Custom Spells

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Zanaikin
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Custom Spells

Postby Zanaikin » Sun Jan 11, 2009 10:26 pm

CUSTOM NEW SPELLS:

ASSASSIN SPELLS:
Level 1:
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.
Insignia of Healing, Greater - Bearers of special insignia healed of 4d8+1 per level (max +20).

Level 7:
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:
Insignia of Healing, Superior - Bearers of special insignia receives a Heal spell.
Glyph of Warding, Superior - As Glyph of Warding, except more powerful.
Protection Ward - Wards a large area with an attached abjuration spell.


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


SORCERER / WIZARD SPELLS:
Level 1:
Deflection, Lesser - Gain Cover against one attack.

Level 3:
Deflection - Gain Improved Cover against one attack.
Telepathic Block - Suppress all telepathic and magical communications of one target.

Level 4:
Deflection, Greater - Gain Total Cover against one attack.
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:
Expeditious Movement - Double all movement speeds.

Level 6:
Telepathic Static - Suppress all telepathic or magical communications within 5ft per caster level.

Level 7:
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.


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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 3
Effect: As Lesser Deflection, except you gain Improved Cover against a single attack instead, granting +8 cover AC, +4 reflex saves, and Improved Evasion.

DEFLECTION, GREATER [Abjuration (Force)]
Level: Sor/Wiz 4
Effect: As Lesser Deflection, except you gain Total Cover against a single attack instead, completely negating a single attack.

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 cover against a single attack, granting +4 cover AC and +2 reflex saves.
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.

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. However, you may not affect anything except yourself and your own equipment while you are under the effect of this spell.

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 [Conjuration (Healing)]
Level: Cleric 6
Effect: As Insignia of Healing (RoD), except it heals 4d8 points of damage +1 per caster level (maximum +20).

INSIGNIA OF HEALING, SUPERIOR [Conjuration (Healing)]
Level: Cleric 9
Effect: As Insignia of Healing (RoD), except it heals 10 points of damage per caster level (maximum 200). Furthermore, it immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.
Note: This is similar to a Heal spell.

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.

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 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, Zone of Revelation.
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.

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 1
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).
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

User avatar
Zanaikin
Tsunshun
Posts: 4433
Joined: Fri Apr 28, 2006 2:37 am
Race: Tofu
Class: Strategist 5/Worldforger 3/SW Engineer 5
Location: Lost in my virtual universe
Contact:

Magitech Spells

Postby Zanaikin » Thu Apr 09, 2009 2:17 pm

[ A peak at... ]

MAGITECH SPELLS:
Each field of magitech spells requires taking the Magitech Field Training feat for it to be made available.
Learning a magitech spell requires ranks in Knowledge[Arcana] and Knowledge[Physical Sciences] equal to 3 x Spell Level.
Casting a magitech spell requires a Spellcraft check against DC (18 + 3 x Spell Level).

ELECTRIC CURRENTS
Field Specialty: Whenever you cast an [electricity] spell that deals damage, you may choose to cast it as a magitech spell instead. If cast successfully, the spell deals +50% damage.

Level 1:
EMP Burst - Emits a electromagnetic pulse to disrupt or disable electronics.

Level 2:
Virtual Short - Creates a short circuit to an unprotected circuit to overload it.
Energize - Charges a standard power cell instantly.

Level 3:
EMP Blast - Evokes a powerful wide-area electromagnetic pulse to disrupt or disable electronics.
Phase Disruption - Disrupts the power loads of phased electric circuits for a period of time.

Level 5:
Virtual Short, Mass - Creates short circuits to all unprotected circuits in an area to overload them.

Level 6:
EMP Storm - Evokes multiple wide-area electromagnetic pulses to disrupt or disable electronics.
Phase Disruption Field - Disrupts all power loads of phased electric circuits in an area for a period of time.



ELECTROMAGNETIC FIELDS
Field Specialty: Any illusion spell you choose to cast as a magitech spell that include sound, smell, and thermal components (e.g. Major Image, Mirage Arcana) also reflects radio and other low-frequency electromagnetic waves as if they were solid.

Level 1:
Electromagnetic Force - Generate sustained force to move heavy ferrous objects

Level 2:
Mass Driver - Accelerates ferrous objects with a sudden burst of force.

Level 3:
Jamming Field - Creates electromagnetic interference over a small area

Level 4:
Wave Absorption Field - Absorbs low-frequency electromagnetic waves over a small area

Level 5:
Mass Driver, Greater - Accelerates multiple ferrous objects with a powerful burst of force.

Level 6:
Wave Absorption Field, Greater - Absorbs low-frequency electromagnetic waves over a large area.



PLASMA
Field Specialty: Whenever you cast a [fire] or [electricity] spell that deals damage, you may cast it as a magitech plasmic spell. If cast successfully, the spell deals additional energy damage equal to its normal damage. Furthermore, any fire damage dealt is modified to searing-fire damage, which ignores natural fire resistance but deals half damage to natural fire immunity (functions normally against magical fire resistance, fire immunity, or those of the fire subtype)
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great


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