. Teleport Without Error
  178.  
  179. Level Eight
  180. Abj
  181. Dimensional Lock
  182. Heart of Stone
  183. Mind Blank
  184. Prismatic Wall
  185. Sphere of Wonder
  186. Arc
  187. Incendiary Cloud
  188. Polymorph Any Object
  189. Reverse Gravity
  190. Sink
  191. Div
  192. Moment of Prescience
  193. Perfected Harmony
  194. Power Word: Chaos
  195. Enc
  196. Antipathy/Sympathy
  197. Augment Potential
  198. Greater Symbol
  199. Mists of Inverness
  200. Othello's Irresistable Dance
  201. Waterbind
  202. Evo
  203. Greater Shout
  204. Reverse Gravity
  205. Sunburst
  206. Twigby's Clenched Fist
  207. Ill
  208. Alter Reality
  209. Phantasmagoria (disbelieve real)
  210. Prismatic Wall
  211. Shadow Walk
  212. Simulacrum
  213. Veil
  214. Vision of Glory
  215. Nec
  216. Adim Dilar's Horrid Wilting
  217. Clone
  218. Defoliate
  219. Heart of Stone
  220. Trap the Soul
  221. Tha
  222. Augment Potential
  223. Clone
  224. Iron Body
  225. Polymorph Any Object
  226. Statue
  227. Wea
  228. Alter Reality
  229. Dimensional Lock
  230. Maze
  231. Monster Summoning VIII
  232. Spell Engine
  233. Summon Monolith
  234.  
  235. Level Nine
  236. Abj:
  237. Imprisonment
  238. Prismatic Sphere
  239. Morgon's Disjunction
  240. Elemental Aura
  241. Reaving Dispel
  242. Arc:
  243. Sphere of Ultimate Destruction
  244. Time Stop
  245. Transmute Rock and Lava
  246. Windtomb
  247. Div:
  248. Eldritch Tongue
  249. Foresight
  250. Power Word: Kill
  251. Spell Thief
  252. Enc:
  253. True Domination
  254. Mass Domination
  255. Ringweave
  256. Virus Charm
  257. Wish
  258. Evo:
  259. Meteor Swarm
  260. Maw of Chaos
  261. Twigby's Crushing Hand
  262. Elemental Aura
  263. Wildfire
  264. Windtomb
  265. Ill:
  266. Prismatic Sphere
  267. Spectral Menagerie
  268. Web of Darkness
  269. Wierd
  270. Nec:
  271. Energy Drain
  272. Master Undead
  273. Wail of the Banshee
  274. Web of Darkness
  275. Tha:
  276. Craft Abomination
  277. Internal Fire
  278. Lifeproof
  279. Reincarnate?
  280. Shapechange
  281. Wea:
  282. Astral Spell
  283. Black Blade of Disaster
  284. Chain Contingency
  285. Gate
  286. Summon Monster IX
  287.  
  288. Priest Spells:
  289. Five
  290. Holy Orb
  291. Spear of Light
  292. Six (19)
  293. Animate Objects
  294. Antilife Shell
  295. Banishment
  296. Blade Barrier
  297. Circle of Death
  298. Create Corporeal Undead
  299. Etherealness
  300. Find the Path
  301. Forbiddance
  302. Greater Glyph of Warding
  303. Harm
  304. Heal
  305. Healing Circle
  306. Heroes' Feast
  307. Holy Summoning VI
  308. Lance of Remorse
  309. Lesser Symbol
  310. Planar Ally
  311. Quest
  312. True Seeing
  313. Venom Immunity
  314. Word of Recall
  315. Seven (17/14)
  316. Bastion of Light
  317. Blasphemy
  318. Chariot of Sustarre
  319. Control Weather
  320. Crown of Flame
  321. Destruction
  322. Dictum
  323. Heartripper
  324. Holy Summoning VII
  325. Holy Word
  326. Morality Undone (BoVD)
  327. Regenerate
  328. Repulsion
  329. Ressurection
  330. Righteous Glare
  331. Starmantle
  332. Shield of the Archons
  333. Vision of Glory
  334. Word of Chaos
  335. Eight (12)
  336. Antimagic Field
  337. Create Spectral Undead
  338. Earthquake
  339. Fire Storm
  340. Greater Symbol
  341. Holy Summoning VIII
  342. Last Judgement
  343. Luminous Armor
  344. Mass Heal
  345. Mass Wrack
  346. Phoenix Fire
  347. Spiral of Entropy
  348. Spread of Contentment
  349. Storm of Shards
  350. Wretched Blight (BoVD)
  351. Nine (13)
  352. Astral Spell
  353. Celestial Brilliance
  354. Conformance
  355. Energy Drain
  356. Gate
  357. Holy Summoning IX
  358. Implosion
  359. Interdiction
  360. Miracle
  361. Prescient Awareness
  362. Storm of Vengeance
  363. Sublime Revelry
  364. Sunburst
  365. Tears From Heaven
  366. Undead Plague
  367. Utterdark
  368.  
  369. Druid Spells:
  370. Six: (16)
  371. Antilife Shell
  372. Awaken
  373. Control Water
  374. Drown
  375. Find the Path
  376. Fire Seeds
  377. Improved Meld into Stone
  378. Ironwood
  379. Liveoak
  380. Magic Staff
  381. Rainbow
  382. Repel Wood
  383. Starfish Spell
  384. Starmantle
  385. Stoneskin
  386. Summon Nature's Ally VI
  387. Sunbow
  388. Transmute Water and Dust
  389. Seven: (15)
  390. Animate Rock
  391. Changestaff
  392. Chariot of Sustarre
  393. Control Weather
  394. Creeping Doom
  395. Fire Storm
  396. Harm
  397. Heal
  398. Razor Wind
  399. Rain of Roses
  400. Sandstorm
  401. Summon Nature's Ally VII
  402. Sunbeam
  403. Transmute Metal to Wood
  404. True Seeing
  405. Waterbind
  406. Eight: (14)
  407. Chariot of Sustarre
  408. Defoliate
  409. Earthquake
  410. Finger of Death
  411. Lion's Roar [Leonal's Roar]
  412. Luckspell
  413. Mass Death Ward
  414. Mass Entangle
  415. Phoenix Fire
  416. Prescient Awareness
  417. Regenerate
  418. Reincarnate
  419. Ruby Ray of Reversal
  420. Summon Nature's Ally VIII
  421. Sunburst
  422. Whirlwind
  423. Word of Recall
  424. Nine: (14)
  425. Antipathy/Sympathy
  426. Call Shamblers
  427. Crystalbrittle
  428. Curse of Oak
  429. Elemental Swarm
  430. Foresight
  431. Interdiction
  432. Lifeproof
  433. Mass Drown
  434. Mass Heal
  435. Mists of Inverness
  436. Rain of Black Tulips
  437. Shapechange
  438. Spread of Lycanthropy
  439. Summon Nature's Ally IX
  440. Summon the Spirit Bear
  441. Thunderswarm
  442. Transmute Rock and Lava
  443. Wolf Spirits
  444. Windtomb
  445. Domains
  446. Air
  447. 1 Wind Column
  448. 2 Wind Wall
  449. 3 Gaseous Form
  450. 4 Air Walk
  451. 5 Control Wind
  452. 6 Cloudkill
  453. 7 Chain Lightning
  454. 8 Whirlwind
  455. 9 Elemental Swarm (Air)
  456. Animal
  457. 1 Magic Fang
  458. 2 Hold Beast
  459. 3 Dominate Animals
  460. 4 Commune With Nature
  461. 5 Animal Growth
  462. 6 Antilife Shell
  463. 7 Awaken
  464. 8 Lion's Roar
  465. 9 Shapechange
  466. Beauty
  467. 1 Charm Person
  468. 2 Enthrall
  469. 3 Suggestion
  470. 4 Charm Monster
  471. 5 Music of the Spheres
  472. 6 Immortal Grandeur
  473. 7 Chariot of Sustarre
  474. 8 Crown of Glory (?)
  475. 9 Rain of Black Tulips
  476. Blood
  477. 1 Detect Blood
  478. 2 Sanguine Touch
  479. 3 Blood Fury
  480. 4 Burning Blood
  481. 5 Infernal Blood
  482. 6 Heartripper
  483. 7 Blood Lightning
  484. 8 Blackfire
  485. 9 Internal Fire (?)
  486. Chaos
  487. 1 Miscast Magic
  488. 2 Sign of Discord
  489. 3 Confusion
  490. 4 Chaos Hammer
  491. 5 Animate Object
  492. 6 Misdirection
  493. 7 Word of Chaos
  494. 8 Power Word: Chaos
  495. 9 Wildfire
  496. Community
  497. 1 Valor
  498. 2 Chant
  499. 3 Prayer
  500. 4 Invocation
  501. 5 Hallow
  502. 6 Strength of One
  503. 7 Word of Recall
  504. 8 Mass Charm
  505. 9 Mass Heal
  506. [ maybe a "more allies, more damage" spell?
  507. Castigate? ]
  508. Craft
  509. 1 Make Whole
  510. 2 Detect Objects
  511. 3 Keen Edge
  512. 4 Major Creation
  513. 5 Hardening
  514. 6 Blade Barrier
  515. 7 Simulacrum
  516. 8 Magnificent Machine
  517. 9 Ringweave
  518. Darkness (was Night)
  519. 1 Globe of Shadow
  520. 2 Deeper Darkness
  521. 3 Nightmare
  522. 4 Summon Shadows
  523. 5 Phantasmal Killer
  524. 6 Darkbolt
  525. 7 Blackfire
  526. 8 Utterdark
  527. 9 Web of Darkness
  528. Death
  529. 1 Rigor Mortis
  530. 2 Bladethirst (or Death Knell)
  531. 3 Animate Dead
  532. 4 Death Ward
  533. 5 Slay Living
  534. 6 Create Corporeal Undead
  535. 7 Destruction
  536. 8 Create Spectral Undead
  537. 9 Wail of the Banshee
  538. Destruction
  539. 1 Shatter
  540. 2 Scorcher
  541. 3 Thunderlance
  542. 4 Explosive Runes
  543. 5 Earthblast
  544. 6 Blade Barrier (?)
  545. 7 Disintegrate
  546. 8 Earthquake
  547. 9 Sphere of Ultimate Destruction
  548. Domination
  549. 1 Command
  550. 2 Ray of Enfeeblement
  551. 3 Hold Person
  552. 4 Crushing Despair [Greater Command]
  553. 5 Dominate Person
  554. 6 Bands of Sirellyn
  555. 7 Dominate Monster
  556. 8 Mass Domination
  557. 9 True Domination
  558. Earth
  559. 1 Magic Stone
  560. 2 Stone Tell
  561. 3 Meld into Stone
  562. 4 Transmute Rock and Mud
  563. 5 Animate Rock
  564. 6 Stoneskin
  565. 7 Earthquake
  566. 8 Sink
  567. 9 Elemental Swarm
  568. Evil
  569. 1 Malignance
  570. 2 Desecrate
  571. 3 Armor of Darkness
  572. 4 Unholy Blight
  573. 5 Fiendform
  574. 6 Cacodemon
  575. 7 Morality Undone
  576. 8 Flensing
  577. 9 Gate
  578. Fate
  579. 1 True Strike
  580. 2 Minor Malison
  581. 3 Bestow Curse
  582. 4 Nemesis Spell
  583. 5 Nightmare
  584. 6 Contact Other Plane
  585. 7 Prescient Awareness
  586. 8 Greater Symbol
  587. 9 Interdiction
  588. Fire
  589. 1 Burning Hands
  590. 2 Produce Flame
  591. 3 Flaming Spheree
  592. 4 Wall of Fire
  593. 5 Flame Strike
  594. 6 Fire Seeds
  595. 7 Fire Storm
  596. 8 Incendiary Cloud
  597. 9 Elemental Swarm (Fire)
  598. Good
  599. 1 Benevolence
  600. 2 Divine Sacrifice
  601. 3 Bolts of Glory
  602. 4 Holy Smite
  603. 5 Dispel Evil
  604. 6 Lance of Remorse
  605. 7 Shield of the Archons
  606. 8 Crown of Glory
  607. 9 Armageddon
  608. Guardian
  609. 1 Find Traps
  610. 2 See Invisibility
  611. 3 Glyph of Warding
  612. 4 Dimensional Anchor
  613. 5 Faithful Hound
  614. 6 Unceasing Vigilance of the Holy Sentinal
  615. 7 Weapon Immunity
  616. 8 Heart of Stone
  617. 9 Imprisonment
  618. Hatred
  619. 1 Brand of Hatred
  620. 2 Dire Charm
  621. 3 Bestow Curse
  622. 4 Blackmantle
  623. 5 Thornwrack
  624. 6 Forbiddance
  625. 7 Creeping Doom
  626. 8 Antipathy
  627. 9 Wail of the Banshee
  628. Healing
  629. 1 Lifesight
  630. 2 Cure Moderate Wounds
  631. 3 Cure Serious Wounds
  632. 4 Cure Critical Wounds
  633. 5 Heal
  634. 6 Healing Circle
  635. 7 Regenerate
  636. 8 Mass Heal
  637. 9 Lifeproof
  638. Knowledge
  639. 1 Read Magic
  640. 2 Identify
  641. 3 Lorecall
  642. 4 Clairvoyance
  643. 5 Wizard Sight
  644. 6 Legend Lore
  645. 7 True Name
  646. 8 Eldritch Tongue
  647. 9 Foresight
  648. Law
  649. 1 Protection from Theft
  650. 2 Hold Person
  651. 3 Iron Sword
  652. 4 Order's Wrath
  653. 5 Mark of Justice
  654. 6 Castigate
  655. 7 Dictum
  656. 8 Interdiction
  657. 9 Imprisonment
  658. Liberation
  659. 1 Valor
  660. 2 Passwall
  661. 3 Free Action;spell (Nondetection?)
  662. 4 Restoration
  663. 5 True Seeing
  664. 6 Spell Turning
  665. 7 Ruby Ray of Reversal
  666. 8 Mind Blank
  667. 9 Silver Rain (Unbinding? Disjunction?)
  668. Luck
  669. 1 Entropic Shield
  670. 2 True Strike
  671. 3 Warning
  672. 4 Premonition
  673. 5 Evasion
  674. 6 Starmantle
  675. 7 Reincarnate
  676. 8 Luckspell
  677. 9 Miracle
  678. Magic
  679. 1 Nystrom's Magical Aura
  680. 2 Mana Theft
  681. 3 Dispel Magic
  682. 4 Wandwierd
  683. 5 Magic Resistance
  684. 6 Magic Staff
  685. 7 Spell Sequencer
  686. 8 Permanency
  687. 9 Sphere of Wonder
  688. Moon
  689. 1 Silversheen;spell
  690. 2 Invisibility
  691. 3 Polymorph Self
  692. 4 Spectral Force
  693. 5 Moonbow
  694. 6 Mooncloak
  695. 7 Mislead
  696. 8 Insanity
  697. 9 Mists of Inverness
  698. Mysticism
  699. 1 Divine Favor
  700. 2 Hypnotism
  701. 3 Displacecment
  702. 4 Lesser Aspect of Divinity
  703. 5 Wizard Sight
  704. 6 True Seeing
  705. 7 Simulacrum
  706. 8 Greater Aspect of Divinity
  707. 9 Celestial Brilliance
  708. Nobility
  709. 1 Mount
  710. 2 Enthrall
  711. 3 Phantom Steed
  712. 4 Dismissal
  713. 5 Righteous Might
  714. 6 Geas
  715. 7 Howling Chain
  716. 8 Chariot of Sustarre
  717. 9 Storm of Vengeance
  718. Pain
  719. 1 Pain Touch
  720. 2 Wrack
  721. 3 Blackmantle
  722. 4 Thornwrack
  723. 5 Vitriolic Sphere
  724. 6 Sighing Chain
  725. 7 Blood Lightning
  726. 8 Greater Symbol
  727. 9 Implosion? [Torment?]
  728. Passion
  729. 1 Hideous Laughter
  730. 2 Dire Charm
  731. 3 Emotion
  732. 4 Shout
  733. 5 Dream
  734. 6 Tevlar's Transformation
  735. 7 Empyrean Ecstacy [BoED]
  736. 8 Othello's Irresistable Dance
  737. 9 Sublime Revelry
  738. Planning
  739. 1 Call Companions
  740. 2 Detect Objects
  741. 3 Detect Monsters
  742. 4 Insightful Stroke
  743. 5 Lower Resistance
  744. 6 Contingency
  745. 7 Vanish
  746. 8 Alter Reality
  747. 9 Time Stop
  748. Plant
  749. 1 Entangle
  750. 2 Barkskin
  751. 3 Forestation
  752. 4 Verdant Aid
  753. 5 Wall of Thorns
  754. 6 Repel Wood
  755. 7 Changestaff
  756. 8 Defoliate
  757. 9 Call Shamblers
  758. Protection
  759. 1 Alarm
  760. 2 Shield
  761. 3 Endure the Elements
  762. 4 Spell Immunity
  763. 5 Ironguard
  764. 6 Antimagic Field
  765. 7 Repulsion
  766. 8 Mind Blank
  767. 9 Prismatic Sphere
  768. Retribution
  769. 1 Gaze Reflection
  770. 2 Retributive Mirror
  771. 3 Bestow Curse
  772. 4 Fire Shield
  773. 5 Righteous Might
  774. 6 Banishment
  775. 7 Spell Turning
  776. 8 Last Judgement
  777. 9 Storm of Vengeance
  778. Slime
  779. 1 Grease
  780. 2 Blur
  781. 3 Choke
  782. 4 Oozeform
  783. 5 Conjure Oozes
  784. 6 Blindsight
  785. 7 Transmute Rock and Mud
  786. 8 Power Word: Blind
  787. 9 Transmute Rock and Lava
  788. Spider
  789. 1 Spider Climb
  790. 2 Web
  791. 3 Spectral Spider
  792. 4 Giant Vermin
  793. 5 Insect Plague
  794. 6 Venom Immunity
  795. 7 Creeping Doom
  796. 8 Stone Spiders
  797. 9 Web of Darkness
  798. Strength
  799. 1 Enlarge
  800. 2 Bull's Strength
  801. 3 Force Bolt
  802. 4 Shout
  803. 5 Telekinesis
  804. 6 Strength of One
  805. 7 Grasping Hand
  806. 8 Clenched Fist
  807. 9 Crushing Hand
  808. Succor
  809. 1 Calm Emotions
  810. 2 Create Food and Water
  811. 3 Aura of Abjuration
  812. 4 Heroes' Feast
  813. 5 Antilife Shell
  814. 6 Word of Recall (or Vacancy)
  815. 7 Repulsion
  816. 8 Spread of Contentment
  817. 9 Swords to Plowshares
  818. Sun
  819. 1 Call Light
  820. 2 Heat Metal
  821. 3 Searing Light
  822. 4 Restoration
  823. 5 Holy Orb
  824. 6 Sunbow
  825. 7 Sunbeam
  826. 8 Sunburst
  827. 9 Celestial Radiance
  828. Time
  829. 1 Moment
  830. 2 Slow
  831. 3 Premonition
  832. 4 Haste
  833. 5 Divine Agility
  834. 6 Permanency
  835. 7 Mass Haste
  836. 8 Prescient Awareness
  837. 9 Time Stop
  838. Travel
  839. 1 Longstrider
  840. 2 Magic Mapping
  841. 3 Fly
  842. 4 Dimension Door
  843. 5 Teleport
  844. 6 Find the Path
  845. 7 Chariot of Sustarre
  846. 8 Airboat
  847. 9 Astral Projection
  848. Trickery
  849. 1 Change Self
  850. 2 Invisibility
  851. 3 Nondetection
  852. 4 Confusion
  853. 5 Displacement
  854. 6 Mislead
  855. 7 Alter Reality
  856. 8 Polymorph Any Object
  857. 9 Lifeproof
  858. War
  859. 1 Magic Weapon
  860. 2 Spiritual Hammer
  861. 3 Magic Vestment
  862. 4 Divine Power
  863. 5 Flame Strike
  864. 6 Blade Barrier
  865. 7 Power Word: Stun
  866. 8 Power Word: Blind
  867. 9 Power Word: Kill
  868. Water
  869. 1 Resist Water
  870. 2 Create Water
  871. 3 Water Walking
  872. 4 Whirlpool
  873. 5 Watery Double
  874. 6 Transmute Water and Dust
  875. 7 Waterspout
  876. 8 Horrid Wilting
  877. 9 Elemental Swarm (Water)
  878. Weather
  879. 1 Wall of Fog
  880. 2 Gust of Wind
  881. 3 Ice Storm
  882. 4 Lightning Bolt
  883. 5 Control Winds
  884. 6 Control Weather
  885. 7 Sunbeam
  886. 8 Whirlwind
  887. 9 Storm of Vengeance
  888.  
  889. Fertility (Xel, Khasrach, Zurvash, Essiah)
  890. -- Grants Resilience feat at 4th level
  891. 1 Vigor
  892. 2 Bull's Strength
  893. 3 Forestation
  894. 4 Giant Vermin
  895. 5 Animal Growth
  896. 6 Life Bolt
  897. 7 Regenerate
  898. 8 Starfish Spell
  899. 9 Curse of Oak
  900.  
  901. Peace (Hesani, Mara, Semirath)
  902. -- +4 bonus to Quell attempts
  903. 1 Calm Emotions
  904. 2 Sleep
  905. 3 Deep Slumber
  906. 4 Dismissal
  907. 5 Lance of Remorse
  908. 6 Transmute Metal to Wood
  909. 7 Weapon Immunity
  910. 8 Spread of Contentment
  911. 9 Sublime Revelry
  912.  
  913. Trade (Ekliazeh, Xavias)
  914. -- extra starting gold, better shop prices
  915. 1 Friends
  916. 2 Protection from Theft
  917. 3 Glyph of Warding
  918. 4 Item
  919. 5 Fabricate
  920. 6 True Seeing
  921. 7 Planar Binding
  922. 8 Limited Wish
  923. 9 Gate
  924.  
  925. Thought (Xavias, Marteka)
  926. -- sacred bonus to Int?
  927. 1 Iron Mind
  928. 2 ESP
  929. 3 Revealed Lore
  930. 4 Confusion
  931. 5 Mind Fog
  932. 6 Open the Third Eye
  933. 7 Mindshatter
  934. 8 Mind Blank
  935. 9 Astral Spell
  936.  
  937. Reality (Kysul, Marteka)
  938. -- immune to certain spells - distance distort,
  939. mindshatter, etc.
  940. 1 Moment
  941. 2 Wall of Doors
  942. 3 Anyspell
  943. 4 Distance Distortion
  944. 5 Tempus Fugit
  945. 6 True Seeing
  946. 7 Alter Reality
  947. 8 Phantasmagoria
  948. 9 Wierd
  949.  
  950. Here are some preliminary writeups for higher-level spells. This
  951. is only about 1/3rd of them, and everything is tentative. I'm just
  952. trying to get a feel for what's 'appropriate' for Incursion at those
  953. higher levels.
  954.  
  955. Spells listed by school are mage spells; others are listed by
  956. the class they're associated with.
  957.  
  958. Black Blade of Disaster (Weavecraft 9)
  959. Casting this spell creates a howling black rift in the
  960. tapestry of creation which the caster may wield as if it
  961. were a melee weapon. This blade has accuracy +2, inflicts
  962. 2d12 damage to large and small creatures, a speed modifier
  963. of 150~, an enhancement bonus of +3 and a crit range of
  964. 19-20. The caster is automatically considered to be
  965. proficient in its use.
  966. If the caster scores a critical hit with the black blade,
  967. the victim must make a Fortitude save against this spell's
  968. save DC or be <9>disintegrated<7>; the normal defenses
  969. against disintegrate apply. If the victim saves, the blade's
  970. crit multiplier is still x2.
  971.  
  972. Shapechange (Thaumaturgy 9)
  973. This spell functions similarly to <9>polymorph self<7>,
  974. with several tangible improvements. When it has been
  975. cast, it has no immediate tangible effect. The caster
  976. can then activate the effect at will up to once per
  977. round, transforming into a different form as with
  978. <9>polymorph self<7>. This transformation can be canceled
  979. at will, but does not 'time out' as the change caused
  980. by polymorph self can.
  981. Additionally, the caster recieves the supernatural
  982. and spell-like abilities of the form assumed.
  983.  
  984. Tears From Heaven (Cleric 9) [Water]
  985. Casting this spell causes a heavy downpour over a
  986. stationary 180-foot radius area of rain composed of
  987. holy water. Undead and evil outsiders suffer 3d6
  988. points of damage every turn they remain in the area.
  989. The effects persist until dispelled or for one round
  990. per caster level.
  991.  
  992. Oozeform (Thaumaturgy 7) [Water]
  993. Casting this spell transforms the caster's anatomy to be
  994. more like that of an ooze. The caster takes on a vaguely
  995. inhuman appearance, though she is still recognizable. She
  996. suffers a -4 template penalty to Dexterity and Charisma,
  997. but is immune to critical hits and gains the amorphious
  998. property, which among other things makes it impossible to
  999. grapple her. She also gains blindsight out to a range of
  1000. 20 feet, and a +8 resist versus piercing and blunt damage.
  1001. She gains the Ooze type while this spell is active.
  1002. This spell is not compatable with Iron Body.
  1003.  
  1004. Iron Body (Thaumaturgy 8) [Earth]
  1005. The caster transforms her body into iron, turning her
  1006. into a nearly invincible juggernaut not unlike a kind of
  1007. personalized iron golem. Her face and distinctive features
  1008. are still visible, however. The caster gains a +6 template
  1009. bonus to Strength, but a -6 template penalty to Dexterity.
  1010. She reduces the slashing, piercing or blunt damage inflicted
  1011. by any attack by 20 points, to a minimum of 0. She is immune
  1012. to critical hits, effects that target breathing creatures or
  1013. creatures with blood and stunning effects. She gains fire
  1014. and acid resistance 10, but suffers a -30~ spell success
  1015. chance on any spell cast without the Still Spell feat. She
  1016. gains the Construct type while this spell is active.
  1017. This spell is not compatable with Oozeform.
  1018.  
  1019. Cyclonic Blast (Air 4, Evocation 5, Druid 5) [Air]
  1020. Creates a rippling blast of air that inflicts
  1021. 1d10 points of subdual damage for every two caster
  1022. levels (max 5d10) and knocks targets down and away
  1023. from the caster. This is blunt damage and is resisted
  1024. accordingly; a Reflex save halves the damage
  1025. and negates the knockback, but this spell grants a +8
  1026. bonus to the spell save DC.
  1027.  
  1028. True Name (Divination 7)
  1029. You learn the true name of any outsider, arcane spell-
  1030. caster or dragon, allowing you to increase the DC of the
  1031. saving throw for any spell you cast against that character
  1032. by +4, and negating their magic resistance. To properly
  1033. understand the name, you must make a Knowledge (Magic)
  1034. check against DC 10 + (target's CR x 2). The spell
  1035. <9>nondetection<7> negates this effect.
  1036.  
  1037. False Vision (Ill 6)
  1038. Casting this spell allows you to cancel other creatures'
  1039. <9>true seeing<7> effects; this requires an opposed caster
  1040. level check, to which illusionists get a +6 bonus. Success
  1041. indicates that the character in question cannot benefit from
  1042. any form of <9>true seeing<7> for the remainder of the day.
  1043. Though this spell functions in some ways like <9>dispel
  1044. magic<7>, it is more powerful and affects innate <9>true
  1045. seeing<7>, which <9>dispel magic<7> would not.
  1046. Creatures are not aware that this spell is cast on them
  1047. and do not become hostile as a result.
  1048.  
  1049. Curse of Oak (Druid 9)
  1050. Casting this spell polymorphs all creatures within 90 feet
  1051. of the caster who are hostile to him into oak trees,
  1052. effectively killing them. A Fortitude save negates the
  1053. transformation, and <9>free action<7> renders a character
  1054. immune to the effects of this spell, but it is not considered
  1055. a death effect since the character does not, in the most
  1056. literal sense, die.
  1057. A character who successfully saves against this spell is
  1058. immune to its effects for the next 5d6 turns.
  1059.  
  1060. Bastion of Light (Cleric 7, Paladin 5) [Good]
  1061. While this spell is active, you shed a brilliant golden
  1062. light out to a range of 90 feet. All good creatures within
  1063. this area have a +5 saving throw bonus versus evil magic.
  1064. Additionally, the globe of light acts as a <9>major globe
  1065. of invulnerability<7> versus the spells and spell-like
  1066. abilities of inherantly evil creatures.
  1067. Evil creatures whose Challenge Rating is lower than or
  1068. equal to your Charisma modifier become nauseated while
  1069. within the golden light.
  1070.  
  1071. Sphere of Wonder (Abjuration 8, Magic 9)
  1072. You evoke an invisible magical globe 80 feet in radius,
  1073. centered on you and travelling with you. Anyone within the
  1074. globe (including you) find that all spells cast and innate
  1075. abilities invoked have a tripled mana cost, and the mana
  1076. is treated as held. One specific school of magic or spell
  1077. descriptor (such as Fire, Mind-Affecting, Death, Evil, etc.)
  1078. that you designate is immune to these effects.
  1079. There is no saving throw against these effects, and magic
  1080. resistance does not apply.
  1081.  
  1082. Horrid Wilting (Necromancy 8, Water 8)
  1083. This spell evaporates water within the bodies of living
  1084. creatures, gravely injuring them. All creatures hostile to
  1085. the caster within 30 feet of a chosen point are affected,
  1086. suffering 1d8 points of untyped damage per caster level,
  1087. scaled after 15th. Water creatures, plants and fungi suffer
  1088. double damage from this spell. A Fortitude save halves the
  1089. damage inflicted, but has a +4 spell bonus to the save DC.
  1090.  
  1091. Sunburst (Druid 8, Evocation 8)
  1092. This spell causes a burst of sunlight to radiate outward
  1093. from the caster's body to a range of 10 feet per caster
  1094. level, striking all creatures in that area in the caster's
  1095. line of fire. Undead, fungi, oozes and light-vulnerable
  1096. creatures suffer 1d6 points of damage per caster level,
  1097. scaled after 15th; other creatures suffer 5d6 points of
  1098. damage. Furthermore, creatures caught in the burst may be
  1099. blinded. A Reflex saving throw negates the blindness and
  1100. halves the damage.
  1101. Vampires and wraiths who fail to save against this spell
  1102. are destroyed.
  1103.  
  1104. Sunbeam (Druid 7, Sun 7)
  1105. Upon casting this spell, you gain the ability to direct
  1106. powerful beams of concentrated sunlight. Once per turn for
  1107. one turn per caster level, you can make a beam attack that
  1108. inflicts 3d6 points of fire damage and blinds anyone that
  1109. it strikes. A successful Reflex save negates the blinding
  1110. and halves the damage.
  1111. Undead, fungi, oozes and light-vulnerable creatures instead
  1112. suffer 1d8 points of damage per even caster level, with no
  1113. cap; they may still make a saving throw to negate the blindness
  1114. and halve the damage. Vampires and wraiths who fail to save
  1115. against this spell are destroyed outright.
  1116.  
  1117. Chariot of Sustarre (Druid 7) [Fire]
  1118. Casting this spell conjures a magical chariot with two great
  1119. horses, all composed of magically hardened flame. The whole
  1120. construction acts as a single creature, a Huge-sized mount
  1121. that the caster can ride. The chariot flies, having a 350~
  1122. movement rate and a fire aura attack which inflicts 2d4 damage
  1123. to anyone in its vicinity not allied to the caster. It has
  1124. an effective 35 Strength and can slam for 2d6 points of
  1125. blunt damage and 2d4 fire damage. While mounted on the chariot,
  1126. the caster is immune to fire damage.
  1127.  
  1128. Disjunction (Abjuration 9)
  1129. This spell disjoins all magic within a 30-foot radius globe,
  1130. destroying it by separating it into its component parts. The
  1131. spell destroys magical constructs, dismisses summoned
  1132. creatures, cancels active spells and permanently destroys
  1133. magical items. A creature must make an individual Will saving
  1134. throw for every active magical spell they have, as well as
  1135. every magical item in their possession. On a failure, the
  1136. spell is automatically dispelled, or the item is rendered
  1137. permanently inert. Unattended items are automatically
  1138. rendered inert.
  1139. A Disjunction spell targeted at a point within an <9>antimagic
  1140. shell<7> will destroy the shell but be negated itself in so
  1141. doing.
  1142.  
  1143. Implosion (Cleric 9) [Death]
  1144. This terrible magic lasts for one round per caster level.
  1145. For each round it is active, the caster can select a single
  1146. target within 180 feet of her as a free action. Unless that
  1147. creature succeeds in a Fortitude save against the spell, her
  1148. body collapses in on itself and she is destroyed utterly. Any
  1149. given creature can be targeted only once per day by this
  1150. spell, and gaseous or incorporeal creatures are immune. This
  1151. is a death effect.
  1152. The cleric /must/ target one creature every round; in any
  1153. round where she fails to unleash this destructive force she
  1154. suffers 1d6 points of pure magic damage as backlash. The
  1155. spell cannot be cancelled until it has run its course,
  1156. though it can be dispelled.
  1157.  
  1158. Ringweave (Enchantment 9)
  1159. Using this spell, the caster can duplicate the effects
  1160. of any one magical ring she has ever successfully identified.
  1161. These effects are duplicated in addition to the effects of
  1162. any rings she presently wears, and last for a full day or
  1163. until she cancels this spell. If the type of ring duplicated
  1164. normally has a plus, this spell duplicates a +5 version of
  1165. the ring.
  1166.  
  1167. Dimensional Lock (Weavecraft 8)
  1168. Casting this spell creates a stationary 90-foot
  1169. radius globe centered on a location of the caster's
  1170. choice. Inside this area, teleportation effects
  1171. simply do not function. Creatures can teleport into
  1172. the area from outside, but once inside find themselves
  1173. unable to use any form of teleportation.
  1174. There is no saving throw against these effects.
  1175.  
  1176. Waterbind (Enchantment 8) [Water]
  1177. This spell only affects lycanthropes, fiends, undead and
  1178. aberrations, laying an enchantment on them such that they
  1179. cannot cross running water (in game terms, all water in
  1180. Incursion is considered running, and these creatures cannot
  1181. move from 'dry' squares to 'wet' squares). Creatures already
  1182. in or over water are unaffected.
  1183. The spell affects all relevant creatures within a 60 foot
  1184. radius of a chosen target point; only creatures whose CR
  1185. exceeds the caster level are entitled to a Will saving throw
  1186. to negate this spell's effects.
  1187.  
  1188. Maw of Chaos (Evocation 9) [Chaotic]
  1189. The maw of chaos is a vast force construct, so large (Huge size)
  1190. it cannot fit into many areas. It has as many hit points as the
  1191. caster does, and a base attack bonus equal to his caster level.
  1192. It has a 35 Strength, and bites for 3d6 slashing damage and to
  1193. swallow victims whole. Any creature swallowed by the maw of chaos
  1194. suffers one of the following effects every turn until the manage
  1195. to free themselves, chosen randomly:
  1196. * <9>polymorph other<7>
  1197. * 10d6 points of fire damage
  1198. * 10d6 points of cold damage
  1199. * 10d6 points of sonic damage
  1200. * 10d6 points of lightning damage
  1201. * complete healing (as a <9>heal<7> spell)
  1202. * 10d6 points of mana drain
  1203. * 3d6 points of Intelligence damage
  1204. * 3d6 points of Wisdom damage
  1205. * 3d6 points of Charisma damage
  1206. * 10d6 points of pure magic damage
  1207. * teleportation anywhere else on the current level
  1208.  
  1209. Ruby Ray of Reversal (Abjuration 7)
  1210. Casting this spell creates a beam of incandescent red light
  1211. which strikes one or more targets out to a range of 60 feet.
  1212. Every creature struck is affected as per <9>dispel magic<7>;
  1213. in addition, all polymorph effects, physical bindings (bands
  1214. of sirellyn, iron bands of bilarro) and paralyzation effects
  1215. (physical or mental) are automatically negated. Entangled or
  1216. stuck characters are freed, and curses on objects or persons
  1217. are contested as per a <9>remove curse<7> spell cast at the
  1218. caster's caster level. If the ray strikes a creature which
  1219. has swallowed or engulfed another creature, the swallowed
  1220. or engulfed creature will be instantly freed.
  1221. If the ray strikes a door, trap or chest, it will be
  1222. automatically disarmed, unlocked or opened, as applicable.
  1223. The beam also dissolves restraining terrain or features such
  1224. as webbing and tanglefoot strands instantly.
  1225. The ray can have benevolent and malignant effects, but NPCs
  1226. will treat it as a hostile spell if it strikes them.
  1227.  
  1228. Warding Whip (Abjuration/Evocation 5)
  1229. This spell creates a force construct whip in the caster's
  1230. hands which has certain special properties. It acts as a +3
  1231. fey trapping whip, it causes any creature it strikes to lose
  1232. 2d6 points of mana and it automatically destroys any magical
  1233. construct (such as flaming spheres, spiritual hammers, dust
  1234. devils, faithful hounds and any of the Twigby's Hand spells)
  1235. it strikes.
  1236.  
  1237. Disbelief (Illusion 7)
  1238. This paradoxical spell represents the height of an illusionist's
  1239. capacity for deception and trickery, convincing a single chosen
  1240. target that any single real creature is in fact an illusion. The
  1241. victim will thus ignore the creature completely, believing it
  1242. harmless even as it attacks and injures the target.
  1243. The victim is allowed a Will saving throw to negate the effects
  1244. of this spell; however, every genuine illusion of the caster's that
  1245. the victim has disbelieved increases the DC of the save to resist
  1246. this spell by 1.
  1247. Every fifth attack by the falsely disbelieved creature allows
  1248. the victim another saving throw, but the penalty is not lessened.
  1249.  
  1250. Conformance (Cleric 9, Law 9)
  1251. Casting this spell evokes a 180-foot invisible mobile globe
  1252. around the caster wherein natural chance is supernaturally
  1253. attenuated and the median reigns. All attack rolls, saving
  1254. throws, spellcasting rolls and so forth are not rolled,
  1255. instead taking the exact average roll -- 11 on 1d20, or
  1256. 51 on a percentile roll every time.
  1257. This spell affects the caster, enemies and allies equally,
  1258. and is not subject to magic resistance, but can be cancelled
  1259. at will.
  1260.  
  1261. Ironguard (Abjuration 6)
  1262. Casting this spell renders a chosen target impervious to
  1263. iron. Their body is incorporeal only with regard to things
  1264. made from iron. Mundane iron weapons have no effect on you,
  1265. though weapons made of silver, mithril, adamant, stone or
  1266. wood strike true. Magical weapons have a 5~ chance per plus
  1267. of striking true every attack, and ghost touch weapon always
  1268. strike normally.
  1269.  
  1270. Undeath to Death (Wizard 6, Priest 6, Druid 6) [Death]
  1271. Destroys any undead creature caught within a 60-foot globe
  1272. centered on the caster that currently has fewer than (1d8 per
  1273. caster level) hit points. The effect is all-or-nothing, and no
  1274. saving throw is allowed.
  1275.  
  1276. Dragon Scales (Thaumaturgy 7)
  1277. Casting this spell transforms the caster's skin into the
  1278. supernaturally tough, supple and resistant scales of a dragon.
  1279. This has the following three effects:
  1280. * The caster gains a natural armor bonus of +8; specialist
  1281. thaumaturges gain a +12 bonus instead.
  1282. * The caster gains an elemental resistance at 10, based on
  1283. the type of elemental immunity a dragon species that shares
  1284. her alignment has -- a Chaotic Evil character gains the Fire
  1285. Resistance of a red dragon, while a True Neutral character
  1286. gains the Force Resistance of an amethyst dragon. Good characters
  1287. also recieve a +5 saving throw bonus of an appropriate type to
  1288. reflect their dragon species' secondary breath weapon.
  1289. * Mammalian characters dealing with non-reptiles recieve a
  1290. -4 social penalty while this spell is active. Reptilian casters
  1291. (kobolds and lizardfolk), find the spell makes them look more
  1292. regal and majestic, and recieve a +4 bonus instead; any character
  1293. also recieves a bonus instead of a penalty when dealing with
  1294. reptiles.
  1295.  
  1296. Wretched Blight (Cleric 8) [Evil]
  1297. Casting this inherantly evil spell assaults every
  1298. non-evil living creature within the caster's line
  1299. of fire, out to a range of 180 feet. Every victim
  1300. suffers 1d8 points of necromantic damage for every
  1301. two caster levels, becomes nauseated for 3d4 turns
  1302. and is infected with one of the following diseases,
  1303. randomly chosen: filth fever, grave rot, blinding
  1304. sickness, cackle fever, mummy rot or slimy doom.
  1305. A Fortitude saving throw halves the damage
  1306. and negates the disease and nausea effects.
  1307.  
  1308. Wrack (Priest 3) [Evil]
  1309. Casting this inherantly evil spell inflicts intense
  1310. pain on a single creature, who must make a Fortitude
  1311. save. On a successful save, the creature suffers a
  1312. -2 pain penalty to all actions for the spell's
  1313. duration. On a failed save, the creature suffers a
  1314. -4 penalty due to pain for the full duration, is
  1315. unable to act (though not helpless) for 1d4 rounds
  1316. and suffers 2d8+[Caster Level] points of slashing
  1317. damage.
  1318. Mindless undead, oozes and constructs are not
  1319. affected by this spell.
  1320.  
  1321. Mass Wrack (Priest 8) [Evil]
  1322. This spell functions exactly as Wrack, but affects
  1323. every applicable hostile creature within the caster's
  1324. line of fire out to a range of 60 feet.
  1325.  
  1326. Life Bolt (Necromancy 6) [Good]
  1327. This spell, a rare example of purely white necromancy,
  1328. transposes and magnifies the caster's own vital force
  1329. into a powerful blast of positive energy used to attack
  1330. the undead. The spell inflicts 3d4 points of unavoidable
  1331. damage to the caster and creates a beam stretching out
  1332. to 180 feet which inflicts 1d6 points of damage per caster
  1333. level (unscaled and untyped) to any undead it strikes.
  1334.  
  1335. Prismatic Spray (Evocation/Illusion 7)
  1336. Casting this spell produces a rainbow spray in a path
  1337. 60 feet long, directed to a point of the caster's choosing.
  1338. Any creature struck by the spray suffers one of the
  1339. following eight effects, based on the color of the ray
  1340. which first strikes them:
  1341. <9>Red:<7> Suffer 20 points of fire damage. A Reflex
  1342. save with a +8 bonus to the save DC will halve the
  1343. damage.\n
  1344. <9>Orange:<7> Suffer 40 points of sonic damage. A
  1345. Reflex save with a +4 bonus to the save DC will halve
  1346. the damage.\n
  1347. <9>Yellow:<7> Suffer 80 points of lightning damage.
  1348. A Reflex save with a +2 bonus to the save DC will halve
  1349. the damage.\n
  1350. <9>Green:<7> Creature is poisoned with one of the
  1351. following poisons, randomly chosen: black lotus extract,
  1352. dark reaver powder or deathblade. No initial saving
  1353. throw applies, though later saves may be made to overcome
  1354. the poison.\n
  1355. <9>Blue:<7> Make a Fortitude save (+6 bonus to save DC)
  1356. or be petrified within 3d6 rounds of exposure.\n
  1357. <9>Indigo:<7> Suffer 3d6 points of damage to Intelligence,
  1358. Wisdom, Charisma and Luck; a Will saving throw (+4 bonus to
  1359. DC) negates the effect.\n
  1360. <9>Violet:<7> Extraplanar creatures must make a Will
  1361. saving throw or be affected as per <9>banishment<7>; other
  1362. creatures are subject to <9>dismissal<7> instead.\n
  1363. <9>Multiple Rays:<7> The creature is struck by any two
  1364. of the rays listed above, with culmulative effects.
  1365.  
  1366. Prismatic Wall (Abjuration/Illusion 8)
  1367. Casting this spell creates a wall of shimmering rainbow
  1368. colors; any creature who attempts to cross the wall suffers
  1369. the effects of all the colors of a <9>prismatic spray<7>
  1370. spell. The wall also blocks missile attacks and line of
  1371. fire.
  1372. Striking the wall with different effects can bring down
  1373. one or more of its layers:
  1374. * Thirty points of cold damage will negate the red layer;
  1375. * Thirty points of fire or light damage will negate the orange
  1376. layer;
  1377. * Thirty points of sonic or acid damage will negate the yellow
  1378. layer;
  1379. * A dispelling effect (such as <9>dispel magic<7>) will negate
  1380. the green later;
  1381. * A disintegration effect, such as the spell of same name,
  1382. will negate the blue layer.
  1383. * Thirty points of pure magical damage (such as from <9>magic
  1384. missile<7>) will negate the indigo layer.
  1385. * The ray from a <9>dimensional anchor<7> effect will negate
  1386. the violet layer.
  1387.  
  1388. Prismatic Sphere (Abjuration/Illusion 9)
  1389. Casting this spell creates a 30 foot radius globe of
  1390. scintillating colors. The globe is stationary; anyone
  1391. attempting to enter or leave it after it has been created
  1392. suffers the effects of all the colors of a Prismatic Ray
  1393. spell. The globe also blocks missile attacks and line of
  1394. fire.
  1395.  
  1396. Bonesunder (Necromancy 6)
  1397. Casting this spell inflicts a single specific injury
  1398. on a target that fails a Fortitude saving throw. The
  1399. injury is randomly chosen from all of those possible
  1400. via called shots. Additionally, regardless of whether
  1401. the subject succeeds or fails the save, she suffers
  1402. 3d6+[Caster Level] points of unavoidable damage.
  1403.  
  1404. Called Shots
  1405. A called shot uses a normal attack roll with a -4
  1406. circumstance penalty. The attack inflicts half its
  1407. standard damage normally. Additionally, if the total
  1408. damage (before halving) exceeds a given percentage
  1409. of the victim's current hit points before the attack,
  1410. the victim will suffer a specific injury chosen by
  1411. the attacker from the list below. Most specific
  1412. injuries can only be healed with powerful magic.
  1413. Characters with a heroic quality (including all
  1414. player characters) also suffer a specific injury when
  1415. they would otherwise suffer a critical hit inflicting
  1416. enough damage to kill them outright.
  1417. The following specific injuries are possible:
  1418. Broken Arm (30~): The victim of this injury loses
  1419. access to one of her hand slots; any item held is
  1420. dropped. Her maximum hit points are 85~ of normal
  1421. until this injury is healed, and she has a -2
  1422. general pain penalty. A humanoid with a broken arm
  1423. cannot grapple effectively.
  1424. A broken limb can be healed with the <9>cure
  1425. serious wounds<7>, <9>regenerate<7> or <9>heal<7>
  1426. spells, or a Potion of True Healing. Only blunt
  1427. damage can break a limb.
  1428. Severed Arm (50~): The victim of this injury loses
  1429. access to one of her hand slots; any item held is
  1430. dropped. Her maximum hit points are 75% of normal
  1431. until the injury is healed, and she suffers a -6
  1432. circumstance penalty to her Defense score. A humanoid
  1433. with a severed arm cannot grapple effectively.
  1434. A severed arm bleeds for 7 points of bleeding
  1435. damage per round until treated with the Heal
  1436. skill or otherwise staunched. Only slashing
  1437. damage can sever a limb.
  1438. A severed limb can be only healed with the
  1439. <9>regenerate<7> spell or an equivalent effect.
  1440. Broken Leg (40~): The victim of this injury
  1441. becomes prone and cannot stand; her movement
  1442. rate is 35~ of normal and she suffers a -4
  1443. circumstance penalty to her Defense score.
  1444. A broken limb can be healed with the <9>cure
  1445. serious wounds<7>, <9>regenerate<7> or <9>heal<7>
  1446. spells, or a Potion of True Healing. Only blunt
  1447. damage can break a limb.
  1448. Severed Leg (50~): The victim of this injury
  1449. becomes prone and cannot stand; her movement
  1450. rate is 35~ of normal and she suffers a -4
  1451. circumstance penalty to her Defense score.
  1452. A severed leg bleeds for 7 points of bleeding
  1453. damage per round until treated with the Heal
  1454. skill or otherwise staunched. Only slashing
  1455. damage can sever a limb.
  1456. A severed limb can be only healed with the
  1457. <9>regenerate<7> spell or an equivalent effect.
  1458. Eye Loss (15~): This injury costs the target
  1459. one of their eyes, giving them a -6 circumstance
  1460. penalty to the Spot skill and a -2 penalty to
  1461. ranged attack rolls. Inflicting it a second
  1462. time duplicates the effect of Blinded, below,
  1463. but still only requires 15~ damage.
  1464. Destroyed eyes can be recovered with a <9>cure
  1465. blindness<7> or <9>regenerate<7> spell.
  1466. Blinded (35~): This specific injury renders
  1467. a target permanently blind, destroying their
  1468. eyes.
  1469. Destroyed eyes can be recovered with a <9>cure
  1470. blindness<7> or <9>regenerate<7> spell.
  1471. Internal Bleeding (35~): This specific injury
  1472. causes bleeding within the chest cavity, inflicting
  1473. 2 points of damage each round until it is healed
  1474. or the target is dead. Obviously, only creatures
  1475. which have blood can suffer from internal bleeding.
  1476. A <9>cure serious wounds<7> or <9>regenerate<7>
  1477. spell, or a Potion of True Healing, will amelorate
  1478. the bleeding, as will a difficult Heal check.
  1479. Decapitation (80~): This specific injury will
  1480. kill most creatures instantly. Only creatures which
  1481. have a head are affected, and decapitated constructs
  1482. and mindless undead are treated as permanently
  1483. confused. Decapitation cannot be healed or repaired.
  1484. Broken Ribs (25~): Only living creatures with a
  1485. skeleton are subject to broken ribs. This injury
  1486. inflicts a -4 pain penalty to all actions, 50~
  1487. normal attack speed and 75~ normal movement speed.\n
  1488. Broken ribs can be healed with the <9>cure
  1489. serious wounds<7>, <9>regenerate<7> or <9>heal<7>
  1490. spells, or a Potion of True Healing. Only blunt
  1491. damage can break a limb.
  1492.  
  1493. Finger of Death (Necromancy 7) [Death]
  1494. This spell targets any one living humanoid of medium
  1495. size or smaller, who is slain instantly if the fail a
  1496. Fortitude saving throw, and suffers 3d6+[Caster Level]
  1497. necromantic damage if they succeed.
  1498. A creature slain by this spell (via damage or failed
  1499. saving throw) rises as a revenant loyal to the caster
  1500. 1d4+1 rounds later. This revenant counts as only half
  1501. its normal XCR with regard to the caster's PCR levels.
  1502.  
  1503. Phantasmagoria (Illusion 8)
  1504. Casting this spell calls forth a vast plethora of illusionary
  1505. creatures, figments and phantasms to shock and horrify all hostile
  1506. creatures within 60 feet of the caster, provided the caster has a
  1507. clear line of sight to the intended victim. Creatures with true
  1508. seeing and mindless creatures are unaffected. Otherwise, creatures
  1509. suffer effects based on a comparison of their Challenge Rating plus
  1510. Wisdom modifier to the caster's Illusioncraft skill rating:
  1511. * If the caster's value is four times or more a creature's value,
  1512. that creature instantly falls unconscious as a result of
  1513. psychosomatic trauma.
  1514. * Otherwise, if the caster's value is three times or more the
  1515. target's value, the target suffers 1d6 points of untyped
  1516. psychosomatic damage per caster level (uncapped and unscaled), and
  1517. is stunned and afraid for 3d6 rounds if they are not unconscious.
  1518. * Otherwise, if the caster's value is two times or more the target's
  1519. value, the target suffers the damage above and is stunned for 1d4+1
  1520. rounds and suffers a -4 general morale penalty for 3d6 rounds.
  1521. * Otherwise, if the caster's value exceeds the target's, the target
  1522. suffers 1d6 points of psychosomatic damage per even caster level
  1523. and a -2 morale penalty for 3d6 rounds.
  1524. * Otherwise, the target only suffers 2d6 psychosomatic damage.
  1525. There is no saving throw against this spell.
  1526.  
  1527. Craft Abomination (Thaumaturgy 9) [Evil]
  1528. This spell transforms a living, sapient humanoid of Medium or Small
  1529. size into a hulking, grotesquely muscled abomination of barely animal
  1530. intelligence. The victim, who must be allied to the caster for the
  1531. spell to be effective, gains a +18 template bonus to Strength and
  1532. Constitution, -4 Dexterity, Resilience 10 and Regeneration 7. The
  1533. victim also increases one size category and grows bony plates and
  1534. spikes giving her natural armor +12 and two slam attacks inflicting
  1535. 3d6 piercing damage each. The victim gains Master Bull Rush, Living
  1536. Wall, Master Grapple and Power Attack as bonus feats. Her Intelligence
  1537. is set to 1, and spellcasting (and many other class abilities) are
  1538. lost.
  1539. The changes are unstable -- when the caster next rests, metabolic
  1540. stresses will kill the creature targeted by this spell. Since this
  1541. spell reduces its victim's intellect to an animal level, enacting it
  1542. on the PC ends the game immediately.
  1543. XP Cost: 1000
  1544.  
  1545. Seeming (Illusion 7)
  1546. You cast an illusion over yourself that makes you appear
  1547. in a benign manner to all peoples, even to the point of
  1548. appearing as a different race and class to different
  1549. characters. All monsters that cannot penetrate the
  1550. illusion are initially neutral to you, though past
  1551. grievances are not forgotten and hostile acts will
  1552. still provoke retaliation. Mindless creatures are
  1553. unaffected.
  1554. [ add balancing cost -- shorter duration?
  1555. Limit on CR of creatures affected? ]
  1556.  
  1557. Veil (Illusion 8)
  1558. This spell functions as Seeming, but affects every creature
  1559. currently a member of your party.
  1560.  
  1561. Duelward (Weavecraft 5)
  1562. Gain Broad Counterspell and +4 insight bonus to Spellcraft
  1563. rolls, or +8 if you already have the feat.
  1564.  
  1565. Miracle (Cleric 9)
  1566. Casting this spell calls upon the direct intervention
  1567. of your diety. The caster must be in his diety's good
  1568. graces, and its use costs favor just as an intervention
  1569. does, though it it not limited by prayer timeouts.
  1570. Similar to the arcane magic <9>Wish<7>, a miracle can
  1571. create the following effects:
  1572. <9>Spell:<7> A miracle can duplicate the effects of
  1573. any cleric spell of 8th level or lower, or any other
  1574. spell of 7th level or lower. The caster pays the mana
  1575. cost and any other costs in addition to those of
  1576. miracle.
  1577. <9>Safety:<7> All hostile creatures nearby the caster
  1578. are teleported far away, out of the game. The caster
  1579. recieves no experience award for this, and this effect
  1580. cannot be used when the caster shares the level with a
  1581. quest nemesis or named unique.
  1582. <9>[Ability Score]:<7> A miracle spell can add a +1
  1583. inherant modifier to any ability score of the caster's
  1584. choice.
  1585. <9>Mana:<7> All of the caster's mana, including held
  1586. mana, is instantly replenished.
  1587. <9>Wealth:<7> The caster recieves gold equal to 50~
  1588. of her current total or an added 50,000 gp, whichever
  1589. is more.
  1590. <9>Treasure:<7> The caster gains a single magical
  1591. item typical of what would be found on a CR 12 dungeon
  1592. level, chosen from a preset list of 'staple' magical
  1593. items.
  1594.  
  1595. Conviction (Cleric 1, Paladin 1)
  1596. You gain a +2 bonus on saving throws against the
  1597. spells, innate effects and special abilities of
  1598. creatures who have one alignment component directly
  1599. opposed to your own (law vs. chaos, or good vs. evil).
  1600. This spell is useless to fully neutral characters.
  1601.  
  1602. Havilard's Plummet (Illusion 7)
  1603. Creatures targeted with this spell is engulfed in a
  1604. full-sensory illusion of freefall -- they still see the
  1605. world normally, but are utterly convinced that the floor
  1606. has fallen away and they are plummeting helplessly
  1607. through the air. As a result, they take no action for
  1608. the spell's duration, though they are not helpless.
  1609. This spell only affects characters with a Challenge
  1610. Rating equal to or less than 2 + [Caster's Illusioncraft
  1611. / 5], but the victims recieve no saving throw. All
  1612. creatures in a 30 foot burst are affected.
  1613.  
  1614. Teleport Without Danger (Weavecraft 7)
  1615. Casting this spell teleports the caster to a randomly
  1616. chosen location on the current dungeon level where he
  1617. will not be in the direct line of fire of any hostile
  1618. creatures.
  1619. [ Mana only 1 or 2 points higher than /teleport/ ]
  1620.  
  1621. Smite Infidel (Paladin 3)
  1622. This spell gives its caster a +10 sacred bonus to attack
  1623. damage on all archery, melee, brawl and throwing attacks
  1624. made against evil enemies affiliated with a god who the
  1625. caster's god is not friendly toward.
  1626.  
  1627. Mindshatter (Divination 7)
  1628. This spell, a weaponized form of <9>true seeing<7>, causes
  1629. mental damage to all sapient creatures who can see the caster
  1630. at the time it is cast as a result of stripping away the
  1631. normal barriers to percieving transcendant reality. Every
  1632. such creature suffers 1d6 points of psychic damage per caster
  1633. level (scaled after 10th), as well as 1d6 points of damage to
  1634. Intelligence, Wisdom and Charisma, with a bonus to the ability
  1635. damage equal to the victim's own Intelligence modifier -- the
  1636. better they are able to process the alien visions, the more
  1637. harm they do.
  1638. The minds of nonsapient creatures are not able to understand
  1639. the cosmological 'insights' this spell projects.
  1640.  
  1641. Mists of Inverness (Enchantment 8)
  1642. Casting this spell raises up a large, stationary bank of
  1643. incandescent
  1644. cyan mist with certain psychoactive effects. The mist causes confusion
  1645. to any trapped within it who are hostile to the caster, and also
  1646. causes 1d3 points of Wisdom damage per turn. A Will saving throw
  1647. negates both these effects, but must be repeated (succeed or fail)
  1648. for every turn creatures remain in the misty area.
  1649. Creatures that are vulnerable to light suffer a rising penalty
  1650. within the mist that begins at -1 and rises by one every turn, to
  1651. a maximum of the caster's Charisma modifier. Other creatures find
  1652. the presence of the mists brings about a distinctly pleasant
  1653. feeling, and will not seek to leave unless their Knowledge (Magic)
  1654. is +12 or higher, despite its deleterious effects. There is no
  1655. saving throw against this.
  1656.  
  1657. Spectral Menagerie (Illusion 9)
  1658. This spell functions exactly like <9>advanced illusion<7>,
  1659. save that 1d4+[Caster's Int Mod] individual illusions are
  1660. conjured by it. These illusions are all independant creations
  1661. and must be disbelieved separately.
  1662.  
  1663. This is essentially a follow-up to the issues raised in
  1664. the thread from something awful below, relating to how
  1665. I want to balance buffing characters in general. I hope
  1666. to get this done before the 8th.
  1667. One of my incursion-l regulars brought up a very good
  1668. point -- BlondRobin played with max HP and max mana,
  1669. and I think this drastically influenced the victory. And
  1670. that's fine -- as he said, there's nothing wrong with a
  1671. game being easy when you set it on easy mode!
  1672.  
  1673. Anyway, here's the 'Mage Plan':
  1674.  
  1675. * Characters with more than 80 mana worth of persistant
  1676. spells active will be subject to mana bleed. This essentially
  1677. means that whenever they gain experience, there will be a
  1678. chance that they will lose a little more mana proportional to
  1679. the spells they have active -- perhaps 1 point at 80-130, 2 at
  1680. 131-180, 3 at 181-230, etc., every 1 in 10 XP ticks. This
  1681. mana will not regenerate.
  1682. Ideally, this will work something like the armor fatigue
  1683. system, preventing self-buffing casters from bring nonstop
  1684. engines of destruction, and is moderately easy to implement.
  1685. * Dispelling effects that target the player need to become
  1686. more common. I'll check to make sure monsters are really
  1687. casting /dispel magic/ now, and I will add a clause that makes
  1688. it a priority for them when facing a super-buffed character.
  1689. I'm also goint to add a wand of dispelling, which will double
  1690. as a useful tool for non-caster classes and an added
  1691. weakness to self-buffers. Maybe also a weapon quality with
  1692. a dispelling effect on a successful hit, and maybe also an
  1693. added effect of the Guardian Runes in the endgame.
  1694. [ Incidentally, BlondeRobin, did you ever get hit with a
  1695. /dispel magic/ effect, and if so how did you cope? ]
  1696. * Multiple people have cried in agony at the thought of
  1697. changing the d20 mana die for mages, and one of my
  1698. playtesters made the very legitimate point that this win
  1699. was done with maximized mana, and "it's not really bad
  1700. for a game to be easy when it's on easy mode". So leave
  1701. that for now.
  1702. * Aesthetically, I really dislike mages relying on Expertise
  1703. and Zen Defense. For the oddball thaumaturge melee-mage-
  1704. duelist, fine, but for Gandalf parrying is really out of line to
  1705. my sensibilities. My proposed solution for this is to make
  1706. spellcasting a much more intensive action, so that you do
  1707. not get your ZenDef and Expertise bonuses during a timeout
  1708. from spellcasting. I'll probably apply this to dodge, too, and
  1709. maybe add an exception for bladesingers when I implement
  1710. them. This will be a bit challenging to do; I'll have to precalc
  1711. two Def values for every creature, and add a MS_CASTING
  1712. state flag, but it is doable.
  1713. The three primary caster classes (druid, mage, priest) are
  1714. all not people who should be relying on ZenDef or Expertise
  1715. as a core part of their strategy based on archetype, so I think
  1716. this is good across the board. If mages are too powerful as
  1717. as result of combining mage tricks (spells) with warrior tricks
  1718. (combat feats), taking away the warrior tricks seems to make
  1719. more sense (and preserve warrior uniqueness) than weakening
  1720. the mage tricks overmuch.
  1721. Lowering DC on the casting timeout will also help to balance
  1722. Insightful Stroke, since you have to cast it before /every single
  1723. attack/ you want the bonus on.
  1724. * Phantom Steed and Fly will be mutually exclusive, for
  1725. obvious reasons. Phantom Steeds will be slower. Decastaves
  1726. will have 125% speed, which is what they were supposed
  1727. to have -- I'm not sure how they got to 200%.
  1728. * Xavias will train Int and Wis less frequently, though he will
  1729. still train them.
  1730. * A natural roll of 20 will bypass the miss chance from spells
  1731. like /displacement/ and /blink/. I think this is a better option
  1732. than them not stacking, because those two spells together
  1733. with mirror image are core illusionist defenses, and I don't
  1734. want every character to need an obscene DC. Moderate to
  1735. strong Mage Armor, Displacement and Blink together should
  1736. be enough defense, without needing a 45 DC.
  1737. * The stat boosters may need to cost more mana -- in d20,
  1738. they are replacements if you can't afford a headband of
  1739. intellect or girdle of giant strength, and only last a short time;
  1740. in Incursion their effect is much greater and should be
  1741. increased accordingly.
  1742. Alternatively, these spells would be excellent candidates for
  1743. not having a persistant duration.
  1744. * Floating Disc will have a weight limit, and will increase the
  1745. time to take objects out substantially. Taking things out of your
  1746. pack when FD is active will also provoke an attack of
  1747. opportunity. There will be a higher-level Weavecraft spell
  1748. called Deeppockets that will also deal with improving your
  1749. pack and will have less restrictions; it will probably reduce the
  1750. weight by 50% and let you put objects of any size into your
  1751. pack.
  1752. * I'm going to do something to Rope Trick to make resting
  1753. in it have a cost. I may assign a XP cost to the spell; that
  1754. would be the simplest fix. More nuanced fixes include causing
  1755. it to attract bad creatures from the astral plane if you use it
  1756. too much, or other weird side effects.
  1757. * False Life, Shield -- my playtesters assure me that shield
  1758. is necessary for low-level mage survivability, and false life is
  1759. necessary for thaumaturges to have the play style that I want
  1760. them to be able to have, which is more "magical fighter". With
  1761. the changes above, I think thaums will need the HP!
  1762. * I may increase the spellcasting timeout when mounted --
  1763. say, by 50% or by 25% if you have a special mounted casting
  1764. feat. Worth thinking about, at least.
  1765. * Casters need to blast you with fireballs more often, as
  1766. other posters have noted. This should be easy to fix.
  1767.  
  1768. These changes will not be next version -- next version is for
  1769. Linux and fixing favor overflow and other semi-critical stuff --
  1770. but I'll really try to get them done before my hiatus on the
  1771. 8th.
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