Closed Grammarsalad closed 5 years ago
Current Version:
\page
The purpose of this mod is to improve the EE experience by adding new and revised spells, as well as new options for spellcasters (and, in some cases, non-spell casters).
Engine and Mod Compatibiltiy:
Install Spells and Magic either before or after the following mods:
- Faiths and Powers
Spells and Magic should be installed after the following mods to minimize conflicts:
- Spell Revisions (v4 beta or later)
- IWDification
- More Style for Mages (?)
- Tome and Blood (?)
Spells and Magic should be installed before the following mods:
- Deities of Faerûn
If you encounter a bug while using this mod, please post on the mod thread on the Beamdog forums, or in the issues thread on github (links located below). While reporting bugs, please provide your WeiDu log, the game, and the game version.
https://github.com/UnearthedArcana/B_Spells/issues
BEAMDOG LINK FORTHCOMINg
\page
This mod would be nothing without the numerous modders, testers and users in the BG community. I can't hope to thank them all, but I'll try to remember everybody. (Please bonk me on the head if I haven't mentioned you, and I will rectify the situation asap).
Subtledoctor: Man, what can I say. He has contributed so much to this mod, directly and indirectly, that I can honestly say that much of the best work in this mod is his.
Aquadrizzt:
Kjeron: Kjeron is just a Weidu Wizard. This mod would be nothing without his insight and countless suggestions.
Raduziel:
Requiem and Mordeus: For Inspiration and Resources.
IchigoRXC: Ichi has graciously created a number of spell icons for this mod (and Faiths and Powers)
ineth:
I would also like to thank the following people for their assistance with, and contributions to, this mod.
Tome and Blood: https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1 Scales of Balance: https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1 Spell Revisions: http://gibberlings3.net/forums/index.php?showforum=153 Faiths of Faerun: https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1 Deities of Faerûn: https://forums.beamdog.com/discussion/69241/kit-pack-deities-of-faerun-v-1-9-7-3-49-cleric-kits-and-more-for-iwd-bg-2-ee-and-eet/p1 Faiths and Powers: https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1
d20 Pathfinder SRD: http://www.d20pfsrd.com/magic/spell-lists-and-domains **Countless 2e pdfs purchased at drivethrurpg: https://www.drivethrurpg.com/
\page
\page
\page
(Conjuration)
Level: 1
Sphere: Creation
Range: Personal
Duration: 8 hours
Casting Time: 9
Saving Throw: None
This spell creates special ammunition in the caster's inventory. This spell can either create a stack of 20 bolts, arrows or bullets. These projectiles are somewhat better than standard ammunition. The ranger can create the following with this spell:
All ammunition types strike as +1 weapons (though, they do not necessarily gain a +1 bonus to strike or damage).
Hunting Arrows or Bolts: Targets struck gain the 'bleed' condition for up to 6 rounds if they do not save vs. wands. Bleeding targets suffer 1 point of slashing damage each round they are affected by bleed. If they recieve any kind of cure effect, the bleed condition is removed.
Weighted Bullets: Weighted bullets do an additional +4 points of blunt damage upon impact, are -1 to hit, and 30% knock down (save vs. Wand negates).
Keen Arrows or Bolts: +1 to hit, 15% doing an additional die of damage to target.
Balanced Bullets: +3 to hit
Piercing Arrows or Bolts: +3 piercing damage.
Eggshell Bullet: -2 to hit, save vs. poison or 6 points of poison damage, -1 to AC for 1 round.
Notes: Faiths and Powers: This spell is in the War Sphere if FnP is installed. 1st Level Cantrips: This spell is converted to a 2nd level spell, with 2x the ammo if 1st level Cantrips is installed. Ranger Only: This spell is only available to the ranger (unless FnP is installed)
Hunting Arrows
This arrow is sharp and jagged, capable of causing grievous persistent wounds to targets. When this arrow strikes a target, they must save vs. wands or take 1 point of slashing damage/round for 6 rounds. This effect is removed if the target receives healing of any kind.
This arrow strikes as a +1 weapon.
- STATISTICS:
Damage: 1d6 (missile)
Special: Target takes 1 point of slashing damage/round (save vs. wand for none)
Duration: 6 rounds
Damage type: Missile
Launcher: Bow
Weight: 0Hunting Bolts
This bolt is sharp and jagged, capable of causing grievous persistent wounds to targets. When this arrow strikes a target, they must save vs. wands or take 1 point of slashing damage/round for 6 rounds. This effect is removed if the target receives healing of any kind.
This bolt strikes as a +1 weapon.
- STATISTICS:
Damage: 1d8 (missile)
Special: Target takes 1 point of slashing damage/round (save vs. wand for none)
Duration: 6 rounds
Damage type: Missile
Launcher: Crossbow
Weight: 0Weighted Bullets
This bullet seems normal, except that it is especially big and heavy--too heavy to launch accurately (imposing a -1 to hit penalty). However, it has a chance to knock the target senseless. When it does hit, it inflicts an additional 4 points of crushing damage to the target, and has a 30% chance to knock down the target for 3 seconds if they do not save vs. wands.
This bullet strikes as a +1 weapon.
- STATISTICS:
THAC0: -1
Damage: 1d4, +4 crushing damage
Special: 30% chance target knocks target down (save vs. wand negates)
Duration: 3 seconds
Damage type: Missile
Launcher: Sling
Weight: 0
\page Keen Arrows
This arrow is well crafted and accurate, and possesses a sharp point. Keen arrows are +1 to hit, and have a 15% chance of inflicting an additional 1d6 points of damage to struck targets.
This arrow strikes as a +1 weapon.- STATISTICS:
THAC0: +1
Damage: 1d6
Special: 15% of doing an additional 1d6 missile damage.
Damage type: Missile
Launcher: Bow
Weight: 0Keen Bolts
This bolt is well crafted and accurate, and possesses a sharp point. Keen bolts are +1 to hit, and have a 15% chance of inflicting an additional 1d8 points of damage to struck targets.
This bolt strikes as a +1 weapon.
- STATISTICS: THAC0: +1 Damage: 1d8 Special: 15% of doing an additional 1d8 missile damage. Damage type: Missile Launcher: Bow Weight: 0
Balanced Bullets
This bullet is very well balanced and aerodynamic, making it especially accurate, granting a +3 to all attack roles.
This bullet strikes as a +1 weapon.
- STATISTICS:
THAC0: +3
Damage: 1d4
Damage type: Missile
Launcher: Sling
Weight: 0Piercing Arrows
This arrow seems perfectly normal, if particularly sharp. However, when it hits its target, it pierces flesh with ease, doing substantial damage.
This arrow strikes as a +1 weapon.
- STATISTICS:
Damage: 1d6, +3 piercing damage
Damage type: Piercing
Launcher: Bow
Weight: 0
Piercing Bolt
This arrow seems perfectly normal, if particularly sharp. However, when it hits its target, it pierces flesh with ease, doing substantial damage.
This arrow strikes as a +1 weapon.
- STATISTICS:
Damage: 1d8, +3 piercing damage
Damage type: Piercing
Launcher: Crossbow
Weight: 0Eggshell Bullet
This bullet looks more like an egg than a proper bullet, and it seems to contain some kind of powder. Indeed, it is designed to burst open at the slightest impact, coating the target with that powder. The bullet itself doesn't do much damage--targets take 1 point--but the target must save vs. poison or choke on the fumes, suffering 1 point of poison damage per second, and is penalized for -1 to AC for 6 seconds.
This bullet is not well balanced, and it is difficult to shoot accuracy. As such, it imposes a -2 penalty to hit.
This bullet strikes as a +1 weapon.
- STATISTICS: THAC0: -2 Damage: 1 point Damage type: Missile Launcher: Sling Weight: 0
(Divination)
Level: 1
Sphere: Animal
Range: Touch
Duration: 1 Turn
Casting Time: 6
Area of Effect: The caster
When the caster completes this spell and touches an allied animal,
While this spell is in effect, the caster's body is helpless, as
Notes:
0 Level Cantrips: This spell is converted to an Orison without alteration if 0 level Cantrips is installed.
\pageBinding (New) [Universal]
(Conjuration/Summoning)
Level: 1
Sphere: Creation
Range: 35 ft.
Duration: 1 round/3 levels
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.
This spell conjures a rope that wraps around a target creature if they do not save vs. breath. Affected creatures cannot move and are effectively held. Creatures are held for 1 round per 3 levels of the caster (max 7 rounds at 19th level)
Huge or larger creatures are not affected by this spell.Notes:
1st Level Cantrips: Duration stays at 1 round
(Alteration)
Level: 1
Sphere: Creation
Range: 0
Duration: 8 hours
Casting Time: 9
Area of Effect: The Caster
Saving Throw: None
With this spell, the caster performs a short, but sacred ritual, creating holy water which
At 1st level, 1 vial is created. An extra vial is created every 2 levels after that.
Vial of Holy Water This is a vial of water that has been sanctified by a cleric.
When this delicate vial is thrown at a target, it breaks open, splashing them with holy water. Holy water acts like acid against undead and demonic entities, but is soothing to living creatures, healing them for minor damage.
- STATISTICS:
Damage: 2d4+2 to Undead or Evil Outsiders
Special: Restores 1d4 Hit Points to living creatures.
Notes:
Faiths and Powers: This spell is in the Benediction Sphere if Faiths and Powers is installed.
1st Level Cantrips: This spell is converted to an Second Level Spell if 1st level cantrips is installed, damage increses to 3d4 +3, and healing increases to 1d4+2.
(Illusion)
Level: 1
Sphere: Elemental Earth
Range: Personal
Duration: Instant: 2 turns
Casting Time: 0
Saving Throw: None
This spell changes the coloration of the caster to match the surrounding environment, making
This bonus increases by +5% at 2nd level, and +5% per 2 levels after that, to a maximum of +75% at 10th level.
Notes:
1st level cantrips: Converted to a second level spell, with 5 turn duration, and a +20% bonus to stealth (max 95% at 10th level)
(Enchantment/Charm)
Level: 1
Sphere: Law
Range: 40 ft.
Duration: 1 round
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.
With this spell, you point at a single creature and rebuke them, filling them with terror for 1 round if they fail their save vs. spell.
Notes:
Faiths and Powers: \page
(Conjuration)
Level: 1
Sphere: Combat
Range: Self
Duration: 1 round/level (max 5)
Casting Time: 0
Saving Throw: None
This spell imbues the caster with pure force that
Notes:
Faiths and Powers: This spell is called Hand of Carnage if Faiths and Powers is installed, and it is in the Destruction Sphere.
1st Level Cantrips: This spell is converted to an Second Level Spell if 1st level cantrips is installed, and damage is doubled (4d6).
(Necromancy)
Level: 1
Sphere: Necromantic
Range: Visual range of the caster
Casting Time: 3
Area of Effect: One Undead Creature
Saving Throw: None
This spell disrupts the negative energy that sustains a target undead creature. Any undead targeted by this spell suffers 2d6+2 points of magic damage, +1d6+1 per two levels (max 7d6+7 at 11th level).
Notes:
0 Level Cantrips: This spell is converted to an Orison if Cantrips is installed, and damage starts at 1d6+1, but otherwise increases as normal.
Faiths and Powers: This spell is in the Death Sphere if FnP is installed.
(Necromancy)
Level: 1
Sphere: Necromantic
Range: Touch
Duration: 1 Turn
Casting Time: 6
Area of Effect: The caster
When the caster completes this spell and touches an allied undead ally,
While this spell is in effect, the caster's body is helpless, as
Notes:
0 Level Cantrips: This spell is converted to an Orison without alteration if 0 level Cantrips is installed.
Faiths and Powers: This spell is in the Death Sphere if FnP is installed.
(Invocation)
Level: 1
Sphere: Elemental Water
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: The caster
Saving Throw: none
When the priest casts this spell, a jet of chilling frost shoots from
Notes:
1st level cantrips: Converted to a second level spell, doing double damage.
(Abjuration)
Level: 1
Sphere: Animal
Range: Touch
Casting Time: 4
Duration: 1 Turn, +1 Turn/5 levels
Area of Effect: 1 creature
Saving Throw: None
This spell causes nearby animals to lose track of and ignore the warded creature for the duration of the spell. Note that unlike normal invisibility, the recipient of this spell can still attack animals without losing the invisibility.
Notes:
1st Level Cantrips: This spell is converted to an Second Level Spell if 1st level cantrips is installed, unchanged.
\page
(Alteration)
Level: 1
Sphere: Weather
Range: 0 ft.
Duration: 1 minute +1 minute/2 levels
Casting Time: 3
Area of Effect: The caster
Saving Throw: None
This spell charges projectiles fired by the caster with the power of storm, inflicting an additional 1d8 points of electrical damage per hit.
This spell lasts for 1 minute at first level, and increases by 1 minute per 2 additional levels (max 5 minutes at level 9).
Notes:
1st level cantrips: Converted to a second level spell, doing double damage if 1st level cantrips is installed. Faiths and Powers: This spell is in the Elemental Air Sphere if Faiths and Powers is installed. Ranger Only: This spell is only available to the ranger (unless FnP is installed, in which case it is available to any class that has access to the Elemental Air sphere)
(Abjuration)
Level: 1
Sphere: Necromantic
Range: Touch
Casting Time: 4
Duration: 1 Turn
Area of Effect: 1 creature
Saving Throw: None
This spell causes nearby undead to lose track of and ignore the warded creature for the duration of the spell. This spell is effective against undead with 4 Hit Die or undead with Hit Die equal to the caster's level, whichever is higher. Note that unlike normal invisibility, the recipient of this spell can still attack undead creatures without losing the invisibility. Priests affected by this spell cannot turn undead.
Notes:
Faiths and Powers: This spell is in the Death Sphere if Faiths and Powers is installed.
1st Level Cantrips: This spell is converted to an Second Level Spell if 1st level cantrips is installed, and the spell is effective against all undead for the duration.
(Enchantment/Charm)
Level: 1
Sphere: Combat
Range: Personal
Duration: Instant: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Magic weapon gives the personal weapon of the caster a +1 enhancement bonus on attack and damage rolls.
Notes:
1st Level Cantrips: This spell is converted to a 2nd level spell with a duration of 1 hour if 1st level Cantrips is installed.
Faiths and Powers: This spell is in the War Sphere if FnP is installed.
\page
(Enchantment/Charm)
Level: 2
Sphere: Charm
Range: Visual range of the caster
Duration: 1 round, +1 round/2 levels (max 5 rounds at level 9)
Casting Time: 2
Area of Effect: Special
Saving Throw: Neg.
This spell entrances up to 1d4 creatures, causing them to stand mystified for 1 round per level of the priest if they do not save vs. spell (maximum 10 rounds). Specifically, it affects the targeted enemy and up to 3 hostile creatures within 20 ft. of it. Enthralled creatures stand where they are, and fail to notice creatures around them.
Affected creatures shake off this effect if they are attacked.
Notes:
Faiths and Powers: This spell is in the Thought Sphere if FnP is installed.
(Enchantment/Charm)
Level: 2
Sphere: Charm
Range: Visual range of the caster
Duration: 2 round
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special
This spell enables the priest to forbid another creature to move, by commanding them to "stop". A creature so commanded will stop in it's tracks, and will be unable to move if they do not make a successful save vs. spells. Even if they do make their save, creatures find that they move at 1/2 speed as their legs resist their own will. At the end of the second round, the creature regains the use of it's legs, and can move normally.
Notes:
Faiths and Powers: This spell is in the Thought Sphere if FnP is installed.
(Evocation)
Level: 2
Sphere: Elemental Water
Range: 0
Duration: 2 Turns
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
With this spell, the caster causes a swirling sword-shaped formation of jagged ice shards to spring forth from
Notes:
(Alteration)
Level: 2
Sphere: Necromantic
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 3
Area of Effect: one undead creature
Saving Throw: None
Upon casting this spell, the priest causes one undead within range to be slowed. This effect negates Haste, but does not otherwise affect magically sped-up or slowed creatures. Slowed creatures suffer -4 penalties to attack and Armor Class.
Notes: Faiths and Powers: This spell is in the Death Sphere if FnP is installed. 1st level cantrips: Changes to a 1st level spell, no change
\page
(Transmutation)
Level: 2
Sphere: Combat
Range: 25'
Duration: Instant
Casting Time: 9
Area of Effect: One Creature
Saving Throw: Polymorph 1/2
When the priest cast's this spell,
When cast on a door or locked container, it undermines the integrity of the object destroying all but the most sturdy or magically protected locks. Against constructs such as golems, and elementals it does double damage, and they cannot save to avoid its effects.
Notes:
Faiths and Powers: This spell is in the Destruction Sphere if FnP is installed.
(Conjuration)
Level: 2
Sphere: Elemental Water
Range: 60 Yards
Duration: 1 round / 2 levels
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
Upon completion of this spell the caster calls into being a huge disembodied fist formed purely of water. This fist will remain in existance for 1 round per 2 caster levels, up to maximum of 5 rounds at level 9. The first will attack the chosen target once per round and cause cold damage as listed below:
Credit for this spell belongs to Requiem & Mordeus (Used with permission)
\page
(Abjuration)
Level: 3
Sphere: Sun
Range: Touch
Duration: 1 Turn
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None
This spell infuses the target with shadow, protecting them from both attacks and spells, while also protecting them from prying eyes. Targets gain a +1 bonus to AC per four levels (maximum of +5), +2 bonus to save vs. spells, and infravision for the duration of this spell.
Additionally, the recipeient hides in shadows at 99%, and automatically blends into the shadows each round if they are not doing anything else.
Notes:
Faiths and Powers: This spell is in the Shadow Sphere if Faiths and Powers is installed.
(Alteration)
Level: 3
Sphere: Plant
Range: 20 ft.
Duration: Permanent until triggered
Casting Time: 6
Area of Effect: 10-ft. radius
Saving Throw: none
When the druid casts this spell,
Much like a thief trap, this spell fails if cast in the presence of enemies.
Notes:
\page
(Necromancy)
Level: 1
Range: Touch
Duration: 8 Hours
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None
This spell stimulates the body, boosting the recipient's natural defenses against death and poison, and allowing them to heal at an increased rate.
At first level, recipients heal 1 hit point per hour, and gain a +1 bonus to save vs. death. For each 5 levels, the recipient heals an additional hit point per hour, and gains an additional +1 to save vs. death (max 5 hp/hour and +5 vs. death at 20th level).
Multiple castings of this spell are not cumulative.
Notes:
1st level cantrips: Converted to a second level spell, unchanged
(Divination)
Level: 1
Range: 0
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: None
When alarm is cast, the caster and
This alarm awakens the caster and
Once the ward is set, it protects the caster and
Notes:
1st level cantrips: Converted to a second level spell, unchanged
(Divination)
Level: 1
Range: 0
Casting Time: 0
Duration: 3 rounds
Area of Effect: The caster
Saving Throw: None
This spell gives the caster a temporary, intuitive foreknowledge of the immediate future, resulting in improved reaction time granting a +5 bonus to AC, and +1 to weapon and casting speed for 3 rounds.
Credit for this spell belongs to Subtledoctor (Modified with permission)
Notes:
1st Level Cantrips: This spell is converted to a second level spell, and the duration increased to 1 turn.
(Divination)
Level: 1
Range: 0
Duration: 1 hour
Casting Time: 9
Area of Effect: Special
Saving Throw: None
With this spell, the mage can detect traps and secret doors, as if
This chance to detect spells stacks with any preexisting skill the mage might otherwise have with detect traps, and if
Notes:
1st level cantrips: Converted to a second level spell, +20% to skill bonus (maxes out at 95%)
\page
(Necromancy)
Level: 1
Range: 40 ft.
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Special
When this spell is cast, a ray slams into the target chosen by the caster, sapping their energy and knocking the wind out of them. At first level, this spell does 2d4 non-lethal damage to the target, and, if they do not save vs. death, penalizes their AC, THAC0 and Saves by -1.
Damage increases by 2d4 at 3rd level, and every 2 levels thereafter (max 10d4 at 9th level). The penalties are increased by -1 at 5th level, and every 5 levels thereafter (max -5 at 20th level).
Undead and creatures without a biological anatomy are immune to Enervating Ray.
Notes:
1st level cantrips: Damage is reduced to 1/2, but kept as a 1st level spell
(Divination)
Level: 1
Range: 30 ft.
Duration: 1 Turn
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
Upon the casting of this spell the recipient gains the sight of an infernal being. This allows them to not only see in the dark as per the infravision ability, but it allows them to see and exploit vulnerabilities in their targets, allowing them to more often land critical blows. As such, they crit on a natural roll of an 19 or above.
Notes: I have no problem with Spell Revisions replacement for Infravision--True Strike--and I do agree that infravision alone is a rather poor 1st level spell. But, I wanted to have a spell that still grants infravision for the few times that its useful, and further, that gives 'something extra'.
METweaks:
(Abjuration)
Level: 1
Range: Touch
Casting Time: 4
Duration: 1 Turn
Area of Effect: 1 creature
Saving Throw: None
This spell causes nearby undead to lose track of and ignore the warded creature for the duration of the spell. This spell is effective against undead with 4 Hit Die or undead with Hit Die equal to the caster's level, whichever is higher. Note that unlike normal invisibility, the recipient of this spell can still attack undead creatures without losing the invisibility. Priests affected by this spell cannot turn undead.
Notes:
1st Level Cantrips: This spell is converted to an Second Level Spell if 1st level cantrips is installed, and the spell is effective against all undead for the duration.
(Abjuration)
Level: 1
Sphere: Protection
Range: Touch
Duration: 5 turns
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
When this spell is cast, a magical barrier forms around the recipient and moves with
Notes: See Priest version
(Divination)
Level: 1
Range: Touch
Duration: 1 hour
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
The recipient of this spell gains extraordinary vision, able to see twice as far as before with clarity. Additionally, they gain a +2 bonus to THAC0 with ranged weapons.
\page
Notes:
1st level cantrips: Duration reduced to 3 rounds METweaks: Note that this spell will not increase visual range if the following component is installed: "Increase the visual range and movement speed of all creatures in the game (including party members) significantly"
(Enchantment/Charm)
Level: 1
Range: Visual range of the caster
Duration: 1 round
Casting Time: 1
Area of Effect: Special
Saving Throw: Neg.
This spell entrances up to 1d4 creatures, causing them to stand mystified for 1 round if they do not save vs. spell. Specifically, it affects the targeted enemy and up to 3 hostile creatures within 20 ft. of it. Hypnotized creatures stand where they are, and fail to notice creatures around them.
Affected creatures shake off this effect if they are attacked.
Notes:
1st level cantrips: Converted to a second level spell, unchanged
(Abjuration)
Level: 1
Range: 0
Casting Time: 6
Duration: 3 turns
Area of Effect: The caster
Saving Throw: None
This spell creates a thin magical shell that harmlessly absorbs the first physical strike that hits the caster.
Credit for this spell belongs to Subtledoctor (Modified with permission)
Notes:
(Alteration)
Range: Visual range of the caster
Duration: 1 round +1 round/2 levels
Target: 1 Ally
Casting Time: 1
Saving Throw: None
This spell causes a single ally to vanish in a flash of light. After one round that ally will reappear at the location you were when you cast this spell.
Lasts for 1 round at first level, +1 round for every two levels after that (max 5 rounds at level 9).
Credit for this spell implementation belongs to Kjeron
Notes:
0 level cantrips: Changed to a cantrip 1 level cantrips: Range changed to 1 round
(Illusion/Phantasm)
Level: 1
Range: 0
Duration: 1 round, +1 round per 2 levels
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
This spell turns the caster invisible and makes
Notes:
1st level cantrips: Duration reduced to 1 round if 1st level cantrips is installed
\page
(Evocation)
Level: 2
Range: 60 ft
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special
When the mage casts this spell, a bolt of pure energy lances at
Even if the target makes their save, they are instead slowed for the duration.
This spell does not affect undead or constructs, such as golems.
Notes:
\page
(Abjuration)
Level: 3
Range: Touch
Duration: 1 hour
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
When the mage casts this spell, and touches a creature, that creature becomes immune to charm or fear effects for the next hour. Additionally, recipients gain a +2 bonus to save vs. spell for the duration.
This spell does not protect against domination affects (except though the bonus to save vs. spell).
Notes:
(Conjuration)
Level: 3
Range: 10'
Duration: 3 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Special
This spell conjures a corrosive, acidic slime of horrid strength on one creature. The acid persists, burning the creature over 3 rounds. The first round, the creature suffers 1d3 points of acid damage per level (max 15d3). On the second round, the creature suffers 1d2 points of acid damage (max 15d2). On the third round, the creature suffers 1 point of damage per level (max 15).
Additionally, the target suffers a -2 penalty to attacks while the acid is in effect. The affected creature can save vs. poison/death to reduce the damage by 1/2 and to avoid the to hit penalty.
This spell is effective against constructs and other creatures normally resistant to magic.
Notes:
\page
(Enchantment/Charm)
Level: 4
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person or monster
Saving Throw: Neg.
This spell affects any single person or monster it is cast upon. The term monster includes any non-undead, non-construct, non-extraplanar creature, such as an ogre or even a dragon. The target is allowed a Saving Throw vs. Spell to negate the effect (a person, as described by charm person, saves at -4).
If the spell's recipient fails
If the caster harm or attempts to harm the charmed creature by some overt action, or if a Dispel Magic spell is cast upon the charmed creature, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Notes:
Revised Charm: This spell is only installed if Revised Charm global revision is installed
(Divination)
Level: 4
Range: 0
Duration: 1 hour
Casting Time: 1
Area of Effect: the caster
Saving Throw: None
When this spell is cast, the caster is able to "see" and "hear" everything in
\page
The purpose of this mod is to improve the EE experience by adding new and revised spells, as well as new options for spellcasters (and, in some cases, non-spell casters).
Engine and Mod Compatibility:
Install Spells and Magic either before or after the following mods:
- Faiths and Powers
Spells and Magic should be installed after the following mods to minimize conflicts:
- Spell Revisions (v4 beta or later)
- IWDification
- More Style for Mages (?)
- Tome and Blood (?)
Spells and Magic should be installed before the following mods:
- Deities of Faerûn
If you encounter a bug while using this mod, please post on the mod thread on the Beamdog forums, or in the issues thread on github (links located below). While reporting bugs, please provide your WeiDu log, the game, and the game version.
https://github.com/UnearthedArcana/B_Spells/issues
BEAMDOG LINK Forthcoming
\page
This mod would be nothing without the numerous modders, testers and users in the BG community. I can't hope to thank them all, but I'll try to remember everybody. (Please bonk me on the head if I haven't mentioned you, and I will rectify the situation asap).
Subtledoctor: Man, what can I say. He has contributed so much to this mod, directly and indirectly, that I can honestly say that much of the best work in this mod is his.
Aquadrizzt: Much like Subtle, Aqua has helped me with this and other mods in so many ways, both directly and indirectly.
Kjeron: Kjeron is just a Weidu Wizard. This mod would be nothing without his insight and countless suggestions.
Raduziel: Raz has contributed a number of spells to this mod. Just a great guy.
Requiem and Mordeus: For Inspiration and Resources.
IchigoRXC: Ichi has graciously created a number of spell icons for this mod (and Faiths and Powers)
Pecca: For allowing me to include his amazing Spontaneous Casting mod as a component in Spells and Magic.
I would also like to thank the following people for their assistance with, and contributions to, this mod.
The following people have been patiently giving me feedback on this and other mods for years.
Ineth,
Tome and Blood: https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1
Scales of Balance: https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1
Spell Revisions: http://gibberlings3.net/forums/index.php?showforum=153
Faiths of Faerun: https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1
Deities of Faerûn: https://forums.beamdog.com/discussion/69241/kit-pack-deities-of-faerun-v-1-9-7-3-49-cleric-kits-and-more-for-iwd-bg-2-ee-and-eet/p1
d20 Pathfinder SRD: http://www.d20pfsrd.com/magic/spell-lists-and-domains
**Countless 2e pdfs purchased at drivethrurpg: https://www.drivethrurpg.com/
Faiths and Powers: https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1
\page
This group offers new spells, either new spells from IceWind Dale, or Really new spells created by Grammarsalad (with a lot of help!)
This component installs all new spells provided by this mod. That is, it will install both the Icewind Dale spells, and the 'new new' spells.
This component will only install IWDEE spells if they are not already installed.
This component will only install the unique spells offered by this mod.
This component will install all new items, including IWDEE and unique items offered by this mod.
This component allows priests (Item crafting; Spontaneous casting; etc)
\page
\page
(Necromancy)
This spell stimulates the body, boosting the recipient's natural defenses against death and poison, and allowing them to heal at an increased rate.
At first level, recipients heal 1 hit point per hour, and gain a +1 bonus to save vs. death. For each 5 levels, the recipient heals an additional hit point per hour, and gains an additional +1 to save vs. death (max 5 hp/hour and +5 vs. death at 20th level).
Multiple castings of this spell are not cumulative.
Notes:
1st level cantrips: Converted to a second level spell, unchanged
(Divination)
When alarm is cast, the caster and
This alarm awakens the caster and
Once the ward is set, it protects the caster and
Notes:
1st level cantrips: Converted to a second level spell, unchanged
(Divination)
This spell gives the caster a temporary, intuitive foreknowledge of the immediate future, resulting in improved reaction time granting a +5 bonus to AC, and +1 to weapon and casting speed for 3 rounds.
Credit for this spell belongs to Subtledoctor (Modified with permission)
Notes:
1st Level Cantrips: This spell is converted to a second level spell, and the duration increased to 1 turn.
(Divination)
With this spell, the mage can detect traps and secret doors, as if
This chance to detect spells stacks with any preexisting skill the mage might otherwise have with detect traps, and if
Notes:
1st level cantrips: Converted to a second level spell, +20% to skill bonus (maxes out at 95%)
\page
(Necromancy)
When this spell is cast, a ray slams into the target chosen by the caster, sapping their energy and knocking the wind out of them. At first level, this spell does 2d4 non-lethal damage to the target, and, if they do not save vs. death, penalizes their AC, THAC0 and Saves by -1.
Damage increases by 2d4 at 3rd level, and every 2 levels thereafter (max 10d4 at 9th level). The penalties are increased by -1 at 5th level, and every 5 levels thereafter (max -5 at 20th level).
Undead and creatures without a biological anatomy are immune to Enervating Ray.
Notes:
1st level cantrips: Damage is reduced to 1/2, but kept as a 1st level spell
(Divination)
Upon the casting of this spell the recipient gains the sight of an infernal being. This allows them to not only see in the dark as per the infravision ability, but it allows them to see and exploit vulnerabilities in their targets, allowing them to more often land critical blows. As such, they crit on a natural roll of an 19 or above.
Notes: I have no problem with Spell Revisions replacement for Infravision--True Strike--and I do agree that infravision alone is a rather poor 1st level spell. But, I wanted to have a spell that still grants infravision for the few times that its useful, and further, that gives 'something extra'.
METweaks:
(Abjuration)
This spell causes nearby undead to lose track of and ignore the warded creature for the duration of the spell. This spell is effective against undead with 4 Hit Die or undead with Hit Die equal to the caster's level, whichever is higher. Note that unlike normal invisibility, the recipient of this spell can still attack undead creatures without losing the invisibility. Priests affected by this spell cannot turn undead.
Notes:
1st Level Cantrips: This spell is converted to an Second Level Spell if 1st level cantrips is installed, and the spell is effective against all undead for the duration.
(Abjuration)
When this spell is cast, a magical barrier forms around the recipient and moves with
Notes: See Priest version
\page
(Divination)
Level: 1
Range: Touch
Duration: 1 hour
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
The recipient of this spell gains extraordinary vision, able to see twice as far as before with clarity. Additionally, they gain a +2 bonus to THAC0 with ranged weapons.
Notes:
1st level cantrips: Duration reduced to 3 rounds METweaks: Note that this spell will not increase visual range if the following component is installed: "Increase the visual range and movement speed of all creatures in the game (including party members) significantly"
(Enchantment/Charm)
This spell entrances up to 1d4 creatures, causing them to stand mystified for 1 round if they do not save vs. spell. Specifically, it affects the targeted enemy and up to 3 hostile creatures within 20 ft. of it. Hypnotized creatures stand where they are, and fail to notice creatures around them.
Affected creatures shake off this effect if they are attacked.
Notes:
1st level cantrips: Converted to a second level spell, unchanged
(Abjuration)
This spell creates a thin magical shell that harmlessly absorbs the first physical strike that hits the caster.
Credit for this spell belongs to Subtledoctor (Modified with permission)
Notes:
(Alteration)
This spell causes a single ally to vanish in a flash of light. After one round that ally will reappear at the location you were when you cast this spell.
Lasts for 1 round at first level, +1 round for every two levels after that (max 5 rounds at level 9).
Credit for this spell implementation belongs to Kjeron
Notes:
0 level cantrips: Changed to a cantrip 1 level cantrips: Range changed to 1 round
(Illusion/Phantasm)
This spell turns the caster invisible and makes
Notes:
1st level cantrips: Duration reduced to 1 round if 1st level cantrips is installed
\page
(Evocation)
When the mage casts this spell, a bolt of pure energy lances at
Even if the target makes their save, they are instead slowed for the duration.
This spell does not affect undead or constructs, such as golems.
Notes:
\page
(Abjuration)
Level: 3
Range: Touch
Duration: 1 hour
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
When the mage casts this spell, and touches a creature, that creature becomes immune to charm or fear effects for the next hour. Additionally, recipients gain a +2 bonus to save vs. spell for the duration.
This spell does not protect against domination affects (except though the bonus to save vs. spell).
Notes:
(Conjuration)
Level: 3
Range: 10'
Duration: 3 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Special
This spell conjures a corrosive, acidic slime of horrid strength on one creature. The acid persists, burning the creature over 3 rounds. The first round, the creature suffers 1d3 points of acid damage per level (max 15d3). On the second round, the creature suffers 1d2 points of acid damage (max 15d2). On the third round, the creature suffers 1 point of damage per level (max 15).
Additionally, the target suffers a -2 penalty to attacks while the acid is in effect. The affected creature can save vs. poison/death to reduce the damage by 1/2 and to avoid the to hit penalty.
This spell is effective against constructs and other creatures normally resistant to magic.
Notes:
\page
(Enchantment/Charm)
Level: 4
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person or monster
Saving Throw: Neg.
This spell affects any single person or monster it is cast upon. The term monster includes any non-undead, non-construct, non-extraplanar creature, such as an ogre or even a dragon. The target is allowed a Saving Throw vs. Spell to negate the effect (a person, as described by charm person, saves at -4).
If the spell's recipient fails
If the caster harm or attempts to harm the charmed creature by some overt action, or if a Dispel Magic spell is cast upon the charmed creature, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Notes:
Revised Charm: This spell is only installed if Revised Charm global revision is installed
(Divination)
Level: 4
Range: 0
Duration: 1 hour
Casting Time: 1
Area of Effect: the caster
Saving Throw: None
When this spell is cast, the caster is able to "see" and "hear" everything in
Archived, so to speak
Spells and Magic (aka B_Spells)
##### Grammarsalad ##### Version 0.89.08 (2019-05-11)
\page
Overview
The purpose of this mod is to improve the EE experience by adding new and revised spells, as well as new options for spellcasters (and, in some cases, non-spell casters).
Bugs
If you encounter a bug while using this mod, please post on the mod thread on the Beamdog forums, or in the issues thread on github (links located below). While reporting bugs, please provide your WeiDu log, the game, and the game version.
Known Bugs (and plans for the future)
https://github.com/UnearthedArcana/B_Spells/issues
BEAMDOG LINK FORTHCOMINg
Known Issues
\page
Credits
Special Thanks
This mod would be nothing without the numerous modders, testers and users in the BG community. I can't hope to thank them all, but I'll try to remember everybody. (Please bonk me on the head if I haven't mentioned you, and I will rectify the situation asap).
Subtledoctor: Man, what can I say. He has contributed so much to this mod, directly and indirectly, that I can honestly say that much of the best work in this mod is his.
Aquadrizzt: Much like Subtle, Aqua has helped me with this and other mods in so many ways, both directly and indirectly.
Kjeron: Kjeron is just a Weidu Wizard. This mod would be nothing without his insight and countless suggestions.
Raduziel: Raz has contributed a number of spells to this mod. Just a great guy.
Requiem and Mordeus: For Inspiration and Resources.
IchigoRXC: Ichi has graciously created a number of spell icons for this mod (and Faiths and Powers)
Pecca: For allowing me to include his amazing Spontaneous Casting mod as a component in Spells and Magic.
Acknowledgements
I would also like to thank the following people for their assistance with, and contributions to, this mod.
Feedback and Suggestions
The following people have been patiently giving me feedback on this and other mods for years.
Ineth,
Tools Used and other resources
Links:
These mods and resources have inspired me. Check them out:
Mods:
Tome and Blood: https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1 Scales of Balance: https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1 Spell Revisions: http://gibberlings3.net/forums/index.php?showforum=153 Faiths of Faerun: https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1 Deities of Faerûn: https://forums.beamdog.com/discussion/69241/kit-pack-deities-of-faerun-v-1-9-7-3-49-cleric-kits-and-more-for-iwd-bg-2-ee-and-eet/p1 Faiths and Powers: https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1
Inspiration:
d20 Pathfinder SRD: http://www.d20pfsrd.com/magic/spell-lists-and-domains **Countless 2e pdfs purchased at drivethrurpg: https://www.drivethrurpg.com/
\page
New Spells: Components 101 - 103
This group offers new spells, either new spells from IceWind Dale, or Really new spells created by Grammarsalad (with a lot of help!)
101: All new spells (including IWDEE spells if applicable)
This component installs all new spells provided by this mod. That is, it will install both the Icewind Dale spells, and the 'new new' spells.
102: IWDEE spells only
This component will only install IWDEE spells if they are not already installed.
103: New spells only
This component will only install the unique spells offered by this mod.
Innate (Infinite cast) Cantrips: Components 201 - ???
This component installs cantrips as innate ("0" level) abilities. These abilities do not take up any spell slots, and can be cast at will. The player can choose to install cantrips for just divine casters (i.e. druids/clerics/shamans AND paladins/rangers), for just arcane casters (i.e. mages/sorcerers AND bards), for just 'primary' casters (i.e. druids/clerics/shamans and mages/sorcerers), for just 'secondary' casters (i.e. rangers/paladins and bards), or for any combination of these.
Note that the innate cantrips component is not compatible with 1st level cantrips, or the finite cantrip components though the player can install these components cantrips for any class combination that does not also use 0 level/innate cantrips (and vice versa).
201: Install Infinite Innate Cantrips for all divine and arcane classes
Innate (Finite cast) Cantrips: Components 301 - ???
1st Level (Infinite cast) Cantrips: Components 401 - ???
New Items: Components 501 - ???
501: Install All new items (including IWDEE items if applicable)
This component will install all new items, including IWDEE and unique items offered by this mod.
Extras: Components 601 -
601: Class 'Extras': Spontaneous Casting: Standard-Druids to Summon and Clerics to Cure (By Pecca)
This component allows priests (Item crafting; Spontaneous casting; etc)
\page
Spell Lists (Arcane Spells)
Spell Lists (Divine Spells)
\page
Arcane Spells
Level 1
Accelerate Metabolism (New)
(Necromancy)
This spell stimulates the body, boosting the recipient's natural defenses against death and poison, and allowing them to heal at an increased rate.
At first level, recipients heal 1 hit point per hour, and gain a +1 bonus to save vs. death. For each 5 levels, the recipient heals an additional hit point per hour, and gains an additional +1 to save vs. death (max 5 hp/hour and +5 vs. death at 20th level).
Multiple castings of this spell are not cumulative.
Alarm (New)
(Divination)
When alarm is cast, the caster and allies are alerted if any creature, visible or invisible, with hostile intent comes within 30' of by a mental or audible alarm. allies, and makes them alert to all enemies, giving them a +2 bonus to weapon and casting speed for a single round. This spell cannot be cast in the presence of enemies. allies as long as they stay within the general area. The ward lasts for 8 hours or until triggered.
This alarm awakens the caster and
Once the ward is set, it protects the caster and
Anticipation (New)
(Divination)
This spell gives the caster a temporary, intuitive foreknowledge of the immediate future, resulting in improved reaction time granting a +5 bonus to AC, and +1 to weapon and casting speed for 3 rounds.
Credit for this spell belongs to Subtledoctor (Modified with permission)
Detect Traps and Portals (New)
(Divination)
With this spell, the mage can detect traps and secret doors, as if were a Thief. When casts this spell, has a chance to detect traps equal to 30%, +5% for each additional level after first (max 75% at level 10) for one hour. need not take a special action, will automatically look for traps for the duration as long as this spell is in effect, and is not doing anything else. has levels in thief, this spell will give a bonus to disarm traps as well.
This chance to detect spells stacks with any preexisting skill the mage might otherwise have with detect traps, and if
\page
Enervating Ray (New)
(Necromancy)
When this spell is cast, a ray slams into the target chosen by the caster, sapping their energy and knocking the wind out of them. At first level, this spell does 2d4 non-lethal damage to the target, and, if they do not save vs. death, penalizes their AC, THAC0 and Saves by -1.
Damage increases by 2d4 at 3rd level, and every 2 levels thereafter (max 10d4 at 9th level). The penalties are increased by -1 at 5th level, and every 5 levels thereafter (max -5 at 20th level).
Undead and creatures without a biological anatomy are immune to Enervating Ray.
Devil's Eyes (Revised)
(Divination)
Upon the casting of this spell the recipient gains the sight of an infernal being. This allows them to not only see in the dark as per the infravision ability, but it allows them to see and exploit vulnerabilities in their targets, allowing them to more often land critical blows. As such, they crit on a natural roll of an 19 or above.
Invisibility to Undead (New)
(Abjuration)
This spell causes nearby undead to lose track of and ignore the warded creature for the duration of the spell. This spell is effective against undead with 4 Hit Die or undead with Hit Die equal to the caster's level, whichever is higher. Note that unlike normal invisibility, the recipient of this spell can still attack undead creatures without losing the invisibility. Priests affected by this spell cannot turn undead.
Protection From Evil (Revised)
(Abjuration)
When this spell is cast, a magical barrier forms around the recipient and moves with. The barrier has two effects: First, it bestows a +2 bonus to the recipient's Armor Class and Saving Throws against attacks from evil-aligned opponents; second, it grants a +2 bonus to saves vs. enchantment spells.
\page
Farseer (New)
(Divination)
Level: 1
Range: Touch
Duration: 1 hour
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
The recipient of this spell gains extraordinary vision, able to see twice as far as before with clarity. Additionally, they gain a +2 bonus to THAC0 with ranged weapons.
Hypnotism (New)
(Enchantment/Charm)
This spell entrances up to 1d4 creatures, causing them to stand mystified for 1 round if they do not save vs. spell. Specifically, it affects the targeted enemy and up to 3 hostile creatures within 20 ft. of it. Hypnotized creatures stand where they are, and fail to notice creatures around them.
Affected creatures shake off this effect if they are attacked.
Protective Shell (New)
(Abjuration)
This spell creates a thin magical shell that harmlessly absorbs the first physical strike that hits the caster.
Credit for this spell belongs to Subtledoctor (Modified with permission)
Reprieve (New)
(Alteration)
This spell causes a single ally to vanish in a flash of light. After one round that ally will reappear at the location you were when you cast this spell.
Lasts for 1 round at first level, +1 round for every two levels after that (max 5 rounds at level 9).
Credit for this spell implementation belongs to Kjeron
Vanish (New)
(Illusion/Phantasm)
This spell turns the caster invisible and makes undetectable by normal vision or infravision. The spell remains in effect for 1 round, +1 round per 2 levels after 1st, level (max 5 rounds at levl 9), until it is magically broken or dispelled, or until the recipient talks to or attacks any creature. Thus, the invisible being can open doors, eat, climb stairs, etc., but if attacks or casts a spell, immediately becomes visible (although the invisibility enables to attack first).
\page
Level 2
Bolt of Paralysis (New)
(Evocation)
When the mage casts this spell, a bolt of pure energy lances at target, unerringly hitting them. If they do not successfully save vs. poison/death, they are paralyzed for 1 round per level.
Even if the target makes their save, they are instead slowed for the duration.
This spell does not affect undead or constructs, such as golems.
\page
Level 3
Iron Mind (New)
(Abjuration)
Level: 3
Range: Touch
Duration: 1 hour
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
When the mage casts this spell, and touches a creature, that creature becomes immune to charm or fear effects for the next hour. Additionally, recipients gain a +2 bonus to save vs. spell for the duration.
This spell does not protect against domination affects (except though the bonus to save vs. spell).
Solvent of Corrosion (New)
(Conjuration)
Level: 3
Range: 10'
Duration: 3 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Special
This spell conjures a corrosive, acidic slime of horrid strength on one creature. The acid persists, burning the creature over 3 rounds. The first round, the creature suffers 1d3 points of acid damage per level (max 15d3). On the second round, the creature suffers 1d2 points of acid damage (max 15d2). On the third round, the creature suffers 1 point of damage per level (max 15).
Additionally, the target suffers a -2 penalty to attacks while the acid is in effect. The affected creature can save vs. poison/death to reduce the damage by 1/2 and to avoid the to hit penalty.
This spell is effective against constructs and other creatures normally resistant to magic.
\page
Level 4
Charm Monster (New)
(Enchantment/Charm) Saving Throw, regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.
Level: 4
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person or monster
Saving Throw: Neg.
This spell affects any single person or monster it is cast upon. The term monster includes any non-undead, non-construct, non-extraplanar creature, such as an ogre or even a dragon. The target is allowed a Saving Throw vs. Spell to negate the effect (a person, as described by charm person, saves at -4).
If the spell's recipient fails
If the caster harm or attempts to harm the charmed creature by some overt action, or if a Dispel Magic spell is cast upon the charmed creature, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Mindsight (New)
(Divination) immediate area, as though the environmental conditions are ideal for sight and sound, and can effectively "see" twice as far as before. needs no sensory organs for this detection, and, as such, effects that blind or deafen are effectively dispelled. Additionally, need not fear such effects as long as this spell is in place.
Level: 4
Range: 0
Duration: 1 hour
Casting Time: 1
Area of Effect: the caster
Saving Throw: None
When this spell is cast, the caster is able to "see" and "hear" everything in