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Amarice-Elaraliel
 
PostPosted: Sun, Sep 03 2017, 13:40 PM 

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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!:

Druid:lvl 1 Myrra's Hex
lvl 2 Wall of Sound
lvl 4 Vinna's Greater Globe
lvl 6 Colour of spring
lvl 8 Druid's Punch


Ranger:lvl 1 Feder's Magic Words
lvl 2 Myrra's Hex
lvl 2 Helma's Curse
lvl 4 Bernard's Third Spell


Cleric:lvl 0 Feder's Magic Words
lvl 2 Helma's Curse
lvl 4 Bernard's Third spell
lvl 6 Blessed Exorcism


Paladinlvl 1: Feder's Magic Words
lvl 2: Helma's Curse
lvl 4: Bernard's Third Spell


Wizard/Sorcerer/Bard:lvl 0 Harash' First Incantation
lvl 2 Orson's Pyromagic
lvl 4 Morgen's Electrifier
lvl 6 Snorri's Snowball


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.

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walnutboy
 
PostPosted: Sun, Sep 03 2017, 14:11 PM 

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Is this a discussion thread, ideas or outright suggestions? Just so i know and we don't wander into a similar thing as the custom script thread!

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Amarice-Elaraliel
 
PostPosted: Sun, Sep 03 2017, 14:13 PM 

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Mostly suggestions! I guess ideas are okay too, I mean in the end most suggestions will likely need some tweaking anyways.

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Mushidoz
 
PostPosted: Sun, Sep 03 2017, 14:31 PM 

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1) Teleport (or Dimension Door): (http://www.d20srd.org/srd/spells/teleport.htm) (http://engl393-dnd5th.wikia.com/wiki/Dimension_Door)

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.

2) True Polymorph (http://engl393-dnd5th.wikia.com/wiki/True_Polymorph)

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

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Amarice-Elaraliel
 
PostPosted: Sun, Sep 03 2017, 14:36 PM 

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uh... for what spells is this supposed to be? It's only the spells mentioned in the first post that are placeholders.

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Gravemaskin
 
PostPosted: Sun, Sep 03 2017, 14:45 PM 

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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.

    .-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.

    Feder's Magic Words
    Abjuration
    Level: 0 Cleric, 1 Ranger
    Innate level: Cantrip
    Components: V, S
    Casting Time: 1 Standard action
    Target: Self
    Duration: 1 hour
    Saving throw: harmless(will)
    Spell resistance: yes

    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

    .-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.

    Helma's Curse
    Transmutation
    Level: Cleric 2, Ranger 2
    Innate level: 2
    Components: V, S
    Casting time: 1 standard action
    Range: Long
    Target: 1 Creature
    Duration: 1 round/2 level
    Saving throw: none
    Spell resistance: yes

    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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Kudark
 
PostPosted: Sun, Sep 03 2017, 15:02 PM 

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For rangers, Bernard's Third Spell is 4th level, there's no named placeholder for 3rd level spells.

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Amarice-Elaraliel
 
PostPosted: Sun, Sep 03 2017, 15:07 PM 

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Fixed. Thanks. I let the spell name confuse me it seems!

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Kudark
 
PostPosted: Sun, Sep 03 2017, 15:38 PM 

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For Druids and Rangers, Myrra's Hex:

Some kind of Mass Animal Empathy

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walnutboy
 
PostPosted: Sun, Sep 03 2017, 15:58 PM 

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I'm confused, are we keeping the names or changing them?

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MisterLich
 
PostPosted: Sun, Sep 03 2017, 16:03 PM 

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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.

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Commie
 
PostPosted: Sun, Sep 03 2017, 16:08 PM 

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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.

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Amarice-Elaraliel
 
PostPosted: Sun, Sep 03 2017, 16:29 PM 

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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.

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MisterLich
 
PostPosted: Sun, Sep 03 2017, 16:38 PM 

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Amarice-Elaraliel wrote:
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 >.>

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walnutboy
 
PostPosted: Sun, Sep 03 2017, 17:32 PM 

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Such a shame Wall of Sound isn't in the bards list!

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Commie
 
PostPosted: Sun, Sep 03 2017, 20:50 PM 

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MisterLich wrote:
Amarice-Elaraliel wrote:
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 >.>


I was thinking of a way to make it more then just a boosted gust of wind. So I thought hot air like this one. http://www.d20pfsrd.com/magic/all-spells/s/sirocco/

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The1Kobra
 
PostPosted: Sun, Sep 03 2017, 21:11 PM 

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Here are my suggestions:
Quote:
Orson's Pyromagic
Evocation
Level: Sorcerer 2, Wizard 2, Bard 2
Innate level: 2
Components: V, S
Casting time: 1 standard action
Range: Long
Target: 1 Creature
Duration: Instant
Saving throw: none
Spell resistance: yes

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.


Quote:
Snorri's Snowball
Evocation
Level: Sorcerer 6, Wizard 6, Bard 6
Innate level: 6
Components: V, S
Casting time: 1 standard action
Range: Long
Target: 1 Creature
Duration: Instant, 1 round/5 levels
Saving throw: Fortitude Partial
Spell resistance: yes

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.

 
      
Dark Immolation
 
PostPosted: Sun, Sep 03 2017, 21:33 PM 

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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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maglorine
 
PostPosted: Mon, Sep 04 2017, 9:20 AM 

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Paladin seems to have the following placeholders in their spellbook:

Level 1: Feder's Magic Words
Level 2: Helma's Curse
Level 4: Bernard's Third Spell

Similar to Cleric except they do not have cantrips so Feder's becomes a 1st level spell and of course they don't get 6th level spells.

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Amarice-Elaraliel
 
PostPosted: Mon, Sep 04 2017, 9:32 AM 

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I somehow totally forgot Paladin can cast :shock: Added.

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