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New DR Spells


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#1 CamDawg

CamDawg

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Posted 12 May 2006 - 12:13 PM

Realized from another post that we don't have a list of new DR spells. So... these are the new 'generic' divine spells added by the mod:

Alicorn Lance (Invocation)
Level: 3
Sphere: Animal
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: 1/2

This spell creates a silver-hued, partially ethereal lance shaped in the form of an alicorn (a unicorn horn). The spellcaster chooses a target and the alicorn lance instantaneously fires at it, inflicting 2d8 points of piercing damage, with a saving throw for half damage. Although the alicorn lance dissipates after it strikes, it leaves a silvery radiance around the target that makes it easier to see and hit, giving it a -2 penalty to the target's armor class for 3 rounds.

Beast Claw (Alteration)
Level: 2
Sphere: Combat, Necromantic
Range: Caster
Duration: 1 turn
Casting Time: 5
Area of Effect: Caster
Saving Throw: None

This spell transforms the caster's arms into the claws of a mighty beast, giving the caster 18/72 strength and the ability to rake an opponent for 2d4 (+ strength bonus) points of slashing damage. The caster can attack twice per round with the beast claws, with a +2 bonus to hit.

Cause Blindness or Deafness (Abjuration)
Level: 3
Sphere: Healing
Range: Touch
Duration: 10 turns
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: Special

This spell requires a successful touch (successful attack roll) on the victim. If the victim rolls a successful saving throw, the effect is negated. If the saving throw is failed, a non-damaging magical blindness or deafness results (50% chance of each).

Deafened spellcasters have a 50% chance to miscast any spell. A blinded creature suffers a -4 penalty to its attack rolls, and a +4 penalty to its Armor Class.

Cause Disease (Abjuration)
Level: 3
Sphere: Healing
Range: Touch
Duration: 1 turn
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

This spell will cause one of two forms of disease in a creature (50% chance of each) upon a successful touch. The first type of disease causes unpleasant and irritating rashes and sores to appear on the victim's body, reducing his strength, dexterity and constitution by 1 point for every 3 levels of the caster, and also slowing him. The second type of disease causes internal wasting, damaging the victim by 1 hitpoint per round at 3rd level, 2 hitpoints per round at 9th level, 3 hitpoints per round at 15th level, and 4 hitpoints per round at 21st level.

Cause Light Wounds (Necromancy)
Level: 1
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

This spell is the reverse of cure light wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 8 damage upon the target. The next attack that the priest makes will inflict this effect, however he only has 2 rounds to make the attack before the spell fizzles. Also, if the priest misses the target creature the spell is wasted. There is no saving throw.

Cause Medium Wounds (Necromancy)
Level: 3
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

This spell is the reverse of cure light wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 14 damage upon the target. The next attack that the priest makes will inflict this effect, however he only has 2 rounds to make the attack before the spell fizzles. Also, if the priest misses the target creature the spell is wasted. There is no saving throw.

Cure Blindness or Deafness (Abjuration)
Level: 3
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: Special

By touching the creature afflicted, the priest employing the spell can permanently cure some forms of blindness or deafness.

Curse (Conjuration/Summoning)
Level: 1
Sphere: All
Range: Sight of Caster
Duration: 6 rounds
Casting Time: 1 round
Area of Effect: 25-foot radius
Saving Throw: None

When the Curse spell is uttered, the caster lowers the morale of enemy creatures and penalizes their saving throws and attack rolls by -1. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).

Detect Good (Divination)
Level: 1
Sphere: Divination
Range: Visual range of caster
Duration: Instant
Casting Time: 2
Area of Effect: Sight
Saving Throw: None

This spell discovers emanations of good from any creature. Any good creature within the range of the spell will glow green briefly.

Divine Shell (Abjuration)
Level: 6
Sphere: Chaos
Range: Caster
Duration: 8 rounds
Casting Time: 9
Area of Effect: Caster
Saving Throw: None

When cast, this spell surrounds the caster with a defensive shell of energy that blocks or deflects many attacks. The caster receives a +2 bonus to armor class, 10% resistance to elemental damage (cold, fire, lightning, and acid), +2 to saves and immunity to normal missiles.

Faerie Fire (Evocation)
Level: 1
Sphere: Weather
Range: Sight of Caster
Duration: 4 rounds + 1 round/5 levels
Casting Time: 4
Area of Effect: 1 Creature
Saving Throw: None

Faerie Fire outlines the target creature with a pale glow, making its position and movements easily visible. The net effect is an armor class penalty of -2 to the target.

Impervious Sanctity of Mind (Abjuration)
Level: 7
Sphere: Protection, Thought
Range: 0
Duration: 1 turn/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

When using this spell, the priest renders his mind completely immune to any mind-affecting spell, power, or psionic effect. This includes charm person, command, confusion, domination, emotion, feeblemind, hold person, sleep, and any psionic attack or power of the telepathic discipline. In short, if the spell or effect coerces the priest into taking an action or forming an impression that he doesn't wish to, it fails while impervious sanctity of mind is in effect. The only mind-affecting spells or powers that can affect the protected priest are those of exceedingly powerful creatures or artifacts and relics.

Impregnable Mind (Enchantment/Charm)
Level: 5
Sphere: Protection, Thought
Range: Touch
Duration: 1 turn + 1 round/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

This spell guards the spell recipient against magical or psionic attacks that affect the mind. This includes hold person, rigid thinking, confusion, domination and similar effects, as well as most telepathic psionic powers and attacks.

Moonblade (Invocation)
Level: 3
Sphere: Combat, Sun
Range: Caster
Duration: 2 turns
Casting Time: 6
Area of Effect: Caster
Saving Throw: None

This spell summons forth a silent, weightless sword-like construct made of moonlight that extends 4 feet from the caster's hand. The moonblade is considered a +4 weapon for determining what creatures it can damage, though the bonus does not apply to THAC0. In addition, due to the insubstantial nature of the moonblade, melee bonuses from strength do not apply. The strike of a moonblade drains a target's vitality, inflicting 1d12+4 points of damage, and an additional 1d12 points to undead, who are particularly susceptible. A successful strike also temporarily scrambles magic, causing any spells the target casts in the next round to fail.

Protection From Good (Abjuration)
Level: 1
Sphere: Protection
Range: Touch
Duration: 3 rounds/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by good or good-enchanted creatures against the protected creature receive a penalty of - 2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

Protection From Good 10' Radius (Abjuration)
Level: 3
Sphere: Protection
Range: Touch
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 10' radius
Saving Throw: None

When this spell is cast, all creatures within a 10' radius are affected individually by 'protection from good'. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by good or good-enchanted creatures against the protected creature receive a penalty of - 2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

Resist Acid and Corrosion (Abjuration)
Level: 2
Sphere: Protection
Range: Touch
Duration: 1 round/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

This spell provides a subject with a better resistance to acid, corrosives, and caustic substances of all kinds, such as black dragon breath, Melf’s acid arrow, and the natural attacks of various puddings, oozes, slimes, and jellies. Such substances inflict only half the normal damage on the protected character.

Strength of Stone (Invocation/Evocation)
Level: 1
Sphere: Elemental (earth)
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

This spell grants supernatural strength to the recipient by raising his strength score to 15+1D4, with +4 translating to 18/50 rather than 19. If the recipient's strength is already 17 or above, this spell may actually lower it.

Sunscorch (Invocation)
Level: 1
Sphere: Sun
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: 1/2

When this spell is cast, a brilliant ray of scorching heat slants down from the sky and strikes one target of the caster's choice. The victim is allowed a saving throw vs. spell to take half damage. Any creature struck by the ray sustains 1d6 points of damage, plus 1 point per caster level. Undead creatures and monsters vulnerable to bright light sustain 1d6 points of damage, plus 2 points per level of the caster. In addition to sustaining damage, victims are also blinded for 3 rounds by the spell.

Conjure Air Elemental (Conjuration/Summoning)
Sphere: Elemental (air)
Level: 7
Range: Visual sight of caster
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

Upon casting a conjure air elemental spell, the caster opens a special gate to the elemental plane of Air, and an air elemental is summoned to the vicinity of the spellcaster. It is 60% likely that a 12 hit dice elemental appears, 35% likely that a 16 hit dice elemental appears, and 5% likely that a 24 hit dice elemental appears. Once the elemental appears the caster must concentrate on the creature for 3 rounds in order to assure that the elemental will not turn on him (there is a 15% chance of losing control). However, after this period has passed the elemental will do the bidding of the caster until it is slain, or the duration of the spell runs out. All of the commands given to the elemental are done so telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature.

Energy Drain (Necromancy)
Level: 7
Sphere: Necromantic
Range: Touch
Duration: Permanent
Casting Time: 3
Area of Effect: 1 Creature
Saving Throw: None

The casting of this spell opens a channel between the caster's plane and the Negative Energy plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative energy plane, draining him of 2 levels of experience. The target of this spell loses levels, Hit Dice, hit points, and abilities permanently. These levels can only be restored by a priest's restoration spell.

What makes a good man go neutral? Lust for gold? Power? Or were you just born with a heart full of neutrality?


#2 CamDawg

CamDawg

    Just returned from a triumphant carpet-bombing of Eden 7

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Posted 12 May 2006 - 12:25 PM

The following are new innate abilities and HLAs available to various kits:

Talos, innate: Destructive Blow
Once per day, a Stormlord can focus the destructive wrath of Talos in combat. This spell grants the Stormlord +2 to damage and +2 to hit for one round/level, up to 20 rounds.

Selune, innate: Moon Shield (Alteration)
Level: 5
Sphere: Protection
Range: Caster
Duration: 3 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None

Upon casting this spell, the Silverstar receives a resistance to all magic. The resistance conferred is 2% per level of the cleric up to a maximum of 40% at 20th level. This resistance is set so if the target already has more magic resistance than the cleric would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.

Shar, HLA: Shar's Curse (Enchantment/Charm)
Level: Special
Sphere: Charm
Range: Visual range of the caster
Duration: Permanent
Casting Time: 3
Area of Effect: Target, and anyone within 5 feet
Saving Throw: Neg

A powerful spell granted by Shar to the most worthy of her clerics, Shar's Curse sucks the wits from her foes, leaving them incapable of performing actions--a fitting curse from the Lady of Loss. Affected foes remain in this state until a successful dispel magic is cast upon them. The victim must make a save vs. spell at -4 in order to avoid the effect.

Choosing this ability permits the spell to be cast as an innate once per day. This may only be chosen once.

Tempus, HLA: Tempus' Shield (Abjuration)
Level: Special
Range: 0
Duration: 4 rounds
Casting Time: 1
Area of Effect: Caster
Sphere: Combat
Saving Throw: None

Calling upon Tempus for endurance in adversity, the Battleguard becomes protected from most physical harm. When the spell is cast, it confers complete invulnerability to all weapons except for those of greater than +5 enchantment. This spell is incredibly powerful, hence the short duration. However the casting time is also very short making this spell incredibly useful in the thick of combat where buying a few seconds can mean the difference between life or death. This spell lasts for the duration or until dispelled.

Ilmater, innate: Endurance of Ilmater
Sphere: Necromantic, Protection
Range: Touch
Duration: 1 round + 1 round/level
Casting Time: 7
Area of effect: One creature
Saving Throw: None

This spell doubles the hit points of the spell recipient for the spell duration. Any damage suffered is taken first from these phantom hit points until they are all exhausted; damage is then taken from the real hit points of the affected being.

All saving throws receive a +2 bonus. In addition, no being protected by Endurance of Ilmater can be knocked over, trampled, ridden down, or overthrown; all protected beings can stand firm against all charges.

Kossuth, HLA: Kossuth's Purifying Touch (Invocation)
Level: Quest
Sphere: Elemental, fire
Range: Caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: 1/2

Calling upon his deity's blazing touch, the Firewalker channels some of Kossuth's searing energy through himself. Both sides of fire's majestic power - both it's destructiveness, and it's ability to purify - are in evidence. Firstly, this spell deals 15d6 fire damage (save vs. spells for half) to all foes within 30 feet of the caster. This does not affect party members. Secondly, the caster's body is purified by the holy flames, as per the effects of a Heal spell.

Choosing this allows the casting of the spell once per day as an innate ability. It can only be chosen once.

Feralan, innate: Feral Rage
May use the 'Feral Rage' ability once a day per 10 levels. The enraged state lasts for 60 seconds, and grants a bonus of +2 to hit, damage, and AC, and immunity to charm, hold and fear, maze, imprisonment, stun and sleep. He also gains 15 temporary hit points. Once the spell expires, the feralan becomes winded. While he's winded he receives -2 to hit, -2 to damage and a +2 penalty to armor class.

Feralan, innate: Call of the Wild
May use the 'Call of the Wild' ability once a day. This unique ability summons an animal companion who will fight for the caster for 3 rounds + 1 round/level. More powerful creatures are summoned at higher levels.

Forest Runner, innate: Inspire
May use the 'Inspire' ability once a day per six levels (starting at 1st level). This unique ability boosts the morale and attack rolls of the Forest Runner's companions for 3 rounds.

What makes a good man go neutral? Lust for gold? Power? Or were you just born with a heart full of neutrality?




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