tukkek / javelin

Party-based roguelike (open-source strategy-RPG game).
https://javelinrl.wordpress.com/
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Domain spells #345

Open tukkek opened 2 years ago

tukkek commented 2 years ago

Domain spells #205 #59

These can be implemented as Religious-based Mage Guild Labors.

tukkek commented 2 years ago

Chaos (chaotic neutral)

Pre-requisites:

  1. x
  2. resist energy: 4 energy resistance for 1 hour (caster level 7)
  3. Dispel magic
  4. Chaos Hammer: damages and slows non-chaotic untis https://www.d20srd.org/srd/spells/chaosHammer.htm
  5. Dismissal: banishes one extra-planar unit http://www.d20srd.org/srd/spells/dismissal.htm
  6. animate objects: summons a number of small/medium-size objects https://www.d20srd.org/srd/spells/animateObjects.htm
  7. Word of chaos: as Blasphemy but against non-chaotic creatures.
  8. x
  9. x

Summons spells can fill the other levels.

tukkek commented 2 years ago

Evil (neutral evil)

Summon-undead spells.

Resist energy.

  1. x
  2. Desecrate: +2 general bonus and +2 HP per HD to undead in an area
  3. Dispel magic
  4. Unholy blight: damages and sickens non-evil creatures in an area.
  5. Dismissal: banishes one extra-planar unit http://www.d20srd.org/srd/spells/dismissal.htm
  6. x
  7. Blasphemy: dazes, weakens, paralyzes and kills non-evil creatures.
tukkek commented 2 years ago

Good (neutral good)

Resist energy.

  1. x
  2. Aid: +1 to attacks, +8 temporary HP to touched creature https://www.d20srd.org/srd/spells/aid.htm
  3. Dispel magic
  4. Holy smite: as Order's Wrath but against evil creatures
  5. Dismissal: banishes one extra-planar unit http://www.d20srd.org/srd/spells/dismissal.htm
  6. Blade barrier: 40-foot radius cloud #84 deals 40 point of damage on half on reflex save https://www.d20srd.org/srd/spells/bladeBarrier.htm
  7. Holy word: as Blasphemy but against non-good creatures.

Summon good creatures.

tukkek commented 2 years ago

Law (lawful neutral)

  1. x
  2. Resist energy
  3. Dispel magic
  4. Order's wrath: damages and dazes chaotic units.
  5. Dismissal
  6. Hold monster
  7. Dictum: as Blasphemy for affects non-lawful units.

Summons lawful units.

tukkek commented 2 years ago

Magic (neutral)

  1. Read magic
  2. Identify
  3. Dispel magic
  4. Imbue: transfer spells to be cast by another unit https://www.d20srd.org/srd/spells/imbueWithSpellAbility.htm
  5. Spell resistance https://www.d20srd.org/srd/spells/spellResistance.htm
  6. x
  7. +8 to all saving throws (make it +1 level to affect all saves, not only spells) https://www.d20srd.org/srd/spells/protectionFromSpells.htm
  8. Mage's disjuction: as dispel magic but failed Will save destroys Items (more interesting as a trap than actual spell) https://www.d20srd.org/srd/spells/magesDisjunction.htm
tukkek commented 2 years ago

War (lawful evil)

  1. Magic weapon: +1 to attack and damage https://www.d20srd.org/srd/spells/magicWeapon.htm
  2. Spiritual weapon: can be simulated with summon spell? https://www.d20srd.org/srd/spells/spiritualWeapon.htm
  3. Magic vestment: +1 to AC https://www.d20srd.org/srd/spells/magicVestment.htm
  4. Divine power: gain BAB, +6 to strength 7 temporary HP https://www.d20srd.org/srd/spells/divinePower.htm
  5. Flame strike
  6. Blade barrier
  7. Power word stun: stuns unit https://www.d20srd.org/srd/spells/powerWordStun.htm
  8. Power word kill: kills unit https://www.d20srd.org/srd/spells/powerWordKill.htm
tukkek commented 2 years ago

Destruction (chaotic evil)

  1. Inflict light wounds
  2. Sound burst
  3. Poison
  4. Inflict critical wounds
  5. Inflict light wounds, mass https://www.d20srd.org/srd/spells/inflictLightWoundsMass.htm
  6. Harm: deals 100 damage https://www.d20srd.org/srd/spells/harm.htm
  7. Disintegrate: ranged touch attack to kill unit or 20 damage on save https://www.d20srd.org/srd/spells/disintegrate.htm
  8. Earthquake: if creature's current HP is divisible by 4, make DC20 Reflex save or die https://www.d20srd.org/srd/spells/earthquake.htm
  9. Implosion: cast on a large area to concentrate and kill one unit inside per turn https://www.d20srd.org/srd/spells/implosion.htm
tukkek commented 2 years ago

Luck (chaotic good)

Resist energy. Dispel magic. Spell resistance.

  1. Entropic shield: gain 10% miss chance https://www.d20srd.org/srd/spells/entropicShield.htm
  2. Aid
  3. Blink
  4. Freedom of movement: dispels paralysis, slow, web.... immune to grapple and gain flight equal to walking speed.
  5. Dispel magic
  6. x
  7. Moment of prescience: instant spell that grants you +25 to attack roll and expires immediately after (-1 level to make it attack-only).
tukkek commented 2 years ago

Knowledge (lawful good)

  1. x
  2. Knock https://www.d20srd.org/srd/spells/knock.htm
  3. Detect thoughts: for every monster in a dungeon floor, show the monster type if they fail the will save (+1 level adjustment) https://www.d20srd.org/srd/spells/detectThoughts.htm
  4. x
  5. Prying eyes
  6. Find the path: reveals the way to stairs up or down inside a dungeon. Traps are revealed..
  7. Legend lore: reveals features in the dungeon floor as per Knowledge skill +20, after casting, roll for random encounter x3 https://www.d20srd.org/srd/spells/legendLore.htm
  8. Discern location
  9. Foresight: +2 to AC and Reflex saves, never flat-footed. Self-only. https://www.d20srd.org/srd/spells/foresight.htm
tukkek commented 1 year ago

Many of the current Spells already have domains, an analysis of those for a first implementation would be ideal.