Modifié par nicethugbert, 07 novembre 2010 - 02:57 .
What is your Favorite PNP spells you'd like to add to NWN2?
Débuté par
painofdungeoneternal
, nov. 05 2010 07:34
#26
Posté 06 novembre 2010 - 10:29
I narrowed the Spell Compendium down to less than 200 spells and I've already listed more than anybody else.
#27
Posté 06 novembre 2010 - 10:37
RAINBOW BLAST
Evocation [Light]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
From your splayed fingers shoots a beam
of mixed energy and multihued lights.
The beam burns and freezes, sizzles and
screams.
This spell is a wide-spectrum blast of
radiant energy composed of all five
energy types. Rainbow blast deals 1d6
points of damage from each of the five
energy types (acid, cold, electricity,
fire, and sonic), for a total of 5d6 points
of damage. Creatures apply resistance
to energy separately for each type of
damage.
As you gain in levels, the damage
die increases in size. At 7th level the
spell deals 5d8 points of damage, at 9th
level it deals 5d10 points of damage,
and at 11th level it deals 5d12 points of
damage—one die for each of the five
energy types.
Focus: A small clear gem or crystal
prism worth at least 50 gp.
Evocation [Light]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
From your splayed fingers shoots a beam
of mixed energy and multihued lights.
The beam burns and freezes, sizzles and
screams.
This spell is a wide-spectrum blast of
radiant energy composed of all five
energy types. Rainbow blast deals 1d6
points of damage from each of the five
energy types (acid, cold, electricity,
fire, and sonic), for a total of 5d6 points
of damage. Creatures apply resistance
to energy separately for each type of
damage.
As you gain in levels, the damage
die increases in size. At 7th level the
spell deals 5d8 points of damage, at 9th
level it deals 5d10 points of damage,
and at 11th level it deals 5d12 points of
damage—one die for each of the five
energy types.
Focus: A small clear gem or crystal
prism worth at least 50 gp.
Modifié par nicethugbert, 06 novembre 2010 - 10:37 .
#28
Posté 06 novembre 2010 - 10:39
What do we think of ray, breath, or aura spells?
#29
Posté 07 novembre 2010 - 12:27
According to the SRD (which is arguably the most "correct" version), Shillelagh gives a +1 enhancement bonus (like Magic Weapon) to a quaterstaff or club but also a size increase to damage (not sure how you'd implement that - maybe just as a damage bonus?). In this case it'd probably be comparable to Magic Weapon. I only really suggest it as I feel Druids could use some more spells, though, and looking through other source material I can spot a couple of others which would be nice:painofdungeoneternal wrote...
- Shillelagh (it was lame in BG but could be nice if balanced) - define it in a way that balances
L0
Dawn - Wakes up sleeping creatures.
Fire Eyes - See through natural fire, smoke and fog - I'd be interested to hear how you're handling all the visibility/detection things, but if you can do those this should be doable too I'd think.
L1
Sandblast - Arc of sand deals 1d6 damage and stuns if reflex save is failed.
L2
Briar Web - Entangle, but deals damage.
Thaw - Melts snow and ice (basically a counter to Wall of Ice etc).
Halo of Sand - +1 deflection AC/3 levels
L5
Freeze Armour - Damage and slowing to creatures wearing metal armour.
L7
Slime Wave - Big wave of Green Slime. Nasty.
L9
Fimbulwinter - Basically, makes it winter.
Modifié par The Fred, 07 novembre 2010 - 12:28 .
#30
Posté 07 novembre 2010 - 12:56
Slime Wave! NEAT! Forgot about that one, but, it's in my list, I'm sure.
Kaedrin's has Briar Web and Halo of Sand.
This one is for the charming types:
WRATHFUL
CASTIGATION
Enchantment (Compulsion)
[Mind-Affecting]
Level: Sorcerer/wizard 8
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes
You brandish the whip, and your target begins to shake uncontrollably, then collapses on the ground, its spasms eventually fading as it dies.
This spell causes wracking pain and violent convulsions, ending in death. The target creature must make a Will save or writhe in pain, helpless, before it dies 1 round later at the start of your turn. A creature that makes the Will save must also succeed on a second Will save or be dazed and take a –4 penalty on saving throws for the duration of the spell.
Focus: A whip.
Kaedrin's has Briar Web and Halo of Sand.
This one is for the charming types:
WRATHFUL
CASTIGATION
Enchantment (Compulsion)
[Mind-Affecting]
Level: Sorcerer/wizard 8
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes
You brandish the whip, and your target begins to shake uncontrollably, then collapses on the ground, its spasms eventually fading as it dies.
This spell causes wracking pain and violent convulsions, ending in death. The target creature must make a Will save or writhe in pain, helpless, before it dies 1 round later at the start of your turn. A creature that makes the Will save must also succeed on a second Will save or be dazed and take a –4 penalty on saving throws for the duration of the spell.
Focus: A whip.
Modifié par nicethugbert, 07 novembre 2010 - 12:57 .
#31
Posté 07 novembre 2010 - 12:58
Good for ATs, Daggerspell Shapers, and Daggerspell Mages
WRACKING TOUCH
Necromancy
Level: Druid 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
You cry out with malice and clench your fist, completing the spell. The spell’s terrible
energy causes your fist to shake involuntarily, sending spasms up your arm.
You lay your hand upon a creature and deal 1d6 points of damage +1 point per caster level (maximum +10). In addition, if you have the sneak attack ability, you also deal sneak attack damage to the affected creature unless the creature is immune to extra damage from critical hits. The creature still takes the spell damage even if it does not take the sneak attack damage.
Unlike a normal use of sneak attack, your target need not be flanked or denied its Dexterity bonus to take sneak
attack damage from this spell.
WRACKING TOUCH
Necromancy
Level: Druid 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
You cry out with malice and clench your fist, completing the spell. The spell’s terrible
energy causes your fist to shake involuntarily, sending spasms up your arm.
You lay your hand upon a creature and deal 1d6 points of damage +1 point per caster level (maximum +10). In addition, if you have the sneak attack ability, you also deal sneak attack damage to the affected creature unless the creature is immune to extra damage from critical hits. The creature still takes the spell damage even if it does not take the sneak attack damage.
Unlike a normal use of sneak attack, your target need not be flanked or denied its Dexterity bonus to take sneak
attack damage from this spell.
Modifié par nicethugbert, 07 novembre 2010 - 01:00 .
#32
Posté 07 novembre 2010 - 01:06
VULNERABILITY
Transmutation
Level: Assassin 4, cleric 5, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You invoke the power of this spell and a purple mist swirls around your opponent, weakening its mystic protections.
This spell lowers the subject’s damage reduction by 5 (to a minimum of 5). For instance, if you successfully cast
vulnerability on a dragon with damage reduction 10/magic, its damage reduction becomes 5/magic. For every four caster levels beyond 9th, the subject’s damage reduction lowers by an additional 5: a reduction of 10 at caster level 15th and a reduction of 15 at caster level 19th.
Transmutation
Level: Assassin 4, cleric 5, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You invoke the power of this spell and a purple mist swirls around your opponent, weakening its mystic protections.
This spell lowers the subject’s damage reduction by 5 (to a minimum of 5). For instance, if you successfully cast
vulnerability on a dragon with damage reduction 10/magic, its damage reduction becomes 5/magic. For every four caster levels beyond 9th, the subject’s damage reduction lowers by an additional 5: a reduction of 10 at caster level 15th and a reduction of 15 at caster level 19th.
#33
Posté 07 novembre 2010 - 01:14
TSUNAMI
Conjuration (Creation) [Water]
Level: Druid 9
Components: V, S, M
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: 20-ft./level-wide, 10-ft.-long,
40-ft.-high wave of water; see text
Duration: Concentration, up to
1 round/level (D)
Saving Throw: Fortitude partial
(object)
Spell Resistance: No
The eldest, most powerful forces of elemental water heed your summons and obey your request. These forces of pure elemental power gather together a wall of water that moves inexorably in the direction of your choice, crushing all that it encounters.
This spell creates a towering tsunami and sends it forth in a powerful wave to smash all in its path. The tsunami starts at any point you select within range of the spell and then moves at a speed of 60 feet in any direction chosen by you. Once the direction is set, the tsunami cannot change course. The tsunami deals 1d6 points of bludgeoning damage per caster level (maximum 20d6) to all in its path. Anything struck can make a Fortitude saving throw for half damage. Gargantuan or larger creatures that fail the save are knocked prone. Huge or smaller creatures that fail the save are picked up and carried with the wave. Each round a victim is carried by the tsunami, it takes the bludgeoning damage again and can make an additional Fortitude save for half damage. Creatures being carried by a tsunami cannot move in any other way. They can otherwise act normally, but must make a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in a tsunami take a –4 penalty to Dexterity and a –2 penalty on attack rolls. They can escape the wave by making successful DC 20 Swim checks, as long as they end their movement outside the effect of the tsunami.
Any creature that comes in contact with a tsunami as a result of movement during its turn is considered to have been struck by the tsunami’s movement. A creature can attempt to extract another creature caught by a tsunami, providing the rescuer resists being swept up or knocked down by the tsunami and can reach the victim Extracting a victim in this manner requires a DC 20 Strength check. A tsunami’s progress can be halted by anything that would normally block line of effect along its path, assuming the tsunami does not destroy the intervening object or creature. If only a portion of the tsunami is blocked, the rest of it continues on.
Although this spell can be cast on dry land, it is most effective when cast on the open sea. In this case, saving throws to avoid full damage are made with a –4 penalty, and the width of the tsunami increases to 40 feet per caster level. A tsunami that begins on water but then travels onto land immediately shrinks to its land size and speed. A tsunami does not vanish if it moves beyond the spell’s initial range.
Material Component: A crown of coral
set with pearls (total value of at least
5,000 gp).
Conjuration (Creation) [Water]
Level: Druid 9
Components: V, S, M
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: 20-ft./level-wide, 10-ft.-long,
40-ft.-high wave of water; see text
Duration: Concentration, up to
1 round/level (D)
Saving Throw: Fortitude partial
(object)
Spell Resistance: No
The eldest, most powerful forces of elemental water heed your summons and obey your request. These forces of pure elemental power gather together a wall of water that moves inexorably in the direction of your choice, crushing all that it encounters.
This spell creates a towering tsunami and sends it forth in a powerful wave to smash all in its path. The tsunami starts at any point you select within range of the spell and then moves at a speed of 60 feet in any direction chosen by you. Once the direction is set, the tsunami cannot change course. The tsunami deals 1d6 points of bludgeoning damage per caster level (maximum 20d6) to all in its path. Anything struck can make a Fortitude saving throw for half damage. Gargantuan or larger creatures that fail the save are knocked prone. Huge or smaller creatures that fail the save are picked up and carried with the wave. Each round a victim is carried by the tsunami, it takes the bludgeoning damage again and can make an additional Fortitude save for half damage. Creatures being carried by a tsunami cannot move in any other way. They can otherwise act normally, but must make a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in a tsunami take a –4 penalty to Dexterity and a –2 penalty on attack rolls. They can escape the wave by making successful DC 20 Swim checks, as long as they end their movement outside the effect of the tsunami.
Any creature that comes in contact with a tsunami as a result of movement during its turn is considered to have been struck by the tsunami’s movement. A creature can attempt to extract another creature caught by a tsunami, providing the rescuer resists being swept up or knocked down by the tsunami and can reach the victim Extracting a victim in this manner requires a DC 20 Strength check. A tsunami’s progress can be halted by anything that would normally block line of effect along its path, assuming the tsunami does not destroy the intervening object or creature. If only a portion of the tsunami is blocked, the rest of it continues on.
Although this spell can be cast on dry land, it is most effective when cast on the open sea. In this case, saving throws to avoid full damage are made with a –4 penalty, and the width of the tsunami increases to 40 feet per caster level. A tsunami that begins on water but then travels onto land immediately shrinks to its land size and speed. A tsunami does not vanish if it moves beyond the spell’s initial range.
Material Component: A crown of coral
set with pearls (total value of at least
5,000 gp).
#34
Posté 07 novembre 2010 - 01:18
TRANSFIX
Enchantment
(Compulsion)
[Mind-Affecting]
Level: Sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. +
10 ft./level)
Area: 10-ft.-radius
emanation centered
on a point in space
Duration: 1 hour/level
Saving Throw: Will
negates; see text
Spell Resistance: Yes
With a declaration, you finish your casting. Immediately, beings in the affected area cease moving, standing as still as statues.
This spell causes any Medium or smaller humanoids within the area of the spell to become paralyzed. When casting the spell, you must specify a condition that will end it (“Wait here until the dragon arrives”), even if that condition can never feasibly be met (“Stay here until the sun shines at night”). Subjects in the area that fail their saves immediately become aware of the condition, but they cannot communicate it due to their paralyzed state (although someone could use a spell such as detect thoughts to ascertain the condition). For every hour the creatures are transfixed before the condition is met, they are allowed another saving throw to break free of the spell’s effect.
As long as the spell operates, any Medium or smaller humanoid that enters its area must make a successful saving throw or become transfixed with the same exit conditions (they too become aware of the exit conditions on becoming transfixed). Likewise, any creatures removed from the area are freed from the spell’s effect. An affected creature that is attacked gains a new saving throw to break free of the enchantment.
Material Component: A drop of pine
resin.
Enchantment
(Compulsion)
[Mind-Affecting]
Level: Sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. +
10 ft./level)
Area: 10-ft.-radius
emanation centered
on a point in space
Duration: 1 hour/level
Saving Throw: Will
negates; see text
Spell Resistance: Yes
With a declaration, you finish your casting. Immediately, beings in the affected area cease moving, standing as still as statues.
This spell causes any Medium or smaller humanoids within the area of the spell to become paralyzed. When casting the spell, you must specify a condition that will end it (“Wait here until the dragon arrives”), even if that condition can never feasibly be met (“Stay here until the sun shines at night”). Subjects in the area that fail their saves immediately become aware of the condition, but they cannot communicate it due to their paralyzed state (although someone could use a spell such as detect thoughts to ascertain the condition). For every hour the creatures are transfixed before the condition is met, they are allowed another saving throw to break free of the spell’s effect.
As long as the spell operates, any Medium or smaller humanoid that enters its area must make a successful saving throw or become transfixed with the same exit conditions (they too become aware of the exit conditions on becoming transfixed). Likewise, any creatures removed from the area are freed from the spell’s effect. An affected creature that is attacked gains a new saving throw to break free of the enchantment.
Material Component: A drop of pine
resin.
#35
Posté 07 novembre 2010 - 01:23
SYNOSTODWEOMER
Transmutation
Level: Sorcerer/wizard 7
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: One of your spells
Duration: 1 round
You cast this spell, and you picture a forge in your mind. You think of the forge as you cast your next spell, but that spell does not manifest. Instead, your hands glow with a golden curative radiance.
You channel the spell energy from a spell you know into healing magic. After you cast this spell, the next spell you cast in the same round is converted to positive energy. When you cast the second spell, you touch yourself or another creature, curing 1d8 points of damage for every spell level of the spell you cast. If the spell you cast was prepared with a metamagic feat, you use the level of the spell slot the spell occupied.
Transmutation
Level: Sorcerer/wizard 7
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: One of your spells
Duration: 1 round
You cast this spell, and you picture a forge in your mind. You think of the forge as you cast your next spell, but that spell does not manifest. Instead, your hands glow with a golden curative radiance.
You channel the spell energy from a spell you know into healing magic. After you cast this spell, the next spell you cast in the same round is converted to positive energy. When you cast the second spell, you touch yourself or another creature, curing 1d8 points of damage for every spell level of the spell you cast. If the spell you cast was prepared with a metamagic feat, you use the level of the spell slot the spell occupied.
#36
Posté 07 novembre 2010 - 01:27
SPIRITJAWS
Evocation [Force]
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 + 10 ft./level)
Effect: Jaws of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
You call upon the power of the dinosaurs to complete the spell. A set of ghostly dinosaur jaws comes into being and attacks the creature you designate.
This spell creates a set of powerful jaws of force. The jaws attempt to grapple the designated opponent, starting with one attack in the round the spell is cast and continuing each round thereafter. The spiritjaws use your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) +your Wis modifier as its attack bonus.
If an initial attack hits, the spiritjaws deal 2d6 points of damage and attempt to start a grapple as a free action. The jaws’ bonus on grapple checks is equal to their attack bonus + 4.
Once the opponent is grappled, the jaws deal 2d6 points of damage with each subsequent grapple check. The target is considered to be grappling and cannot move. The target creature no longer threatens squares and loses its Dexterity bonus to AC against opponents not grappling it.
The set of jaws always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. Your feats do not affect the jaws. If the jaws move beyond the range of the spell, they vanish. Attacking the set of jaws has no effect. As a magical force effect, the jaws cannot be damaged, but disintegrate or a sphere of annihilation destroys the effect.
The grappled opponent can cast a spell only if the spell has no somatic component, the material components are in hand, and a Concentration check (DC 20 + spell level) is made. A creature grappled by the set of jaws can attempt to escape by succeeding on a grapple check against the jaws or by making a successful Escape Artist check as a standard action opposed by the set of jaws’ grapple check.
As a free action, you can direct the jaws to pin a grappled opponent instead of dealing damage with a grapple check. If the jaws win the opposed grapple check, the opponent is pinned. A pinned opponent is held immobile and must break the pin before it can escape the grapple. Creatures other than those grappling the pinned target gain a +4 bonus on attack rolls to hit it. If the jaws have multiple attacks (granted by your attack bonus), you can use them to cause damage to a pinned target or to make more grapple attempts against that target. If you become unable to command the jaws, they vanish.
Material Component: A piece of bone from a dinosaur’s jaw.
Evocation [Force]
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 + 10 ft./level)
Effect: Jaws of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
You call upon the power of the dinosaurs to complete the spell. A set of ghostly dinosaur jaws comes into being and attacks the creature you designate.
This spell creates a set of powerful jaws of force. The jaws attempt to grapple the designated opponent, starting with one attack in the round the spell is cast and continuing each round thereafter. The spiritjaws use your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) +your Wis modifier as its attack bonus.
If an initial attack hits, the spiritjaws deal 2d6 points of damage and attempt to start a grapple as a free action. The jaws’ bonus on grapple checks is equal to their attack bonus + 4.
Once the opponent is grappled, the jaws deal 2d6 points of damage with each subsequent grapple check. The target is considered to be grappling and cannot move. The target creature no longer threatens squares and loses its Dexterity bonus to AC against opponents not grappling it.
The set of jaws always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. Your feats do not affect the jaws. If the jaws move beyond the range of the spell, they vanish. Attacking the set of jaws has no effect. As a magical force effect, the jaws cannot be damaged, but disintegrate or a sphere of annihilation destroys the effect.
The grappled opponent can cast a spell only if the spell has no somatic component, the material components are in hand, and a Concentration check (DC 20 + spell level) is made. A creature grappled by the set of jaws can attempt to escape by succeeding on a grapple check against the jaws or by making a successful Escape Artist check as a standard action opposed by the set of jaws’ grapple check.
As a free action, you can direct the jaws to pin a grappled opponent instead of dealing damage with a grapple check. If the jaws win the opposed grapple check, the opponent is pinned. A pinned opponent is held immobile and must break the pin before it can escape the grapple. Creatures other than those grappling the pinned target gain a +4 bonus on attack rolls to hit it. If the jaws have multiple attacks (granted by your attack bonus), you can use them to cause damage to a pinned target or to make more grapple attempts against that target. If you become unable to command the jaws, they vanish.
Material Component: A piece of bone from a dinosaur’s jaw.
#37
Posté 07 novembre 2010 - 01:32
SPHERE OF ULTIMATE
DESTRUCTION
Conjuration (Creation)
Level: Sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Effect: 2-ft.-radius sphere
Duration: 1 round/level (D)
Saving Throw: Fortitude
partial; see text
Spell Resistance: Yes
As you successfully complete the intricate gestures and tongue-tying syllables of this spell, you conjure a featureless black sphere of nothingness. Matter that touches the sphere disappears, causing a slight breeze to form that blows endlessly in the direction of the all-consuming blackness.
You create a terrible sphere that destroys anything it touches. The sphere flies up to 30 feet per round. The sphere stops moving when it enters a space containing a creature, automatically striking it. You must actively direct it to a new target as a move action. When struck by the sphere, a subject takes 2d6 points of damage per caster level (maximum 40d6). Any creature reduced to 0 or fewer hit points by this spell is disintegrated, leaving behind only a trace of fine dust (though its equipment is unaffected). When used against an object, the sphere disintegrates as much as one 10-foot cube of nonliving matter. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is disintegrated. The effects of the sphere count as a disintegrate spell for the purpose of destroying a wall of force or any other spell or effect specifically affected by disintegrate. If the sphere moves beyond the spell’s range, it winks out.
Material Component: A pinch of dust from a disintegrated creature.
DESTRUCTION
Conjuration (Creation)
Level: Sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./
level)
Effect: 2-ft.-radius sphere
Duration: 1 round/level (D)
Saving Throw: Fortitude
partial; see text
Spell Resistance: Yes
As you successfully complete the intricate gestures and tongue-tying syllables of this spell, you conjure a featureless black sphere of nothingness. Matter that touches the sphere disappears, causing a slight breeze to form that blows endlessly in the direction of the all-consuming blackness.
You create a terrible sphere that destroys anything it touches. The sphere flies up to 30 feet per round. The sphere stops moving when it enters a space containing a creature, automatically striking it. You must actively direct it to a new target as a move action. When struck by the sphere, a subject takes 2d6 points of damage per caster level (maximum 40d6). Any creature reduced to 0 or fewer hit points by this spell is disintegrated, leaving behind only a trace of fine dust (though its equipment is unaffected). When used against an object, the sphere disintegrates as much as one 10-foot cube of nonliving matter. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is disintegrated. The effects of the sphere count as a disintegrate spell for the purpose of destroying a wall of force or any other spell or effect specifically affected by disintegrate. If the sphere moves beyond the spell’s range, it winks out.
Material Component: A pinch of dust from a disintegrated creature.
#38
Posté 07 novembre 2010 - 01:35
BLACK BLADE OF
DISASTER
Conjuration (Creation)
Level: Sorcerer/wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Sword-shaped planar rift
Duration: Concentration, up to
1 round/level
Saving Throw: None
Spell Resistance: Yes
As you cast the spell, a large black tear in the universe appears in the form of a crackling ebony sword made of the material of the planes. The blade flies off at your mental command to destroy your foes.
You create a black blade-shaped planar rift about 3 feet long. The blade strikes at any creature within its range, as you desire, starting the round you cast the spell. The blade makes a melee touch attack against its designated target once each round. Its attack bonus is equal to your base attack bonus + your Intelligence bonus or your Charisma bonus (for wizards and sorcerers, respectively).
Anything hit by the blade is disintegrated if it fails a Fortitude save, taking 2d6 points of damage per caster level (maximum 40d6), or 5d6 points of damage if the saving throw is successful. The blade can pass through any magical barrier equal to or less than its spell level, but cannot penetrate dead magic areas or an antimagic field. It can harm ethereal and incorporeal creatures as if it were a force effect.
The blade always strikes from your direction. It does not get a flanking bonus or help a combatant get one. If the blade exceeds its range or goes out of your line of sight, the spell ends. You can direct the blade to attack another target as a standard action.
A gate spell can be used to counterspell a black blade of disaster. A dimensional anchor spell cast at the blade dispels it automatically. The blade cannot be harmed by physical attacks, but dispel magic, a sphere of annihilation, or a rod of cancellation can affect it. Its touch attack AC is 13.
DISASTER
Conjuration (Creation)
Level: Sorcerer/wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Sword-shaped planar rift
Duration: Concentration, up to
1 round/level
Saving Throw: None
Spell Resistance: Yes
As you cast the spell, a large black tear in the universe appears in the form of a crackling ebony sword made of the material of the planes. The blade flies off at your mental command to destroy your foes.
You create a black blade-shaped planar rift about 3 feet long. The blade strikes at any creature within its range, as you desire, starting the round you cast the spell. The blade makes a melee touch attack against its designated target once each round. Its attack bonus is equal to your base attack bonus + your Intelligence bonus or your Charisma bonus (for wizards and sorcerers, respectively).
Anything hit by the blade is disintegrated if it fails a Fortitude save, taking 2d6 points of damage per caster level (maximum 40d6), or 5d6 points of damage if the saving throw is successful. The blade can pass through any magical barrier equal to or less than its spell level, but cannot penetrate dead magic areas or an antimagic field. It can harm ethereal and incorporeal creatures as if it were a force effect.
The blade always strikes from your direction. It does not get a flanking bonus or help a combatant get one. If the blade exceeds its range or goes out of your line of sight, the spell ends. You can direct the blade to attack another target as a standard action.
A gate spell can be used to counterspell a black blade of disaster. A dimensional anchor spell cast at the blade dispels it automatically. The blade cannot be harmed by physical attacks, but dispel magic, a sphere of annihilation, or a rod of cancellation can affect it. Its touch attack AC is 13.
#39
Posté 07 novembre 2010 - 01:54
SONIC WEAPON
Transmutation [Sonic]
Level: Bard 2, sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)
Holding the weapon to your mouth, you whisper the spell’s arcane words, shrouding the weapon in visible sound like a thin sheen of water.
While the spell is in effect, the affected weapon deals an extra 1d6 points of sonic damage with each successful attack. The sonic energy does not harm the weapon’s wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.
Transmutation [Sonic]
Level: Bard 2, sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)
Holding the weapon to your mouth, you whisper the spell’s arcane words, shrouding the weapon in visible sound like a thin sheen of water.
While the spell is in effect, the affected weapon deals an extra 1d6 points of sonic damage with each successful attack. The sonic energy does not harm the weapon’s wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.
#40
Posté 07 novembre 2010 - 01:55
SLIME WAVE
Conjuration (Summoning)
Level: Cleric 7, druid 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 15-ft.-radius spread
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No
You finish the spell, and a horrendous wave of green slime explodes outward from the spot where you point.
You create a wave of green slime (DMG 76) that begins at the point of origin you choose and violently spreads to the limit of the area. The wave splashes and splatters as it passes; some slime clings to any wall or ceiling the wave touches. Green slime devours flesh and organic materials on contact, and even dissolves metal. Each creature in the area is covered with one patch of green slime. Unlike normal green slime, the slime created by this spell gradually evaporates, disappearing by the end of the duration.
Material Component: A few drops of stagnant pond water.
Conjuration (Summoning)
Level: Cleric 7, druid 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 15-ft.-radius spread
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No
You finish the spell, and a horrendous wave of green slime explodes outward from the spot where you point.
You create a wave of green slime (DMG 76) that begins at the point of origin you choose and violently spreads to the limit of the area. The wave splashes and splatters as it passes; some slime clings to any wall or ceiling the wave touches. Green slime devours flesh and organic materials on contact, and even dissolves metal. Each creature in the area is covered with one patch of green slime. Unlike normal green slime, the slime created by this spell gradually evaporates, disappearing by the end of the duration.
Material Component: A few drops of stagnant pond water.
Modifié par nicethugbert, 07 novembre 2010 - 01:55 .
#41
Posté 07 novembre 2010 - 01:57
SHIELDBEARER
Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Ca sting Time: 1 standard
action
Range: Touch
Target: Shield touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
A feeling of protectiveness and guardianship fills you as you complete the spell. Touching the target shield, you point to the creature it is meant to protect and watch as the shield rises in the air and floats gently toward the indicated creature.
A shieldbearer spell allows you to enchant one shield so that it hovers near and attempts to protect one creature of your choice. The spell’s recipient is chosen at the time of casting and cannot be changed. The enchanted shield remains within 1 foot of the creature for the duration of the spell.
The shield’s subject is then granted a shield bonus to AC as if it was wearing the shield. The spell permits the enchanted shield’s subject to use a two-handed weapon or a weapon in each hand and still benefit from the shield’s effect.
Shield bonuses from multiple sources, including multiple castings of this spell, do not stack.
Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Ca sting Time: 1 standard
action
Range: Touch
Target: Shield touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
A feeling of protectiveness and guardianship fills you as you complete the spell. Touching the target shield, you point to the creature it is meant to protect and watch as the shield rises in the air and floats gently toward the indicated creature.
A shieldbearer spell allows you to enchant one shield so that it hovers near and attempts to protect one creature of your choice. The spell’s recipient is chosen at the time of casting and cannot be changed. The enchanted shield remains within 1 foot of the creature for the duration of the spell.
The shield’s subject is then granted a shield bonus to AC as if it was wearing the shield. The spell permits the enchanted shield’s subject to use a two-handed weapon or a weapon in each hand and still benefit from the shield’s effect.
Shield bonuses from multiple sources, including multiple castings of this spell, do not stack.
Modifié par nicethugbert, 07 novembre 2010 - 01:57 .
#42
Posté 07 novembre 2010 - 05:05
Tenser's floating disc!
Because i'm always overburdened, and always find more than 3 full plates :-/
(could serve as a container when summoned)
Because i'm always overburdened, and always find more than 3 full plates :-/
(could serve as a container when summoned)
#43
Posté 07 novembre 2010 - 07:12
AVASCULAR MASS
Necromancy [Death, Evil]
Level: Deathbound 8, sorcerer/
wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: See text
Saving Throw: Fortitude partial and
Reflex negates; see text
Spell Resistance: Yes
You shoot a black ray of necromantic energy from your outstretched hand, causing your foe to violently purge blood vessels through its skin. The purged blood vessels spread outward, creating a many-layered mass of bloody, adhesive tissue that traps nearby creatures in a gory horror.
You must succeed on a ranged touch attack with the ray to strike a target. If the attack is successful, the subject loses half its hit points (rounded down) and is stunned for 1 round. On a successful Fortitude saving throw, the subject is not stunned. Oozes and plants are not affected by this spell.
The avascular mass instantaneously erupts from the subject and must be anchored to at least two opposed points—such as floor and ceiling or opposite walls—or else the mass collapses and has no effect. Creatures caught within a 20-foot-radius avascular mass become entangled. The original target of the spell is automatically entangled. Because the avascular mass is magically animate and gradually tightens on those it holds, an entangled character who attempts to cast a spell must make a DC 25 Concentration check or lose the spell.
Anyone within 20 feet of the primary target when the spell is cast must make a Reflex save. If this save succeeds, the creature is not stuck in the avascular mass and is free to act, though moving might be a problem (see below). If the save fails, the creature is stuck.
A stuck creature can break loose by spending 1 round and succeeding on a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either from making the initial Reflex save or a later Strength check or Escape Artist check), a creature can progress through the writhing blood vessels very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.
If you have at least 5 feet of avascular mass between you and an opponent, it provides cover. If you have at least 20 feet of avascular mass between you, it provides total cover.
The avascular mass of entangling tissue persists for 1 round per caster level. When the duration elapses, the blood vessel mass becomes so much limp, decaying tissue.
Necromancy [Death, Evil]
Level: Deathbound 8, sorcerer/
wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: See text
Saving Throw: Fortitude partial and
Reflex negates; see text
Spell Resistance: Yes
You shoot a black ray of necromantic energy from your outstretched hand, causing your foe to violently purge blood vessels through its skin. The purged blood vessels spread outward, creating a many-layered mass of bloody, adhesive tissue that traps nearby creatures in a gory horror.
You must succeed on a ranged touch attack with the ray to strike a target. If the attack is successful, the subject loses half its hit points (rounded down) and is stunned for 1 round. On a successful Fortitude saving throw, the subject is not stunned. Oozes and plants are not affected by this spell.
The avascular mass instantaneously erupts from the subject and must be anchored to at least two opposed points—such as floor and ceiling or opposite walls—or else the mass collapses and has no effect. Creatures caught within a 20-foot-radius avascular mass become entangled. The original target of the spell is automatically entangled. Because the avascular mass is magically animate and gradually tightens on those it holds, an entangled character who attempts to cast a spell must make a DC 25 Concentration check or lose the spell.
Anyone within 20 feet of the primary target when the spell is cast must make a Reflex save. If this save succeeds, the creature is not stuck in the avascular mass and is free to act, though moving might be a problem (see below). If the save fails, the creature is stuck.
A stuck creature can break loose by spending 1 round and succeeding on a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either from making the initial Reflex save or a later Strength check or Escape Artist check), a creature can progress through the writhing blood vessels very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.
If you have at least 5 feet of avascular mass between you and an opponent, it provides cover. If you have at least 20 feet of avascular mass between you, it provides total cover.
The avascular mass of entangling tissue persists for 1 round per caster level. When the duration elapses, the blood vessel mass becomes so much limp, decaying tissue.
Modifié par nicethugbert, 07 novembre 2010 - 07:13 .
#44
Posté 07 novembre 2010 - 07:17
BLACKFIRE
Necromancy [Evil]
Level: Sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/level
Saving Throw: Fortitude partial and
Reflex negates; see text
Spell Resistance: Yes
With the dark words still on your tongue, a ray of black energy springs from your hand to wrap the indicated target in black flames that absorb heat rather than create it. The black fire crackles and hisses, emanating the smells of hot metal and sulfur.
You must succeed on a ranged touch attack with the ray to strike a target. On a successful attack, a living target is engulfed in chill black flames that feed on the fuel of their victim’s life force. A creature engulfed in blackfire must make a successful Fortitude save each round that the spell is in effect or take 1d4 points of Constitution damage and become nauseated. A creature that makes its Fortitude save takes no damage for that round and is sickened instead.
In addition to its effects on the subject, blackfire can spread rapidly. Each round on its turn, any living creature adjacent to a creature engulfed in blackfire must succeed on a Reflex save or become engulfed itself.
Any creature that has its Constitution reduced to 0 or lower by the spell is turned into a pile of black ash and can be returned to life only by true resurrection or wish, the caster of which must succeed on a DC 30 caster level check to restore the victim to life. If a creature succeeds on its Fortitude save in 3 consecutive rounds, the blackfire affecting it gutters out. The black flames cannot otherwise be extinguished by normal means (such as immersion in water or smothering), but antimagic field, a successful dispel magic, remove curse, or break enchantment snuffs it out. As well, a creature protected by death ward has immunity to blackfire’s effects.
Material Component: A pinch of dust from a vampire destroyed by sunlight.
Necromancy [Evil]
Level: Sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/level
Saving Throw: Fortitude partial and
Reflex negates; see text
Spell Resistance: Yes
With the dark words still on your tongue, a ray of black energy springs from your hand to wrap the indicated target in black flames that absorb heat rather than create it. The black fire crackles and hisses, emanating the smells of hot metal and sulfur.
You must succeed on a ranged touch attack with the ray to strike a target. On a successful attack, a living target is engulfed in chill black flames that feed on the fuel of their victim’s life force. A creature engulfed in blackfire must make a successful Fortitude save each round that the spell is in effect or take 1d4 points of Constitution damage and become nauseated. A creature that makes its Fortitude save takes no damage for that round and is sickened instead.
In addition to its effects on the subject, blackfire can spread rapidly. Each round on its turn, any living creature adjacent to a creature engulfed in blackfire must succeed on a Reflex save or become engulfed itself.
Any creature that has its Constitution reduced to 0 or lower by the spell is turned into a pile of black ash and can be returned to life only by true resurrection or wish, the caster of which must succeed on a DC 30 caster level check to restore the victim to life. If a creature succeeds on its Fortitude save in 3 consecutive rounds, the blackfire affecting it gutters out. The black flames cannot otherwise be extinguished by normal means (such as immersion in water or smothering), but antimagic field, a successful dispel magic, remove curse, or break enchantment snuffs it out. As well, a creature protected by death ward has immunity to blackfire’s effects.
Material Component: A pinch of dust from a vampire destroyed by sunlight.
#45
Posté 07 novembre 2010 - 07:20
CRAWLING DARKNESS
Conjuration (Creation)
Level: Cleric 5
Components: V, S, DF
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute/level (D)
A shroud of dark, writhing tentacles forms around your body as you speak the spell’s final syllables.
This spell creates a number of tentacles that surround you but do not interfere with your movement or spellcasting.
They provide concealment and completely hide your features. You gain a +4 competence bonus on grapple checks, Climb checks, and Escape Artist checks.
When you are attacked, the tentacles strike back at your attacker. They have an attack bonus equal to your base attack bonus + your Wis modifier, and a successful attack deals 1d12 points of damage.
Conjuration (Creation)
Level: Cleric 5
Components: V, S, DF
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute/level (D)
A shroud of dark, writhing tentacles forms around your body as you speak the spell’s final syllables.
This spell creates a number of tentacles that surround you but do not interfere with your movement or spellcasting.
They provide concealment and completely hide your features. You gain a +4 competence bonus on grapple checks, Climb checks, and Escape Artist checks.
When you are attacked, the tentacles strike back at your attacker. They have an attack bonus equal to your base attack bonus + your Wis modifier, and a successful attack deals 1d12 points of damage.
Modifié par nicethugbert, 07 novembre 2010 - 07:20 .
#46
Posté 08 novembre 2010 - 03:57
MAGE ARMOR, MASS
Conjuration (Creation) [Force]
Level: Sorcerer/wizard 3
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two
of which are more than 30 ft. apart
You feel arcane energy encompass you,
granting you a sense of serenity. As you
choose your targets for the spell, you see each
one glow briefly with a silver aura.
This spell functions like mage armor
(PH 249), except that it affects multiple
creatures.
Conjuration (Creation) [Force]
Level: Sorcerer/wizard 3
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two
of which are more than 30 ft. apart
You feel arcane energy encompass you,
granting you a sense of serenity. As you
choose your targets for the spell, you see each
one glow briefly with a silver aura.
This spell functions like mage armor
(PH 249), except that it affects multiple
creatures.
#47
Posté 08 novembre 2010 - 02:48
Otto's Irresistible Dance
Humiliate the enemy.
Harumph!
Humiliate the enemy.
Harumph!
#48
Posté 08 novembre 2010 - 03:36
If all NWN1 spells are done, I'm guessing that'll include Black Blade of Disaster, Blackfire and any others. I was going to suggest Tenser's Floating Disk too, but I thought someone had already done it (I know there are models on the Vault, though they might have been for NWN1, I forget).
#49
Posté 08 novembre 2010 - 04:55
I still like Unseen Servant, Detect Magic, Read Magic and Identify. I know that I'd use them. I'd also like to see a few other spells, but I honestly don't know what you've already got implemented. I think it would also be cool if the Shield spell worked the way it used to back in AD&D PnP, where you have to specify whether or not it's a Fire Shield or an Ice Shield, with the potential to have that choice backlash on your character.
Pass Without Trace would be nice. (I suppose in NWN2, it's only real application would be to cut out the ability of the Tracking Skill to find the character/group that used that spell on the minimap.)
Magic Mouth, Glyphs of Warding of varying types and Statue Guardians all would be cool to have.
For me, that's about it.
dunniteowl
Pass Without Trace would be nice. (I suppose in NWN2, it's only real application would be to cut out the ability of the Tracking Skill to find the character/group that used that spell on the minimap.)
Magic Mouth, Glyphs of Warding of varying types and Statue Guardians all would be cool to have.
For me, that's about it.
dunniteowl
#50
Posté 08 novembre 2010 - 06:47
I know Brian wants to do all sorts of stuff for his PW. It would be great to have all the D&D spells in spells.2da for modders to work with. But, for players to use sooner rather than later, only spells using spells.2da and .nss files would be useful. So, that's what I tried suggesting as a priority.





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