Difference between revisions of "Spell Changes"
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This spell allows the caster to create magical armor from the remains of a humanoid. The caster must touch a corpse (the corpse can be fresh, rotting, or even skeletal, so long as enough of it remains that it could be animated by an animate dead spell) and invoke the spell. The corpse will then stand erect, embrace the caster, and begin to bend and twist, wrapping itself around the caster to form a gruesome armor of bones and dead flesh. The armor grants a +2 enhancement bonus to the caster's AC, 25 temporary hit points, a -1 armor check penalty, and a 5% arcane spell failure penalty. Damage dealt to the caster is first removed from these hitpoints. | This spell allows the caster to create magical armor from the remains of a humanoid. The caster must touch a corpse (the corpse can be fresh, rotting, or even skeletal, so long as enough of it remains that it could be animated by an animate dead spell) and invoke the spell. The corpse will then stand erect, embrace the caster, and begin to bend and twist, wrapping itself around the caster to form a gruesome armor of bones and dead flesh. The armor grants a +2 enhancement bonus to the caster's AC, 25 temporary hit points, a -1 armor check penalty, and a 5% arcane spell failure penalty. Damage dealt to the caster is first removed from these hitpoints. | ||
The spell ends either when the duration expires or 25 points of damage are dealt to the armor. Should the spell end normally, all remaining temporary hit points are lost. | The spell ends either when the duration expires or 25 points of damage are dealt to the armor. Should the spell end normally, all remaining temporary hit points are lost. | ||
+ | |||
+ | '''Banish Shadow''' | ||
+ | * Abjuration | ||
+ | * | ||
+ | *Level: Clr 3 | ||
+ | *Components: S | ||
+ | *Range: Medium | ||
+ | *Target: One shadow creature | ||
+ | *Duration: Instantaneous | ||
+ | *Saving Throw: Will partial (see text) | ||
+ | *Spell Resistance: Yes | ||
+ | This spell is used to banish a creature of the Plane of Shadow (shadow, shadow mastiff, etc.) back to that plane. The target receives a Will save. A successful save means the subject is not banished, but it still sustains 3d4+1/level (maximum +10) damage. | ||
===4th Level=== | ===4th Level=== |
Revision as of 03:57, 20 June 2021
Contents
Netheril Spell changes
Cantrips (0 Level)
- Resistance -- General Matick’s Resistance
- Ray of Frost -- Veridon’s Frost Ray
- Acid Splash -- Primidon’s Acid Splash
- Valstiir's Arcane Mark
- Daze -- Enollar’s Daze
- Light -- Brightfinger’s Light
- Flare -- Primidon’s Flare
- Electric Jolt -- Volhm’s Jolt
- Inflict Minor Wounds
- Dethed's Disrupt Undead
- Volhm's Touch of Fatigue
- Valstiir's Mage Hand
- Zahn's Message
- Ptack's Open / Close
Primidon’s Acid Splash 0-level Conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: S, V
- Duration: Instantaneous
Now inflicts 1d4 + 1 damage instead of d3
Valstiir's Arcane Mark
- 0-level Enchantment
- Casting Time: 1 action
- Range: Touch (Personal)
- Components: V, S
- Duration: Instant
You create a sigil on the target item that is unique to you. (Adds a line of blue text to the description, bearing your mark.)
Brightfinger’s Light
- 0-level Evocation
- Casting Time: 1 action
- Range: Touch
- Components: S. V
- Duration: 1 hour
Light now creates a ball of light that follows the spell target around. It is harmless, and will not attack anything, nor block any spells or projectiles.
Volhm’s Jolt
- 0-level Evocation
- Casting Time: 1 action
- Range: Medium (20 meters)
- Components: V, S
- Duration: Instant
Now inflicts 1d4 + 1 damage instead of d3
Inflict Minor Wounds
- 0-level Necromancy
- Casting Time: 1 action
- Range: Touch
- Components: S, V
- Duration: Instant
Now inflicts 1d4 + 1 damage instead of 1
Dethed's Disrupt Undead
- 0-level Necromancy
- Casting Time: 1 action
- Range: Short (10 meters)
- Components: S, V
- Duration: Instant You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Volhm's Touch of Fatigue
- 0-level Necromancy
- Casting Time: 1 action
- Range: Touch (Personal)
- Components: V, S,
- Duration: Round/Level
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.
The subject is immediately fatigued for the spell’s duration. (-2 STR, -2 CON for 1 round/2 caster levels, -15% Movespeed for 1 round/caster level.)
Valstiir's Mage Hand
- 0-level Transmutation
- Casting Time: 1 action
- Range: Medium (20 meters)
- Components: S, V
- Duration: Instant
You point your finger at an object and can lift it and move it to your inventory. If cast at the ground, will get the nearest unattended item in 3 meters.
Zahn's Message
- 0-level Transmutation
- Casting Time: 1 action
- Range: Medium (20 meters)
- Components: S, V
- Duration: Instant
You can send messages back and forth with designated persons within line of sight.
Ptack's Open / Close
- 0-level Transmutation
- Casting Time: 1 action
- Range: Medium (20 meters)
- Components: V, S
- Duration: Instant
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. Traps are not disarmed by this spell.
1st Level
- Valstiir's Alarm
- Endure Elements -- General Matick’s Endure Elements
- Protection from evil -- M’dhal’s Dispel Evil
- Protection from Good -- M’dhal’s Protection from Good
- M'dhal's Protection from Chaos
- M'dhal's Protection from Law
- Shield -- General Matick’s shield
- Ironguts -- Quantoul’s Iron Stomach
- Grease -- Shan’s Tallow
- Mage Armor -- General Matick’s Armor
- Summon Creature 1 -- Lucke’s 1st Monster Summons
- Identify -- Trebbe’s scry identify
- Charm Person --Keonid’s Charm Human
- Doom -- Keonid’s Doom
- Sleep -- Efteran’s Sleep
- Lucke's Floating Disk
- Volhm's Shocking Grasp
- Magic Missle -- General Matick’s Missile
- Shelgarns persistent blade -- General Matick’s Persistent Blade
- Ice Dagger -- Veridon’s Ice Dagger
- Color spray -- Nalevac’s Spray
- Ray of enfeeblement -- Hamring’s Enfeeblement
- Negative Energy Ray -- Volhm’s Negative Ray
- Burning Hands -- Primidon’s Burners
- Amplify -- Zahn’s Amplify
- Expeditious Retreat -- Quantoul’s Boots of Escaping
- Magic weapon -- Fourfinger’s Magic Weapon
Valstiir's Alarm
- 1st-level Abjuration
- Casting Time: 1 action
- Range: Ground
- Components: V, S
- Duration: Medium (20 meters)
You place a rune on the ground which conceals itself within 1 round and arms. After arming, any creature who walks through the area will alert the caster with a mental warning.
Lucke’s 1st Monster Summons
- 1st-level conjuration
- Casting Time: 1 action
- Range: Short
- Components: V, S
- Duration: 1 turn/caster level
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
Lucke's Floating Disk
- 1st-level Evocation
- Casting Time: 1 action
- Range: Medium (20 meters)
- Components: V, S
- Duration: Hour/Level
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 25 pounds of weight per caster level.
Volhm's Shocking Grasp
- 1st-level Evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor.
Acid Spittle
- Transmutation [Acid]
- Level: Sor/Wiz 1
- Range: 10 ft
- Target: One Creature
- Duration: Instantaneous
- Saving Throw: Reflex half
- Spell Resistance: No
The caster is able to belch forth a small, viscous glob of potent acid at a nearby opponent. The caster may spit the acid at an opponent within 10 ft. as a grenade-like weapon, ranged touch-attack. A target struck by the acid takes 1d6 points of acid damage +1 point per caster level (maximum +20); Reflex save for half damage applies. Anyone within 5 ft. of where the acid glob strikes takes 1 point of acid damage +1 per two caster levels (maximum +10); Reflex save for half damage.
2nd Level
- Lesser Dispell Magic -- Oberon’s Lesser Dispell
- Resist Elements -- General Matick’s Resist Elements
- Valstiir's Glitterdust
- Melfs acid arrow -- Primidon’s Acid Arrow
- Summon Creature 2 -- Lucke’s 2nd Monster Summons
- Web -- Shan’s Web
- See Invisibility -- Trebbe’s Scry Invisibility
- Daze Monster
- Noanar's Scorching Ray
- Darkness -- Fahren’s Darkness
- Combust -- Noanar’s Combustion
- Flame Weapon -- Fourfinger’s Flame Weapon
- Darkfire
- Cloud of Bewilderment -- Tolodine’s Cloud of Confusion
- Invisibility -- Pockall’s Invisibility
- Ghostly Visage -- Smolyn’s Blurring
- Continual Flame -- Brightfinger's Continual Flame
- Sadebreth's Command Undead
- Sadebreth's False Life
- Ghoul Touch -- Veridon’s Chiller
- Death Armor -- Volhm’s Armor
- Bulls Strength -- Quantoul’s Strength
- Cats Grace -- Quantoul’s Grace
- Endurance -- Quantoul’s Endurance
- Knock -- Ptack’s Knock
- Eagle Splendor -- Quantoul’s Splendor
- Owls Wisdom -- Quantoul’s Wisdom
- Foxs cunning -- Quantoul’s Cunning
- Stone Bones -- Dethed’s Stone Bones
Valstiir's Glitterdust
- 2nd-level Conjuration
- Casting Time: 1 action
- Range: Medium
- Components: S, V
- Duration: 1hr/level
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded for the duration of the spell, and removing any invisibility effects. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
Any creature covered by the dust takes a –40 penalty on Hide checks.
Lucke’s 2nd Monster Summons
- 2nd-level Conjuration
- Casting Time: 1 action
- Range: Short
- Components: V, S
- Duration: 1 turn/caster level
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
Daze Monster
- 2nd-level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
This enchantment clouds the mind of a living creature with 8 or fewer Hit Dice so that it takes no actions. Creatures of 9 or more HD are not affected.
Noanar's Scorching Ray
- 2nd-level Evocation
- Casting Time: 1 action
- Range: Close 25 ft
- Components: V, S
- Duration: Instant
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
Fourfinger’s Flame Weapon
- 2nd-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 2 minutes / level
Now does 1d4 damage under level 6, 1d6 damage 6-12, and 1d8 damage 12 and over.
Darkfire
- 2nd-level Transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 2 minutes / level
Now does 1d4 damage under level 6, 1d6 damage 6-12, and 1d8 damage 12 and over.
Sadebreth's Command Undead
- 2nd-level Necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1hr/level
This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way. The undead may roll a will save against you, but if it fails it is considered charmed.
Sadebreth's False Life
- 2nd-level Necromancy
- Casting Time: 1 action
- Range: Personal
- Components: S, V
- Duration: 1hr/level
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).
3rd Level
- Dispel Magic -- Oberon’s Dispell
- Magic Circle against Evil -- M’dhal’s Circle against Evil
- Magic Circle against Good -- M’dhal’s Circle against Good
- Negative Energy Protection -- M’dhal’s Negative Energy Shield
- Protection from Elements -- General Matick’s Elements Protection
- Flame Arrow -- Primidon’s Arrow
- Stinking Cloud -- Tolodine’s Stinking Cloud
- Summon Creature 3 -- Lucke’s 3rd Monster Summons
- Clairaudience and Clairvoyance -- Zahn’s Hearing and Seeing
- Find Traps -- Zahn’s Find Snares
- Dominate Animal -- Prug’s Dominate Animal
- Hold person -- Prug’s Hold Human
- Fireball -- Noanar’s Fireball
- Gust of wind -- Tolodine’s gust of wind
- Lightning bolt -- Volhm’s bolt
- Scintillating Sphere -- Volhm’s Electric Ball
- Invisibility Sphere -- Pockall’s Wide Invisibility
- Displacement -- Smolyn’s Displacement
- Clarity -- Zahn's Clear Mind
- Vampiric Touch -- Gwynn’s Vampirism
- Negative energy burst -- Fjord’s Negative Energy Burst
- Haste -- Quantoul’s fastmorph
- Slow -- Quantoul’s slowmorph
- Keen Edge -- General Matick’s Keen Edge
- Greater magic weapon -- Fourfinger’s Enchanted Weapon
Lucke’s 3rd Monster Summons
- 3rd-level Conjuration
- Casting Time: 1 action
- Range: Short
- Components: V, S
- Duration: 1 turn/caster level
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
Armor of Undeath
- Necromancy
- Level: Death 3, Sor/Wiz 3
- Components: V,S
- Range: Personal
- Target: You
- Duration: 1 hour/level or special
- Saving Throw: None
- Spell Resistance: No
This spell allows the caster to create magical armor from the remains of a humanoid. The caster must touch a corpse (the corpse can be fresh, rotting, or even skeletal, so long as enough of it remains that it could be animated by an animate dead spell) and invoke the spell. The corpse will then stand erect, embrace the caster, and begin to bend and twist, wrapping itself around the caster to form a gruesome armor of bones and dead flesh. The armor grants a +2 enhancement bonus to the caster's AC, 25 temporary hit points, a -1 armor check penalty, and a 5% arcane spell failure penalty. Damage dealt to the caster is first removed from these hitpoints. The spell ends either when the duration expires or 25 points of damage are dealt to the armor. Should the spell end normally, all remaining temporary hit points are lost.
Banish Shadow
- Abjuration
- Level: Clr 3
- Components: S
- Range: Medium
- Target: One shadow creature
- Duration: Instantaneous
- Saving Throw: Will partial (see text)
- Spell Resistance: Yes
This spell is used to banish a creature of the Plane of Shadow (shadow, shadow mastiff, etc.) back to that plane. The target receives a Will save. A successful save means the subject is not banished, but it still sustains 3d4+1/level (maximum +10) damage.
4th Level
- Lesser Spell Breach -- Oberon’s Lesser Spell Breach
- Minor globe of invulnerability -- Trebbe’s Minor Invulnerability
- Stoneskin -- M’dhal’s Stoneskin
- Summon Creature 4 -- Lucke’s 4th Monster Summons
- Evards Black Tentacles -- Valstiir's Black Tentacles
- Charm Monster -- Keonid’s Charm Monster
- Confusion -- Hamring’s Confusion
- Elemental Shield -- General Matick’s Elemental Shield
- Wall of fire -- Noanar’s wall
- Ice Storm -- Veridon’s Storm
- Isaacs lesser missile storm -- General Matick’s Lesser Missile Storm
- Improved Invisibility -- Pockall’s Invisibility Plus
- Phantasmal killer -- Carbury’s killer
- Shadow Conjuration -- Shadow’s Conjuration
- Contagion -- Lucke’s Contagion
- Death Ward -- Trebbe’s Death Ward
- Enervation -- Stoca’s feign
- Fear -- Keonid’s Fear
- Bestow Curse -- Hamring’s Curse
- Polymorph self -- Quantoul’s selfmorph
Lucke’s 4th Monster Summons
- 4th-level Conjuration
- Casting Time: 1 action
- Range: Short
- Components: V, S
- Duration: 1 turn/caster level
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
5th Level
- Dismissal -- Oberon’s Dismiss
- Lesser Mind blank -- Kutson’s Lesser Blank
- Lesser spell mantle -- M’dhal’s Lesser Spell Mantle
- Energy Buffer -- General Matick’s Energy Buffer
- Cloudkill -- Tolodine’s cloudkill
- Lesser Planar Binding -- Lucke’s Planar Binding
- Summon Creature 5 -- Lucke’s 5th Monster Summons
- Feeblemind -- Hamring’s Feeblemind
- Dominate Person -- Prug’s Dominate Human
- Hold monster -- Prug’s hold being
- Mind fog -- Veridon’s Mind Fog
- Cone of Cold -- Veridon’s cone
- Firebrand -- Primidon’s Brand
- Ball Lightning -- Volhm’s Ball Lightning
- Greater Shadow conjuration -- Shadow’s Conjuration
- Animate dead -- Fjord’s Animation
- Circle of Doom -- Dethed’s Circle of Doom
Lucke’s 5th Monster Summons
- 5th-level Conjuration
- Casting Time: 1 action
- Range: Short
- Components: V, S
- Duration: 1 turn/caster level
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
6th Level
- Globe of Invulnerability -- Trebbe’s Invulnerability
- Greater Dispelling -- Oberon’s Greater Dispel
- Greater Spell Breach -- Oberon’s Spell Breach
- Acid Fog -- Tolodine’s Acid Cloud
- Planar Binding -- Lucke’s Planar Binding
- Summon Creature 6 -- Lucke’s 6th Monster Summons
- True Seeing -- Smolyn’s Seer
- Legend Lore -- Jarm’s saga
- Mass Haste -- Quantoul’s Mass fastmorph
- Chain Lightning -- Volhm’s chaining
- Isaacs Greater missile storm -- General Matick’s Greater Missile Storm
- Ethereal Visage -- Valdick’s Ethereal Form
- Shades -- Shadow’s Shades
- Circle of Death -- Dethed’s Circle of Death
- Undeath to Death -- Dethed’s Undeath to Death
- Greater stoneskin -- M’dhal’s Greater Stoneskin
- Tensers Transformation -- Quantoul’s Changer
- Greater Eagle Splendor -- Quantoul’s Greater Splendor
- Greater Owls Wisdom -- Quantoul’s Greater Wisdom
- Foxs Greater cunning -- Quantoul’s Greater Cunning
- Greater Bulls Strength -- Quantoul’s Greater Strength
- Greater Cats Grace -- Quantoul’s Greater Grace
- Greater Endurance -- Quantoul’s Greater Endurance
- Flesh to Stone -- Mavin’s Flesh-Stone Transmution
- Stone to flesh -- Mavin’s Stone-Flesh Transmution
Lucke’s 6th Monster Summons
- 6th-level Conjuration
- Casting Time: 1 action
- Range: Short
- Components: V, S
- Duration: 1 turn/caster level
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
Ectoplasmic Enhancement
- Caster Level(s): Wizard / Sorcerer 6
- Innate Level: 6
- School: Necromancy
- Descriptor(s): Evil
- Component(s): Verbal, Somatic
- Range: Medium
- Area of Effect / Target: one undead / level
- Duration: 24 hours
- Additional Counter Spells:
- Save: None
- Spell Resistance: No
The undead affected by this spell gains a +1 deflection bonus to armor class, +1d8 temporary hit points, +1 bonus on attack rolls, and +2 bonus to turn resistance. Each of these enhancements increases by +1 for every three caster levels.
7th Level
- Spell mantle -- M’dhal’s Spell Mantle
- Banishment -- Oberon’s Banish
- Summon Creature 7 -- Lucke’s 7th Monster Summons
- Power word, stun -- Xanad’s Stun
- Delayed Blast Fireball -- Noanar’s Delayed Fireball
- Prismatic spray -- Anglin’s spray
- Great Thunderclap -- Xanad’s Thunderclap
- Shadow Shield -- Shadow's Shroud
- Control Undead -- Sadebreth’s Undead Control
- Finger of Death -- Dethed’s Death Finger
Lucke’s 7th Monster Summons
- 7th-level Conjuration
- Casting Time: 1 action
- Range: Short
- Components: V, S
- Duration: 1 turn/caster level
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
8th Level
- Mind Blank -- Kutson’s Mind Blank
- Greater planar binding -- Yong’s Truss
- Summon Creature 8 -- Lucke’s 8th Monster Summons
- Premonition -- Zahn’s Premonition
- Mass charm -- Keonid’s Charm Plus
- Incendiary cloud -- Primidon’s Cloud
- Sunburst -- Brightfinger's Burst of Day
- Mass Blindness and Deafness -- Keonid’s Blindness and Deafness
- Create Greater Undead -- Sadebreth’s Create Greater Undead
- Create Undead -- Sadebreth’s Create Undead
- Horrid Wilting -- Dethed’s Horrid Wilting
Lucke’s 8th Monster Summons
- 8th-level Conjuration
- Casting Time: 1 action
- Range: Short
- Components: V, S
- Duration: 1 turn/caster level
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
9th Level
- Greater spell mantle -- M’dhal’s Spell Mantle
- Gate -- Valdick’s Gate
- Summon Creature 9 -- Lucke’s 9th Monster Summons
- Power word, kill -- Xanad’s killer
- Dominate Monster -- Prug’s Dominate Monster
- Meteor swarm -- Mavin’s Meteors
- Weird -- Trebbe’s Weird
- Energy Drain -- Volhm’s Drain
- Wail of the Banshee -- Dethed’s Banshee Wail
- Shapechange -- Quantoul’s Shapechange
- Time stop -- Chronomancer’s Time Stop
Lucke’s 9th Monster Summons
- 9th-level Conjuration
- Casting Time: 1 action
- Range: Short
- Components: V, S
- Duration: 1 turn/caster level
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
Zajimarn's Avalanche
- Caster Level(s): Wizard / Sorcerer 9
- Innate Level: 9
- School: Conjuration
- Descriptor(s): Creation, Cold
- Component(s): Verbal, Somatic
- Range: Long
- Area of Effect / Target: 1 10' square / level
- Duration: Instantaneous
- Additional Counter Spells:
- Save: Reflex Partial
- Spell Resistance: Yes
You conjure a sweeping wave of ice, snow and slush that washes away everything in it's path. Everything in the initial area of the spell takes 1d4 points of damage per caster level (to max 25d4). Creatures on foot and objects in the initial area must make Reflex saves or be carried along by the wave for 5 feet per caster level. The forced movement does not harm the targets except to leave them prone. Dead-end corridors and similar obstacles prevent the avalanche from moving creatures farther. The avalanche counts as a water attack for the purposes of extinguishing normal fires.