Grammarsalad / Spells_and_Magic

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New Spells Overview #26

Open Grammarsalad opened 3 years ago

Grammarsalad commented 3 years ago

Acid Fog

Blade of Chaos

Cantrip Contingency

Cantrip Mastery

Color

Commune with Nature

Compulsion

Confer

Create Arms and Armament

Enlarge

Faith Armor

Flaming Sphere

Fog Cloud

Gust of Wind

Pass Without Trace

Solid Fog

Grammarsalad commented 3 years ago

Notes

New Spells

Assassin's Lament (better name?) Creates an area where invisibility is dispelled for any creature moving into it (a repeating projectile)

Blade of Chaos As Faerie Sword but wild magic p338

Calm Animals p 95 ad&d 3e Charm/Unselect animals--they won't attack you, but you can't select or control them

Calm Emotions p 95 ad&d 3e

Cantrip Contingency 2nd Level As Contingency, but only with cantrips (level 1 cantrips only)

Cantrip Mastery 2nd level Store up to 3 cantrips in a sequencer (level 1 cantrips only) Name??

Color Permanently changes garment color (Cantrip or 1st level). P154.

Command Undead Turn as priest p157

Commune with Nature 1) Clear fog of war outdoors (as ad&d 3e p98)

Compulsion 5e p224 Can perform command 1x/round

Confer P163

Create Arms and Armament Level: 2 Casting time: 3 Creates non-magic items, weapons, shield, armor, for 8 hours. Weapons have no special bonuses, though they hit creatures as though a +1 weapon.

Create Food and Water Only if eating system is present

Crystalbrittle Golmes save or are destroyed. Otherwise, they take 10d6 damage, and have their ac reduced by 6, and can be hit by any weapon for duration.

Clone wizard resurrections p 97 ad&d 3e

Deeppockets creates 'Store' innate that can hold items

Demishadow Magic P228

Destruction ad&d 3e p105 Anti-resurrection spell

Detect Life Lev 1: Targets 'light up' if they have HP within certain range (announces that range) - Lev 1 or 2 Can replace know alignment

Devastate P243 -5 target, -2 luck

Drain Wand 1st level Drains wand of charges to recover spell slots

Dust Devil ad&d 3e p111 invisible stalker avatar w/buzzing insects animations

Eyebite ad&d 3e p115 Invoke different conditions 1x/round

Fear Aura p324

Feign Death p349 Unconsciousness, protection from all creatures, no action

Feign Undead p350

Fiendform p351

Fire Eyes p360 fire ag scorchers (but doing more dam)

Fire Seeds ad&d 3e p118 a druid melf's minute meteors

Forget p389 Targets forgets 1 random first level spell

Forest's Fiery Constrictor p 389 modified entangle anim

Fumble: Critical Miss modifier set to 10 (test!)

Gaseous Form p 394 ad&d 3e p121

Gaze Reflection ad&d 3e Reflect gaze attack projectiles

Greater Polymorph (alteration) Works as stone to flesh, flesh to stone, polymorph other and self 1x/round as special Can replace protection from petrification

Heal ad&d 3e p125 Make sure it heals all of those conditions

Heat Metal ad&d 3e p125

Heroes Feast ad&d 3e p125

Improved Armor Gives AC: 3 (as p465 invis mail)--iff SR is installed, improve as you level up

Iron Maiden Summon Helmed Horror p467

Lasting Breath p498 (immunity to cloud like spells (e.g. cloudkill)

Lightning Ring P518 As fire shield but lightning. Also can fire 8d6 lightning bolt 1x/round

Lightning Shield As fire shield but lightning P519

Plant Growth Mage version of Entanglement (party friendly) p671

Reincarnation Raise dead (but of random species)

Restore Mind Reverse of Feeblemind (restores other mind effects)

Same level as FM, wizard spell Seeming See above

Steal Enchantment See above

Tenser's Floating Disk (wiz eye anim). Doesn't fight, but carries items 8 hours p930

Grammarsalad commented 3 years ago

Bard spells

See Complete Adventurer, Song and Silence, and Complete Mage for a number of great spells See Chord of Shards, Ear-piercing scream, Echo (extend bardsong for the duration of spell), Songbird(maybe), and maybe others on pf1e srd

Allegro (New) [Bard]


(Enchantment/Charm)

When cast this spell, whenever you perform, you sing rapidly, speeding up your allies. As long as you play, your allies' speed is doubled, and they gain a +1 bonus to casting and weapon speed.

Specific Additions 1) variable names in b_spells_settings.ini

Notes:

//Inspired by the Pathfinder 2e spell of the same name

Animate Instrument (New) [Bard]


(Alteration)

With this spell, the bard animates an instrument. This instrument cannot attack, but it can play a standard bard song, allowing the bard to perform other actions. The instrument is hardened by the spell, with an AC of 3 and 30 hit points.

The spell ends if the instrument is destroyed.

Specific Additions 1) variable names in b_spells_settings.ini

Call of the Siren (New) [Bard]


(Enchantment/Charm)

You perform an alluring melody that entices your enemies to do as you command. For the duration, every round you perform, your enemies must save vs wand or be dominated by you.

Specific Additions 1) variable names in b_spells_settings.ini

Notes:

Chord of Shards (New) [Bard]


(Evocation)

You strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d8 +1d8/3 levels (max 6d8) points of piercing damage to all creatures caught in the area of effect. Creatures that save vs wands take 1/2 damage

Specific Additions 1) variable names in b_spells_settings.ini

//inspired by the pathfinder 1e spell of the same name

Dirge of Doom (New) [Bard]


(Enchantment/Charm)

You perform a frightening dirge that fills your enemies with dread. For the duration, your performance causes dread in all enemies such that they suffer -1 penalty to attack and damage rolls as well as a -1 penalty to moral.

Specific Additions 1) variable names in b_spells_settings.ini

Notes:

//Inspired by the Pathfinder 2e spell of the same name

Dissonant Whispers (New) [Bard]


(Enchantment/Charm)

You whisper a dissonant melody that only your target can hear, wracking them with terrible pain. That creature must save vs. spell or take 2d6 points of magic damage and collapses for 1 round, unable to anything but writhe in agony. If the creature makes their save vs. Spell, they only take half damage and do not collapse.

Deaf creatures are unaffected by this spell.

Specific Additions 1) variable names in b_spells_settings.ini

Notes:

//Inspired by the 5e spell of the same name

Ear-piercing scream (New) [Bard]


(Evocation)

You unleash a powerful scream, inaudible to all enemies within a 15-ft radius. They are stunned for 1 round and take 1d6 points of magic damage per level (max 10d6). A successful save vs wands negates the stun effect and halves the damage.

Deaf creatures take 1/2 damage (and can save for 1/4 damage) and cannot be stunned by this spell.

Specific Additions 1) variable names in b_spells_settings.ini

Use modified defensive harmony pro

//inspired by the pathfinder 1e spell of the same name

Echo (New) [Bard]


(Illusion/Phantasm)

You cause a your bardsong to echo for the duration of the spell, allowing you to perform other activities.

Specific Additions 1) variable names in b_spells_settings.ini

Notes:

//Inspired by the Pathfinder 1e spell of the same name

Harmonic Melody (New) [Bard]


(Enchantment/Charm)

Your sing a catchy tune while performing your bard song such that, even in the middle of battle, enemies find it impossible not to hum along. Enemy casters find it extremely difficult to concentrate and suffer a 30% spell failure chance.

Specific Additions 1) variable names in b_spells_settings.ini

Notes:

//Inspired by the 5e spell of the same name

Inspire Courage (New) [Bard]


(Enchantment/Charm)

You perform a hearty tune that inspires your allies and protects them from strong emotions. All allies are immune to fear and other emotional effects for as long as you play. In addition, any allies under such an effect can make a save each round you play in order to rid themselves of fear or other strong emotion.

Specific Additions 1) variable names in b_spells_settings.ini

Notes:

//Inspired by the Pathfinder 2e spell of the same name

Soothing Ballad (New) [Bard]


(Enchantment/Charm)

You draw upon your muse to soothe your allies. Every round you perform, they recover 2d8 hit points of damage. In addition, they are protected from paralysis and fear effects.

Specific Additions 1) variable names in b_spells_settings.ini

Notes:

//Inspired by the Pathfinder 2e spell of the same name

Silence (as cleric spell)

Grammarsalad commented 3 years ago

Illusion: Like a summon, but with more powerful cre but that does (mostly) non-lethal dam and low HP More 'real' illusions at higher levels

1) Illusions at a given level are 'stronger' than would be expected for that level. I think you said this somewhere Subtledoctor, but they should be about equal to a summon spell that is two levels higher.

2) Summoned creatures are 'dispelled' by certain divination magics. I think that the specifics should vary based on the spell, but True Seeing should dispel all creatures summoned by 6th level and below illusionists, and get to save each round or be dispelled (or, maybe reverse it, and allow the caster to dispel them if they save).

3) I think that 'disbelief' should be handled based on the spell level. Illusions become more complex at higher levels, and presumably this makes them more difficult to disbelieve. Further, many shadow versions actually gain a semblance of reality from 'shadowstuff' or whatever. As such, it should be relatively easy to disbelieve a 1st level phantasmal force, and increasingly difficult to disbelieve a higher level pf.

My thinking on low level PF is to give them 1hp. Basically, you swing your sword at them, it passes through without reaction from the creature, and so you and your friends automatically disbelieve it. Additionally, they can be disbelieved when attacked as below (perhaps even with a bonus to the 324 save).

Higher level illusory creatures can be disbelieved when attacked. I was thinking of something like this:

Spell A: destroys the illusory creatures created from a particular illusion spell. Spell B: protects the illusory creature from Spell A. These illusory creatures all have SpellB applied to them on creation, and perhaps at each new round. Spell C: Removes Spell B from all illusions from a particular spell in the area Spell D: Effect 1: 324 protecting against Spell D, but with a save vs. spell to avoid. Effect 2: 146 that casts spell C. Spell E: Casts spell A after a 1 second delay at self.

Illusory creatures have 2 Cast Spell on Condition spells that are triggered when they are attacked.

Condition 1: Target 'nearest enemy' spell 1: Casts Spell D.

Condition 2: Casts Spell E at self

Basically, if a creature is attacked, it will destroy itself if its nearest enemy saves vs. spell (they will see that it is not reacting right to the attack, and will disbelieve the spell). Higher level illusions will be more difficult to disbelieve, and the 324 effect will have a penalty to its save.

Okay. I really like that idea for Phantasmal Killer, the actual spell, which summons a 'horrifying illusion that can kill the target outright'. As such, the creature should have a death effect on hit that kills the target if they don't save, causing fear if they do save, and then dispelling itself. The PK is supposed to be impervious to attacks, and you can only disbelieve it once, but at 4th level, I think it's reasonable to allow a save each round. The Invisible Stalker 'animation' is perfect, as nobody knows what the PK looks like except the victim, and for them its pretty horrifying to describe.

You could protect other PKs if you make the area of the dispel small enough (the creature should be too fast--like super fast--to run away from--it's supposed to be inescapable as it is only in the targets mind, so it'll always be close by). Maybe reapply the immunity every round or so...IDK.

From Subtledr:

"This spell summons a monstrous creature next to the target. The creature is tagged with a spellstate ("phantasm"). Every round for 1 turn, a spell is cast area-wide which destroys creatures with that spellstate. These spells are cast on a 2-second delay. Meanwhile, every round, the target must make a saving throw. On a failed save an area-wide effect (with no delay) provides immunity against the "destroy all phantasms" spell.

End result: the phantasmal creature keeps attacking until the target makes a saving throw. Probably the target should be immune to the spell for 24 hours after being affected by it.

Possible downside: if you cast this on two enemies, then both phantasmal creatures would be destroyed if/when either of the targets makes a save. This could be seen as a feature or a bug. If a bug, then you could probably create an elaborate way to cycle through different spellstates or stat values to allow consecutive castings operate independently."

Grammarsalad commented 3 years ago

Note to self: Spell gaps No enchantment spells higher than level 5

Grammarsalad commented 3 years ago

Polymorph Any Object: Add more options: e.g. change enemies into useful objects like potions, etc

Remove Mass Dominate

Assassin's Lament (better name?) Creates an area where invisibility is dispelled for any creature moving into it (a repeating projectile)

Blade of Chaos As Faerie Sword but wild magic p338

Command Undead Turn as priest p157

Confer P163

Deeppockets (Alteration, Enchantment) Range: Touch Components: V, S, M Duration: 12 hrs. + 1 hr./level Casting Time: 1 turn Area of Effect: 1 garment Saving Throw: None This spell enables the wizard to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high-quality material (at least 50 gp value) is fashioned so as to contain numerous hand-sized pockets. One dozen is the minimum number. The deeppockets spell then enables these pockets to hold a total of 100 pounds (5 cubic feet in volume) as if it were only 10 pounds of weight. Furthermore, there are no discernible bulges where the special pockets are. At the time of casting, the caster can instead choose to have 10 pockets each holding 10 pounds (1⁄2 cubic foot volume each). If the robe or like garment is sewn with 100 or more pockets (200 gp minimum cost), 100 pockets can be created to contain one pound of weight and 1⁄6 cubic foot volume each. Each special pocket is actually an extradimensional holding space. If the spell duration expires while there is material within the enchanted pockets, or if a successful dispel magic is cast upon the enchanted garment, all the material suddenly appears around the wearer and immediately falls to the ground. The caster can also cause all the pockets to empty with a single command. In addition to the garment, which is reusable, the material components of this spell are a tiny golden needle and a strip of fine cloth given a half-twist and fastened at the ends.

Demishadow Magic P228

Devastate P243 -5 target, -2 luck

Fear Aura p324

Feign Death p349 Unconsciousness, protection from all creatures, no action

Feign Undead p350

Fiendform p351

Fire Eyes p360 fire ag scorchers (but doing more dam)

Forget p389 Targets forgets 1 random first level spell

Forest's Fiery Constrictor p 389 modified entangle anim

Fumble: Critical Miss modifier set to 10 (test!)

Gaseous Form p 394

Greater Polymorph (alteration) Works as stone to flesh, flesh to stone, polymorph other and self 1x/round as special

Improved Armor Gives AC: 3 (as p465 invis mail)--iff SR is installed, improve as you level up

Iron Maiden Summon Helmed Horror p467

Lasting Breath p498 (immunity to cloud like spells (e.g. cloudkill)

Lightning Ring P518 As fire shield but lightning. Also can fire 8d6 lightning bolt 1x/round

Lightning Shield As fire shield but lightning P519

Plant Growth Mage version of Entanglement (party friendly) p671

Reincarnation Raise dead (but of random species)

Seeming See above

Steal Enchantment See above

Tenser's Floating Disk (wiz eye anim). Doesn't fight, but carries items 8 hours p930

Candidate 1st level spells

Bleed
(Necromancy)

Level: 1 Range: 10’ Duration: Special Casting time: 1 Saving Throw: Special

Creature suffers 1d6 slash damage, and saves or takes damage each round/lev (max 5 rounds).

Color Permanently changes garment color (Cantrip or 1st level). P154.

Drain Wand 1st level Drains wand of charges to recover spell slots

Comprehend Languages (Alteration)

Level: 1
Range: 0
Casting Time: 1
Duration: 1 turn
Area of Effect: The Caster
Effect: Dialog options (can cast in dialog)

Detect Life Lev 1: Targets 'light up' if they have HP within certain range (announces that range) - Lev 1 or 2 Can replace know alignment

Irritation
(Alteration)

Level: 1
Range: ?
Casting time: 2
Area of Effect: 1-4 creatures (as hold person, say)
Saving Throw: None

Affected creatures suffer a -2 penalty to AC, and suffer spell failure of 10%. P469 An irritation spell affects the epidermis of the subject creatures. Creatures with very thick or insensitive skins (such as buffalo, elephants, scaled creatures, etc.) are basically unaffected. There are two versions of the spell, either of which can be cast from the standard preparation:

Itching. When cast, this causes each subject to feel an instant itching sensation on some portion of its body. If one round is not immediately spent scratching the irritated area, the creature is so affected that the next three rounds are spent squirming and twisting, effectively worsening its Armor Class by 4 and its attack rolls by 2 during this time. Spell preparations are ruined in the first round this spell is in effect, but not in the following three rounds. Doing nothing but scratching the itch for a full round prevents the rest of the effect. If cast at one creature, the saving throw has a -3 penalty; if cast at two creatures, the saving throw has a -1 penalty; and if cast at three or four creatures, the saving throw is normal.

Rash. When a rash is cast, the subject notices nothing for 1d4 rounds, but thereafter its entire skin breaks out in red welts that itch. The rash persists until either a cure disease or dispel magic spell is cast upon it. It lowers Charisma by 1 point per day for each of four days (i.e., maximum Charisma loss is 4 points). After one week, Dexterity is lowered by 1 point also. Symptoms vanish immediately upon the removal of the rash, and all statistics return to normal. This can be cast at one creature only, with a saving throw penalty of -2

Last Word
(Alteration)

Level: 1
Range: 60 ft. Casting time: 1
Area of Effect: 1 creature
Saving Throw: Neg

Affected creatures must save vs. spell or be silenced for 1 round/lev (max 10 rounds)

1 round as cantrip, otherwise 1 turn duration. Save neg

Mending (Alteration)

Meh: 1st level Repairs broken items (will only be useful in BG1 unless item repair stuff is in. See about expanding the idea)

Protection from Cantrips (Abjuration)

Push
(Evocation)

Level: 1
Range: 60 ft.
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 Target
Saving Throw: Special

Upon casting this spell, the mage causes an invisible force to strike against whatever creature is pointing at. The target creature is pushed 20 ft. away from the caster and must save vs. breath to avoid falling down for 1 round.

Huge (and larger) creatures are immune to this spell.

Protection from Cantrips
(Abjuration)

Level: 1 Range: Touch
Duration: 5 hours Casting Time: 9
Area of Effect: Creature Touched
Saving Throw: None

By casting this spell, the wizard receives immunity to the effects of cantrips cast by other wizards, apprentices, or creatures that use the cantrip spell. The spell protects the caster, or one item or person that he touches (such as a spell book or a drawer containing spell components).

Transcription
(Divination)

Level: 1
Range: 0
Duration: 8 hours
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

With this spell, the caster gains sudden insight allowing to transcribe a spell that currently has prepared to a temporary script that can be used by anybody to cast that spell. When Transcription is cast, the caster selects from among the spells that currently has memorized, excepting Transcription, sequencers, contingencies, and the identify spell. That spell is then removed from memory, and implanted in the script that appears in inventory. can then use the script self or give it to one of allies (there are no restrictions on use--all that is required is that the user speak a trigger word that can be easily memorized). The script functions much like a read scroll, except that the spell is cast at the lowest possible level required to cast it, and the script dissolves if not used within 8 hours.

Note that Transcription cannot be cast in the presence of enemies.

Notes: 1st Level Cantrips: This spell is converted to an Second Level Spell unchanged if 1st level cantrips is installed.

Summon Critter 1st level/cantrip Summons a small non-offensive animal that can hide (and spy in conjunction with animal eyes spell--maybe give that spell to wizards.

Candidate 2nd level spells

Cantrip Contingency 2nd Level As Contingency, but only with cantrips (level 1 cantrips only)

Cantrip Mastery 2nd level Store up to 3 cantrips in a sequencer (level 1 cantrips only)

Improved Phantasmal Force (New)
(Illusion)

Level: 2 more 'real' phantasmal force See second post

Moment (New)
(Divination)

Level: 2 Decent bonus to some action

Protection from Paralysis (New)
(Abjuration)

Level: 2 Range: Touch Casting time: 7 Duration: 1 hour Area of Effect: 1 Creature Saving Throw: None

Touched creature is immune to hold and paralysis spells for 1 hour

Ward Against Undead (New)
(Abjuration) Protection from Creature that is dispelled if the recipient attacks any creature (via contingency).

Candidate 3rd level spells

Blinding Flash (New)
(Evocation)

Level: 3
Range: 30 ft.
Casting time: 3
Area of Effect: 20’ radius
Saving Throw: Special

All enemies in area blinded for 1 round (no save). Further, all enemies must save vs. spell, or be blinded for an additional 1 round, +1 per 3 levels (max 8 rounds at 18th level) (p378) Blind immune

NAME? Level: 3
Casting time: 3
Creates non-magic items, weapons, shield, armor, for 8 hours. Weapons have no special bonuses, though they hit creatures as though a +1 weapon.

Pain Touch (New)
(Alteration) Level: 3 About equal to Loviatar touch

Spectral Force (New)
(Illusion/Phantasm)

Level: 3 Range: Casting time: Duration: Effect: Even Better illusion

Extra good phantasmal force

Candidate 4th level spells

Absorb Wounds (New)
(necromancy)

Level: 4 Range: Touch Casting Time: 9 Duration: Instantaneous Area of Effect: 1 creature Transfers 2 hit points of damage per level from the recipient to the caster. Caster cannot die from this spell (min hit point 1 just in case). (p308)

Electric Arc (New; 2e pnp)
(Evocation)

Level: 4
Range: Visual Range of Caster
Casting Time: 4
Duration: Instantaneous
Area of Effect: Special
Save: 1/2

This spell causes one or more small flashes of lightning to erupt from the caster's fingertips and strike one or more opponent. The caster targets one enemy with this spell, and the spell hits up to 3 additional nearby enemies. Each arc inflicts 2d6 points of damage, +10 points of electrical damage. A saving thrwo vs. spell reduces damage by one half.

(p 593 wiz spells-M.'s e arc)

Elude Blow (New)
(Abjuration)

Level: 4
Range: 20 ft.
Casting Time: 1
Duration: 1 round
Area of Effect: 20’ rad
Save: Spell

All enemy creatures in the area suffer a -20 to melee THAC0 if they fail their save vs. spell. (p 305 wiz)

Fumble (New)
(Enchantment)

Level: 4
Range: 30 ft.
Casting Time: 4
Target: 1 Creature
Duration: 1 Round/level
Save: Special

Enemy becomes clumsy, immediately falling down for one round, taking 1d4 blunt damage. Each round, they must save vs. spell or fall again, again taking damage. Additionally, the creature is affected as though under a slow spell (no save).

Phantasmal Killer (New)
(Illusion)

Level: 4 (See second post)

Wall of Fire (New)
(Evocation)

Level: 4
Range: Visual range of Caster
Casting Time: 4
Target: 1 Creature
Duration: 1 Round/level
Save: Special

The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color—violet or reddish blue. The spell creates either an opaque sheet of flame up to [SAME AS ORIG SPL].

Passing through the Wall of Fire does... Tenser's master of Arms p931 gives target Specialization w/weapon (no affect if already spec or better)

Candidate 5th level spells

Advanced Illusion (New)
(Illusion/Phantasm)

Level: 5
Range:
Cast time:
Duration:
Area of Effect:
Save:

(Even More better illusory monsters)

Fear Aura (New)
(Necromancy)

Level: 5
Range: 0
Cast time: 5
Duration: 2 rounds/level
Area of Effect:
Save:

(Casts cloak of fear each round on caster for duration)

Feign Undeath (New)
(Necromancy)

Level: 5
Range:
Casting time: 5
Duration: 1 turn
Area of Effect:
Save:

(Touched creature gains prot vs. undead, immune to energy drain, paralysis, poison, pain effects, fear, emotion effects. (p350))

Steal Life (New)
(Necromancy)

Level: 5
Range: 10 ft.
Casting time: 1
Duration:
Area of Effect:
Save:

(Effect steals hp from target cre, equal to 1d6/lev (can go over current hp by 1/lev for one hour) p511)

Telekinesis (New)
(Alteration)

Level: 5
Range: Visual Range of Caster
Casting time: 1
Duration: 1 or 5 rounds (see below) Area of Effect:
Save: Special

This spell exerts an unseen force against a single creature, pushing any creature of less than huge size away from the caster for 5 rounds at 10' per round.

Huge creatures are pushed back 10' and and are only affected for 1 round. Such creatures do not risk being knocked prone.

Affected creatures take 1d6 crushing damage each round they are affected.

Telekinesis Level: 5 Components: V, S Range: 10 yds./level AoE: 10 yds./level Save: Neg. Casting Time : 5 Duration: Special By means of this spell, the wizard is able to move objects by concentrating on moving them mentally. The spell can provide either a gentle, sustained force or a single short, violent thrust. A sustained force enables the wizard to move a weight of up to 25 pounds a distance up to 20 feet per round. The spell lasts two rounds, plus one round per caster level. The weight can be moved vertically, horizontally, or both. An object moved beyond the caster's range falls or stops. If the caster ceases concentration for any reason, the object falls or stops. The object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated and so on, if the force required is within the weight limitation. The caster might even be able to untie simple knots, at the discretion of the DM. Alternatively, the spell energy can be expended in a single round. The caster can hurl one or more objects within range, and within a 10-foot cube, directly away from himself at high speed, to a distance of up to 10 feet per caster level. This is subject to a maximum weight of 25 pounds per caster level. Damage caused by hurled objects is decided by the DM, but cannot exceed 1 point of damage per caster level. Opponents who fall within the weight capacity of the spell can be hurled, but they are allowed a saving throw vs. spell to avoid the effect. Furthermore, those able to employ as simple a counter-measure as an enlarge spell, for example (thus making the body weight go over the maximum spell limit), can easily counter the spell. The various Bigby's hand spells also counter this spell.

Restore Mind

Reverse of Feeblemind (restores other mind effects)

Same level as FM, wizard spell

Candidate 6th level spells

Animate Instrument
Bard Only, 'summons' magic instrument that plays basic bard song for duration

Mass Suggestion Level: 6 Components: V, M Range: 30 yds. AoE: 1 creature/level Save: Neg. Casting Time : 6 Duration: 4 turns + 4 turns/level The mass suggestion spell enables the wizard to influence the actions of one or more chosen creatures in the same way as the suggestion spell. Up to one creature per experience level of the caster can be influenced, provided that all subject creatures are within the 30-yard range. Undead are not subject to this spell. The suggestion must be reasonably worded and understood by the creatures, and must be the same for all hearing it. Creatures successfully saving vs. spell are unaffected. Saving throws against the spell suffer a penalty of -1, and if a single creature is to be affected, its saving throw suffers a - 4 penalty. Note that a very reasonable mass suggestion can cause the saving throw to be made with an additional penalty (such as -1, -2, etc.), at the discretion of your DM. A mass suggestion can continue in effect for a considerable duration, at the DM's discretion. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed. The material components of this spell are a snake's tongue and either a bit of honeycomb or a drop of sweet oil.

Fiery Constrictor (New)
(Conjuration)

Level: 6 Range:
Casting Time:
Duration:
Area of Effect:
Save:

(Conjures a stream of fire that constricts, hinders and burns the target like a flaming python)

Mordenkainen's Lucubration (New; 2e PnP)
(Alteration)

Level: 6
Range:
Casting Time:
Duration:
Area of Effect:
Save:

(As Wonderous Recall (levels 1-5))

Candidate 7th level spells

Chaos Blade (New)
(evocation) (Wild)

Level: 7 Casting time: 6 Duration: 1 turn Creates a special magical blade in casters hands. Does 5d4 magic damage, is +4 to hit, and creatures hit are affected by a wild surge.

Delayed Blast Fireball (New)
(Evocation)

Level: 7
Range: Special Casting time: 7
Duration: Special
Saving Throw: 1/2

This spell creates a fireball, with a +1 bonus to each of its dice of damage, which releases its blast anytime from instantly to up to 1 turn later, according to the command given by the wizard. The wizard has such control over this spell that can make it avoid allies.

In other respects, this spell is identical to the 3rd level Fireball spell.

(Summons a creature that is invulnerable. When commanded to attack, it shoots a detonating arrow at target and destroys itself. The itself is projectile is party friendly)

Guardian Mantle (New)
(Abjuration)

Level: 7
Range: 0
Casting time: 7
Duration: 1 turn
Enemies in melee must save vs. spell -4 or be unable to make attacks for 1 round. (investigate with contingency creation and/or fire shield). P417

Love (New)
(Enchantment)

Level: 7 As dominate person, but cre will follow the caster anywhere. Only one creature at a time. Investigate P526

Candidate 8th level spells

Exchange Wounds (New)
(Necromancy)

Level: 8 Range: 10 ft.
Casting Time:
Duration:
Area of Effect:
Save:

(Exchange wounds from caster to recipient. Unnatural immune.)

Symbol, Discord (New)
(School)

Level:
Sphere:
Range:
Casting Time:
Duration:
Area of Effect:
Save:

(As other symbol spells, but causes berserk effect--or confusion effect. )

Candidate 9th level spells

Algarth's Embattlement 9th lev spell store 3, 2 spell sequencers of 8th lev or lower. P31-32

Crystalbrittle
(alteration)

Dweomerdoom (New; 2e PnP)
(Abjuration)

Level: 9
Range:
Casting Time: 2
Duration:
Area of Effect:
Save:

P481

(Drains spells to replenish spells of caster)

Foresight (divination) Target: touch No backstab, +4 attacks and saves

Executioner's Eyes (divination)

Mordenkainen's Disjunction (enchantment) Drains magic wands, recharges spells? Also acts like a dispel magic?

Mass Dominate (enchantment)

Note to self Re Bigby's Dexterous Digits

I only seem to be able to make a cre that can pick pockets, stealth and detect traps. Could rig something to work with the knock spell, but can only do disable traps via script.

Edit: Well, if I can make BDD work something like Find Familiar... Edit2: Works better with EEex. Can target traps Also see about EET. Might work better (at all) in that engine.

Otto's Irresistible Dance Level: 8 Components: V Range: Touch AoE: Creature touched Save: None Casting Time : 5 Duration: 1d4+1 rounds When an Otto's irresistible dance spell is placed upon a creature, the spell causes the recipient to begin dancing, complete with feet shuffling and tapping. This dance makes it impossible for the victim to do anything other than caper and prance; this cavorting worsens the Armor Class of the creature by -4, makes saving throws impossible except on a roll of 20, and negates any consideration of a shield. Note that the creature must betouched, as if melee combat were taking place and the spellcaster were striking to do damage.

No touch, less than x up, no save and can affect multiple creatures

Antipathy-Sympathy Level: 8 Components: V, S, M Range: 30 yds. AoE: 10-ft. cube or one item Save: Special Casting Time : 1 hr. Duration: 2 hrs./level This spell allows the wizard to set certain vibrations to emanate from an object or location that tend to either repel or attract a specific type of intelligent creature or characters of a particular alignment. The wizard must decide which effect is desired with regard to what creature type or alignment before beginning the spellcasting, for the components of each application differ. The spell cannot be cast upon living creatures. Antipathy: This spell causes the affected creature or alignment type to feel an overpowering urge to leave the area or to not touch the affected item. If a saving throw vs. spell is successful, the creature can stay in the area or touch the item, but the creature will feel very uncomfortable, and a persistent itching will cause it to suffer the loss of 1 point of Dexterity per round (for the spell's duration), subject to a maximum loss of 4 points and a minimum Dexterity of 3. Failure to save vs. spell forces the being to abandon the area or item, shunning it permanently and never willingly returning to it until the spell is removed or expires. The material component for this application of the spell is a lump of alum soaked in vinegar. Sympathy: By casting the sympathy application of the spell, the wizard can cause a particular type of creature or alignment of character to feel elated and pleased to be in an area or touching or possessing an object or item. The desire to stay in the area or touch the object is overpowering. Unless a saving throw vs. spell is successfully rolled, the creature or character will stay or refuse to release the object. If the saving throw is successful, the creature or character is released from the enchantment, but a subsequent saving throw must be made 1d6 turns later. If this saving throw fails, the affected creature will return to the area or object. The material components of this spell are 1,000 gp worth of crushed pearls and a drop of honey. Note that the particular type of creature to be affected must be named specifically--for example, red dragons, hill giants, wererats, lammasu, catoblepas, vampires, etc. Likewise, the specific alignment must be named--for example, chaotic evil, chaotic good, lawful neutral, true neutral, etc. If this spell is cast upon an area, a 10-foot cube can be enchanted for each experience level of the caster. If an object or item is enchanted, only that single thing can be enchanted; affected creatures or characters save vs. spell with a -2 penalty.

Mass Suggestion Level: 6 Components: V, M Range: 30 yds. AoE: 1 creature/level Save: Neg. Casting Time : 6 Duration: 4 turns + 4 turns/level The mass suggestion spell enables the wizard to influence the actions of one or more chosen creatures in the same way as the suggestion spell. Up to one creature per experience level of the caster can be influenced, provided that all subject creatures are within the 30-yard range. Undead are not subject to this spell. The suggestion must be reasonably worded and understood by the creatures, and must be the same for all hearing it. Creatures successfully saving vs. spell are unaffected. Saving throws against the spell suffer a penalty of -1, and if a single creature is to be affected, its saving throw suffers a - 4 penalty. Note that a very reasonable mass suggestion can cause the saving throw to be made with an additional penalty (such as -1, -2, etc.), at the discretion of your DM. A mass suggestion can continue in effect for a considerable duration, at the DM's discretion. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed. The material components of this spell are a snake's tongue and either a bit of honeycomb or a drop of sweet oil.

Grammarsalad commented 3 years ago

Calm Emotions Ad&d 3e ph page95

Grammarsalad commented 3 years ago

New Spells

Assassin's Lament (better name?) Creates an area where invisibility is dispelled for any creature moving into it (a repeating projectile)

Blade of Chaos As Faerie Sword but wild magic p338

Calm Animals p 95 ad&d 3e Charm/Unselect animals--they won't attack you, but you can't select or control them

Calm Emotions p 95 ad&d 3e

Cantrip Contingency 2nd Level As Contingency, but only with cantrips (level 1 cantrips only)

Cantrip Mastery 2nd level Store up to 3 cantrips in a sequencer (level 1 cantrips only) Name??

Color Permanently changes garment color (Cantrip or 1st level). P154.

Command Undead Turn as priest p157

Commune with Nature 1) Clear fog of war outdoors (as ad&d 3e p98)

Compulsion 5e p224 Can perform command 1x/round

Confer P163

Create Arms and Armament Level: 2 Casting time: 3 Creates non-magic items, weapons, shield, armor, for 8 hours. Weapons have no special bonuses, though they hit creatures as though a +1 weapon.

Create Food and Water Only if eating system is present

Crystalbrittle Golmes save or are destroyed. Otherwise, they take 10d6 damage, and have their ac reduced by 6, and can be hit by any weapon for duration.

Clone wizard resurrections p 97 ad&d 3e

Deeppockets creates 'Store' innate that can hold items

Demishadow Magic P228

Destruction ad&d 3e p105 Anti-resurrection spell

Detect Life Lev 1: Targets 'light up' if they have HP within certain range (announces that range) - Lev 1 or 2 Can replace know alignment

Devastate P243 -5 target, -2 luck

Drain Wand 1st level Drains wand of charges to recover spell slots

Dust Devil ad&d 3e p111 invisible stalker avatar w/buzzing insects animations

Eyebite ad&d 3e p115 Invoke different conditions 1x/round

Fear Aura p324

Feign Death p349 Unconsciousness, protection from all creatures, no action

Feign Undead p350

Fiendform p351

Fire Eyes p360 fire ag scorchers (but doing more dam)

Fire Seeds ad&d 3e p118 a druid melf's minute meteors

Forget p389 Targets forgets 1 random first level spell

Forest's Fiery Constrictor p 389 modified entangle anim

Fumble: Critical Miss modifier set to 10 (test!)

Gaseous Form p 394 ad&d 3e p121

Gaze Reflection ad&d 3e Reflect gaze attack projectiles

Greater Polymorph (alteration) Works as stone to flesh, flesh to stone, polymorph other and self 1x/round as special Can replace protection from petrification

Heal ad&d 3e p125 Make sure it heals all of those conditions

Heat Metal ad&d 3e p125

Heroes Feast ad&d 3e p125

Improved Armor Gives AC: 3 (as p465 invis mail)--iff SR is installed, improve as you level up

Iron Maiden Summon Helmed Horror p467

Lasting Breath p498 (immunity to cloud like spells (e.g. cloudkill)

Lightning Ring P518 As fire shield but lightning. Also can fire 8d6 lightning bolt 1x/round

Lightning Shield As fire shield but lightning P519

Plant Growth Mage version of Entanglement (party friendly) p671

Reincarnation Raise dead (but of random species)

Restore Mind Reverse of Feeblemind (restores other mind effects)

Same level as FM, wizard spell Seeming See above

Steal Enchantment See above

Tenser's Floating Disk (wiz eye anim). Doesn't fight, but carries items 8 hours p930

Grammarsalad commented 3 years ago

Guardian (New)
Level: 1
Sphere:
+x to saves to one character 1 min/level(?)

Stalk (New)
(?)

Level: 1
Sphere: Animal

+20% hide, backstab (ranger only?)

Ancestor Knowledge (New)
(Divination)

Level: 2
Sphere:

Gain proficiency, perhaps allowing specialization (etc.)

Blinding Ray (New)
(Evocation)

Level: 2
Sphere: Sun

Ray (as scorcher) that blinds targets and damages undead https://www.d20pfsrd.com/magic/all-spells/b/blinding-ray

Compassion (New)
(Enchantment/Charm)

Level: 2
Sphere: Charm

Target opponent heals or otherwise helps enemy if able (Requires EET) https://www.d20pfsrd.com/magic/all-spells/c/compassionate-ally

Divine Symbol (New)
(Conjuration) Sphere: Creation

This spell brings into being a holy symbol of the caster's deity. This symbol strengthens connection to deity, granting a +1 bonus to turning levels. The symbol lasts for 1 turn, +1 turn per 3 levels possesses.

Forced March (New)
(Transmutation)

Level: 2
Sphere: Combat

All allies move at 1.5x their normal rate for the duration (look into shortening travelduration)

Minor Creation
(Conjuration/Summoning)

Level: 2
Sphere: Creation
Range: 0
Duration: 1 day
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None

This spell allows the caster to conjure non-magical weapons, armor and items. This spell allows the priest to conjure up to 10 lbs of material per 3 levels (max 50 lbs at level 13). Each item counts as weighing a minimum of 1 lb.

These items last for 1 day before vanishing.

Stalk (New; 2e pnp)
(Alteration)

Level: 2
Sphere: Traveler Range: Touch
Duration: 1 Turn (+1 round/level)
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

This spell makes the affected creature nearly invisible in natural settings (99% undetectable visually, if hiding in shadows). Additionally, this spell instills an instinct to hide, so to speak, and the target will instinctively hide in shadows each round if they are not doing anything else. Additionally, the target can backstab for double damage (or for an additional multiplier if the target can already backstab).

Notes:
1st level cantrips: This spell is effectively replaced by Camouflage if 1st level cantrips is installed.

Steal Breath (New; 2e pnp)
(Alteration)

Level: 2
Sphere: Elemental Air
Range: Visual Range of Caster
Duration: 3 rounds Casting Time: 1
Area of Effect: 1 Creature Saving Throw: Special

This spell forces the air out of an opponent's lungs. Non-breathing creatures are unaffected by this spell, but any other creature takes 1d4 points of non-lethal damage. In addition, if they fail a save vs. spell, they lose one round of actions, and suffers a -3 penalty to weapon and casting speed for the next three rounds.

Notes:

Thunderstomp (New)
(Evocation)

Level: 2
Sphere:

Surrounding creatures knocked down

Agonizing Rebuke (New)
(Enchantment)

Level: 3
Sphere: Thought Range:
Casting Time:
Duration:
Area of Effect:
Save:

(Creatures that attack you are tormented by voices screaming in their head if they fail save (does non lethal dam and imposes -2 to hit))

https://www.d20pfsrd.com/magic/all-spells/a/agonizing-rebuke

Delay Death (New)
(Abjuration)

Level: 3 Sphere: Necromantic Casting Time: 1 Duration:
Area of Effect:
Save:

(Minhp 1 for 1 round/5 lev)

Detect Ambush (New; 2e PnP)
(Divination)

Level:
Sphere:
Range:
Casting Time:
Duration:
Area of Effect:
Save:

(p. 195 immunity to backstab. etc.)

Thorn Body (New)
(School)

Level:
Sphere:
Range:
Casting Time:
Duration:
Area of Effect:
Save:

Druid/Ranger only

Special thanks to GwendolyneFreddy/Gwendolyne for the animations to make this workable!

Sticks to Snakes (New; 2e pnp)
(Alteration)

Level: 4
Sphere: (Creation or Plant) Range: Visual Range of Caster
Duration: 2 rnds./level
Casting Time: 7
Area of Effect: 1 stick/level
Saving Throw: None

This spell changes 1 stick per level into snakes. These snakes attack as commanded by the priest. This spell can only be cast in a wilderness area, where sticks are plentiful.

SNAKE STATS:REVISE typical 2hd, AC6, Move 9, constricts or bite 1 point +poison

(ANIMATIONS???)

Notes:

Clear Path
(Alteration)

Level: 5
Sphere: Travelers
Range: 0
Casting Time: 5
Duration: 1 Round/level
Area of Effect: Special
Saving Throw: None

This spell clears the area of impediments that inhibit or block movement, or hazards that make areas untraversable. The spell continuously clears the immediate area automatically once per round for the duration of the spell. This spell removes Web, Entangle, Cloudkill, Stinking Cloud, Grease, Glyph of Warding, Summon Insects, Spike Growth, Thief Traps, Cloud of Pestilence, Insect Plague, Spike Stones, Skull Trap,

Notes:
Faiths and Powers: This spell is in the Exploration Sphere if Faiths and Powers is installed.

Foresight
(Divination)

Level: 5
Sphere: Divination
Range: Touch
Casting Time: 4
Duration: 1 Turn
Area of Effect: Creature Touched
Saving Throw: None

Upon casting this spell, the caster is able to grant the touched creature insight into their future, allowing them to choose between alternatives to arrive at a more ideal result. The creature touched gains an effective -4 to AC, and +4 attack rolls for the duration. If the target possesses any thief skills, they gain a +10% bonus to them as well.

Notes:
Faiths and Powers: This spell is in the Knowledge Sphere if Faiths and Powers is installed.

Vesting (New; 2e PnP)
(Conjuration)

Level: 5
Sphere: Creation Range: 0 ft. Casting Time: 9 Duration: Special
Area of Effect: The Caster
Save: None

(Creates a magical cleric wand or a number of potions (which last 8 hours or until used).)

Heroes' feast (New; 2e PnP)
(Conjuration)

Level: 6
Sphere: Creation
Range: 0 ft. Casting Time: 9 Duration: Special
Area of Effect: The Caster
Save: None

This spell enables the priest to bring forth a great feast that serves up to 6 creatures. The spell creates 6 magnificent meals, which last for one full hour. Those partaking of the feast gain the following bonuses:

No creature can benefit from more than one 'helping' of heroes' feast.

Animate Object (New; 2e PnP)
(Conjuration)

Level: 7
Sphere: Creation
Range: Casting Time: Duration:
Area of Effect:
Save:

(Creates a mordy like hammer to fight for you)

Lesser emotion type spell

Emotion Control Level: 3 Components: V, S, M Range: 10 yards AoE: One creature/5 levels of the caster within a 20' cube Save: Special Casting Time : 5 Duration: 1 round/level This spell can be cast in one of two ways: in a manner that affects the priest, or in a manner that affects a subject other than the priest. The first method affects only the priest and allows him to shield his true emotions from magical examination. Thus, it can block wizard spells such as ESP or priest spells such as emotion read. While emotion control is in effect, anyone using one of these spells will sense the emotion designated by the priest rather than his true emotions. When the priest casts emotion control, he designates the false emotion he wishes to be revealed. This use of emotion control also gives the priest a +2 bonus to saving throws against the following spells: spook, taunt, irritation, know alignment, scare, emotion, fear, and phantasmal killer. When any of these spells are cast on the priest, he is immediately aware of the attempt, although he does not learn the source of the spell. If another character casts emotion read, ESP, or a similar spell on the priest, the priest must make a saving throw vs. spells with a +1 bonus for each 5 levels of the priest. If the priest successfully saves, the other spellcaster reads the false emotion; if the priest fails the saving throw, the spellcaster reads the priest's true emotion. The second use of this spell allows the priest to create a single emotional reaction in the subject(s) (similar to the wizard spell emotion). Some typical emotions follow, but the DM may allow other similar effects. Courage: The subject becomes berserk, gaining +1 to attack rolls and +3 to damage, and temporarily gaining 4 hit points (damage against the subject is deducted from these temporary points first). The subject need never check morale, and receives a +5 bonus to saving throws against the various forms of fear. Courage counters (and is countered by) fear. Fear: The subject flees from the priest for the duration of the spell, even if this takes him out of spell range. Fear counters (and is countered by) courage. Friendship: The subject reacts positively to any encounter; in game terms, any result of a roll on the Encounter Reactions table (Table 59 in the DMG ) is moved one column to the left. Thus, a threatening PC becomes cautious, an indifferent PC becomes friendly, etc. Friendship counters (and is countered by) hate. Happiness: The subject experiences feelings of warmth, well-being, and confidence, modifying all reaction rolls by +3. The subject is unlikely to attack unless provoked. Happiness counters (and is countered by) sadness. Hate: The subject reacts negatively to any encounter; in game terms, any result of a roll on the Encounter Reactions table is moved one column to the right (i.e., a friendly PC becomes indifferent, a cautious PC becomes threatening, etc.). Hate counters (and is countered by) friendship. Hope: The subject's morale is improved by +2. His saving throw rolls, attack, and damage rolls are all improved by +1 while this emotion is in effect. Hope counters (and is countered by) hopelessness. Hopelessness: The subject's morale suffers a -10 penalty. In addition, in the round in which the emotion is initially established, all subjects must immediately make a morale check. Hopelessness counters (and is countered by) hope. Sadness: The subject feels uncontrollably glum and is prone to fits of morose introspection. All attack rolls suffer a -1 penalty and initiative rolls suffer a +1 penalty. The subject's chance of being surprised is increased by -2. Sadness counters (and is countered by) happiness. All subjects of the second version, even willing targets, must save vs. spell to resist the emotion. In addition to all other modifiers, the saving throw is modified by -1 for every three levels of the priest casting the spell. The material component for both versions of the spell is a small bunch of fleece or uncarded wool that is consumed in the casting.

A better entangle spell

Caltrops Level: 3 Components: V, S, M Range: 20 yards/level AoE: Special Save: None Casting Time : 1 turn Duration: 1 turn/level This spell allows a priest to plant a section of ground with magically created caltrops. The spell can create two kinds of caltrops: infantry and cavalry. The first are of small size and are designed to harm foot soldiers. The latter are larger and cause serious damage to cavalry or units composed of size L or larger creatures. Cavalry caltrops are so large that size M or smaller creatures can easily step around them. This prevents damage to infantry units. Each time a unit moves into a planted area, the unit suffers an attack of AD4 (for infantry caltrops) or AD6 (for cavalry caltrops). Units charging through a planted area suffer double damage. If a unit ends its movement in a caltrop-sown region, it suffers another attack when it moves out of the area. This spell can create a rectangular field of infantry caltrops up to 160 square yards in area (e.g., 4 yards x 40 yards, 2 yards x 80 yards, etc.), or a field of cavalry caltrops up to 90 square yards in area (e.g., 3 yards x 30 yards, 2 yards x 45 yards, etc.). Ordinary caltrops make no distinction between friend or foe; all creatures entering a caltrop-sown area suffer the same consequences. The same is true of magical caltrops, with one exception: the casting priest can terminate the spell at any time, causing the caltrops to vanish and leaving the terrain clear. Unlike normal caltrops, a region sown with magical caltrops cannot be "swept" clear; the magical caltrops remain in place until the spell terminates. The material component is a golden caltrop.

Unfailing Premonition Level: 3 Components: V, S Range: 0 AoE: The caster Save: None Casting Time : 6 Duration: 1 turn + 2 rds./level By anticipating possible futures and outcomes of the caster’s actions, this spell provides the character with a temporary sixth sense or feel for danger. The spell operates on a subconscious level, and the caster receives strong intuitive impulses when he contemplates courses of action that may bring immediate physical injury or harm to him. For example, if the priest was about to open a trapped chest, the unfailing premonition would create a flash of insight or a gut feeling telling him that he shouldn’t do so. Similarly, opening a door that leads into the lair of a ferocious troll may also trigger the spell’s warning. Threatening a NPC who is likely to respond by drawing a weapon and attacking the PC would create a warning, but threatening a NPC who will get even with the priest in an hour or two will not trigger the premonition. The unfailing premonition is also quite useful in combat, as long as the priest obeys his instincts and ducks, dodges, or withdraws when his subconscious tells him to. While the spell is in effect, the priest gains a +2 bonus to his Armor Class and saving throws, but in any given round there is a 25% chance that he will have to forego his intended action in order to obey the spell’s warning impulses. The premonition only works on actions undertaken by the priest himself. If his companion is about to pull a mysterious lever that will drop a 10-ton block of stone on the priest, he receives no warning.

As the mage spell

Pyrotechnics Level: 3 Components: V, S, M Range: 160 yds. AoE: 10 or 100 (TS) fire Save: Special Casting Time : 6 Duration: Special A pyrotechnics spell draws on an existing fire source to produce either of two effects, at the option of the caster. First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks thatlasts one round. Creatures in, under, or within 120 feet of the area that have an unobstructed line of sight to the effect are blinded for 1d4+1 rounds unless they roll successful saving throws vs. spell. The fireworks fill a volume 10 times greater than the original fire source. Second, it can cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. This covers a roughly hemispherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source. The spell uses one fire source within the area of effect, which is immediately extinguished. If an extremely large fire is used as the source, it is only partially extinguished by the casting. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1d4 points of damage, plus 1 point of damage per caster level. This spell does not function under water.

Undead Alacrity Level: 1 Components: V, S, M Range: Touch AoE: One undead/level Save: None Casting Time : 4 Duration: 1 turn + 2 rounds/level This spell only affects skeletons and zombies, which temporarily gain the speed and agility of a living human in a peak, healthy state (a movement rate of 12). The undead also gain the same dexterity, initiative, and saving throws as the caster (providing, of course, that these attributes are better than those of the undead). Because of their alacrity, the armor class of the undead is automatically improved by 1 (and possibly further modified by the defense adjustment of the caster, if any)

Charm Beast: 2nd Level. As hold beast, but charm

Column of blades Creates a ' wall' using blade barrier animation in a pro that does 10d6 to any creature passing through

New Divine HLAs

Contingent Resurrection

When subject dies, they are instantly resurrected

Grammarsalad commented 3 years ago

Spells that permanently alter items

I have a few examples elsewhere for arcane casters (find), but here are a few ideas for divine casters:

Arcane Spells:

Fabricate (New)


(Alteration)

By means of this spell, the wizard is able to convert material of one sort into a product that is of the same or different material. Living things cannot be created or altered by a fabricate spell. The quality and size of items made by this spell is commensurate with or less than the quality and amount of material used as the basis for the new fabrication. Thus, a wizard can fabricate a +1 longsword or dagger from a +1 bastard sword, but could not make a +2 weapon of any kind, nor a +1 greatsword. Unique magical items can be affected by this spell, but they will only produce basic (+x) magical items of (generally) lesser quality.

Notes:

Transfer Enchantment (New)


(Enchantment/Charm)

This spell "steals" the enchantment from a magical item and places it within another, non-magical item. Both objects must be touched by the wizard during casting. The two items must be of the same category (weapon, shield, armor, etc.). The enchantment can be transferred only to a nonmagical item. Only the energy of one item can be transferred; it is not possible to combine two magical items into one item. The new item has all the properties of the original magical item (including the same number of charges, if any). At the culmination of the spell, the original magical object is destroyed, and the new magical item has all of the properties of the original. So, for example, a short sword can be imbued with the properties of a dagger of venom becoming a "Short Sword of Venom".

The caster must also spend an amount of gold in materials equal to half the value of the original item. If does not have the gold, the spell fails.

Specific Additions 1) Add Transfer Enchantment: If CONTINUE is set to 1 in b_spells_settings.ini. If VAR is set to 2, then Transfer Enchantment will be installed without the gold material component (set to 1 by default).

Notes:

Divine Spells:

Holy weapon Requires a good aligned divine caster. Changes a magic weapon into a holy weapon that does an additional 1d6 magic damage per (+) to evil creatures and an additional 1d6 magic damage per (+) to demons and undead. Can only be used by good creatures.

Can be cast on non magic weapons. Becomes usable only by good, gains +1 to hit and does an additional +1 dam to evil and/or undead.

Consumes an expensive item (diamond?) and will not work without it.

Unholy version. Does just an additional 1d6 dam to All (per +) and only usable by evil.

Loses any other enchantments (effectively replaces the weapon).

Grammarsalad commented 3 years ago

Pass without trace Druid spell Hide in natural environments

Grammarsalad commented 3 years ago

Deep Slumber Mage level 3 Better sleep spell Add 3e p104

Deeppockets Mage level 2 'Extra dimensional pockets' (summon 'store' creature innate) Add 3e p104

Dispel Evil Cleric level 5 Removes negative status effects and protects target against evil for duration Add 3e p109

Dust Devil Priest level 2 (inv stalker with an 'insect cloud' around it) Add 3e p111