Custom Spells

Classes, feats, spells, items... for making and requesting permission.

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Zanaikin
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Custom Spells

Postby Zanaikin » Tue Jan 02, 2007 1:55 am

CUSTOM NEW SPELLS:

ASSASSIN SPELLS:
Level 2:
Venomous Weapon - Instantly apply poison to weapon.

Level 3:
Venomous Mist - Conjures obscuring mist laced with poison.


CLERIC SPELLS:
Level 3:
Telepathic Block - Suppress all telepathic and magical communications of one target.

Level 4:
Protection From Ranged - Grants damage reduction against ranged physical attacks.

Level 5:
Casting Array - Increase caster level, spell DC, or reduce metamagic cost of next spell.

Level 6:
Telepathic Static - Suppress all telepathic or magical communications within 5ft per caster level.
Invisibility Purge, Greater - Suppresses all invisibility in area, including Superior Invisibility.

Level 7:
Insignia of Healing, Greater - Bearers of special insignia healed of 3d8 +1 per level (max +20).
Insignia of Warding, Greater - Bearers of special insignia gain +1 per four levels (max +5) to AC and reflex saves.

Level 8:
Protection From Ranged, Mass - As Protection from Ranged, except on multiple targets.

Level 9:
Protection Ward - Wards a large area with an attached abjuration spell.
Glyph of Warding, Superior - As Glyph of Warding, except more powerful.


DRUID SPELLS:
Level 7:
Alteration - Alters size of creature or object by two sizes.


FAVORED SOUL SPELLS:
Level 9:
Divine Barrier - Become invulnerable to all external effects for one round.


SORCERER / WIZARD SPELLS:
Level 1:
Deflection, Lesser - Gain shield AC equal to +1/3 caster levels against one attack.

Level 2:
Deflection - Gain shield AC equal to +1/2 caster level against one attack.

Level 3:
Deflection Guard - Gain shield AC equal to half caster level for one round.
Missile Storm, Lesser - Fires up to 10 unerring force missiles each dealing 1d4+1 damage.
Telepathic Block - Suppress all telepathic and magical communications of one target.

Level 4:
Casting Array - Increase caster level, spell DC, or reduce metamagic cost of next spell.
Protection From Ranged - Grants damage reduction against ranged physical attacks.
Sure Strike, Greater - As Sure Strike [PH2], except bonus equals to +1/level.

Level 5:
Deflection, Greater - Gain shield AC equal to caster level against one attack.
Expeditious Movement - Double all movement speeds.

Level 6:
Combust, Greater - Subject takes 1d8/level fire damage, may catch fire or form fire elemental.
Deflection Guard, Greater - Gain shield AC equal to caster level for one round.
Missile Storm, Greater - Fires up to 20 unerring force missiles each dealing 1d4+1 damage.
Telepathic Static - Suppress all telepathic or magical communications within 5ft per caster level.

Level 7:
Alteration - Alters size of creature or object by two sizes.
Slashing Dispel, Greater - As Greater Dispel Magic, but creatures take damage for spells dispelled.

Level 8:
Protection From Ranged, Mass - As Protection from Ranged, except on multiple targets.
Suppression Field, Greater - Suppresses all spells of a specified school or descriptor that enters area.

Level 9:
Devastation Barrage – Unleashes a barrage of Disintegrate rays.
Energy Volley – Creates up to five orbs which may be launched at will.
Globe of Invulnerability, Greater - Blocks all spells of level six of lower.
Protection Ward - Wards a large area with an attached abjuration spell.



WARLOCK INVOCATIONS:
Dark:
Eldritch Burst - Blast takes the form of a 10ft-radius spread
Voracious Dispelling, Greater - Use Greater Dispel Magic as the spell, causing damage to creatures whose effects are dispelled.

FACTOTUM SPELL-LIKE ABILITIES:
Level 7:
Technomagical Interface, Teodor's - Concentrate to uplink to electromagnetic, telepathic, and other telemetry communication port.

========================================

ALTERATION [Transmutation]
Level: Druid 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: 1 hour/level
Save: Fortitude negates
Spell Resistance: Yes
Effect: Alteration changes the size or the touched creature or object. An affected creature or object may have its size enlarged or reduced by up to two sizes, determined by the caster of the spell. Alternation can be made permanent with the permanency spell.

CASTING ARRAY [Transmutation]
Level: Cleric 5, Sor/Wiz 4
Components: S
Casting Time: 1 swift action
Range: Personal
Area: 10ft-radius emanation
Target: You
Duration: 1 round/level until discharged
Effect: Upon casting this spell, a temporary magic array is drawn below you (normally a circle, may appear in midair if the caster if floating). This array stay in effect for its duration until you cast a spell or moves from your current location. If you cast a spell while casting array is active, you may two bonuses (or one bonus twice) from the following list:
- +1 Caster Level
- +1 Saving Throw DC
- Ignore +1 Spell Level of Metamagic (if selected multiple times, all ignored levels must be of the same metamagic application).
As part of casting this spell, you may sacrifice one spell slot of any level above two. If you do, you gain a number of bonuses equal to the spell level expended. You may select multiple bonuses of the same type repeatedly. For example, if you spend a level four slot to cast the spell and a level seven spell to enhance it, you may gain +7 caster levels or any mix of the above three effects. If you move (voluntary or not) after activating casting array, the effect ends immediately.
Special: Any caster within the array may utilize the effects of Cooperative Metamagic feat with you.

COMBUST, GREATER [Evocation/Transmutation (Fire)] - Samael Personalized Spell
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Touched creature or combustible object that weighs no more than 25lb/level
Duration: Instantaneous, see text
Save: None
Spell Resistance: Yes
Effect: As Combust, except the creature or object takes 1d8 points of fire damage per caster level (maximum 20d8). If the target creature is slain by this spell, their burning corpse is transformed into a fire elemental of a size equal to the slain creature (up to huge). A combustible object destroyed as the target of this spell is also turned into a fire elemental of equal size (up to huge). The fire elemental is under your control, as if you summoned it, and disappears after 1 minute.

DEFLECTION [Abjuration (Force)]
Level: Sor/Wiz 2
Effect: As Lesser Deflection, except the shield bonus to AC is equal to 1/2 your caster level (maximum +10). If the reflex save bonus is +4 or higher, you also gain Evasion.

DEFLECTION, GREATER [Abjuration (Force)]
Level: Sor/Wiz 5
Effect: As Lesser Deflection, except the shield bonus to AC is equal to your caster level (maximum +20).

DEFLECTION, LESSER [Abjuration (Force)]
Level: Sor/Wiz 1
Components: S
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round or until discharged
Effect: You project a field of invisible force, creating a short-lived protective shield. You gain a shield bonus to AC against a single attack equal to 1/3 your caster level (maximum +5). Unlike normal shield AC, the bonus provided by Lesser Deflect applies against touch attacks, but does not stack with the bonuses of a Shield spell. You may also choose to gain bonus to reflex saves equal to the shield AC bonus instead against area of effect attacks.
You can cast this spell even when an opponent declares an attack against you. However, you must cast it before you know the attack’s results to gain its benefits.
Creator’s Note: Adapted from the PHBII spell - Deflect.

DEFLECTION GUARD [Abjuration (Force)]
Level: Sor/Wiz 3
Components: S
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Effect: As Deflection, except it applies against all attacks made for one round. You may interchange between shield AC and reflex bonus in between different attacks.

DEFLECTION GUARD, GREATER [Abjuration (Force)]
Level: Sor/Wiz 6
Effect: As Deflection Guard, except the shield bonus to AC is equal to your caster level (maximum +20).

DEVASTATION BARRAGE [Transmutation]
Level: Destruction 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Target: Creatures and objects, no two of which can be more than 60 ft. apart
Duration: Instantaneous
Save: Fortitude partial
Spell Resistance: Yes
Effect: A green beam of magic bursts from your hands and soars across the skies before bursting, releasing a spray of thin green beams which reach out to strike each target. Every creature hit by the effect is treated as if struck by a Disintegrate spell.

DIVINE BARRIER [Abjuration]
Level: Favored Soul 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Effect: You ignore all harmful (and helpful) effects from the outside for one round, beginning when you finish casting Divine Barrier and ending at the end of your next turn. While Divine Barrier is active, you are invulnerable to all attacks and spells.
This spell cannot be quickened.

ENERGY VOLLEY [Conjuration (Creation)]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Save: Fortitude partial (see below)
Spell Resistance: No
Effect: Creates one orb of energy per four caster levels (maximum 5 at caster level 20), all of which are about two inches across, incased in force, and proceeds to hover and revolve about you. For each orb created, roll a d6 and consult the table below to see the type of energy it is.
As a standard action, you may fire any number of orbs at the same or distributed amongst different targets within medium range (100ft + 10ft/level), however all targets must be within 60ft of each other. Each orb requires a separate ranged touch attack roll to hit and counts as an individual spell for all purposes. The energy orbs are not affected by spell resistance, antimagic fields, or dispel effects. Check the table below for the damage and effect of each orb.
d8 Roll Color Effect
1. Green: 1d6/level acid damage (maximum 15d6), sicken 1 round (Fort negates).
2. Red 1d6/level fire damage (maximum 15d6), dazed 1 round (Fort negates).
3. Blue 1d6/level cold damage (maximum 15d6), blinded 1 round (Fort negates).
4. Yellow 1d6/level electricity damage (maximum 15d6), entangled 1 round (Fort negates).
5. Indigo 1d4/level sonic damage (maximum 15d4), deafened 1 round (Fort negates).
6. Opaque 1d6/level force damage (maximum 10d6).

EXPEDITIOUS MOVEMENT [Transmutation]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Effect: This spell doubles you speed for all movement modes you have, including base land, burrow, climb, fly, and swim. The effects of this spell do not stack with enhancement bonuses to speed.

GLOBE OF INVULNERABILITY, GREATER [Abjuration]
Level: Sor/Wiz 9
Effect: As Lesser Globe of Invulnerability, except it excludes up to sixth level spells and spell-like abilities.

GLYPH OF WARDING, SUPERIOR [Abjuration]
Level: Clr 9
Effect: As Glyph of Warding, except a blast glyph deals 20d8 points of damage, and a spell glyph may store spells of up to level nine. The material components of a Superior Glyph of Warding increases to 600gps.

INSIGNIA OF HEALING, GREATER [Abjuration]
Level: Cleric 7
Effect: As Insignia of Healing (RoD), except it heals 3d8 points of damage +1 per caster level (maximum +20).

INSIGNIA OF WARDING, GREATER [Abjuration]
Level: Cleric 7
Effect: As Insignia of Warding (RoD), except it grant +1 bonus to AC and reflex saves to all saves per four caster levels (maximum +5). If you are a good-aligned caster, the bonus is sacred and the spell gains the (good) descriptor. If you are an evil-aligned caster, the bonus is profane and the spell gains the (evil) descriptor.
Note: The original Insignia of Warding spell is changed to match this spell, with only +1 bonus and no increment (divine bonus is considered sacred if good, profane if evil). Also based upon the Shield of Warding spell (SC).

INVISIBILITY PURGE, GREATER [Abjuration]
Level: Clr 6
Effect: As Invisibility Purge, except it also suppresses Superior Invisibility.

MISSILE STORM, LESSER [Evocation (Force)]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: Creatures, no two of which can be more than 30ft apart.
Duration: Instantaneous
Save: None
Spell Resistance: Yes
Effect: As Magic Missile, except as noted here. Also, you may launch one missile per caster levels (maximum 10).
Creator’s Note: Tweaked from the Neverwinter Nights spell - Issac’s Lesser Missile Storm.

MISSILE STORM, GREATER [Evocation (Force)]
Level: Sor/Wiz 6
Effect: As Lesser Missile Storm, except you launch one missile per caster level (maximum 20).

PROTECTION FROM RANGED [Abjuration]
Level: Clr 4, Sor/Wiz 4
Duration: 1 min/level
Effect: As Protection from Arrows, except it grants temporary immunity to all ranged physical damage (including ballistics, bludgeoning, piercing, and slashing). When the spell absorbs 10 points of ranged physical damage per caster level (to a maximum of 150 points at 15th level), it is discharged.

PROTECTION FROM RANGED, MASS [Abjuration]
Level: Clr 8, Sor/Wiz 8
Target: One or more creatures, no two of which can be more than 30ft apart.
Duration: 1 min/level
Effect: As Protection from Ranged, except on multiple targets. The maximum ranged physical damage absorbed before discharging 250 points (at level 25).

PROTECTION WARD [Abjuration]
Level: Clr 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 24 hours
Range: Touch
Area: 100ft/level radius emanation centered on a point in space.
Duration: 1 day/level
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)
Effect: You create an invisible field of magic over a warded site to which a single spell effect may be fixed to. The spell effect lasts as long as the ward and functions throughout the entire site, regardless of the normal duration and area or effect. The spell effect applies to all creatures within the area, but with a bonus based on the caster level of the ward rather than that of the spell.
Spells effects that may be tied to a warded site include: Alarm, Death Ward, Dimensional Lock, Dispelling Screen, Endure Elements, Globe of Invulnerability, Greater Alarm, Greater Dispelling Screen, Greater Globe of Invulnerability, Greater Invisibility Purge, Greater Suppression Field. Guards and Wards, Invisibility Purge, Lesser Globe of Invulnerability, Mage's Private Sanctrum (block divination & sound only), Protection from Energy (recharge every 10min), Protection from Ranged (recharge every 10min), Resist Energy, Sanctuary, Spell Resistance, (Otiluke's) Supression Field [CMage], Telepathic Static.
If order for the spell to be maintained, the focus must be left in the same origin point as the emanating ward. If the focus is removed from the origin point or destroyed, the ward will collapse after one round per caster level unless another suitable focus is moved into position.
Special: Protection Ward can be made permanent with a Permanency spell (XP Cost: 4,500xp, minimum caster level 17th).
Focus: A runic metal block or stone pillar costing 10,000gps x spell level of attached spell x caster level of Protection Ward, crafted using the Craft Wondrous Item feat.

SLASHING DISPEL, GREATER [Abjuration/Evocation]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target or Area: one creature or 20ft-radius burst
Duration: Instantaneous
Save: None
Spell Resistance: No
Effect: As Slashing Dispel (PHBII), except it functions as a Greater Dispel Magic instead.

SUPPRESSION FIELD, GREATER
Level: Sor/Wiz 8
Effect: As (Otiluke's) Suppression Field, except all affected spells are automatically suppressed with no caster level check involved.
DM's Note: In order to prevent any excessive headaches that may result, Suppression Fields affects only active spells, but not magical items. Furthermore, the standard Suppression Field involves no check, but a mere comparison between affected spells' Effective Spell-Penetration Caster Level against the Suppression Field's Effective Counter-Dispel Caster Level.

SURE STRIKE, GREATER [Divination]
Level: Sor/Wiz 5
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round or until discharged
Effect: You can see into the future for one attack, granting you a +1 insight bonus per caster level (maximum +20) on your next attack roll.

TECHNOMAGIC INTERFACE, TEODOR'S [Divination, Transmutation]
Level: Factotum 7
Casting Time: 10 minute
Range: Personal
Target: You
Duration: 1hour/level (D)
Effect: You connect a portion of your mind to this spell, which allows you to receive and send electromagnetic, telepathic, and other configured telemetry. Receiving a signal is reactive and does not take an action, and the spell automatically filters and decrypts incoming signals based on your knowledge, forwarding only coherent and relevant data. The receive settings and filters are set upon casting, and you may reconfigure them at any time by taking 1 minute to concentrate on the spell. Sending telemetry using Technomagic Interface requires concentration (standard action normally), and the spell may encrypt signals based on your knowledge and abilities. Technomagic Interface supports both connectionless and connection-based communication protocols, but does not provide flow control, congestion control, or any guarantees, even if the protocol normally provides them. It will automatically determine the proper communication protocol (which may take up to 1 minute), format signals, attach needed headers/footers, support handshaking protocols, and return acknowledgments packets.
When dismissed, Technomagic Interface requires 1 minute to disconnect itself safely from your mind. If forcibly dispelled, you become stunned for 1 round and take 1d6 points of penalty to your intelligence, wisdom, and charisma score for 10 minutes.
Focus: A specially magically-enhanced headband (or similar equip) designed to synchronize with Technomagic Interface and serve as a database (5,000gps, requires Craft Wondrous Item).

TELEPATHIC BLOCK [Abjuration]
Level: Sor/Wiz 3, Cleric 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Ray
Duration: 1min/level
Save: None
Spell Resistance: No
Effect: A gray ray springs from your outstretched hand. You must make a touch attack to hit the target. Any creature or object struck by the ray becomes enveloped in a personal field of telepathic noise, negating all forms of telepathic communications and non-verbal magical messaging, both incoming and outgoing. This includes spells such as Sending, Speak to Allies, Telepathic Bond, as well as magic items such as Commander Rings and Communication Rods.

TELEPATHIC STATIC [Abjuration]
Level: Sor/Wiz 6, Cleric 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Effect: You surround yourself with a field of telepathic noise out to a radius of 5ft per caster level that negate all forms of telepathic communications and non-verbal magical messaging, both incoming and outgoing. This includes spells such as Sending, Speak to Allies, Telepathic Bond, as well as magic items such as Commander Rings and Communication Rods.

VENOMOUS WEAPON [Transmutation]
Level: Assassin 2
Components: V, S, M
Casting Time: 1 swift action
Range: Touch
Target: One weapon or up to fifty ammunition
Duration: See text
Save: None, See text
Spell Resistance: No, See text
Effect: Applies one vial of contact or injury poison onto a weapon as a swift action. Using Venomous Weapon prevents any chances of the caster from accidentally poisoning him/herself during application of poison. The duration and save of the applied poison stays same as if it was done conventionally, but heightening the spell will increase the save DC of the poison by an equivalent amount. Venomous weapon can even be used on objects normally resistant or immune against magic. However, the applied poison must be able to be affected by spells; therefore Venomous Weapon cannot be used to apply antimagic poisons.
Material Components: One vial of contact or injury poison.

VENOMOUS MIST [Conjuration (Creation)]
Level: Assassin 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 20ft Radius Spherical Spread
Duration: 1 minute/level
Save: See text
Spell Resistance: No, See text
Effect: As Fog Cloud, except the vapor is laced with the inhaled poison used as spell focus. Using Venomous Mist prevents any chances of the caster from accidentally poisoning him/herself during release of poison. The save of the poison stays the same as if it was used conventionally, but heightening the spell will increase the save DC of the poison by an equivalent amount. The poison used by Venomous Mist must be able to be affected by spells; therefore Venomous Mist cannot be used to apply antimagic poisons.
Material Components: One vial of inhaled poison.

VORACIOUS DISPELLING, GREATER [Abjuration]
Level: Dark Invocation, 7th
Effect: You can use Greater Dispel Magic as the spell. Any creature with an active spell effect dispelled by this invocation takes 1 point of damage per level of the spell effect (no save).
Last edited by Zanaikin on Sat Feb 23, 2008 7:24 am, edited 9 times in total.
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Postby Zanaikin » Wed Jul 04, 2007 6:10 pm

ok, time to make those interested to notice this:

posted the Missile Storm spells, tweaked a bit from their original NWN versions

posted my Deflection & Deflection Guard spells, original idea came from WOTC's Deflect spell (PHBII) but it was too weak to attract much attention =\
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Postby Zanaikin » Sun Jul 15, 2007 10:18 pm

greater voracious dispelling added as a dark invocation
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Postby Zanaikin » Wed Aug 01, 2007 2:11 am

added Casting Array

some of you... a lot of you actually... may be interested in that
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Postby Zanaikin » Sat Sep 01, 2007 3:41 pm

Lockdown added, its casting is actually shorter than previously planned. Although I did make it permanency-able.

at some point I'd probably expand the permanency table to include other spells, such as Greater / Superior Resistance (continuation of Resistance), all the 3.0 permanency-able spells like Cloud Wings, etc.
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Postby Zanaikin » Sun Sep 16, 2007 2:19 am

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Postby Zanaikin » Fri Nov 02, 2007 9:47 pm

added Telepathic Block & Telepathic Static

jamming spells! I believe someone even asked for this before.
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Postby Zanaikin » Sat Feb 23, 2008 7:25 am

after all the issues with the idea of a +60ft enhancement effect, I've made up the following instead (pretend Kilar's boots does this):

EXPEDITIOUS MOVEMENT [Transmutation]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Effect: This spell doubles you speed for all movement modes you have, including base land, burrow, climb, fly, and swim. The effects of this spell do not stack with enhancement bonuses to speed.
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Re: Custom Spells

Postby Zanaikin » Thu Jun 12, 2008 4:58 pm

Dave: you'll be responsible for coming up with a name on the spell we were talking about, cause I have no clue what to call it xD

general gist of it:

Level: Factotum 7 SLA
Duration: 1 hour/level (but concentration to use)
Range: Personal
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Re: Custom Spells

Postby Zanaikin » Mon Jul 21, 2008 12:26 am

I believe I told some people about the existence of this spell a while ago:
added Protection from Ranged and Mass version.
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Re: Custom Spells

Postby Zanaikin » Fri Aug 08, 2008 7:41 pm

added:
Protection Ward - This obsoleted Lockdown. I figure this implementation was more flexible and helps to explain a lot of the wards various places already have (like Blackbog)
Glyph of Warding, Superior
Globe of Invulnerability, Greater
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Re: Custom Spells

Postby Zanaikin » Fri Aug 08, 2008 8:20 pm

also added:
Invisibility Purge, Greater
Suppression Field, Greater
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Re: Custom Spells

Postby Zanaikin » Thu Oct 02, 2008 8:51 pm

added Greater Sure Strike...
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Class: Strategist 5/Worldforger 3/SW Engineer 5
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Re: Custom Spells

Postby Zanaikin » Wed Oct 08, 2008 5:46 am

added Energy Volley and Devastation Barrage - two spells the Airindalians declassify, Devastation Barrage is a new spell in particular - and obviously Norinth has it as well.
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