UnearthedArcana / B_Spells

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New Priest Spells #183

Closed Grammarsalad closed 3 years ago

Grammarsalad commented 4 years ago

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## New Divine Spells ### Level 1
Grammarsalad commented 4 years ago

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

Stalk (New)
(?)

Level: 1
Sphere: Animal

+20% hide, backstab (ranger only?)

Ancestor Knowledge (New)
(Divination)

Level: 2
Sphere:

Gain proficiency, perhaps allowing specialization (etc.)

Blinding Ray (New)
(Evocation)

Level: 2
Sphere: Sun

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

Compassion (New)
(Enchantment/Charm)

Level: 2
Sphere: Charm

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

Divine Symbol (New)
(Conjuration) Sphere: Creation

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

Forced March (New)
(Transmutation)

Level: 2
Sphere: Combat

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

Minor Creation
(Conjuration/Summoning)

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

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

These items last for 1 day before vanishing.

Stalk (New; 2e pnp)
(Alteration)

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

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

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

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

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

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

Notes:

Thunderstomp (New)
(Evocation)

Level: 2
Sphere:

Surrounding creatures knocked down

Agonizing Rebuke (New)
(Enchantment)

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

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

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

Delay Death (New)
(Abjuration)

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

(Minhp 1 for 1 round/5 lev)

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

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

(p. 195 immunity to backstab. etc.)

Thorn Body (New)
(School)

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

Druid/Ranger only

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

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

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

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

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

(ANIMATIONS???)

Notes:

Clear Path
(Alteration)

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

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

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

Foresight
(Divination)

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

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

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

Vesting (New; 2e PnP)
(Conjuration)

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

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

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

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

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

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

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

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

(Creates a mordy like hammer to fight for you)

Grammarsalad commented 4 years ago

Lesser emotion type spell

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

Grammarsalad commented 4 years ago

A better entangle spell

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

Grammarsalad commented 4 years ago

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

Grammarsalad commented 4 years ago

As the mage spell

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

Grammarsalad commented 4 years ago

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

Grammarsalad commented 4 years ago

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

Grammarsalad commented 3 years ago

New Divine HLAs

Contingent Resurrection

When subject dies, they are instantly resurrected

Grammarsalad commented 3 years ago

First Draft: Move to first post when spells are confirmed to be completely finished

Abundant Ammunition (New) [Ranger]


<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/ab_ammo.png' style='width:50px' />
(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).

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: 0

Hunting 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: 0

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: 0

Keen 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: 0

Piercing 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: 0

Eggshell 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

Animal Eyes (New) [Druid/Ranger]


<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/animal_eyes.png' style='width:50px' />
(Divination)

When the caster completes this spell and touches an allied animal, gains the ability to see through that animal's eyes allowing to see everything that that animal sees. Additionally, has greater influence over the creature, urging it to be more aggressive in its attacks, granting it a +1 critical threat rolls.
While this spell is in effect, the caster's body is helpless, as is helpless, and blind.

Notes:
0 Level Cantrips: This spell is converted to an Orison without alteration if 0 level Cantrips is installed.

Binding (New)


<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/binding.png' style='width:50px' />
(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

Bless Water (New) [Cleric/Paladin]


<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/bless_water.png' style='width:50px' />
(Alteration)

With this spell, the caster performs a short, but sacred ritual, creating holy water which can use self or give to companions. Holy water is harmful against evil outsiders and undead creatures, and mildly beneficial to living creatures. Vials can be thrown or drunk, healing 1d4 points of damage to a living creature, or causing 2d4+2 magic damage to an undead creature or demonic outsider.
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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Camouflage (New) [Druid/Ranger]


<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/Camo.png' style='width:50px' /> (Illusion)

This spell changes the coloration of the caster to match the surrounding environment, making very difficult to see. When this spell is cast, the caster gains a +50% bonus to hide and move silently, and naturally blends in to the surrounding environment, allowing to hide as a thief or ranger for the duration.
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)

Castigate (New) [Cleric/Paladin]


(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:

Cheetah's Sprint (New) [Druid/Ranger]


(Alteration)

When this spell is cast, the caster's legs surge with power, allowing to sprint at 5 times their speed for 1 round.

Notes:
Faiths and Powers: This spell is called Sprint and is in the Exploration 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 lasts 3 rounds.

Disrupt Undead (New) [Cleric/Paladin]


(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, (+1d6+1 at levels 5 and 11).
1st-Level Cantrips: This spell does 1d6+1 damage at first level, increasing as the first level version of the spell (+1d6+1 per two levels, max 6d6+6 at 11th level) if 1st-level cantrips is installed. Faiths and Powers: This spell is in the Death Sphere if FnP is installed.

Divine Wrath (New) [Cleric/Paladin]


(Conjuration)

This spell imbues the caster with pure force that can use against enemies. melee attacks inflict an additional 2d6 points of magic damage for 1 round per level (max 5 rounds).

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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Eyes of the Dead (New) [Cleric/Paladin]


(Necromancy)

When the caster completes this spell and touches an allied undead ally, gains the ability to see through that creature's eyes allowing to see everything that it sees. Additionally, has greater influence over the creature, making it attack more effectively, granting it a +4 bonus to attack rolls.
While this spell is in effect, the caster's body is helpless, as is helpless, and blind.

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.

Frost Fingers (New) [Druid/Ranger]


(Invocation)

When the priest casts this spell, a jet of chilling frost shoots from fingertips. The priest's hands must be held so as to send forth a fanlike sheet of frost: thumbs must touch each other and the fingers must be spread. The spell sends out frost jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the caster. Any creature in the area receives 1d6 points of cold damage, plus 1d6 per two levels to a maximum of 5d6 damage.

Notes:
1st level cantrips: Converted to a second level spell, doing double damage.

Guidance (New)


(Conjuration/Summoning)

This spell imbues the target with knowledge of the ancients. The priest selects one proficiency that the target has no ranks in (including proficiencies normally prohibited from them). The target gains a rank in that proficiency.

Notes:
1st level cantrips: This spell is changed to a second level spell if Level 1 cantrips is installed.
Proficiencies: This spell adds 10% to any chosen skill if skills as proficiencies component is installed. If weapon proficiency menu component is installed, this spell can give one proficiency to any weapon or non-weapon proficiency.

Invisibility to Animals (New) [Druid/Ranger]


(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.

Invisibility to Undead (New) [Cleric/Paladin]


(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:
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.

Liberation (New) [Cleric/Paladin]


(Abjuration)

This spell infuses the target with magics that allow them to fight off hold or slow effects. The target can make a save vs. paralysis to remove any hold, slow, stun, or paralysis effect.

Notes:
0 Level Cantrips: This spell is converted to an orison if 0 level spells is installed. Individuals can only benefit from this spell once per 8 hours.
Faiths and Powers: This spell is in the Exploration sphere if Faiths and Powers is installed.

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Magic Weapon (New) [Cleric/Paladin]


(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.

Storm Bow (New) [Ranger]


(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)

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### Level 2

Control Plant (New) [Druid/Ranger]


(Alteration)

The plant control spell enables the caster to do one of two things: can cause local vegetation to hassle enemies, or can use it to dominate plant-like creatures.

With the first use of this spell, the caster causes normal vegetation to grow, entwine, and entangle enemies of smaller than huge size. This use of the Control Plants spell is identical to the Druid's Entanglement spell, except that the druid's control is such that these plants do not harass the druid's allies.

Alternatively, this spell can be used to dominate a creature of plant origin (Shambling Mound, Myconid, etc.) In this case, the creature must save vs. spell and if they fail, they are under the control of the caster for the duration.

Specific Additions 1) Add Plant Control: If b_cont_plants is set to 1 in b_spells_settings.ini (set to 1 by default)

Notes:
1st level cantrips:

Enthrall (New) [Cleric/Paladin]


(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.

Forbiddance (New) [Cleric/Paladin]


(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.

Heat Metal (New)


(Alteration)

By means of the heat metal spell, the caster is able to make ferrous metal (iron. iron alloys, steel) extremely hot. This spell is especially effective against creatures wearing metal armor, but can affect most living creatures as they have trace amounts of iron in their blood. Each round, all affected creatures must save vs. polymorph. If they save, they take no further damage and need not save in subsequent rounds. If they fail they save, they take damage as per the table below. The spell lasts for a maximum of 7 rounds.

Round Dam - Metal Dam - No Metal
1 1d4 fire -
2 2d4 fire 1d4 fire
3 3d4 fire 2d4 fire
4 3d4 fire 2d4 fire
5 3d4 fire 2d4 fire
6 2d4 fire 1d4 fire
7 1d4 fire -

Notes:

Ice Blade (New)


(Evocation)

With this spell, the caster causes a swirling sword-shaped formation of jagged ice shards to spring forth from hand. This blade-like ray is wielded as if proficient. If the caster successfully hits with the ice blade in melee combat, the creature struck suffers 1d8 points of cold damage, +1 point per level (to a maximum of 1d8+10). The blade is considered to be of +1 enchantment when determining what it can hit.

Notes:

Pacify the Dead (New) [Cleric/Paladin]


(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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Shatter (New) [Cleric/Paladin]


(Alteration)

When the priest cast's this spell, creates a vibrating pulse that increases in intensity in a nearby creature or object that is especially destructive against inorganic, solid constructs like doors and golems. The first round, a living or undead creature takes 2d6 crushing damage unless they save vs. polymorph (in which case, they take half damage and the spell ends). Every round that they do not save, they suffer the amount of damage that they received in the last round, plus an additional 2d6 points of damage for a maximum of 4 rounds. Any round that they do save, they suffer 1/2 damage and the spell ends.
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.

Watery Fist (New) [Druid/Ranger]


(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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Wyvern Watch (New) [Cleric/Paladin]


(Alteration)

When this spell is cast, an area designated by the priest is guarded from intrusion by an invisible beacon. Any creature entering the guarded area (around 30 ft. from the designated area) must roll a successful saving throw vs. spell or stand paralyzed for one round per level of the caster. As soon as a subject creature is successfully struck by the attack, the paralysis takes effect and the force of the spell dissipates. The spell force likewise dissipates if no intruder is struck by the wyvern-form for eight hours after the spell is cast. This spell has no affect on allies or other creatures designated by the priest.

Notes:
Faiths and Powers:

### Level 3

Cloak of Darkness (New)


(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.

Hold Beast (New/Revised)


(Enchantment/Charm)

This spell holds 1d4 hostile non humanoid, low intelligence animals or monsters rigidly immobile. Specifically, it affects the targeted enemy and up to 3 hostile creatures within 20 ft. of it. 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.

Specific Additions 1) Add Hold Beast. Setting hold_beast to 1 will add the Hold Beast Spell to the game (set to 1 by default).

Notes:
Hold Animal: It is highly recommended that you install the Hold Animal revision (found in the Revisions Component) and change Hold Animal to a 1st or 2nd level spell. If you don't do this, keep in mind that the druid will have both Hold Animal and Hold Beast as a third level spell, and Hold Beast is better than Hold Animal in every way. Ignore if SR is installed (as SR replaces Hold Animal with Hold Person or Animal, which is more or less comparable with Hold Beast).

Snare (New) [Druid/Ranger]


(Alteration)

When the druid casts this spell, selects an area within range. The plant life in the area reconfigue to construct a deadly trap that does 1d8 points of piercing damage per level (max 10d8).
Much like a thief trap, this spell fails if cast in the presence of enemies.

Notes:

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### Level 4

Delay Death (New) [Cleric/Paladin]


(Alteration)

The subject of this powerful spell is unable to die from hit point damage. While under the protection of this spell, the subject cannot go below 1 hit point. This spell does not give protection against spells or effects that cause death by some means other than hit point loss, sucha as a death spell or disintegrate, nor does it protect against other effects, such as poison or ability drain (however, it will prevent the poison from killing them by hit point loss).

If the subject has 1 hit point when the spell's duration expires, they die instantly.

Specific Additions 1) Add Delay Death. Setting delay_death to 1 will add the Spell to the game (set to 1 by default).

Notes:

//inspired by the 3e spell of the same name

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### Level 5

Foresight (New)


(Divination)

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

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

Imbue (New) [Cleric]


(Divination)

With this spell, the priest can temporarily imbue an wand or potion with lesser magics. The priest can use this spell to instantly, and without cost, create a single Tier I priest wand, or 3 Tier I priest potions. These items vanish after 8 hours if they are not used in that time.

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

Talisman (New) [Shaman]


(Divination)

With this spell, the shaman can temporarily imbue an amulet with protective magics. This Talisman can be kept by the Shaman, or given to one of allies. Creatures that wear this talisman will be protected from evil (as the spell) for as long as they wear it. The Talisman lasts for 8 hours.

Notes:
Faiths and Powers:

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### Level 6

Animate Clay Construct (New)

(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:

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### Level 7

Ancient Curse (New) [Cleric/Paladin]


(Alteration)

By means of this spell, the priest calls down a terrible and lasting curse upon enemies. This spell causes the target to suffer extreme bad luck. They save a -4 penalty, they have a -20% penalty to thief skills (if present), and they suffer a -4 luck penalty. As such, damage dice for all effects outside a weapon's base damage is increased by 4. For example, a 6d6 fireball will do 24-36 points of damage, and a flaming long sword that deals 1d8+2 slashing plus 1d3 fire damage will deal 1d4+6 slashing plus 3 points of fire damage instead.

Notes:
Faiths and Powers:

Animate Stone Construct (New)

(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)

Grammarsalad commented 3 years ago

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

Grammarsalad commented 3 years ago

Moving to IE Designs