Open Grammarsalad opened 3 years ago
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(Conjuration/Summoning)
Upon uttering the bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack dice rolls by +1. The caster determines at what range (up to 30 feet)
A second use of this spell is to bless a single weapon wielded by the target creature. A blessed weapon counts as a +1 weapon for the purposes of determining what it can hit.
The bonuses granted by Bless increase by +1 at 5th level, and every 5 levels after that.
Multiple bless spells are not cumulative.
Revision Notes: This revision changes the bless spell in a couple of major ways. First, the bonus it grants increases by 1 per 5 levels of the caster. Second, it gives the caster the ability to use the spell to bless a single ally's weapon allowing it to strike creatures that can only be struck by magical weapons (counts as a +1 weapon at level 1, +1/five levels).
Duration: A separate modification changes the duration of the bless spell (default 1 turn). The player can change the duration as they see fit (see below)
Specific Additions variable names in b_bless.ini 1) Install Bless revision: Set bless_total to 1 (set to 1 by default) 2) Change Bless duration: Set bless_dur to desired number (set to 60, 1 turn, by default)
Notes: Compatibility notes
(Enchantment/Charm)
You give the subject a single command, which it obeys to the best of it's ability on its turn. You may select from the following options:
Revision Notes: Command is revised to allow the caster to issue multiple options to their enemies.
variable names in b_command.ini 1) Install Bless revision: Set command_total to 1 (set to 1 by default)
Notes: Compatibility notes
(Divination)
This spell instills the recipient with an insight into the heart of evil. For a full turn, they can recognize evil on sight.
Further, the target gains a +2 bonus to attack and damage against evil creatures, undead, or summoned creatures.
Revision Notes: Replacement for Detect Evil.
Specific Additions 1) replace detect evil with know evil: set d_evil_total to 1 (set to 1 by default)
Notes: Compatibility notes
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Armor (Revised)
(Abjuration)
By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield bonus. The Armor spell does not hinder movement, adds no weight or encumbrance, and doesn't prevent spellcasting. It lasts until successfully dispelled or until its duration expires. Multiple castings of this spell are not cumulative.
Chill Touch (Revised)
For the replacement spell (Spectral Hand), see the New Spells section. This section will just outline possible alterations of the spell itself (also see the cantrip section--even if you choose to replace Chill Touch with Spectral Hand, the Chill Touch spell can still reappear as a cantrip, and any modifications you make with this component will apply to the Cantrip version of the spell).
Chill Touch Patches: All revisions are patched into the existing spell (or chill touch item). I have as many as 4 different revisions for this spell. The first modification allows chill touch to affect undead creatures (either causing them to flee or holding them in place). The second modification gives Chill Touch a damage progression, meaning that it causes more damage as the character levels up. There are two options for this increase: one gives the spell an additional die of damage at levels 6, 12, and 18. The other increases damage like the vanilla burning hands spell (+2/level, to a max of +20). The final modification removes or modifies the save when chill touch has landed. You can choose to have the spell either deal 1/2 damage on a successful save, or not allow a save at all. Finally, there is the Consistent Damage patch. This spell has different effects in IWDEE compared to BG(2)EE, including how much damage it causes. In IWDEE, it causes d4 damage, and in BG(2)EE, it causes d8 damage. This component sets the amount of damage to a specific amount (default is d8, but you can set it to virtually any die size).
1st-Level Chill Touch Spell Description with all of the default changes
TO DO CONTINUE
For Reference
#### Text Alterations **Affect Undead**: If this patch is installed, the following will be added to the end of the spell description: _This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or held/flee for 2 Turns._ **Damage Progression**:Color Spray (Revised)
(Illusion/Phantasm)
Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from hand. 1d6 creatures within the area are affected in order of increasing distance from the wizard. All creatures in the area of effect that have 4 Hit Dice or less must make a successful Saving Throw or be rendered unconscious for 5 rounds.
Blind or unseeing creatures are not affected by the spell.
Find Familiar (Revised)
Identify (Revised)
(Divination)
When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The spell can identify 1 item of the target allied creature at 1st level, It can identify an additional item at 5th level, and every 5 levels after that (max 5 items at 20th level).
This spell requires the expenditure of 100gp, and it will not function if you do not have 100gp on hand_
Special thanks to Bubb for this spell. It wouldn't be possible without his sorcerery
Infravision
Shocking Grasp (Revised)
Jolt (New/Revised)
(Alteration)
Upon casting this spell, the caster generates a jolt of electricity in the body of a nearby enemy. The jolt causes 1d4 points of electrical damage (+1d4 at 3rd level, and every 2 levels after that--max 5d4 at level 9), and halves their speed for a crucial 6 seconds if they do not save vs. polymorph.
Sleep (Revised)
Note to self: see 5e version
Spook (Revised)
(Illusion/Phantasm)
A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the caster as someone or something inimical, which then appears to advance upon it in a threatening manner. Creatures of a lower level than the caster do not get a save, and flee from the caster for 3 rounds. Creatures of an equal or higher level than the caster are allowed a save. Affected creatures flee at maximum speed as far from the wizard as possible The creature suffers a Saving Throw penalty of -1 every 2 levels of the caster, up to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Undead are completely unaffected.
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Flame Arrow (Revised)
Hurled Flame Arrows Spell Description
Flame Arrow (Revised)
(Conjuration/Summoning)
This spell enables the caster to hurl fiery arrows at one or more of enemies. The caster can fire one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). gains a +4 bonus to this attack roll. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage.
The caster must throw all bolts in the round that they are created. Any bolts does not throw in the round are lost.
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Feeblemind (Revised)
Feral Feeblemind Spell Description
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