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#1 (permalink) |
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Senior Member
Join Date: Dec 2005
Location: Greece
Posts: 238
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1st Level Arcane Spells:
Burning Hands: Evocation Saving throw: Reflex half Spell Resistance: yes Description: Area damage for 1d4 (max 5d4) fire damage. Cause Fear: Necromancy Saving throw: Will partial Spell Resistance: yes Description: If target fails save, feared. Otherwise shaken. Affects creatures with 5 or less hit dice (CR) Charm Person: Enchantment (Charm) [Mind-Affecting] Saving throw: Will Negates Spell Resistance: yes Chill Touch: Necromancy Saving throw: Fortitute Partial or Will Negates;see text Spell Resistance: yes Description: Does 1d6 damage and 1 point of STR damage if the Fort saves fails. You can use the spell up to one time per level. On undead it causes fear if will saves. Detect Secret Doors: Divination Saving throw: None Spell Resistance: no Expeditious Retreat: Transmutation Saving throw: None Spell Resistance: no Feather Fall: Transmutation Saving throw: Will Negates (harmless) Spell Resistance: yes Grease: Conuration (Creation) Saving throw: see text Spell Resistance: no Description: Creates a small greasy field. All creatures on the field must attempt Balance checks or fall. Hypnotism: Enchantment (Compulsion)[Mind-affecting] Saving throw: Will negates Spell Resistance: yes Description: you affect 2d4 HD (CR) of creatures. The creatures stay hypnotised and do not attack until attacked. Jump: Transmutation Saving throw: Will negates (harmless) Spell Resistance: yes Mage Armor: Conjuration (Creation) [Force] Saving throw: Will negates (harmless) Spell Resistance: no Description: Provides +4 AC bonus. Does not hinder spellcasting. Duration increased by the level of the caster. Magic Missile: Evocation [Force] Saving throw: None Spell Resistance: yes Description: Does 1d4+1 damage per missile. For every two levels beyond 1 you gain an additional missile (which inflicts another 1d4+1 damage) for a maximum of 5 missiles at level 9 and beyond (5d4+5 total damage). Obscuring Mist: Conjuration (Creation) Saving throw: None Spell Resistance: no Protection From Evil: Abjuration [Good] Saving throw: Will negates (harmless) Spell Resistance: no Ray of Enfeeblement: Necromancy Saving throw: None Spell Resistance: yes Description: You must succeed in a range touch attack (ranged attack vs the ac of the opponent without armor bonus). If you succeed you deal 1d6+1 per two casters level STR damage (maximum 1d6+5). Shield: Abjuration [Force] Saving throw: None Spell Resistance: no Description: +4 AC bonus, immunity to magic missiles. Shocking Grasp: Evocation [Electricity] Saving throw: Reflex half Spell Resistance: yes Description: You deal 1d6 damage per caster level (maximum 5d6). Very short Range. (Updated - thanks Laurentius) Sleep: Enchantment (Compulsion) [Mind-Affecting] Saving throw: Will Negates Spell Resistance: yes Description: you put creatures up to 4 HD (CR) to sleep. Sound burst: Evocation [Sonic] Saving throw: Fortitude Partial Spell Resistance: yes Description: Damages all creatures in an area for 1d8 damage. Those who fail on the fort saving throw are stunned. Cannot stun creatures that can not hear. Summon Monster I: Conjuration (Summoning) Saving throw: none Spell Resistance: no By School: Abjuration: Protection From Evil Shield Conuration: Grease Mage Armor Obscuring Mist Repair Light Damage Summon Monster I Divination: Detect Secret Doors Enchantment: Charm Person Hypnotism Sleep Evocation: Burning Hands Magic Missile Shocking Grasp Illusion: -None- Necromancy: Cause Fear Chill Touch Ray of Enfeeblement Transmutation: Expeditious Retreat Feather Fall Jump Tumble
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"Be good. If you can't be good, Be quick." -Master Nesot the Dark. Last edited by Kaju; 03-03-2006 at 09:41 AM. |
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#2 (permalink) |
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Senior Member
Join Date: Dec 2005
Location: Greece
Posts: 238
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2nd Level Arcane Spells:
Bear's Endurance: Transmutation Saving throw: Will Negates (harmless) Spell Resistance: yes Description: target gains +4 bonus on STA. Duration increases with the level of the caster. Blindness: Necromancy Saving throw: Fortitude negates Spell Resistance: yes Description: Blinds a creature permanently. Can only be removed with removed blindess. Creature gets penalty in attacks and all his targets gain cover (% for each attack to miss). Bull's Strength: Transmutation Saving throw: Will Negates (harmless) Spell Resistance: yes Description: target gains +4 bonus on STR. Duration increases with the level of the caster. Cat's Grace: Transmutation Saving throw: Will Negates (harmless) Spell Resistance: yes Description: target gains +4 bonus on DEX. Duration increases with the level of the caster. Command Undead: Necromancy Saving throw: Will Negates; Spell Resistance: yes Description: Acts more or less like Charm person but for the undead. Daze Monster: Enchantment (Compulsion) [Mind-Affecting] Saving throw: Will negates Spell Resistance: yes Description: Works like daze but it will affect any kind of monster (dazw only works on humanoids) up to 7 HD (CR - level) creatures. Deafness: Necromancy Saving throw: Fortitude negates Spell Resistance: yes Description: Deafens a creature permanently. Deafened creatures gain spell casting failure when attempting to cast spells. Eagle's Splendor: Transmutation Saving throw: Will Negates (harmless) Spell Resistance: yes Description: target gains +4 bonus on CHA. Duration increases with the level of the caster. False Life: Necromancy Saving throw: none Spell resistance: no Description: Targets gets 1d10+1 per caster level (maximum 1d10+10) temporary hit points. Flaming Sphere Evocation [Fire] Saving throw: Reflex negates Spell Resistance: yes Description: Calls a sphere of fire that moves around and attacks your enemies. It deals 2d6 damage unless the target succeeds in a reflex saving throw. The sphere remains (time depends on caster level) and you can cast other spells while the sphere is attacking. Fog Cloud: Conjuration (Creation) Saving throw: none Spell resistance: none Fox's Cunning: Transmutation Saving throw: Will Negates (harmless) Spell Resistance: yes Description: target gains +4 bonus on INT. Duration increases with the level of the caster. Glitterdust: Conjuration (Creation) Saving throw: Will negates (blinding only) Spell Resistance: no Description: A cloud covers the area revealing all invisible creatures and causing blindness to those inside. Creatures trying to hide (stealth) inside the cloud suffer a -40 penalty on their hide skill. Hypnotic Pattern: Illusion (Pattern) [Mind Affecting] Saving throw: Will Negates Spell Resistance: yes Description: An area spell that affects 2d4+caster level (maximum 10) HD (CR - levels) of monsters. Monster that fail their saving throw become fashinated by the colors and refrain from combat. Sightless creatures (and blinded ones) are not affected. Invisibility: Illusion (Glamer) Saving throw: Will Negates (Harmless) Spell resistance: yes (harmless) Description: Makes you invisible. Monster can still hear you and you will become visible when you attack. Melf's Acid Arrow: Conjuration (Creation) [Acid] Saving throw: None Spell Resistance: no Description: You shoot a magical arrow at an opponent. You must succeed in a ranged touch attack (ranged attack vs the opponent's AC without armor) to hit. It deals 2d4 points of acid damage and for every three caster levels (maximum 18th) the acid, unless somehow removed, lasts for another round dealing another 2d4 damage. (3rd level -> 2d4 damage, 6th level ->4d4 damage, 9th level -> 6d4 etc) Otto's Resistible Dance: Enchantment (Compulsion) [Mind-Affecting] Saving throw: Will Negates Spell Resistance: yes Description: Forces your target to dance making it impossible to move. Furthermore he receives a -10 on reflex saving throws, a -4 penatly to AC and looses AC bonus granted by carrying a shield. Owl's Wisdom: Transmutation Saving throw: Will Negates (harmless) Spell Resistance: yes Description: target gains +4 bonus on WIS. Duration increases with the level of the caster. Resist Energy: Abjuration Saving throw: Will Negates (harmless) Spell Resistance: yes (harmless) Description: Targets gains resistance 10 to the selected energ type (for example: fire resistance 10, or acid resistance 10 etc). The spells absorbs the first 10 points of damage from the selected energy type. Benefit increases to 20 on level 7 of the caster and 30 on level 11. The spell overlaps (does not stack) with Protection from Energy. If you warded with both spells then Protection from Energy absorbs damage till removed and then Resist Energy goes in effect. Scare: Necromancy [Fear, Mind-Affecting] Saving throw: Will partial Spell Resistance: yes Description: functions like cause fear, but it works to creatures up to 6 HD (CR - levels) Scorching Ray: Evocation [Fire] Saving throw: None Spell Resistance: yes Description: You blast your enemies with fiery rays. You fire one ray, and one additional ray for every 4 levels beyond 3rd (to maximum of 3 rays at level 11). Each ray requires a ranged touch attack and deals 4d6 points of fire damage. See Invisibility: Divination Saving throw: None Spell Resistance: no Summon Monster II: Cojuration (Summoning) Saving throw: None Spell Resistance: no Description: Just like Summon monster I, but you get a better monster. Duration of the monster increases with caster level. Touch of Idiocy: Enchantment (Compulsion) [Mind-Affecting] Saving throw: None Spell Resistance: yes Description: With a mellee touch attack you cause an 1d6 penalty on target's INT, WIS and CHA score. If their score drops too low they will not be able to cast spells. Web: Conjuration (Creation) Saving throw: Reflex Negates Spell Resistance: No Description: You summon a magical web on area. All creatures on the area must suceed on a reflex saving throw in order to move or cast spells. The web is flameable and can be set on fire with fire spells and effects. Spells by School: Abjuration: Resist Energy: Acid Resist Energy: Cold Resist Energy: Electricity Resist Energy: Fire Resist Energy: Sonic Conjuration: Fog Cloud Glitterdust Melf's Acid Arrow Repair Moderate Damage Summon Monster II Web Divination: See Invisibility Enchantment: Daze Monster Touch of Idiocy Otto's Resistible Dance Evocation: Flaming Sphere Scorching Ray Illusion: Hypnotic Pattern Invisibility Necromancy: Blindess Command Undead Deafness False Life Scare Transmutation: Bear's Endurance Bull's Strength Cat's Grace Eagle's Splendor Fox's Cunning Owl's Wisdom
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"Be good. If you can't be good, Be quick." -Master Nesot the Dark. Last edited by Kaju; 08-03-2006 at 04:39 PM. |
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#3 (permalink) |
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Senior Member
Join Date: Dec 2005
Location: Greece
Posts: 238
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3rd Level Arcane Spells
Deep Slumber: Enchantment (Compulsion) [Mind Affecting] Saving throw: Will Negates Spell Resistance: yes Description: Functions just like sleep but it affects 10 HD (CR - levels) of monsters. Dispel Magic Abjuration Saving throw: None Spell Resistance: no Description: Removes spell effects on target (can work offesinvely but it requires a dispel check to remove (1d20+your caster level). Fireball Evocation [Fire] Saving throw: Reflex half Spell Resistance: no Description: Deals area 1d6 per level (maximum 10d6) damage in a 20-ft area. Flame Arrow: Transmutation [Fire] Saving throw: None Spell Resistance: no Description: Creates ammunition within your inventory to fiery missiles. Each piece of ammunition deals an addional 1d6 fire damage. The effect is temporary and depends on the level of the caster. Halt Undead: Necromancy Saving throw: Will Negates Spell resistance: no Description: This spell immobilizes up to 3 undead creatures (non intelligent creatures, like zombies, do not get a saving throw). If they are attacked or take damage the spell ends. Haste: Transmutation Saving throw: Fortitute Negates (harmless) Spell Resistance: yes (harmless) Description:Quickens allies, causing them to move 40% faster and attack 25% faster than normal. In addition the recipient gains +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and reflex saving throws. Heroism: Enchantment (Compulsion) Saving throw: Will negates (Harmless) Spell Resistance: yes (Harmless) Description: Imbues a single ally with great bravery and morale in battle, gaining a +2 morale bonus on attacks, saves, and skill checks. Hold Person: Enchantment (Compulsion) [Mind-Affecting] Saving throw: Will Negates;see text Spell Resistance: yes Description:The enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for maximum of 6 seconds per caster level. The target will attempt to save in regular intervals to end the effect earlier. Lightning Bolt: Evocation [Electricity] Saving throw: Reflex half Spell Resistance: yes Description: Fires an arc of lightning that deals 1d6 electricity damage per level (maximum 10d6) of the caster. The bolt will deal damage to all targets in its path and can bounce off walls. Protection From Energy: Abjuration Saving throw: Fortitude Negates (harmless) Spell Resistance: yes (harmless) Description: The spell absorbs 12 points of damage from the selected energy type (acid, cold, electricity, fire or sonic) per level of the caster (maximum 120). The spell overlaps (does not stack) with Resist Energy. Rage: Enchantment (Compulsion) [Mind-Affecting] Saving throw: None Spell Resistance: yes Description:Causes the target to fly into a screaming blood frenzy, gaining phenomenal strength and durability but becoming reckless. Grants a +2 morale bonus to Strength, Constitution, and a+1 moral bonus to Will saves, but causes the target to take a -2 penalty to armor. Targets are not fatigued after the duration expires. Ray of Exhaustion: Necromancy Saving throw: Fortitute Partial Spell Resistance: yes Description: A ray projects towards the target enemy, causing it to become immediately exhausted. Exhausted characters take a -6 penalty on Strength and Dexterity. A success saving throw means that the target is fatigued instead. If a target is already fatigued then he becomes exhausted. The spells has no effects on an already exhausted target. Sleet Storm: Conuration (Creation) [Cold] Saving throw: None Spell Resistance: no Description riving sleet blocks all sight and causes the ground around the target to become icy, slowing targets within it by 50%. A balance check is required to procceed with normal speed.Slow: Transmutation Saving throw: Will Negates Spell Resistance: yes Description: Causes an enemy to move at 50% speed and attack at a 30% slowed rate. Multiple slow effects do not stack. Slow counters and dispells haste. Stinking Cloud: Conjuration (Creation) Saving throw: Fortitute Negates Spell Resistance: no Description: Creates a bank of fog that nauseates living targets. If you enter the fog again you need to save again against the effect. Suggestion Enchantment (Compulsion) [Language-Depended, Mind-Affecting] Saving throw: Will Negates Spell Resistance: yes Description: Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 6 seconds per caster level. Summon Monster III: Conjuration (Summoning) Saving throw: None Spell Resistance: no Description: Just like Summon monster II, but better monster. Wall of Earth: Conjuration (Creation) Saving throw: none Spell Resistance: no Water Breathing: Transmutation Saving throw: Will negates (harmless) Spell Resistance: yes (harmless) Spells by school: Abjuration: Dispel Magic Protection from Energy Conjuration: Sleet Storm Stinking Cloud Summon Monster III Wall of Earth Divination: -None- Enchantment: Deep Slumber Heroism Hold Person Rage Suggestion Evocation: Fireball Lightning Bolt Illusion: -None- Necromancy: Halt Undead Ray of Exhaustion Transmutation: Flame Arrow Haste Slow Water Breathing
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"Be good. If you can't be good, Be quick." -Master Nesot the Dark. Last edited by Kaju; 05-03-2006 at 10:31 AM. |
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#4 (permalink) |
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Senior Member
Join Date: Dec 2005
Location: Greece
Posts: 238
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4th Level Arcane Spells:
Bestow Curse: Necromancy Saving throw: Will Negates Spell Resistance: yes Description: The target is cursed, giving a -4 penalty to attack rolls, skill rolls and saving throws. The effect is permanent unless removed by remove curse. Charm Monster: Enchantment (Charm) [Mind-Affecting] Saving throw: Will Negates Spell Resistance: yes Description: Just like Charm person but not restricted by creature type or size. Crushing Despair: Enchantment (Compulsion) [Mind-Affecting] Saving throw: Will Negates Spell Resistance: yes Description: An invisible cone of despair causes great sadness in its enemies, giving -2 penalties to attack, saving throws, skill checks, and weapon damage. Fear: Necromancy Saving throw: Will partial Spell Resistance: yes Description:An invisible cone of terror causes each living enemy in an area to become panicked. Cornered enemies cower. Fire Shield: Evocation [Fire or Cold] Saving throw: None Spell Resistance: no Description: Whenver the caster is attacked in mellee the attacker takes 1d6 points of damage +1 per caster level (maximum +15). The damage is either Fire or Cold damage depending the type of the shield. Warm Shield: You take half damage from Cold Based attacks and if the effect allows a reflex save you take no damage in a successful save. Chill Shield: You take half damage from Fire Based attacks and if the effect allows a reflex save you take no damage in a successful save. Ice Storm: Evocation [Cold] Saving throw: None Spell Resistance: yes Description: Great magical hailstones pound down, dealing 2d6 cold and 3d6 bludgeoning damage to targets within the area. Phantasmal Killer: Illusion (Phantasm) [Fear, Mind-Affecting] Saving throw: Will Disbelief, then Fortitude Partial Description:Creates a phantasmal image of the most fearsome creature imaginable by forming the fears of the enemy's subconscious mind into something that its conscious mind can visualize. The target must make a Will Saving throw to disbelief the illusion, if he fails then enemies must make a Fortitude save or die from fear. A successful Fortitude save still results in 3d6 negative energy damage. Remove Curse: Abjuration Saving throw: Will Negate (harmless) Spell Resistance: Yes (harmless) Description: Removes all curses on an ally. Counters and dispels Bestow Curse. Shout: Evocation [Sonic] Saving throw: Fortitude Partial Spell Resistance: No Description: Emits an ear-splitting yell that does 5d6 damage to targets in its pat and deafens them. A successful saving throw reduces damage by half and denies the deafness effect. Solid Fog: Conjuration (Creation) Saving throw: None Spell Resistance: no Stoneskin: Abjuration Saving throw: Will Negates (Harmless) Spell Resistance: Yes (harmless) Description: Wards an ally with damage reduction of 5/Adamantine for 1 minute plus 6 seconds per caster level. Summon Monster IV: Conjuration (Summoning) Saving throw: None Spell Resistance: no Description: Just like summon monster III, but better monster. Wall of Wood: Conjuration (Creation) Saving throw: None Spell Resistance: no Spell by School: Abjuration: Remove Curse Stoneskin Conjuration: Repair Critical Damage Solid Fog Summon Monster IV Wall of Wood Divination: -None- Enchantment: Charm Monster Crushing Despair Evocation: Fire Shield (Cold Version) Fire Shield (Fire Version) Fire Storm Ice Storm Shout Illusion: Phantasmall Killer Necromancy: Bestow Curse Fear Transmutation: -None-
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"Be good. If you can't be good, Be quick." -Master Nesot the Dark. Last edited by Kaju; 08-03-2006 at 05:18 PM. |
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#7 (permalink) |
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Senior Member
Join Date: Dec 2005
Location: Greece
Posts: 238
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I think it's 1d4 per level, but the starter staff is +20% to 1st level spells damage and there is an enhacement which increases 1st level fire spells by another 20% or 30%.
Generally this is just an indication. I post it more fore the saving throws required. Doing the 2nd level spells at them moment. Kaju
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"Be good. If you can't be good, Be quick." -Master Nesot the Dark. |
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#9 (permalink) |
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Junior Member
Join Date: Dec 2005
Location: Sweden
Posts: 21
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It's worth mentioning that Bear's Endurance, Eagle's Splendor etc +4 doesn't stack with + to stat gained from items.
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Lefthand, Sorceror -<>- Righthand, Cleric -= Knights of Shadow =- Lyrandar |
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