Spells

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Zanaikin
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Spells

Postby Zanaikin » Wed Aug 17, 2011 1:47 pm

ETHER SEEKER [Abjuration]
Level: arcane 1
Casting Time: 1 standard action
Target: one spell effect [line of sight][line of effect]
Range: medium (100ft + 10ft/level)
Duration: instantaneous
Defense: none
Spell Resistance: no
Effect: Ether Seeker is a medium range counterspell which launches a guided bolt of refined mana which seeks to disrupt or detonate an incoming spell effect. This spell is only effective against spells that launches a noticeable entity to deliver the effects to its target, such as a Fireball. It does not affect rays and lightning effects which travel too fast to be countered). Intercepted spells are either dispersed or detonated on the spot, although Ether Seeker has no effect on [creation] spells that are not magically guided, nor can it penetrate the outer casing of fortified spells (orbs). You may choose to cast Ether Seeker as a counterspell attempt.

ETHER PULSE [Abjuration]
Level: Bard 1, Magus 1, Sor/Wiz 1, Witch 1
Casting Time: 1 standard action
Target: one spellcaster [line of sight][line of effect]
Range: medium (100ft + 10ft/level)
Duration: instantaneous
Defense: concentration negates
Spell Resistance: no
Effect: Ether Pulse is a medium ranged counterspell which sends out a burst of refined mana to disrupt an opposing arcane caster's mana gathering and spell shaping process, forcing them to make a spellcasting concentration check (DC = normal DC + your caster level) or botch their spell. Because of its nature, Ether Pulse cannot disrupt divine magic spells. You may choose to cast Ether Pulse as a counterspell attempt.

ETHER PULSE, MASS [Abjuration]
Level: Bard 3, Magus 3, Sor/Wiz 3, Witch 3
Casting Time: 1 standard action + 2 actions
Target: 20ft-radius area burst [line of sight][line of effect]
Effect: Ether Flux functions like Ether Pulse, except it affects all arcane spellcasters within the target area. Alternatively, you may center the burst on yourself, resulting in a radius of short range (25ft + 5ft/2levels).

ETHER DISCORD [Abjuration][Necromancy]
Level: Bard 3, Cleric 4, Druid 4, Magus 3, Paladin 3, Sor/Wiz 4, Witch 4
Level: arcane 4, divine 4
Casting Time: 1 standard action + 3 actions
Target: one spellcaster [line of sight][line of effect]
Range: medium (100ft + 10ft/level)
Duration: instantaneous
Defense: fortitude halves
Spell Resistance: no
Effect: Similar to Ether Pulse, Ether Discord also sends out a burst of refined mana to disrupt the an opponent's spellcasting, except it hampers by short-circuiting the caster's magical connection with their mana reserves. Ether Discord affects both arcane and divine spellcasters, but only if they are struck while casting a spell. The target then loses one unexpended spell slot per three caster levels you have (5 max), starting from a spell level equal to the spell they're attempting to cast right now and moving down (thus making Ether Discord deadly against high level spellcasters). A successful fortitude save halves the number of spell slots lost. Furthermore, for each spell slot lost against Ether Discord, the target takes 1 point of spellburn damage per spell level, which may disrupt the spell they are currently casting.

TRANQUILITY [Transmutation (Air)]
Level: Cleric 7, Druid 7, Sor/Wiz 7
Casting Time: 1 round
Range: 2 miles
Area: 2-mile-radius circle, centered on you
Duration: 2d6 hours
Saving Throw: None
Spell Resistance: None
Effect: Tranquility is a spell based on the concepts of Control Weather, except it is designed to do only one thing: to pacify stormy weather for military archers, although it is also capable of suppressing the effects of natural disasters. Upon casting, Traquility takes 10 minutes to affect natural weather, during which it begins to calm winds and disperse clouds. However, any supernatural or magical ability which controls winds (e.g. Control Winds, Control Weather, Wind Wall) within the area must immediately make an opposed caster level check against you or have their spell suppressed as long as Tranquility is in effect.
A druid casting this spell doubles the duration and affects all within a 3-mile radius.
Tranquility counters or dispels any Control Weather spell cast to create storms or modify winds.

WIND'S BLESSING [Transmutation (Air)]
Level: Cleric 2, Druid 2, Magus 2, Ranger 1, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Range weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Effect: Any ranged weapon enhanced by this spell completely ignores the effect of winds, allowing it to shoot with normal accuracy even in storms or through magical effects such as Wind Wall. Projectile weapons bestow the bonuses of this spell upon their ammunition.

WIND'S BLESSING, MASS [Transmutation (Air)]
Level: Cleric 4, Druid 4, Magus 3, Ranger 3, Sor/Wiz 4
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2lvls)
Targets: One ranged weapon/level, no two of which can be more than 30ft apart
Effect: As Wind's Blessing, except it affects multiple weapons.

WOODWISP BARRAGE [Transmutation]
Level: Druid 3, Ranger 2
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2lvls)
Target: One creature/level
Duration: 1 minute/level or until discharged
Effect: Perfected from the basic Woodwisp Arrow [FR:Champions of Ruin] spell to allow massed archers to devastate enemies hiding behind wooden stockades, battlements, or shield walls. Upon casting, each creature may discharge their portion of the magic onto one piece of ammunition as a swift action to allow the projectile to pass through wood as if it were air, ignoring any shield and cover AC (including total cover) derived from wooden objects.

WOODWISP AMMUNITION [Transmutation]
Level: Druid 4, Ranger 3
Casting Time: 1 round
Range: 5ft
Target: Ammunition within a 5ft-square
Duration: 10 minutes/level
Utilized to enhance ammunition stock before being passed out to the troops, the spell enhances up to 50 projectiles per caster level within a single 5ft-square, allowing them to bypass wood as if it were air like the Woodwisp Barrage spell.
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