Wordspells

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Zanaikin
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Wordspells

Postby Zanaikin » Sat Aug 20, 2011 3:31 pm

WORDSPELL CHANGES:
SENSE HIDDEN (Detection) no longer requires concentration [Commentary: concentration on a personal see invisibility spell made it almost useless]

WORDLIST CHANGES:
ACCELERATE (Time) added to Cleric 2 [Commentary: Blessing of Ferver [APG] is Lvl4, as a mass-select accelerate will require]
FROST FINGERS (Cold) added to Cleric 3 [Commentary: Hypothermia [SpC] is a cold spell one level higher than its druid equal]
ICE BLAST (Cold) added to Cleric 5 [Commentary: Ice Flowers [SpC] is a cold spell one level higher than its druid equal]

ARROWBLOCK (ARMOR)
School: Abjuration
Level: Alchemist 2, Sorcerer/Wizard 2, Summoner 2
Duration: 1 hour/level until discharged
Saving Throw: Will negate (harmless)
Spell Resistance: Yes (harmless)
Target Restrictions: Personal, Selected
The target receives damage reduction 10/magic against ranged weapons. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
[Commentary: based on Protection from Arrows spell]

BARRIER (ARMOR)
School: Abjuration
Level: Alchemist 1, Cleric 1, Inquisitor 1, Paladin 1, Magus 1, Sorcerer/Wizard 1, Summoner 1
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Target Restrictions: Personal, Selected
The target receives a +1 deflection bonus to its AC, +1 per five caster levels.
[Commentary: based on Shield of Faith spell, but with slower advancement. Given to arcane side to replace Deflect [PH2] line of spells, since wordspells cannot create immediate action reactionary spells; deflection bonuses are common enough anyhow]

GLYPH (WARD)
School: Abjuration
Level: Cleric 3, Inquisitor 3, Witch 3
Duration: Permanent until discharged (D)
Saving Throw: See text
Spell Resistance: Yes, see text
You inscribe a powerful, invisible rune to ward an area or object. Creating a glyph takes 10 minutes of careful work, and the glyph may be set to guard a bridge passage, ward a portal, trap a box, etc. You set all conditions of the ward, including a password or specific creature characteristics (creature type/subtype, height, weight, colors, religion, alignment) that may bypass the ward. Glyph react normally to invisible creatures but are not triggered by ethereal creatures. Multiple glyphs cannot be cast on the same area; however, if a cabinet has three different drawers, each can be separately warded. A Glyph may be disarmed as a magical trap.
A glyph holds one harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or amorphous effect, the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except the DC is based on the level of the spell stored.
Boost: You may hold a spell higher than 3rd level, up to a maximum of 6th level. Boosting this effect word increases its level to the level of the spell you are trying to hold.
[Commentary: based on the Glyph of Warding and Greater Glyph of Warding spells.]

GUIDANCE (DIVINATION)
School: Divination
Level: Cleric 2, Paladin 2, Inquisitor 2
Duration: 1 hour/level until discharged (D)
Saving Throw: None
Spell Resisatnce: No
Target Restrictions: Personal
You may call upon your faith for a flash of divine insight, adding 5 + your caster level (maximum bonus of +15) to one skill check. Using this bonus discharges the spell.
[Commentary: based on Divine Insight [SpC] spell]

RESTORATION (LIFE)
School: Conjuration [Healing]
Level: Alchemist 2, Cleric 3, Druid 3, Inquisitor 3, Paladin 2
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Target Restrictions: Personal, Selected
Restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage. It also eliminate any fatigue conditions, and improves an exhausted condition to fatigued.
Boost: Removes all temporary ability damage from one ability score or restore 1d4 points of permanent ability drain. It also eliminates any exhaustion condition suffered by the target. Boosting this effect word increases its level by 2.
[Commentary: based on Lesser Restoration, except one level higher because wordspells are ranged-touch rather than touch and are always standard action casting. Its boosted option covers the other half of Restoration spells that the Purify (Life) word doesn't cover]

SERVANT (FORCE)
School: Conjuration [Force]
Level: Artificer 2, Bard 1, Cleric 2, Druid 1, Magus 1, Sorcerer/Wizard 1, Summoner 1, Witch 1
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: None
Target Restrictions: Selected
You conjure a servant of mindless, shapeless force that may either be invisible or transluscent which can perform simple tasks at your command, such as fetch items, open unstuck doors, hold chairs, clean, and mend. It can only perform one activity at a time, but it repeats the activity over and over if told to do so as long as you remain within range. It has an effective strength score of 2 (lift 20lbs or drag 100lbs) and has a base speed of 15ft. It can trigger traps, but only by exerting 20lbs of force, which is not enough to activate certain pressure plates and devices. It cannot perform any task that requires a skill check with DC higher than 10 or require a trained skill. It can never attack in any way, and dissipates if it either takes 6 points of damage from area attacks (no save) or moves beyond the spell's range from you.
If the selected target word is boosted for mass targetting, this spell creates one servant per caster level instead.
Boost: The servant may take actions that require craft checks higher than DC10; it has a craft modifier equal to your primary spellcasting ability modifier + your ranks in the appropriate craft skill + 3 if you are trained in the craft skill. Boosting this effect word increases its level by 1.
[Commentary: based on Unseen Servant, Unseen Crafter [Eb:RoE:Lvl2], and Servant Horde [SpC:Lvl3] spells, although the boosted Unseen Crafter version has far less duration and boosted Servant Horde version is Lvl4. Clerics receive this spell at level 2 because they have access to Unseen Crafter then. Druids have Wood Wisp [SpC] which is almost the same thing.]

UNDEAD BLIND (WARD)
School: Abjuration
Level: Cleric 1, Inquisitor 1
Duration: 10min/level
Saving Throw: Will negate (harmless); see text
Spell Resistance: Yes
Target Restrictions: Personal, Selected
Undead cannot see, hear, or smell creatures warded by this effect. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Non-intelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.
Boost: Any creature touched by the target, up to one creature per caster level, all fall under the effects of this ward.
[Commentary: based on Hide from Undead spell]

WATER (WATER)
School: Conjuration [Creation][Water]
Level: Cleric 0, Druid 0, Inquisitor 0, Paladin 1
Duration: instantaneous
Saving Throw: None
Spell Resistance: None
Target Restrictions: Selected
You create up to 2 gallons of water per caster level, which may be targetting an area as small as a container that will hold the liquid. You cannot create water within other creatures.
[Commentary: based on Create Water spell]
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