Many, many years ago, grandmaster chicken added several "placeholder spells" to later add scripts to. The later part never happened. Alas the placeholders are still in which means we can add spells to them with several advantages:
1. all of that class can get them once in 2. they actually have a spell name with an icon and not just "unique self/ranged" for less confusion 3. doesn't need a hak
So maybe it would be a nice idea to come up with something (reasonable) for these spells to do. Suggestions are welcome!:
Edit: Bard is actually the same as wiz/sorc so just added it there, thanks Grave!
If I forgot any placeholders or added a spell that already has a script to it by accident, please inform me.
The advantage is that it wouldn't really require much scripting to be done, and since it would follow the same rule as flight / shadow jump, it wouldn't be usable for cheating. This thus could make for a fine added flavour spell that wouldn't make already broken caster classes even more broken.
I'd treat this as a transmutation school instant-kill for monsters only, transforming a creature into a chair placeable, thus killing it in the process :p
Joined: 29 Jul 2007 Location: Norway: Home of the Trolls
Some initial suggestions I tried to focus on making spells that would see use even at level 30, but while trying to keep their power confined to their spell level. This is why I went with making them all single target spells, instead of area of effects.
Myrra's hex Enchantment [Mind affecting] Level: Druid 1, Ranger 2 Innate level: 1 Components: V, S Casting Time: 1 standard action Range: Long Target: One creature Duration: 1 round/level Saving throw: none Spell resistance: yes
This spell lowers the target creature's resistance to the elements, rendering them more vulnerable to weather and elemental effects and spells. The target's immunity to fire, cold, electrical and acid damage is lowered by 1/5CL% (Up to a maximum of 6% at CL 30).
In addition the target will find it more difficult to enlist the aid of any animal or other creature of nature in the form of a -5 penalty to animal handling.
After uttering these magic words, the caster will have their resolve bolstered. This spell is often favored by clerics and rangers that regularly combat undead or creatures from the lower planes. This spell provides immunity to fear and charm spells and effects for 1 hour.
Harash' First incantation Abjuration Level: Wizard/Sorcerer 1, Bard 1 Innate level: 1 Components: V, S Casting time: 1 standard action Target: One creature Duration: 1 round/level Saving throw: none Spell resistance: none
This spell was originally designed to help combat drow. It has since become more and more popular to use when fighting a foe resistant to spells. The spell gives the target a 1/10 CL penalty to their Spell Resistance. (Max of 3 at Casterlevel 30)
//While not that powerful at a glance, it would effectivly increase the odds of having your spell hit a target with high spell resistance by 15%, and from a cantrip
This spell makes a target creature more vulnerable to physical attacks and damage by making their skin brittle. The target takes a -1 penalty to their natural armor class and a 1/5CL% (max of 6% at CL 30) penalty to physical damage immunities. (Bludgeoning, piercing, slashing)
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Cleric's "Blessed Exorcism" spell could be a mass will vs fear against undead, maybe?
Wizard's "Orson's Pyromagic" could be uh... 2d6 fire damage per three levels (max 10d6 at level 15), in the form of a ray, with a fortitude save for half, to try shrugging off being lit on fire? Not sure.
Druid Punch Conjuration Level: Druid 8 Innate level: 8 Components: V, S Casting Time: 1 standard action Range: Long Target: One creature Duration: 1 round/6 levels Saving throw: Fort/Reflex Spell resistance: yes
The druid channels a blast of super hot air called from the hottest places in the planes, and unleashes it upon their foe with a thrust of their fist. On a failed fortitude save, the super-heated air deals 1D6 fire damage per two druid levels. On a failed reflex save, the gust of wind causes the affected creature to fall prone for 1 round per 6 druid levels.
Druid Punch Transmutation Level: Druid 8 Innate level: 8 Components: V, S Casting time: 1 standard action Range: touch attack Target: 1 Creature Duration: Instant Saving throw: Reflex save to be knocked Prone Spell resistance: no Metamagics: no
The druid transforms their arm into that of a stone-elemental and deals one heavy, shattering punch with the chance to drop their opponent prone.
1d6*CL blunt damage - caps at CL 20. Reflex save to be knocked prone as per the thunderclap spell.
I think this one's better. Commie, yours sounds interesting but it sounds a bit too much like Dragon Ball Z. I literally pictured a Druid performing the kamehameha >.>
Druid Punch Transmutation Level: Druid 8 Innate level: 8 Components: V, S Casting time: 1 standard action Range: touch attack Target: 1 Creature Duration: Instant Saving throw: Reflex save to be knocked Prone Spell resistance: no Metamagics: no
The druid transforms their arm into that of a stone-elemental and deals one heavy, shattering punch with the chance to drop their opponent prone.
1d6*CL blunt damage - caps at CL 20. Reflex save to be knocked prone as per the thunderclap spell.
I think this one's better. Commie, yours sounds interesting but it sounds a bit too much like Dragon Ball Z. I literally pictured a Druid performing the kamehameha >.>
Description: Orson's Pyromagic launches a lance of fire at a foe, and makes a ranged touch attack against that foe. On a hit, the flaming lance deals 3d6 points of fire damage, which increases by 3d6 for every 3 levels of the caster, to a maximum of 12d6 at caster level 12. It is possible to score a critical hit with this spell. Every spell focus in evocation adds 2 to the AB of the touch attack.
Quote:
Morgan's Electrifier Evocation Level: Sorcerer 4, Wizard 4, Bard 4 Innate level: 4 Components: V, S Casting time: 1 standard action Range: Long Target: 1 Creature Duration: Special Saving throw: Fortitude Partial Spell resistance: yes
Description: Upon being cast on a target, Morgan's Electrifier courses the target with static electricity, which painfully shocks them upon casting, and every two rounds after. Each shock deals 4d6 electrical damage and stuns the target for 1 round. A successful fortitude save halves the damage and negates the stun. Every two rounds after the initial shock, the target is shocked again. The spell does this a number of times equal to one plus another shock for every 7 levels of the caster, to a maximum of 5 shocks at caster level 28.
Description: Snorri's Snowball launches a giant snowball at a foe, who makes a ranged touch attack against that foe. On a hit, the snowball deals 1d6 cold damage per level of the caster. If the target is hit with the snowball, they make a fortitude save, and on failure, are frozen solid for one round per 5 caster levels. It is possible to score a critical hit with this spell. Every spell focus in evocation adds 2 to the AB of the touch attack.
Quote:
Blessed Exorcism Conjuration Level: Cleric 6 Innate level: 6 Components: V, S Casting time: 1 standard action Range: Centered on the Caster Target: Large Area of Effect Duration: Instant Saving throw: Will Special Spell resistance: yes
Blessed Exorcism invokes holy (or unholy) power unto the target area. Any undead, or outsiders that do not share the caster's alignment on both the good/evil and law/chaos spectrum take 1d6 divine damage per caster level, to a maximum of 20d6. Affected targets are allowed a will save for half damage. Any affected undead or outsiders are also affected by a turn undead check, as though the cleric had used a turn undead on them. Each spell focus feat in conjuration adds 2 Hit Dice to the cleric's turn check.
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Last edited by The1Kobra on Mon, Sep 04 2017, 1:34 AM, edited 4 times in total.
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
What I would absolutely gush over is to have an actual scripted Prestidigitation Cantrip, capable of doing all the little things people often RP as doing with a random, unnamed Cantrip. I suppose that would be Harash' First Incantation. But, depending on what you target with it, it would do things like:
-Open/Close an unlocked door or chest from across the room. -Pick up unattended objects/loot and put them into your inventory(only low weight things, ~5 lbs). -Spark/Douse campfire placables and candles. -Spawn a small VFX or placable for RP, not as flashy as Magic Bling, but similar.
I feel like that's something any Wizard, Sorc, or Bard could get use out of. It's an incredibly basic spell, but having it there to help with RP would be awesome.
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