Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Spells:
- 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. :)
- 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.
- MAGE SPELLS
- Level Five
- Abj
- Duelward
- Energy Buffer
- Mooncloak
- Resist the Elements
- Arc
- Cloudkill
- Major Creation
- Wall of Stone
- Watery Double
- Div
- Dream
- Open the Third Eye
- Power Word: Stop
- Wizard Sight
- Enc
- Dominate Person
- Dream
- Hold Monster
- Lesser Symbol
- Lower Resistance
- Evo
- Cone of Cold
- Cyclonic Blast
- Fire Lotus
- Mooncloak
- Sighing Chain
- Telekinesis
- Ill
- Advanced Illusion
- Color Burst
- Demi-Shadow Monsters
- Dream
- Misdirection
- Nightmare
- Nec
- Create Corporeal Undead?
- Create Spectral Undead?
- Eldricht Bolt
- Skeletal Spikes
- Spiritwall
- Wraithform
- Tha
- Baleful Polymorph
- Force Shapechange
- Mass Haste
- Oozeform
- Open the Third Eye
- Wea
- Distance Distortion
- Lower Resistance
- Monster Summoning V
- Steal Magic
- Teleport
- Level Six
- Abj
- Antimagic Shell *
- Banishment *
- Globe of Invulnerability *
- Ironguard
- Protection from Elements *
- Warding Whip
- Arc
- Acid Fog
- Bands of Sirellyn *
- Disintegrate *
- Hardening
- Transmute Flesh and Stone *
- Transmute Bone and Adamant *
- Div
- Contact Other Plane *
- Legend Lore *
- Power Word: Stun *
- True Seeing *
- Enc
- Eyebite *
- Geas
- Immortal Grandeur *
- Lesser Symbol
- Sending
- Evo
- Blood Lightning *
- Chain Lightning *
- Ozocubo's Freezing Sphere *
- Twigby's Forceful Hand
- Morgon's Faithful Hound
- Ill
- Demi-Shadow Magic *
- Mislead *
- Shades *
- Tempus Fugit
- Vacancy
- Nec
- Bonesunder
- Control Undead
- Life Bolt
- Necrosynthesis
- Transmute Bone and Adamant *
- Tha
- Blood Lightning *
- Fiendform *
- Tevlar's Transformation *
- Transmute Stone and Flesh *
- Venom Immunity
- Wea
- Cacodemon
- Conjure Animals *
- Contingency
- Monster Summoning VI *
- Planar Binding
- Spelltrap
- Level Seven
- Abj
- Fire Immunity (sonic, cold, etc.)
- Repulsion
- Ruby Ray of Reversal
- Spell Turning
- Weapon Immunity
- Arc
- Alter Reality
- Animate Objects
- Sandstorm
- Stone Spiders
- Transmute Water and Dust
- Div
- Mindshatter
- Power Word: Blind
- Power Word: Hex
- True Name
- Enc
- Dominate Monster
- Great Curse
- Insanity
- Limited Wish
- Luckspell
- Repulsion
- Evo
- Delayed Blast Fireball
- Howling Chain
- Twigby's Grasping Hand
- Morgon's Sword
- Prismatic Spray
- Ill
- False Vision
- Havillard's Plummet
- Permanant Illusion
- Prismatic Spray
- Project Image
- Seeming
- Nec
- Blackfire
- Finger of Death
- Synostodweomer
- Undeath to Death
- Zombie Double
- Tha
- Dragon Scales
- Flensing
- Simulacrum
- Tentacles
- Verminspray
- Wea
- Ethereal Jaunt
- Magnificent Mansion
- Monster Summoning VII
- Permanency
- Spell Sequencer
- Teleport Without Error
- Level Eight
- Abj
- Dimensional Lock
- Heart of Stone
- Mind Blank
- Prismatic Wall
- Sphere of Wonder
- Arc
- Incendiary Cloud
- Polymorph Any Object
- Reverse Gravity
- Sink
- Div
- Moment of Prescience
- Perfected Harmony
- Power Word: Chaos
- Enc
- Antipathy/Sympathy
- Augment Potential
- Greater Symbol
- Mists of Inverness
- Othello's Irresistable Dance
- Waterbind
- Evo
- Greater Shout
- Reverse Gravity
- Sunburst
- Twigby's Clenched Fist
- Ill
- Alter Reality
- Phantasmagoria (disbelieve real)
- Prismatic Wall
- Shadow Walk
- Simulacrum
- Veil
- Vision of Glory
- Nec
- Adim Dilar's Horrid Wilting
- Clone
- Defoliate
- Heart of Stone
- Trap the Soul
- Tha
- Augment Potential
- Clone
- Iron Body
- Polymorph Any Object
- Statue
- Wea
- Alter Reality
- Dimensional Lock
- Maze
- Monster Summoning VIII
- Spell Engine
- Summon Monolith
- Level Nine
- Abj:
- Imprisonment
- Prismatic Sphere
- Morgon's Disjunction
- Elemental Aura
- Reaving Dispel
- Arc:
- Sphere of Ultimate Destruction
- Time Stop
- Transmute Rock and Lava
- Windtomb
- Div:
- Eldritch Tongue
- Foresight
- Power Word: Kill
- Spell Thief
- Enc:
- True Domination
- Mass Domination
- Ringweave
- Virus Charm
- Wish
- Evo:
- Meteor Swarm
- Maw of Chaos
- Twigby's Crushing Hand
- Elemental Aura
- Wildfire
- Windtomb
- Ill:
- Prismatic Sphere
- Spectral Menagerie
- Web of Darkness
- Wierd
- Nec:
- Energy Drain
- Master Undead
- Wail of the Banshee
- Web of Darkness
- Tha:
- Craft Abomination
- Internal Fire
- Lifeproof
- Reincarnate?
- Shapechange
- Wea:
- Astral Spell
- Black Blade of Disaster
- Chain Contingency
- Gate
- Summon Monster IX
- Priest Spells:
- Five
- Holy Orb
- Spear of Light
- Six (19)
- Animate Objects
- Antilife Shell
- Banishment
- Blade Barrier
- Circle of Death
- Create Corporeal Undead
- Etherealness
- Find the Path
- Forbiddance
- Greater Glyph of Warding
- Harm
- Heal
- Healing Circle
- Heroes' Feast
- Holy Summoning VI
- Lance of Remorse
- Lesser Symbol
- Planar Ally
- Quest
- True Seeing
- Venom Immunity
- Word of Recall
- Seven (17/14)
- Bastion of Light
- Blasphemy
- Chariot of Sustarre
- Control Weather
- Crown of Flame
- Destruction
- Dictum
- Heartripper
- Holy Summoning VII
- Holy Word
- Morality Undone (BoVD)
- Regenerate
- Repulsion
- Ressurection
- Righteous Glare
- Starmantle
- Shield of the Archons
- Vision of Glory
- Word of Chaos
- Eight (12)
- Antimagic Field
- Create Spectral Undead
- Earthquake
- Fire Storm
- Greater Symbol
- Holy Summoning VIII
- Last Judgement
- Luminous Armor
- Mass Heal
- Mass Wrack
- Phoenix Fire
- Spiral of Entropy
- Spread of Contentment
- Storm of Shards
- Wretched Blight (BoVD)
- Nine (13)
- Astral Spell
- Celestial Brilliance
- Conformance
- Energy Drain
- Gate
- Holy Summoning IX
- Implosion
- Interdiction
- Miracle
- Prescient Awareness
- Storm of Vengeance
- Sublime Revelry
- Sunburst
- Tears From Heaven
- Undead Plague
- Utterdark
- Druid Spells:
- Six: (16)
- Antilife Shell
- Awaken
- Control Water
- Drown
- Find the Path
- Fire Seeds
- Improved Meld into Stone
- Ironwood
- Liveoak
- Magic Staff
- Rainbow
- Repel Wood
- Starfish Spell
- Starmantle
- Stoneskin
- Summon Nature's Ally VI
- Sunbow
- Transmute Water and Dust
- Seven: (15)
- Animate Rock
- Changestaff
- Chariot of Sustarre
- Control Weather
- Creeping Doom
- Fire Storm
- Harm
- Heal
- Razor Wind
- Rain of Roses
- Sandstorm
- Summon Nature's Ally VII
- Sunbeam
- Transmute Metal to Wood
- True Seeing
- Waterbind
- Eight: (14)
- Chariot of Sustarre
- Defoliate
- Earthquake
- Finger of Death
- Lion's Roar [Leonal's Roar]
- Luckspell
- Mass Death Ward
- Mass Entangle
- Phoenix Fire
- Prescient Awareness
- Regenerate
- Reincarnate
- Ruby Ray of Reversal
- Summon Nature's Ally VIII
- Sunburst
- Whirlwind
- Word of Recall
- Nine: (14)
- Antipathy/Sympathy
- Call Shamblers
- Crystalbrittle
- Curse of Oak
- Elemental Swarm
- Foresight
- Interdiction
- Lifeproof
- Mass Drown
- Mass Heal
- Mists of Inverness
- Rain of Black Tulips
- Shapechange
- Spread of Lycanthropy
- Summon Nature's Ally IX
- Summon the Spirit Bear
- Thunderswarm
- Transmute Rock and Lava
- Wolf Spirits
- Windtomb
- Domains
- Air
- 1 Wind Column
- 2 Wind Wall
- 3 Gaseous Form
- 4 Air Walk
- 5 Control Wind
- 6 Cloudkill
- 7 Chain Lightning
- 8 Whirlwind
- 9 Elemental Swarm (Air)
- Animal
- 1 Magic Fang
- 2 Hold Beast
- 3 Dominate Animals
- 4 Commune With Nature
- 5 Animal Growth
- 6 Antilife Shell
- 7 Awaken
- 8 Lion's Roar
- 9 Shapechange
- Beauty
- 1 Charm Person
- 2 Enthrall
- 3 Suggestion
- 4 Charm Monster
- 5 Music of the Spheres
- 6 Immortal Grandeur
- 7 Chariot of Sustarre
- 8 Crown of Glory (?)
- 9 Rain of Black Tulips
- Blood
- 1 Detect Blood
- 2 Sanguine Touch
- 3 Blood Fury
- 4 Burning Blood
- 5 Infernal Blood
- 6 Heartripper
- 7 Blood Lightning
- 8 Blackfire
- 9 Internal Fire (?)
- Chaos
- 1 Miscast Magic
- 2 Sign of Discord
- 3 Confusion
- 4 Chaos Hammer
- 5 Animate Object
- 6 Misdirection
- 7 Word of Chaos
- 8 Power Word: Chaos
- 9 Wildfire
- Community
- 1 Valor
- 2 Chant
- 3 Prayer
- 4 Invocation
- 5 Hallow
- 6 Strength of One
- 7 Word of Recall
- 8 Mass Charm
- 9 Mass Heal
- [ maybe a "more allies, more damage" spell?
- Castigate? ]
- Craft
- 1 Make Whole
- 2 Detect Objects
- 3 Keen Edge
- 4 Major Creation
- 5 Hardening
- 6 Blade Barrier
- 7 Simulacrum
- 8 Magnificent Machine
- 9 Ringweave
- Darkness (was Night)
- 1 Globe of Shadow
- 2 Deeper Darkness
- 3 Nightmare
- 4 Summon Shadows
- 5 Phantasmal Killer
- 6 Darkbolt
- 7 Blackfire
- 8 Utterdark
- 9 Web of Darkness
- Death
- 1 Rigor Mortis
- 2 Bladethirst (or Death Knell)
- 3 Animate Dead
- 4 Death Ward
- 5 Slay Living
- 6 Create Corporeal Undead
- 7 Destruction
- 8 Create Spectral Undead
- 9 Wail of the Banshee
- Destruction
- 1 Shatter
- 2 Scorcher
- 3 Thunderlance
- 4 Explosive Runes
- 5 Earthblast
- 6 Blade Barrier (?)
- 7 Disintegrate
- 8 Earthquake
- 9 Sphere of Ultimate Destruction
- Domination
- 1 Command
- 2 Ray of Enfeeblement
- 3 Hold Person
- 4 Crushing Despair [Greater Command]
- 5 Dominate Person
- 6 Bands of Sirellyn
- 7 Dominate Monster
- 8 Mass Domination
- 9 True Domination
- Earth
- 1 Magic Stone
- 2 Stone Tell
- 3 Meld into Stone
- 4 Transmute Rock and Mud
- 5 Animate Rock
- 6 Stoneskin
- 7 Earthquake
- 8 Sink
- 9 Elemental Swarm
- Evil
- 1 Malignance
- 2 Desecrate
- 3 Armor of Darkness
- 4 Unholy Blight
- 5 Fiendform
- 6 Cacodemon
- 7 Morality Undone
- 8 Flensing
- 9 Gate
- Fate
- 1 True Strike
- 2 Minor Malison
- 3 Bestow Curse
- 4 Nemesis Spell
- 5 Nightmare
- 6 Contact Other Plane
- 7 Prescient Awareness
- 8 Greater Symbol
- 9 Interdiction
- Fire
- 1 Burning Hands
- 2 Produce Flame
- 3 Flaming Spheree
- 4 Wall of Fire
- 5 Flame Strike
- 6 Fire Seeds
- 7 Fire Storm
- 8 Incendiary Cloud
- 9 Elemental Swarm (Fire)
- Good
- 1 Benevolence
- 2 Divine Sacrifice
- 3 Bolts of Glory
- 4 Holy Smite
- 5 Dispel Evil
- 6 Lance of Remorse
- 7 Shield of the Archons
- 8 Crown of Glory
- 9 Armageddon
- Guardian
- 1 Find Traps
- 2 See Invisibility
- 3 Glyph of Warding
- 4 Dimensional Anchor
- 5 Faithful Hound
- 6 Unceasing Vigilance of the Holy Sentinal
- 7 Weapon Immunity
- 8 Heart of Stone
- 9 Imprisonment
- Hatred
- 1 Brand of Hatred
- 2 Dire Charm
- 3 Bestow Curse
- 4 Blackmantle
- 5 Thornwrack
- 6 Forbiddance
- 7 Creeping Doom
- 8 Antipathy
- 9 Wail of the Banshee
- Healing
- 1 Lifesight
- 2 Cure Moderate Wounds
- 3 Cure Serious Wounds
- 4 Cure Critical Wounds
- 5 Heal
- 6 Healing Circle
- 7 Regenerate
- 8 Mass Heal
- 9 Lifeproof
- Knowledge
- 1 Read Magic
- 2 Identify
- 3 Lorecall
- 4 Clairvoyance
- 5 Wizard Sight
- 6 Legend Lore
- 7 True Name
- 8 Eldritch Tongue
- 9 Foresight
- Law
- 1 Protection from Theft
- 2 Hold Person
- 3 Iron Sword
- 4 Order's Wrath
- 5 Mark of Justice
- 6 Castigate
- 7 Dictum
- 8 Interdiction
- 9 Imprisonment
- Liberation
- 1 Valor
- 2 Passwall
- 3 Free Action;spell (Nondetection?)
- 4 Restoration
- 5 True Seeing
- 6 Spell Turning
- 7 Ruby Ray of Reversal
- 8 Mind Blank
- 9 Silver Rain (Unbinding? Disjunction?)
- Luck
- 1 Entropic Shield
- 2 True Strike
- 3 Warning
- 4 Premonition
- 5 Evasion
- 6 Starmantle
- 7 Reincarnate
- 8 Luckspell
- 9 Miracle
- Magic
- 1 Nystrom's Magical Aura
- 2 Mana Theft
- 3 Dispel Magic
- 4 Wandwierd
- 5 Magic Resistance
- 6 Magic Staff
- 7 Spell Sequencer
- 8 Permanency
- 9 Sphere of Wonder
- Moon
- 1 Silversheen;spell
- 2 Invisibility
- 3 Polymorph Self
- 4 Spectral Force
- 5 Moonbow
- 6 Mooncloak
- 7 Mislead
- 8 Insanity
- 9 Mists of Inverness
- Mysticism
- 1 Divine Favor
- 2 Hypnotism
- 3 Displacecment
- 4 Lesser Aspect of Divinity
- 5 Wizard Sight
- 6 True Seeing
- 7 Simulacrum
- 8 Greater Aspect of Divinity
- 9 Celestial Brilliance
- Nobility
- 1 Mount
- 2 Enthrall
- 3 Phantom Steed
- 4 Dismissal
- 5 Righteous Might
- 6 Geas
- 7 Howling Chain
- 8 Chariot of Sustarre
- 9 Storm of Vengeance
- Pain
- 1 Pain Touch
- 2 Wrack
- 3 Blackmantle
- 4 Thornwrack
- 5 Vitriolic Sphere
- 6 Sighing Chain
- 7 Blood Lightning
- 8 Greater Symbol
- 9 Implosion? [Torment?]
- Passion
- 1 Hideous Laughter
- 2 Dire Charm
- 3 Emotion
- 4 Shout
- 5 Dream
- 6 Tevlar's Transformation
- 7 Empyrean Ecstacy [BoED]
- 8 Othello's Irresistable Dance
- 9 Sublime Revelry
- Planning
- 1 Call Companions
- 2 Detect Objects
- 3 Detect Monsters
- 4 Insightful Stroke
- 5 Lower Resistance
- 6 Contingency
- 7 Vanish
- 8 Alter Reality
- 9 Time Stop
- Plant
- 1 Entangle
- 2 Barkskin
- 3 Forestation
- 4 Verdant Aid
- 5 Wall of Thorns
- 6 Repel Wood
- 7 Changestaff
- 8 Defoliate
- 9 Call Shamblers
- Protection
- 1 Alarm
- 2 Shield
- 3 Endure the Elements
- 4 Spell Immunity
- 5 Ironguard
- 6 Antimagic Field
- 7 Repulsion
- 8 Mind Blank
- 9 Prismatic Sphere
- Retribution
- 1 Gaze Reflection
- 2 Retributive Mirror
- 3 Bestow Curse
- 4 Fire Shield
- 5 Righteous Might
- 6 Banishment
- 7 Spell Turning
- 8 Last Judgement
- 9 Storm of Vengeance
- Slime
- 1 Grease
- 2 Blur
- 3 Choke
- 4 Oozeform
- 5 Conjure Oozes
- 6 Blindsight
- 7 Transmute Rock and Mud
- 8 Power Word: Blind
- 9 Transmute Rock and Lava
- Spider
- 1 Spider Climb
- 2 Web
- 3 Spectral Spider
- 4 Giant Vermin
- 5 Insect Plague
- 6 Venom Immunity
- 7 Creeping Doom
- 8 Stone Spiders
- 9 Web of Darkness
- Strength
- 1 Enlarge
- 2 Bull's Strength
- 3 Force Bolt
- 4 Shout
- 5 Telekinesis
- 6 Strength of One
- 7 Grasping Hand
- 8 Clenched Fist
- 9 Crushing Hand
- Succor
- 1 Calm Emotions
- 2 Create Food and Water
- 3 Aura of Abjuration
- 4 Heroes' Feast
- 5 Antilife Shell
- 6 Word of Recall (or Vacancy)
- 7 Repulsion
- 8 Spread of Contentment
- 9 Swords to Plowshares
- Sun
- 1 Call Light
- 2 Heat Metal
- 3 Searing Light
- 4 Restoration
- 5 Holy Orb
- 6 Sunbow
- 7 Sunbeam
- 8 Sunburst
- 9 Celestial Radiance
- Time
- 1 Moment
- 2 Slow
- 3 Premonition
- 4 Haste
- 5 Divine Agility
- 6 Permanency
- 7 Mass Haste
- 8 Prescient Awareness
- 9 Time Stop
- Travel
- 1 Longstrider
- 2 Magic Mapping
- 3 Fly
- 4 Dimension Door
- 5 Teleport
- 6 Find the Path
- 7 Chariot of Sustarre
- 8 Airboat
- 9 Astral Projection
- Trickery
- 1 Change Self
- 2 Invisibility
- 3 Nondetection
- 4 Confusion
- 5 Displacement
- 6 Mislead
- 7 Alter Reality
- 8 Polymorph Any Object
- 9 Lifeproof
- War
- 1 Magic Weapon
- 2 Spiritual Hammer
- 3 Magic Vestment
- 4 Divine Power
- 5 Flame Strike
- 6 Blade Barrier
- 7 Power Word: Stun
- 8 Power Word: Blind
- 9 Power Word: Kill
- Water
- 1 Resist Water
- 2 Create Water
- 3 Water Walking
- 4 Whirlpool
- 5 Watery Double
- 6 Transmute Water and Dust
- 7 Waterspout
- 8 Horrid Wilting
- 9 Elemental Swarm (Water)
- Weather
- 1 Wall of Fog
- 2 Gust of Wind
- 3 Ice Storm
- 4 Lightning Bolt
- 5 Control Winds
- 6 Control Weather
- 7 Sunbeam
- 8 Whirlwind
- 9 Storm of Vengeance
- Fertility (Xel, Khasrach, Zurvash, Essiah)
- -- Grants Resilience feat at 4th level
- 1 Vigor
- 2 Bull's Strength
- 3 Forestation
- 4 Giant Vermin
- 5 Animal Growth
- 6 Life Bolt
- 7 Regenerate
- 8 Starfish Spell
- 9 Curse of Oak
- Peace (Hesani, Mara, Semirath)
- -- +4 bonus to Quell attempts
- 1 Calm Emotions
- 2 Sleep
- 3 Deep Slumber
- 4 Dismissal
- 5 Lance of Remorse
- 6 Transmute Metal to Wood
- 7 Weapon Immunity
- 8 Spread of Contentment
- 9 Sublime Revelry
- Trade (Ekliazeh, Xavias)
- -- extra starting gold, better shop prices
- 1 Friends
- 2 Protection from Theft
- 3 Glyph of Warding
- 4 Item
- 5 Fabricate
- 6 True Seeing
- 7 Planar Binding
- 8 Limited Wish
- 9 Gate
- Thought (Xavias, Marteka)
- -- sacred bonus to Int?
- 1 Iron Mind
- 2 ESP
- 3 Revealed Lore
- 4 Confusion
- 5 Mind Fog
- 6 Open the Third Eye
- 7 Mindshatter
- 8 Mind Blank
- 9 Astral Spell
- Reality (Kysul, Marteka)
- -- immune to certain spells - distance distort,
- mindshatter, etc.
- 1 Moment
- 2 Wall of Doors
- 3 Anyspell
- 4 Distance Distortion
- 5 Tempus Fugit
- 6 True Seeing
- 7 Alter Reality
- 8 Phantasmagoria
- 9 Wierd
- Here are some preliminary writeups for higher-level spells. This
- is only about 1/3rd of them, and everything is tentative. I'm just
- trying to get a feel for what's 'appropriate' for Incursion at those
- higher levels.
- Spells listed by school are mage spells; others are listed by
- the class they're associated with.
- Black Blade of Disaster (Weavecraft 9)
- Casting this spell creates a howling black rift in the
- tapestry of creation which the caster may wield as if it
- were a melee weapon. This blade has accuracy +2, inflicts
- 2d12 damage to large and small creatures, a speed modifier
- of 150~, an enhancement bonus of +3 and a crit range of
- 19-20. The caster is automatically considered to be
- proficient in its use.
- If the caster scores a critical hit with the black blade,
- the victim must make a Fortitude save against this spell's
- save DC or be <9>disintegrated<7>; the normal defenses
- against disintegrate apply. If the victim saves, the blade's
- crit multiplier is still x2.
- Shapechange (Thaumaturgy 9)
- This spell functions similarly to <9>polymorph self<7>,
- with several tangible improvements. When it has been
- cast, it has no immediate tangible effect. The caster
- can then activate the effect at will up to once per
- round, transforming into a different form as with
- <9>polymorph self<7>. This transformation can be canceled
- at will, but does not 'time out' as the change caused
- by polymorph self can.
- Additionally, the caster recieves the supernatural
- and spell-like abilities of the form assumed.
- Tears From Heaven (Cleric 9) [Water]
- Casting this spell causes a heavy downpour over a
- stationary 180-foot radius area of rain composed of
- holy water. Undead and evil outsiders suffer 3d6
- points of damage every turn they remain in the area.
- The effects persist until dispelled or for one round
- per caster level.
- Oozeform (Thaumaturgy 7) [Water]
- Casting this spell transforms the caster's anatomy to be
- more like that of an ooze. The caster takes on a vaguely
- inhuman appearance, though she is still recognizable. She
- suffers a -4 template penalty to Dexterity and Charisma,
- but is immune to critical hits and gains the amorphious
- property, which among other things makes it impossible to
- grapple her. She also gains blindsight out to a range of
- 20 feet, and a +8 resist versus piercing and blunt damage.
- She gains the Ooze type while this spell is active.
- This spell is not compatable with Iron Body.
- Iron Body (Thaumaturgy 8) [Earth]
- The caster transforms her body into iron, turning her
- into a nearly invincible juggernaut not unlike a kind of
- personalized iron golem. Her face and distinctive features
- are still visible, however. The caster gains a +6 template
- bonus to Strength, but a -6 template penalty to Dexterity.
- She reduces the slashing, piercing or blunt damage inflicted
- by any attack by 20 points, to a minimum of 0. She is immune
- to critical hits, effects that target breathing creatures or
- creatures with blood and stunning effects. She gains fire
- and acid resistance 10, but suffers a -30~ spell success
- chance on any spell cast without the Still Spell feat. She
- gains the Construct type while this spell is active.
- This spell is not compatable with Oozeform.
- Cyclonic Blast (Air 4, Evocation 5, Druid 5) [Air]
- Creates a rippling blast of air that inflicts
- 1d10 points of subdual damage for every two caster
- levels (max 5d10) and knocks targets down and away
- from the caster. This is blunt damage and is resisted
- accordingly; a Reflex save halves the damage
- and negates the knockback, but this spell grants a +8
- bonus to the spell save DC.
- True Name (Divination 7)
- You learn the true name of any outsider, arcane spell-
- caster or dragon, allowing you to increase the DC of the
- saving throw for any spell you cast against that character
- by +4, and negating their magic resistance. To properly
- understand the name, you must make a Knowledge (Magic)
- check against DC 10 + (target's CR x 2). The spell
- <9>nondetection<7> negates this effect.
- False Vision (Ill 6)
- Casting this spell allows you to cancel other creatures'
- <9>true seeing<7> effects; this requires an opposed caster
- level check, to which illusionists get a +6 bonus. Success
- indicates that the character in question cannot benefit from
- any form of <9>true seeing<7> for the remainder of the day.
- Though this spell functions in some ways like <9>dispel
- magic<7>, it is more powerful and affects innate <9>true
- seeing<7>, which <9>dispel magic<7> would not.
- Creatures are not aware that this spell is cast on them
- and do not become hostile as a result.
- Curse of Oak (Druid 9)
- Casting this spell polymorphs all creatures within 90 feet
- of the caster who are hostile to him into oak trees,
- effectively killing them. A Fortitude save negates the
- transformation, and <9>free action<7> renders a character
- immune to the effects of this spell, but it is not considered
- a death effect since the character does not, in the most
- literal sense, die.
- A character who successfully saves against this spell is
- immune to its effects for the next 5d6 turns.
- Bastion of Light (Cleric 7, Paladin 5) [Good]
- While this spell is active, you shed a brilliant golden
- light out to a range of 90 feet. All good creatures within
- this area have a +5 saving throw bonus versus evil magic.
- Additionally, the globe of light acts as a <9>major globe
- of invulnerability<7> versus the spells and spell-like
- abilities of inherantly evil creatures.
- Evil creatures whose Challenge Rating is lower than or
- equal to your Charisma modifier become nauseated while
- within the golden light.
- Sphere of Wonder (Abjuration 8, Magic 9)
- You evoke an invisible magical globe 80 feet in radius,
- centered on you and travelling with you. Anyone within the
- globe (including you) find that all spells cast and innate
- abilities invoked have a tripled mana cost, and the mana
- is treated as held. One specific school of magic or spell
- descriptor (such as Fire, Mind-Affecting, Death, Evil, etc.)
- that you designate is immune to these effects.
- There is no saving throw against these effects, and magic
- resistance does not apply.
- Horrid Wilting (Necromancy 8, Water 8)
- This spell evaporates water within the bodies of living
- creatures, gravely injuring them. All creatures hostile to
- the caster within 30 feet of a chosen point are affected,
- suffering 1d8 points of untyped damage per caster level,
- scaled after 15th. Water creatures, plants and fungi suffer
- double damage from this spell. A Fortitude save halves the
- damage inflicted, but has a +4 spell bonus to the save DC.
- Sunburst (Druid 8, Evocation 8)
- This spell causes a burst of sunlight to radiate outward
- from the caster's body to a range of 10 feet per caster
- level, striking all creatures in that area in the caster's
- line of fire. Undead, fungi, oozes and light-vulnerable
- creatures suffer 1d6 points of damage per caster level,
- scaled after 15th; other creatures suffer 5d6 points of
- damage. Furthermore, creatures caught in the burst may be
- blinded. A Reflex saving throw negates the blindness and
- halves the damage.
- Vampires and wraiths who fail to save against this spell
- are destroyed.
- Sunbeam (Druid 7, Sun 7)
- Upon casting this spell, you gain the ability to direct
- powerful beams of concentrated sunlight. Once per turn for
- one turn per caster level, you can make a beam attack that
- inflicts 3d6 points of fire damage and blinds anyone that
- it strikes. A successful Reflex save negates the blinding
- and halves the damage.
- Undead, fungi, oozes and light-vulnerable creatures instead
- suffer 1d8 points of damage per even caster level, with no
- cap; they may still make a saving throw to negate the blindness
- and halve the damage. Vampires and wraiths who fail to save
- against this spell are destroyed outright.
- Chariot of Sustarre (Druid 7) [Fire]
- Casting this spell conjures a magical chariot with two great
- horses, all composed of magically hardened flame. The whole
- construction acts as a single creature, a Huge-sized mount
- that the caster can ride. The chariot flies, having a 350~
- movement rate and a fire aura attack which inflicts 2d4 damage
- to anyone in its vicinity not allied to the caster. It has
- an effective 35 Strength and can slam for 2d6 points of
- blunt damage and 2d4 fire damage. While mounted on the chariot,
- the caster is immune to fire damage.
- Disjunction (Abjuration 9)
- This spell disjoins all magic within a 30-foot radius globe,
- destroying it by separating it into its component parts. The
- spell destroys magical constructs, dismisses summoned
- creatures, cancels active spells and permanently destroys
- magical items. A creature must make an individual Will saving
- throw for every active magical spell they have, as well as
- every magical item in their possession. On a failure, the
- spell is automatically dispelled, or the item is rendered
- permanently inert. Unattended items are automatically
- rendered inert.
- A Disjunction spell targeted at a point within an <9>antimagic
- shell<7> will destroy the shell but be negated itself in so
- doing.
- Implosion (Cleric 9) [Death]
- This terrible magic lasts for one round per caster level.
- For each round it is active, the caster can select a single
- target within 180 feet of her as a free action. Unless that
- creature succeeds in a Fortitude save against the spell, her
- body collapses in on itself and she is destroyed utterly. Any
- given creature can be targeted only once per day by this
- spell, and gaseous or incorporeal creatures are immune. This
- is a death effect.
- The cleric /must/ target one creature every round; in any
- round where she fails to unleash this destructive force she
- suffers 1d6 points of pure magic damage as backlash. The
- spell cannot be cancelled until it has run its course,
- though it can be dispelled.
- Ringweave (Enchantment 9)
- Using this spell, the caster can duplicate the effects
- of any one magical ring she has ever successfully identified.
- These effects are duplicated in addition to the effects of
- any rings she presently wears, and last for a full day or
- until she cancels this spell. If the type of ring duplicated
- normally has a plus, this spell duplicates a +5 version of
- the ring.
- Dimensional Lock (Weavecraft 8)
- Casting this spell creates a stationary 90-foot
- radius globe centered on a location of the caster's
- choice. Inside this area, teleportation effects
- simply do not function. Creatures can teleport into
- the area from outside, but once inside find themselves
- unable to use any form of teleportation.
- There is no saving throw against these effects.
- Waterbind (Enchantment 8) [Water]
- This spell only affects lycanthropes, fiends, undead and
- aberrations, laying an enchantment on them such that they
- cannot cross running water (in game terms, all water in
- Incursion is considered running, and these creatures cannot
- move from 'dry' squares to 'wet' squares). Creatures already
- in or over water are unaffected.
- The spell affects all relevant creatures within a 60 foot
- radius of a chosen target point; only creatures whose CR
- exceeds the caster level are entitled to a Will saving throw
- to negate this spell's effects.
- Maw of Chaos (Evocation 9) [Chaotic]
- The maw of chaos is a vast force construct, so large (Huge size)
- it cannot fit into many areas. It has as many hit points as the
- caster does, and a base attack bonus equal to his caster level.
- It has a 35 Strength, and bites for 3d6 slashing damage and to
- swallow victims whole. Any creature swallowed by the maw of chaos
- suffers one of the following effects every turn until the manage
- to free themselves, chosen randomly:
- * <9>polymorph other<7>
- * 10d6 points of fire damage
- * 10d6 points of cold damage
- * 10d6 points of sonic damage
- * 10d6 points of lightning damage
- * complete healing (as a <9>heal<7> spell)
- * 10d6 points of mana drain
- * 3d6 points of Intelligence damage
- * 3d6 points of Wisdom damage
- * 3d6 points of Charisma damage
- * 10d6 points of pure magic damage
- * teleportation anywhere else on the current level
- Ruby Ray of Reversal (Abjuration 7)
- Casting this spell creates a beam of incandescent red light
- which strikes one or more targets out to a range of 60 feet.
- Every creature struck is affected as per <9>dispel magic<7>;
- in addition, all polymorph effects, physical bindings (bands
- of sirellyn, iron bands of bilarro) and paralyzation effects
- (physical or mental) are automatically negated. Entangled or
- stuck characters are freed, and curses on objects or persons
- are contested as per a <9>remove curse<7> spell cast at the
- caster's caster level. If the ray strikes a creature which
- has swallowed or engulfed another creature, the swallowed
- or engulfed creature will be instantly freed.
- If the ray strikes a door, trap or chest, it will be
- automatically disarmed, unlocked or opened, as applicable.
- The beam also dissolves restraining terrain or features such
- as webbing and tanglefoot strands instantly.
- The ray can have benevolent and malignant effects, but NPCs
- will treat it as a hostile spell if it strikes them.
- Warding Whip (Abjuration/Evocation 5)
- This spell creates a force construct whip in the caster's
- hands which has certain special properties. It acts as a +3
- fey trapping whip, it causes any creature it strikes to lose
- 2d6 points of mana and it automatically destroys any magical
- construct (such as flaming spheres, spiritual hammers, dust
- devils, faithful hounds and any of the Twigby's Hand spells)
- it strikes.
- Disbelief (Illusion 7)
- This paradoxical spell represents the height of an illusionist's
- capacity for deception and trickery, convincing a single chosen
- target that any single real creature is in fact an illusion. The
- victim will thus ignore the creature completely, believing it
- harmless even as it attacks and injures the target.
- The victim is allowed a Will saving throw to negate the effects
- of this spell; however, every genuine illusion of the caster's that
- the victim has disbelieved increases the DC of the save to resist
- this spell by 1.
- Every fifth attack by the falsely disbelieved creature allows
- the victim another saving throw, but the penalty is not lessened.
- Conformance (Cleric 9, Law 9)
- Casting this spell evokes a 180-foot invisible mobile globe
- around the caster wherein natural chance is supernaturally
- attenuated and the median reigns. All attack rolls, saving
- throws, spellcasting rolls and so forth are not rolled,
- instead taking the exact average roll -- 11 on 1d20, or
- 51 on a percentile roll every time.
- This spell affects the caster, enemies and allies equally,
- and is not subject to magic resistance, but can be cancelled
- at will.
- Ironguard (Abjuration 6)
- Casting this spell renders a chosen target impervious to
- iron. Their body is incorporeal only with regard to things
- made from iron. Mundane iron weapons have no effect on you,
- though weapons made of silver, mithril, adamant, stone or
- wood strike true. Magical weapons have a 5~ chance per plus
- of striking true every attack, and ghost touch weapon always
- strike normally.
- Undeath to Death (Wizard 6, Priest 6, Druid 6) [Death]
- Destroys any undead creature caught within a 60-foot globe
- centered on the caster that currently has fewer than (1d8 per
- caster level) hit points. The effect is all-or-nothing, and no
- saving throw is allowed.
- Dragon Scales (Thaumaturgy 7)
- Casting this spell transforms the caster's skin into the
- supernaturally tough, supple and resistant scales of a dragon.
- This has the following three effects:
- * The caster gains a natural armor bonus of +8; specialist
- thaumaturges gain a +12 bonus instead.
- * The caster gains an elemental resistance at 10, based on
- the type of elemental immunity a dragon species that shares
- her alignment has -- a Chaotic Evil character gains the Fire
- Resistance of a red dragon, while a True Neutral character
- gains the Force Resistance of an amethyst dragon. Good characters
- also recieve a +5 saving throw bonus of an appropriate type to
- reflect their dragon species' secondary breath weapon.
- * Mammalian characters dealing with non-reptiles recieve a
- -4 social penalty while this spell is active. Reptilian casters
- (kobolds and lizardfolk), find the spell makes them look more
- regal and majestic, and recieve a +4 bonus instead; any character
- also recieves a bonus instead of a penalty when dealing with
- reptiles.
- Wretched Blight (Cleric 8) [Evil]
- Casting this inherantly evil spell assaults every
- non-evil living creature within the caster's line
- of fire, out to a range of 180 feet. Every victim
- suffers 1d8 points of necromantic damage for every
- two caster levels, becomes nauseated for 3d4 turns
- and is infected with one of the following diseases,
- randomly chosen: filth fever, grave rot, blinding
- sickness, cackle fever, mummy rot or slimy doom.
- A Fortitude saving throw halves the damage
- and negates the disease and nausea effects.
- Wrack (Priest 3) [Evil]
- Casting this inherantly evil spell inflicts intense
- pain on a single creature, who must make a Fortitude
- save. On a successful save, the creature suffers a
- -2 pain penalty to all actions for the spell's
- duration. On a failed save, the creature suffers a
- -4 penalty due to pain for the full duration, is
- unable to act (though not helpless) for 1d4 rounds
- and suffers 2d8+[Caster Level] points of slashing
- damage.
- Mindless undead, oozes and constructs are not
- affected by this spell.
- Mass Wrack (Priest 8) [Evil]
- This spell functions exactly as Wrack, but affects
- every applicable hostile creature within the caster's
- line of fire out to a range of 60 feet.
- Life Bolt (Necromancy 6) [Good]
- This spell, a rare example of purely white necromancy,
- transposes and magnifies the caster's own vital force
- into a powerful blast of positive energy used to attack
- the undead. The spell inflicts 3d4 points of unavoidable
- damage to the caster and creates a beam stretching out
- to 180 feet which inflicts 1d6 points of damage per caster
- level (unscaled and untyped) to any undead it strikes.
- Prismatic Spray (Evocation/Illusion 7)
- Casting this spell produces a rainbow spray in a path
- 60 feet long, directed to a point of the caster's choosing.
- Any creature struck by the spray suffers one of the
- following eight effects, based on the color of the ray
- which first strikes them:
- <9>Red:<7> Suffer 20 points of fire damage. A Reflex
- save with a +8 bonus to the save DC will halve the
- damage.\n
- <9>Orange:<7> Suffer 40 points of sonic damage. A
- Reflex save with a +4 bonus to the save DC will halve
- the damage.\n
- <9>Yellow:<7> Suffer 80 points of lightning damage.
- A Reflex save with a +2 bonus to the save DC will halve
- the damage.\n
- <9>Green:<7> Creature is poisoned with one of the
- following poisons, randomly chosen: black lotus extract,
- dark reaver powder or deathblade. No initial saving
- throw applies, though later saves may be made to overcome
- the poison.\n
- <9>Blue:<7> Make a Fortitude save (+6 bonus to save DC)
- or be petrified within 3d6 rounds of exposure.\n
- <9>Indigo:<7> Suffer 3d6 points of damage to Intelligence,
- Wisdom, Charisma and Luck; a Will saving throw (+4 bonus to
- DC) negates the effect.\n
- <9>Violet:<7> Extraplanar creatures must make a Will
- saving throw or be affected as per <9>banishment<7>; other
- creatures are subject to <9>dismissal<7> instead.\n
- <9>Multiple Rays:<7> The creature is struck by any two
- of the rays listed above, with culmulative effects.
- Prismatic Wall (Abjuration/Illusion 8)
- Casting this spell creates a wall of shimmering rainbow
- colors; any creature who attempts to cross the wall suffers
- the effects of all the colors of a <9>prismatic spray<7>
- spell. The wall also blocks missile attacks and line of
- fire.
- Striking the wall with different effects can bring down
- one or more of its layers:
- * Thirty points of cold damage will negate the red layer;
- * Thirty points of fire or light damage will negate the orange
- layer;
- * Thirty points of sonic or acid damage will negate the yellow
- layer;
- * A dispelling effect (such as <9>dispel magic<7>) will negate
- the green later;
- * A disintegration effect, such as the spell of same name,
- will negate the blue layer.
- * Thirty points of pure magical damage (such as from <9>magic
- missile<7>) will negate the indigo layer.
- * The ray from a <9>dimensional anchor<7> effect will negate
- the violet layer.
- Prismatic Sphere (Abjuration/Illusion 9)
- Casting this spell creates a 30 foot radius globe of
- scintillating colors. The globe is stationary; anyone
- attempting to enter or leave it after it has been created
- suffers the effects of all the colors of a Prismatic Ray
- spell. The globe also blocks missile attacks and line of
- fire.
- Bonesunder (Necromancy 6)
- Casting this spell inflicts a single specific injury
- on a target that fails a Fortitude saving throw. The
- injury is randomly chosen from all of those possible
- via called shots. Additionally, regardless of whether
- the subject succeeds or fails the save, she suffers
- 3d6+[Caster Level] points of unavoidable damage.
- Called Shots
- A called shot uses a normal attack roll with a -4
- circumstance penalty. The attack inflicts half its
- standard damage normally. Additionally, if the total
- damage (before halving) exceeds a given percentage
- of the victim's current hit points before the attack,
- the victim will suffer a specific injury chosen by
- the attacker from the list below. Most specific
- injuries can only be healed with powerful magic.
- Characters with a heroic quality (including all
- player characters) also suffer a specific injury when
- they would otherwise suffer a critical hit inflicting
- enough damage to kill them outright.
- The following specific injuries are possible:
- Broken Arm (30~): The victim of this injury loses
- access to one of her hand slots; any item held is
- dropped. Her maximum hit points are 85~ of normal
- until this injury is healed, and she has a -2
- general pain penalty. A humanoid with a broken arm
- cannot grapple effectively.
- A broken limb can be healed with the <9>cure
- serious wounds<7>, <9>regenerate<7> or <9>heal<7>
- spells, or a Potion of True Healing. Only blunt
- damage can break a limb.
- Severed Arm (50~): The victim of this injury loses
- access to one of her hand slots; any item held is
- dropped. Her maximum hit points are 75% of normal
- until the injury is healed, and she suffers a -6
- circumstance penalty to her Defense score. A humanoid
- with a severed arm cannot grapple effectively.
- A severed arm bleeds for 7 points of bleeding
- damage per round until treated with the Heal
- skill or otherwise staunched. Only slashing
- damage can sever a limb.
- A severed limb can be only healed with the
- <9>regenerate<7> spell or an equivalent effect.
- Broken Leg (40~): The victim of this injury
- becomes prone and cannot stand; her movement
- rate is 35~ of normal and she suffers a -4
- circumstance penalty to her Defense score.
- A broken limb can be healed with the <9>cure
- serious wounds<7>, <9>regenerate<7> or <9>heal<7>
- spells, or a Potion of True Healing. Only blunt
- damage can break a limb.
- Severed Leg (50~): The victim of this injury
- becomes prone and cannot stand; her movement
- rate is 35~ of normal and she suffers a -4
- circumstance penalty to her Defense score.
- A severed leg bleeds for 7 points of bleeding
- damage per round until treated with the Heal
- skill or otherwise staunched. Only slashing
- damage can sever a limb.
- A severed limb can be only healed with the
- <9>regenerate<7> spell or an equivalent effect.
- Eye Loss (15~): This injury costs the target
- one of their eyes, giving them a -6 circumstance
- penalty to the Spot skill and a -2 penalty to
- ranged attack rolls. Inflicting it a second
- time duplicates the effect of Blinded, below,
- but still only requires 15~ damage.
- Destroyed eyes can be recovered with a <9>cure
- blindness<7> or <9>regenerate<7> spell.
- Blinded (35~): This specific injury renders
- a target permanently blind, destroying their
- eyes.
- Destroyed eyes can be recovered with a <9>cure
- blindness<7> or <9>regenerate<7> spell.
- Internal Bleeding (35~): This specific injury
- causes bleeding within the chest cavity, inflicting
- 2 points of damage each round until it is healed
- or the target is dead. Obviously, only creatures
- which have blood can suffer from internal bleeding.
- A <9>cure serious wounds<7> or <9>regenerate<7>
- spell, or a Potion of True Healing, will amelorate
- the bleeding, as will a difficult Heal check.
- Decapitation (80~): This specific injury will
- kill most creatures instantly. Only creatures which
- have a head are affected, and decapitated constructs
- and mindless undead are treated as permanently
- confused. Decapitation cannot be healed or repaired.
- Broken Ribs (25~): Only living creatures with a
- skeleton are subject to broken ribs. This injury
- inflicts a -4 pain penalty to all actions, 50~
- normal attack speed and 75~ normal movement speed.\n
- Broken ribs can be healed with the <9>cure
- serious wounds<7>, <9>regenerate<7> or <9>heal<7>
- spells, or a Potion of True Healing. Only blunt
- damage can break a limb.
- Finger of Death (Necromancy 7) [Death]
- This spell targets any one living humanoid of medium
- size or smaller, who is slain instantly if the fail a
- Fortitude saving throw, and suffers 3d6+[Caster Level]
- necromantic damage if they succeed.
- A creature slain by this spell (via damage or failed
- saving throw) rises as a revenant loyal to the caster
- 1d4+1 rounds later. This revenant counts as only half
- its normal XCR with regard to the caster's PCR levels.
- Phantasmagoria (Illusion 8)
- Casting this spell calls forth a vast plethora of illusionary
- creatures, figments and phantasms to shock and horrify all hostile
- creatures within 60 feet of the caster, provided the caster has a
- clear line of sight to the intended victim. Creatures with true
- seeing and mindless creatures are unaffected. Otherwise, creatures
- suffer effects based on a comparison of their Challenge Rating plus
- Wisdom modifier to the caster's Illusioncraft skill rating:
- * If the caster's value is four times or more a creature's value,
- that creature instantly falls unconscious as a result of
- psychosomatic trauma.
- * Otherwise, if the caster's value is three times or more the
- target's value, the target suffers 1d6 points of untyped
- psychosomatic damage per caster level (uncapped and unscaled), and
- is stunned and afraid for 3d6 rounds if they are not unconscious.
- * Otherwise, if the caster's value is two times or more the target's
- value, the target suffers the damage above and is stunned for 1d4+1
- rounds and suffers a -4 general morale penalty for 3d6 rounds.
- * Otherwise, if the caster's value exceeds the target's, the target
- suffers 1d6 points of psychosomatic damage per even caster level
- and a -2 morale penalty for 3d6 rounds.
- * Otherwise, the target only suffers 2d6 psychosomatic damage.
- There is no saving throw against this spell.
- Craft Abomination (Thaumaturgy 9) [Evil]
- This spell transforms a living, sapient humanoid of Medium or Small
- size into a hulking, grotesquely muscled abomination of barely animal
- intelligence. The victim, who must be allied to the caster for the
- spell to be effective, gains a +18 template bonus to Strength and
- Constitution, -4 Dexterity, Resilience 10 and Regeneration 7. The
- victim also increases one size category and grows bony plates and
- spikes giving her natural armor +12 and two slam attacks inflicting
- 3d6 piercing damage each. The victim gains Master Bull Rush, Living
- Wall, Master Grapple and Power Attack as bonus feats. Her Intelligence
- is set to 1, and spellcasting (and many other class abilities) are
- lost.
- The changes are unstable -- when the caster next rests, metabolic
- stresses will kill the creature targeted by this spell. Since this
- spell reduces its victim's intellect to an animal level, enacting it
- on the PC ends the game immediately.
- XP Cost: 1000
- Seeming (Illusion 7)
- You cast an illusion over yourself that makes you appear
- in a benign manner to all peoples, even to the point of
- appearing as a different race and class to different
- characters. All monsters that cannot penetrate the
- illusion are initially neutral to you, though past
- grievances are not forgotten and hostile acts will
- still provoke retaliation. Mindless creatures are
- unaffected.
- [ add balancing cost -- shorter duration?
- Limit on CR of creatures affected? ]
- Veil (Illusion 8)
- This spell functions as Seeming, but affects every creature
- currently a member of your party.
- Duelward (Weavecraft 5)
- Gain Broad Counterspell and +4 insight bonus to Spellcraft
- rolls, or +8 if you already have the feat.
- Miracle (Cleric 9)
- Casting this spell calls upon the direct intervention
- of your diety. The caster must be in his diety's good
- graces, and its use costs favor just as an intervention
- does, though it it not limited by prayer timeouts.
- Similar to the arcane magic <9>Wish<7>, a miracle can
- create the following effects:
- <9>Spell:<7> A miracle can duplicate the effects of
- any cleric spell of 8th level or lower, or any other
- spell of 7th level or lower. The caster pays the mana
- cost and any other costs in addition to those of
- miracle.
- <9>Safety:<7> All hostile creatures nearby the caster
- are teleported far away, out of the game. The caster
- recieves no experience award for this, and this effect
- cannot be used when the caster shares the level with a
- quest nemesis or named unique.
- <9>[Ability Score]:<7> A miracle spell can add a +1
- inherant modifier to any ability score of the caster's
- choice.
- <9>Mana:<7> All of the caster's mana, including held
- mana, is instantly replenished.
- <9>Wealth:<7> The caster recieves gold equal to 50~
- of her current total or an added 50,000 gp, whichever
- is more.
- <9>Treasure:<7> The caster gains a single magical
- item typical of what would be found on a CR 12 dungeon
- level, chosen from a preset list of 'staple' magical
- items.
- Conviction (Cleric 1, Paladin 1)
- You gain a +2 bonus on saving throws against the
- spells, innate effects and special abilities of
- creatures who have one alignment component directly
- opposed to your own (law vs. chaos, or good vs. evil).
- This spell is useless to fully neutral characters.
- Havilard's Plummet (Illusion 7)
- Creatures targeted with this spell is engulfed in a
- full-sensory illusion of freefall -- they still see the
- world normally, but are utterly convinced that the floor
- has fallen away and they are plummeting helplessly
- through the air. As a result, they take no action for
- the spell's duration, though they are not helpless.
- This spell only affects characters with a Challenge
- Rating equal to or less than 2 + [Caster's Illusioncraft
- / 5], but the victims recieve no saving throw. All
- creatures in a 30 foot burst are affected.
- Teleport Without Danger (Weavecraft 7)
- Casting this spell teleports the caster to a randomly
- chosen location on the current dungeon level where he
- will not be in the direct line of fire of any hostile
- creatures.
- [ Mana only 1 or 2 points higher than /teleport/ ]
- Smite Infidel (Paladin 3)
- This spell gives its caster a +10 sacred bonus to attack
- damage on all archery, melee, brawl and throwing attacks
- made against evil enemies affiliated with a god who the
- caster's god is not friendly toward.
- Mindshatter (Divination 7)
- This spell, a weaponized form of <9>true seeing<7>, causes
- mental damage to all sapient creatures who can see the caster
- at the time it is cast as a result of stripping away the
- normal barriers to percieving transcendant reality. Every
- such creature suffers 1d6 points of psychic damage per caster
- level (scaled after 10th), as well as 1d6 points of damage to
- Intelligence, Wisdom and Charisma, with a bonus to the ability
- damage equal to the victim's own Intelligence modifier -- the
- better they are able to process the alien visions, the more
- harm they do.
- The minds of nonsapient creatures are not able to understand
- the cosmological 'insights' this spell projects.
- Mists of Inverness (Enchantment 8)
- Casting this spell raises up a large, stationary bank of
- incandescent
- cyan mist with certain psychoactive effects. The mist causes confusion
- to any trapped within it who are hostile to the caster, and also
- causes 1d3 points of Wisdom damage per turn. A Will saving throw
- negates both these effects, but must be repeated (succeed or fail)
- for every turn creatures remain in the misty area.
- Creatures that are vulnerable to light suffer a rising penalty
- within the mist that begins at -1 and rises by one every turn, to
- a maximum of the caster's Charisma modifier. Other creatures find
- the presence of the mists brings about a distinctly pleasant
- feeling, and will not seek to leave unless their Knowledge (Magic)
- is +12 or higher, despite its deleterious effects. There is no
- saving throw against this.
- Spectral Menagerie (Illusion 9)
- This spell functions exactly like <9>advanced illusion<7>,
- save that 1d4+[Caster's Int Mod] individual illusions are
- conjured by it. These illusions are all independant creations
- and must be disbelieved separately.
- This is essentially a follow-up to the issues raised in
- the thread from something awful below, relating to how
- I want to balance buffing characters in general. I hope
- to get this done before the 8th.
- One of my incursion-l regulars brought up a very good
- point -- BlondRobin played with max HP and max mana,
- and I think this drastically influenced the victory. And
- that's fine -- as he said, there's nothing wrong with a
- game being easy when you set it on easy mode!
- Anyway, here's the 'Mage Plan':
- * Characters with more than 80 mana worth of persistant
- spells active will be subject to mana bleed. This essentially
- means that whenever they gain experience, there will be a
- chance that they will lose a little more mana proportional to
- the spells they have active -- perhaps 1 point at 80-130, 2 at
- 131-180, 3 at 181-230, etc., every 1 in 10 XP ticks. This
- mana will not regenerate.
- Ideally, this will work something like the armor fatigue
- system, preventing self-buffing casters from bring nonstop
- engines of destruction, and is moderately easy to implement.
- * Dispelling effects that target the player need to become
- more common. I'll check to make sure monsters are really
- casting /dispel magic/ now, and I will add a clause that makes
- it a priority for them when facing a super-buffed character.
- I'm also goint to add a wand of dispelling, which will double
- as a useful tool for non-caster classes and an added
- weakness to self-buffers. Maybe also a weapon quality with
- a dispelling effect on a successful hit, and maybe also an
- added effect of the Guardian Runes in the endgame.
- [ Incidentally, BlondeRobin, did you ever get hit with a
- /dispel magic/ effect, and if so how did you cope? ]
- * Multiple people have cried in agony at the thought of
- changing the d20 mana die for mages, and one of my
- playtesters made the very legitimate point that this win
- was done with maximized mana, and "it's not really bad
- for a game to be easy when it's on easy mode". So leave
- that for now.
- * Aesthetically, I really dislike mages relying on Expertise
- and Zen Defense. For the oddball thaumaturge melee-mage-
- duelist, fine, but for Gandalf parrying is really out of line to
- my sensibilities. My proposed solution for this is to make
- spellcasting a much more intensive action, so that you do
- not get your ZenDef and Expertise bonuses during a timeout
- from spellcasting. I'll probably apply this to dodge, too, and
- maybe add an exception for bladesingers when I implement
- them. This will be a bit challenging to do; I'll have to precalc
- two Def values for every creature, and add a MS_CASTING
- state flag, but it is doable.
- The three primary caster classes (druid, mage, priest) are
- all not people who should be relying on ZenDef or Expertise
- as a core part of their strategy based on archetype, so I think
- this is good across the board. If mages are too powerful as
- as result of combining mage tricks (spells) with warrior tricks
- (combat feats), taking away the warrior tricks seems to make
- more sense (and preserve warrior uniqueness) than weakening
- the mage tricks overmuch.
- Lowering DC on the casting timeout will also help to balance
- Insightful Stroke, since you have to cast it before /every single
- attack/ you want the bonus on.
- * Phantom Steed and Fly will be mutually exclusive, for
- obvious reasons. Phantom Steeds will be slower. Decastaves
- will have 125% speed, which is what they were supposed
- to have -- I'm not sure how they got to 200%.
- * Xavias will train Int and Wis less frequently, though he will
- still train them.
- * A natural roll of 20 will bypass the miss chance from spells
- like /displacement/ and /blink/. I think this is a better option
- than them not stacking, because those two spells together
- with mirror image are core illusionist defenses, and I don't
- want every character to need an obscene DC. Moderate to
- strong Mage Armor, Displacement and Blink together should
- be enough defense, without needing a 45 DC.
- * The stat boosters may need to cost more mana -- in d20,
- they are replacements if you can't afford a headband of
- intellect or girdle of giant strength, and only last a short time;
- in Incursion their effect is much greater and should be
- increased accordingly.
- Alternatively, these spells would be excellent candidates for
- not having a persistant duration.
- * Floating Disc will have a weight limit, and will increase the
- time to take objects out substantially. Taking things out of your
- pack when FD is active will also provoke an attack of
- opportunity. There will be a higher-level Weavecraft spell
- called Deeppockets that will also deal with improving your
- pack and will have less restrictions; it will probably reduce the
- weight by 50% and let you put objects of any size into your
- pack.
- * I'm going to do something to Rope Trick to make resting
- in it have a cost. I may assign a XP cost to the spell; that
- would be the simplest fix. More nuanced fixes include causing
- it to attract bad creatures from the astral plane if you use it
- too much, or other weird side effects.
- * False Life, Shield -- my playtesters assure me that shield
- is necessary for low-level mage survivability, and false life is
- necessary for thaumaturges to have the play style that I want
- them to be able to have, which is more "magical fighter". With
- the changes above, I think thaums will need the HP!
- * I may increase the spellcasting timeout when mounted --
- say, by 50% or by 25% if you have a special mounted casting
- feat. Worth thinking about, at least.
- * Casters need to blast you with fireballs more often, as
- other posters have noted. This should be easy to fix.
- These changes will not be next version -- next version is for
- Linux and fixing favor overflow and other semi-critical stuff --
- but I'll really try to get them done before my hiatus on the
- 8th.
Add Comment
Please, Sign In to add comment