Closed Grammarsalad closed 3 years ago
//Favor of Ilmater (Name change: Divine Favor; castable by evil and on evil)
//Holy Word/Unholy word: Combine and make party friendly. Change name to ...
//Mist of Eldath Name Change: Clensing Mist; Mass Cure at 5th level is 10 hp + 20% of max; Mist of Eldath at 7th level is 10 hp + 10% of max, plus dispel poison and disease and level drain and Sleep and Slow and Stun, every round for 5 rounds, for all allies in the AoE.
//Cure disease/Nut. poison/Remove Paralysis (combine these spells)
//Unholy Blight: Damages party enemies (evil don't care about hurting other evil)
Bless (Conjuration/Summoning)
Level: 1 Sphere: All Range: 40 ft. Duration: 6 rounds Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None
Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not).
Chant (Conjuration/Summoning)
Level: 2 Sphere: Combat Range: Visual range of the caster Duration: 1 turn Casting Time: 9 Area of Effect: 60-ft. radius Saving Throw: None
By means of the Chant spell, the priest brings special favor upon
Multiple chants are not cumulative. This spell requires a moderate amount of concentration by the caster, so the priest cannot cast any spells for the chant's duration, and
Prayer (Conjuration/Summoning)
Level: 3 Sphere: Combat Range: 0 Duration: 1 round/level Casting Time: 6 Area of Effect: 30-ft. radius Saving Throw: None
Prayer bestows favor on the priest and
Favor of Ilmater (Necromancy)
Level: 3 Sphere: Necromantic, Protection Range: 30 ft. Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: None
By invoking this spell, the caster switches
This spell cannot be cast by evil-aligned characters. It has no effect on undead, constructs, or extraplanar creatures.
Mist of Eldath (Invocation)
Level: 7 Sphere: Elemental Range: Visual range of the caster Duration: Instant Casting Time: 9 Area of Effect: 7-ft. radius Saving Throw: None
This spell blankets the area of effect with a silver-blue mist—any creature within the mist will be cured of disease and poison and healed 25 Hit Points.
Bless: Increased bonuses as char levels up: +1 per 10 levels
Curse: Increased penalties as char levels up: -1 per 10 levels
Doom: -1 penalty per 5 levels
Holy Word (Conjuration)
Level: 7 Sphere: Combat Range: 0 Duration: Special Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None
When uttered, this spell turns the priest into a bridge between
There is no Saving Throw; the effects are instantaneous and last for the duration of the spell or until dispelled. Holy Word can only be cast by good-aligned characters.
Unholy Word (Conjuration)
Level: 7 Sphere: Combat Range: 0 Duration: Special Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None
When uttered, this spell turns the priest into a bridge between
There is no Saving Throw; the effects are instantaneous and last for the duration of the spell or until dispelled. Unholy Word can only be cast by evil-aligned priests.
Spike Growth (Alteration)
Level: 3 Sphere: Elemental Earth Range: Visual range of the caster Duration: 1 turn Casting Time: 6 Area of Effect: 15-ft. radius Saving Throw: None
This spell transforms the surrounding terrain into spiky plants. Any creature entering the area takes 1d4 points of piercing damage and 1d4 points of slashing damage every round until the spell expires.
Unholy Blight (Necromancy)
Level: 3 Sphere: Combat Range: Visual range of the caster Duration: Special Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Special
This spell calls upon energy from the Negative Material Plane and opens a channel between it and the targets. Any creatures of good alignment within the area of effect take 1d6 magic damage for every 2 levels of the caster, up to a maximum of 5d6 at level 10; a successful Save vs. Spell halves the damage. In addition, if the victims fail their Save, they suffer a -2 penalty to hit, damage, and Saving Throws for 3 rounds. This spell cannot be cast by good-aligned characters.
Holy Smite (Necromancy)
Level: 3 Sphere: Combat Range: Visual range of the caster Duration: Special Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Special
This spell calls upon energy from the Plane of Brilliance and opens a channel between it and the targets. Any evil creatures within the area of effect take 1d6 magic damage for every 2 levels of the caster, up to a maximum of 5d6 at level 10; a successful Save vs. Spell halves the damage. In addition, if victims fail their save, they are blinded for 1 round. This spell cannot be cast by evil-aligned characters.
Curse (Conjuration/Summoning)
Level: 1 Sphere: All Range: Visual range of the caster Duration: 6 rounds Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None
When uttering the Curse spell, the caster lowers the morale of enemy creatures and any Saving Throws and attack rolls they make by 1. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster. Affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not.
Doom (Alteration)
Level: 1 Sphere: Charm Range: 25 ft. Duration: 1 turn Casting Time: 9 Area of Effect: 1 creature Saving Throw: None
This spell causes a feeling of doom to overwhelm the target. For the duration of the spell, the target receives a -2 penalty to its attack rolls and Saving Throws. There is no Saving Throw for this spell.
Resist Fire and Cold (Alteration)
Level: 2 Sphere: Protection Range: Touch Duration: 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None
When this spell is placed upon a creature, the creature's body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flametongue swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient has all damage sustained by fire or cold reduced by 50%.
Resist Fire/Cold (Alteration)
Level: 2 Sphere: Protection Range: Touch Duration: 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None
When this spell is placed upon a creature, it gains +50% resistance to fire and cold.
Protection From Fire (Abjuration)
Level: 3 Sphere: Protection, Elemental Fire Range: Touch Duration: 1 turn/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None
This spell sets the target's Fire Resistance to 80%.
Goodberry (Alteration, Evocation)
Level: 2 Sphere: Plant Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None
Casting a Goodberry spell creates 5 magical berries that the caster can carry with
Goodberry (Alteration, Evocation)
Level: 2 Sphere: Plant Range: 0 Duration: 1 day/level Casting Time: 9 Area of Effect: 5 berries Saving Throw: None
Casting a Goodberry spell creates a clump of magical berries that the caster can carry with
Cure Disease (Abjuration)
Level: 3 Range: Touch Sphere: Necromantic Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: None
When this spell is placed on a diseased individual, it immediately cures them and restores 5 lost Hit Points. The cure is permanent, but does not grant the recipient of the spell immunity from further afflictions. Blindness and deafness are also cured with this spell. This spell has no effect on undead, constructs, or extraplanar creatures..
Slow Poison (Necromancy)
Level: 2 Sphere: Healing Range: Touch Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None
When this spell is placed upon a poisoned individual, it slows the effects of venom. This spell does not neutralize the poison; instead, it just slows it down enough for the recipient to get real healing at a temple or from
This spell also cures intoxication.
Neutralize Poison (Necromancy)
Level: 4 Sphere: Healing Range: Touch Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None
When this spell is placed upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points.
Remove Paralysis (Abjuration)
Level: 3 Sphere: Protection Range: Visual range of the caster Duration: Instant Casting Time: 6 Area of Effect: 15-ft. radius Saving Throw: None
By the use of this spell, the priest can free allied creatures from the effects of any paralysis or related magic, such as a Ghoul Touch or Hold Person spell.
Detect Evil (Divination)
Level: 1 Sphere: All Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Visual range of the caster Saving Throw: None
This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.
Protection From Evil (Abjuration)
Level: 1 Sphere: Protection Range: Touch Duration: 3 rounds/level 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
Protection From Evil, 10' Radius (Abjuration)
Level: 4 Sphere: Protection Range: Touch Duration: 1 turn/level Casting Time: 7 Area of Effect: 15-ft. radius Saving Throw: None
When this spell is cast, all creatures within a 15-ft. radius are affected individually by Protection From Evil. Hence, they receive a +2 bonus to Armor Class and Saving Throws against evil-aligned opponents, summoned fiends will not attack them, and they will be immune to all charm-based spells.
Hold Animal (Enchantment/Charm)
Level: 3 Sphere: Animal Range: Visual range of the caster Duration: 2 rounds/level Casting Time: 5 Area of Effect: Special Saving Throw: Neg.
This spell holds 1d4 hostile animals rigidly immobile. Specifically, it affects the targeted enemy and up to 3 hostile creatures within 20 ft. of it. Only normal and giant-sized animals are affected by this spell. Strange monsters such as wyverns and carrion crawlers do not count as animals. A successful Save vs. Spell negates the effect.
Paralyzed creatures are helpless and cannot dodge or defend themselves from attacks. Being held does not prevent the worsening of the subject's condition due to wounds, disease, or poison.
Unfailing Endurance (Necromancy)
Level: 4 Sphere: Necromantic Range: Touch Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: None
This spell restores the stamina of the creature touched, eliminating any fatigue.
(Conjuration)
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: 0
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Weighted 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: 0Keen 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: 0Piercing 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 \page
(Divination)
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.
(Conjuration/Summoning)
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)
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.
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.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.
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(Divination)
This spell imbues the subject with a touch of divine guidance.
The recipient of this spell gains a +10% bonus to all thief skills for the duration of the spell.
Notes:
1st level cantrips: This spell is changed to a second level spell, and lasts for 1 minute per 3 levels if Level 1 cantrips is installed.
Faiths and Powers: This spell is in the Knowledge Sphere if Faiths and Powers is installed.
EEex: This spell gives the +10% bonus to added skills if EEex is installed.
(Illusion)
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)
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:
(Conjuration)
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).
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(Necromancy)
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)
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)
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)
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.
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(Alteration)
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)Invisibility to Undead (New) [Cleric/Paladin]
(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)
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.
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(Enchantment/Charm)
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)
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)
With this spell, the caster causes a swirling sword-shaped formation of jagged ice shards to spring forth from
Notes:
(Alteration)
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
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(Transmutation)
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.
(Evocation)
This spell causes a flurry of snowballs to erupt from a point within range. These snowballs will hit everything within the area of effect, doing 1d3 points of cold damage per level, up to a maximum of 8d3 points at level 8. Against fire-using or fire-dwelling creatures, it inflicts 1d6 points of cold damage per level, up to a maximum of 8d6 points at level 8.
Notes:
General: Set to Opposition School: Enchantment unless IWDEE style spells is installed (where it will be Conjurer as in IWDEE)
(Conjuration)
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)
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(Abjuration)
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 recipient 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.
(Evocation)
This spell fires a magical lance of ice at a target of the caster's choosing. It automatically hits, inflicting 5d6 points of cold damage and forcing the target to make a Save vs. Spell or be stunned for 3 rounds.
Notes:
General: Set to Opposition School: Enchantment unless IWDEE style spells is installed (where it will be Conjurer as in IWDEE)
(Alteration)
When the druid casts this spell,
Much like a thief trap, this spell fails if cast in the presence of enemies.
Notes:
(Enchantment/Charm)
This spell creates the emotion of courage within the area of effect. All creatures affected by the spell gain +1 to hit, +3 to their damage rolls, and +5 temporary Hit Points (which can put them above their maximum Hit Points). This spell nullifies all fear effects within the area of effect at the time of casting.
Notes:
General: Set to Opposition School: Invocation unless IWDEE style spells is installed (where it will be Necromancer as in IWDEE) \page
(Enchantment/Charm)
This spell creates the emotion of fear within the area of effect. All enemies who fail to save vs. Spell flee for 5 rounds.
Notes:
General: Set to Opposition School: Invocation unless IWDEE style spells is installed (where it will be Necromancer as in IWDEE)
(Enchantment/Charm)
This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain a morale boost and +2 on their Saving Throws, attack rolls, and damage rolls.
Notes:
General: Set to Opposition School: Invocation unless IWDEE style spells is installed (where it will be Necromancer as in IWDEE)
(Illusion/Phantasm)
This spell shapes material from the Demiplane of Shadow into illusory monsters. Up to six shadowy creatures can be summoned at once, but their total Hit Dice will normally not exceed the spellcaster's level.
Notes:
General: Set to Opposition School: Necromancy unless IWDEE style spells is installed (where it will be Abjurer as in IWDEE)
(Invocation)
Shout grants the wizard tremendous vocal powers, allowing
Notes:
General: Set to Opposition School: Enchantment unless IWDEE style spells is installed (where it will be Conjurer as in IWDEE)
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(Alteration)
Upon casting this spell, a mass of material is drawn from the environment, shaped into roughly humanoid form, and imbued with a modicum of sentience. The resulting construct is similar to a clay golem: able to follow rudimentary directions and attack the caster's foes, but lacking complex thought and reflection. After ten rounds, the magic holding the construct together fades, and the construct dissipates into dirt.
Notes:
(Illusion/Phantasm)
Shades is similar to Shadow Monsters and Demi-Shadow Monsters—it allows the caster to shape material from the Demiplane of Shadow into illusionary creatures. These shadows are tougher than the shadows summoned by Shadow Monsters and Demi-Shadow Monsters, and they will obey the caster until the spell expires or they are slain.
Notes:
General: Set to Opposition School: Necromancy unless IWDEE style spells is installed (where it will be Abjurer as in IWDEE)
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(Evocation)
This spell unleashes an acidic downpour on the area of effect, doing 1d4 points of acid damage each round for the first three rounds, 1d6 points for the next three rounds, and 1d8 points for each round thereafter. Moving out of the area of effect does not stop the damage. The acid adheres to the skin, and any creatures in the area of effect when Acid Storm is cast continue to suffer acid damage as long as the spell duration lasts. Creatures make a Save vs. Spell every round after they have been hit by the cloud. If successful, they only take half damage (for that round only).
Notes:
General: Set to Opposition School: Enchantment unless IWDEE style spells is installed (where it will be Conjurer as in IWDEE)
(Alteration)
Upon casting this spell, a mass of rocky material is drawn from the environment, shaped into roughly humanoid form, and imbued with a modicum of sentience. The resulting construct is similar to a stone golem: able to follow rudimentary directions and attack the caster's foes, but lacking complex thought and reflection. After ten rounds, the magic holding the construct together fades, and the construct dissipates into rocks and gravel.
Notes:
General: Set to Opposition School: Enchantment unless IWDEE style spells is installed (where it will be Conjurer as in IWDEE)
Reference:
Glyph of Warding Level: 3 Components: V, S, M Range: Touch AoE: Special Save: Special Casting Time : Special Duration: Until discharged A glyph of warding is a powerful inscription magically drawn to prevent unauthorizedor hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. The priest must set the conditions of the ward; typically any creature violating the warded area without speaking the name of the glyph is subject to the magic it stores. A successful saving throw vs. spell enables the creature to escape the effects of the glyph. Glyphs can be set according to physical characteristics, such as creature type, size, and weight. Glyphs can also be set with respect to good or evil, or to pass those of the caster's religion. They cannot be set according to class, Hit Dice, or level. Multiple glyphs cannot be cast on the same area; although if a cabinet had three drawers, each could be separately warded. When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. For every 5 square feet of area to be protected, one round is required to trace the warding lines of the glyph. The caster can affect an area equal to a square the sides of which are the same as his level, in feet. The glyph can be placed to conform to any shape up to the limitations of the caster's total square footage. Thus, a 6th-level caster could place a glyph on a 6-foot x 6-foot square, a 4-foot x 9-foot rectangle, a 2-foot x 18- foot band, or a 1-foot by 36-foot strip. When the spell is completed, the glyph and tracery become invisible. The priest traces the glyph with incense, which, if the area exceeds 50 square feet, must be sprinkled with powdered diamond (at least 2,000 gp worth). Typical glyphs shock for 1d4 points of electrical damage per level of the spellcaster, explode for a like amount of fire damage, paralyze, blind, deafen, and so forth. The DM may allow any harmful priest spell effect to be used as a glyph, provided the caster is of sufficient level to cast the spell. Successful saving throws either reduce effects by one- half or negate them, according to the glyph employed. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled by magic and foiled by high-level thieves using their find-and-remove-traps skill. The DM may decide that the exact glyphs available to a priest depend on his religion, and he might make new glyphs available according to the magical research rules.
Aid
1) Increasing bonus as level up (as bless)
2) Increased duration
Animate Dead
1) Casting time 5 rounds
Barkskin
1) Longer Duration
Beast Claw
1) Increase str by +1 if str 18+
2) Increased duration
Bless
1) progression (ie higher boni at higher levels) (+1/5 levels (max +5)
2) longer duration
Call lightning 1) give an innate that can be used every round for duration 2) damage 6d8 only
Chant
1) Higher duration at higher levels
Charm person or Mammal
1) No save bonus
2) No hostility after charm
See Charm Beast (def as for hold) in new priest spells
Cloak of Fear
1) 2 rounds/lev caster radiates fear (as fear aura wiz spell p346)
Cloudburst
1) lightning only strikes enemies
2) Much more damage vs. fire/cold creatures
3) No save for lightning
Outdoors only?
Death Ward: Minhp (1) effect for duration (but if reduced to 1 hp, then effect ends).
Dispel Magic 1) No affect on positive effects Maybe do a global for this spell
Doom
1)
Entangle
1) Penalty to hit and AC for cre in area
Find familiar
1) 3e or 5e version
Find traps
5e version. Ask kjeron if I can use his code
Bypass Traps (is that the code I was thinking of?)
Er, give the caster and all nearby allies a spell state that gives them immunity to traps (modify all traps).
Finger of Death
1) Create zombie if the spell kills target
Flame Blade
1) Delivers touch spells
2) 3d6 fire dam (1 slashing), no strength
3) Magic weapon
Giant Insect
1) Can create giant spiders(scorpions?)
Goodberry
1) allow berries to be enchanted with other spells which target the person that consumes it (and cures 1hp)
2) Removes fatigue
3) Can't sell them
4) Eat all w/ no action
Greater Restoration
1) Restores petrified creatures
2) Removes charms/domination
3) Removes curses
4) Restores reduced attributes (including from feeblemind)
Holy word/Unholy word
1) merge into one spell (effect different depending on caster alignment) --> Edict
2) banished summoned creature
3) hp based (as 5e)
4) unholy: affects enemies regardless of alignment (evil don't care)
Know Alignment 1) Give some bonus vs. target
Invisibility Purge 1) Cast time: 6 (a bit faster)
Magic Resistance
1) does not work on enemies
2) Stacks with existing MR
Magic Stone
1) Magic weapon 3+ 1 per 5 levels (throw 3/round) dam 1d4 (2d4 undead)
Prayer
1) Aid effect to all allies (exactly as aid, however that spell actually works)
Produce Fire (IWDEE spell) 1) As melfs minute meteors or similar peob not as good Inspired by knights of the chalice
Resist Fire and Cold 1) Longer duration
Shillelagh: 1)Treat Wisdom as strength for dam/attack (as 5e)
Spiritual Hammer
1) Create a hammer that will fight for you (as pnp)
Writhing Fog 1) No 20% (100%) to possibly slow
PnP UE Unfailing Endurance (Necromancy) Sphere: Necromantic Level: 4 Range: Touch Components: V, S Casting Time: 1 rd. Duration: 1 day/level Area of Effect: 1 creature/level Saving Throw: None This spell enhances the natural hardiness and stamina of the affected creatures by rendering them virtually immune to fatigue or exhaustion. During the casting of the spell, the caster must touch each creature to he affected. While under the spell’s influence, the subjects can force march with no penalty, engage in up to 12 hours of hard labor per day with no fatigue (or up to 16 hours with moderate fatigue), and gain a +4 bonus to Strength or Constitution checks. In addition, the subjects gain a +4 bonus to saving throws against spells or magical effects that cause weakness, fatigue, or enfeeblement. Finally, an affected creature’s fatigue rating (from PLAYER’S OPTION: Combat 6: Tactics) is doubled, and the subject gains a +4 bonus to his saving throws to recover from a fatigued or exhausted state.
Shillelagh: Treat Wisdom as strength for dam/attack (as 5e)
Produce Fire (IWDEE spell) As melfs minute meteors or similar peob not as good Inspired by knights of the chalice
(Abjuration)
When casting this spell, the caster of the Armor of Faith spell receives significant protection against magic and physical attacks. This magical protection is a force of energy that absorbs a portion of the damage intended for the caster. At 1st level, the protection is 10%, and every 5 levels of the caster improves by another 5% (maximum 30% at 20th level). This spell does not protect against energy damage, like fire or electricity. Multiple castings of this spell are not cumulative.
Revision Notes: I like the SR version, but I don't like that it doesn't improve over levels. As such, this spell is identical to the SR version except that the protection it provides improves at higher levels.
Notes:
1st level cantrips:
(Enchantment)
When uttering the Curse spell, the caster lowers the moral of enemy creatures and any Saving Throws and attack rolls they make by 1. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster. Affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is complete are not.
Revision Notes: Just changes curse to twin the SR version of bless.
Notes:
1st level cantrips:
(Enchantment)
This spell causes a feeling of doom to overwhelm the target. For the duration of the spell, the target receives a -2 penalty to attack rolls, damage rolls, and saving throws. There is no Saving Throw for this spell.
Revision Notes: This is identical to the SR version, except no save is allowed. This spell needs to compete with Curse, and I feel that it can best do that with the faster casting time, increased penalty, and the absence of a save to resist.
(Divination)
When this spell is cast, the caster is empowered with an instinctive combat prowess when fighting an evil creature. Against evil opponents,
Revision Notes: The Spell Revisions revision is fine. That is, it is as good as can be expected for a recognizable replacement for Detect Evil. It's just that there isn't much of a benefit to knowing the alignment of alignment of NPCs (well, spells like this make that information more useful--but, if you install SR, then you will still have access to these spells).
Notes:
1st level cantrips: Converted to a second level spell, with initial bonuses doubled and the spell can target any ally. Spell Revisions: If Spell Revisions is installed, Know Evil is installed as a new spell.
Faiths and Powers: This spell is in the Knowledge Sphere if FnP is installed.
(Abjuration)
When this spell is cast, a magical barrier forms around the recipient and moves with
Revision Notes: This is one of the few instances where I don't quite like the SR version of the spell. I like that it removes complete protection from demonic attack (see revised Gate), but I don't think that it quite gives enough 'oomph' for a 1st level spell. I don't like the complete immunity to charm based spells as granted by the IWDEE version either, so I settled on granting a +2 bonus vs. enchantment spells. Note that I'm not confident that the +2 to save vs. evil creatures is in effect, but I have an idea to implement that (321 that checks for evil alignment of caster, and if true casts a spell that grants a +2 to all saves for 1 sec if target has prot vs. evil i.e. with a second 321)
Notes:
1st level cantrips: Converted to a second level spell, unchanged
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(Necromancy, Conjuration)
The recipient of this spell gains the benefits of a Bless spell (+1 to attack rolls and Saving Throws) and 1d8 bonus Hit Points for the duration of the spell. The bonus to attack and saves increase by 1, and the bonus hit points increase by 1d8 at level 8, and level 16. These bonus Hit Points can exceed a character's maximum Hit Points, but they are lost when the recipient takes damage and cannot be regained by curative magic.
Revision Notes: I like the SR version just fine. This version is meant as a kind of alternative, granting more bonus hit points, but with fewer straight bonuses.
Notes:
1st level cantrips:
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Revision Notes: My feeling is that this spell just isn't worth a 3rd level slot as is. As such, I've given the option to reduce the spell level to 1 by default (you can choose to make the spell a different level if you like: see Specific Changes section). However, in an effort to make it worth a 3rd level slot, I've designed a replacement spell: Hold Beast (see the new spells component and section). Hold Beast can either replace the original spell or be added as a new spell. Hold beast works like hold animal, but it also affects extraordinary and supernatural beasts: creatures that have animal like intelligence, but are either exotic or magical (e.g. the Carrion Crawler).
Specific Changes 1) Level Change: Setting hold_animal_lev to a non-zero value will change the spell to that level (default level 1). Note that if SR is installed, then this component will change the level of the SR replacement to hold animal--hold person or animal. That spell is too good for a first level slot (though, ultimately, the choice is yours).
Notes:
0-level cantrips: If Cantrips is installed and Hold Animal is changed to a 1st level spell, then Hold Animal becomes a Druid Orison (unchanged).
Hold Beast: It is highly recommend that you change Hold Animal to a 1st or 2nd level spell if you install the 3rd level Hold Beast Spell (as that spell is objectively better than this one.
Spell Revisions: It is not recomended that you change Hold Animal to a 1st level spell if Spell Revisions is installed (as the replacement--Hold Person or Animal--is too good for a first level spell.)
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Spike Growth: 1/2 movement speed for each round (save vs. spell to negate)
Unholy Blight Deals damage to all casters enemies.
Why? Evil don't care ( and it makes the spell a bit more useful) Maybe does double damage to good creatures. Destroy all enemies, but especially those goody goody types
Holy word/Unholy word
I'll probably merge into a 'divine edict' spell (can cast different spells depending on caster alignment)
//LEVEL 1 ARCANE
//Find Familiar: Can set off traps, and be cast by other than main character (IWD version?) Cantrip or innate
//Larloch's Minor Drain ???
//LEVEL 1 DIVINE
//LEVEL 2 ARCANE
//LEVEL 2 DIVINE
//Goodberry Recover Fatigue
//Favor of Ilmater (Name change: Divine Favor; castable by evil and on evil)
//Holy Word/Unholy word: Combine and make party friendly. Change name to ...
//Mist of Eldath Name Change: Clenching Mist; Mass Cure at 5th level is 10 hp + 20% of max; Mist of Eldath at 7th level is 10 hp + 10% of max, plus dispel poison and disease and level drain and Sleep and Slow and Stun, every round for 5 rounds, for all allies in the AoE.
//Cure disease/Nut. poison/Remove Paralysis (combine these spells) --> Cure affliction
//Unholy Blight: Damages party enemies (evil don't care about hurting other evil)
Resist fire/cold type spells On the list of level 2 priest spells, the druid list shows the standard BG1 "Resist Fire and Cold", but the cleric list shows both "Resist Fire and Cold" and "Resist Fire/Cold
Detect evil --> Reveal Evil dispels invisibility of evil creatures (?)
Slow poison -->Protection from disease/poison
(Abjuration)
Sphere: Protection
Protection from disease and poison
Moved to IE Designs
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Template
### Level 1 #### **Spell Name** (Revision) ___ (School) - **Level**: 1 - **Sphere**: - **Range**: 0 - **Duration**: 5 turns - **Casting Time**: 1 - **Area of Effect**: The Caster - **Saving Throw**: None Description >_**Revision Notes**_: Revision notes if a revised spell >_**Specific Additions**_ >1) variable names in b_spells_settings.ini >***Notes***: Compatibility notesBless (Revision)
(Conjuration/Summoning)
Upon uttering the bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack dice rolls by +1. The caster determines at what range (up to 30 feet) will cast the spell. At the instant the spell is completed, it affects all friendly creatures in a 15-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell’s effect; those entering the area after the casting is completed are not).
A second use of this spell is to bless a single weapon wielded by the target creature. A blessed weapon counts as a +1 weapon for the purposes of determining what it can hit.
The bonuses granted by Bless increase by +1 at 5th level, and every 5 levels after that.
Multiple bless spells are not cumulative.
Command (Revision)
(Enchantment/Charm)
You give the subject a single command, which it obeys to the best of it's ability on its turn. You may select from the following options:
Know Evil (Revision)
(Divination)
This spell instills the recipient with an insight into the heart of evil. For a full turn, they can recognize evil on sight.
Further, the target gains a +2 bonus to attack and damage against evil creatures, undead, or summoned creatures.