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Memorised Spells

Started by Ebiris, September 25, 2013, 05:32:02 PM

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Ebiris

Nothing to see here.

Nephrite

#1
I'm going to borrow this thread for Gildas' spells since I change them a lot.

Gildas gains a +1 luck bonus to the DCs of his druid spells (not factored into the below)

Level 0 (DC 15) -- 6 - Detect Magic x3, Detect Poison, Know Direction, Mending
Level 1 (DC 16) -- 4 - Faerie Fire, Cure Light Wounds, Lesser Vigor, Entangle
Level 2 (DC 17) -- 4 - Halo of Sand, Resist Energy, Bull's Strength, Gust of Wind
Level 3 (DC 18) -- 3 - Vigor, Resist Energy (Mass), Protection from Energy
Level 4 (DC 19) -- 3 - Raptor Cloud, Cure Serious Wounds, Dispel Magic
Level 5 (DC 20) -- 2 - Blizzard, Infusion of the Frozen North
Level 6 (DC 21) -- 1 - Superior Resistance (always being used on Gildas because he is selfish)
Bonus spells: Detect Secret Doors (1), Detect Magic, (1) Lesser Restoration (2), Nature's Energy (3), Dispel Magic(4), Stone Shape (greater) (5)


Homebrew Spells
Spoiler: ShowHide


Nature's Energy
Abjuration
Level: Drd 3
Components: V, S, DF
Range: Touch
Target: Living creature touched
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

When you touch a living creature and invoke this spell, you fill them with nature's unchecked vitality. The creature's skin becomes bark-like, giving them an enhancement bonus to natural armor. This is identical to barkskin. In addition, the energies involved fill them with a surge of vitality. The creature gains 1d10 temporary hit points, +1 per caster level (maximum +10). For example, a seventh level caster would grant 1d10+7 temporary hit points with this spell. Any remaining temporary hit points vanish when the spell's duration expires.

When the temporary hit points from this spell are expended, the spell ends.

Winter's Bite
Transmutation [Cold]
Level: Drd 3
Components: V, S, DF
Casting Time: One standard action
Range: Touch
Target: Living creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

You infuse a creature with the power of cold. Each successful hit with natural or unarmed weapons do an additional 1d8 points of cold damage. This damage stacks with any other cold damage from the creature's natural or unarmed attacks.

Nature's Grasp
Conjuration (Creation)
Level: Drd 4, Rgr 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 ft/level
Target: Living creature within range
Duration: 1 min/level
Saving Throw: Ref negates; see text
Spell Resistance: No

You create a swirling mass of energy around a subject. Any creature that attempts a melee attack against the subject must pass a reflex save or else be entangled by a sudden growth of vines. These vines wrap around the creature and cling to them, keeping them entangled. The vines can be escaped by a DC 23 Strength check or a DC 23 Escape Artist check. Alternately, another character can free the subject by dealing 10 points of slashing or fire damage to the vines.

Creatures that use reach weapons are not at risk of being entangled by this spell.



Infusion of the Frozen North
Transmutation [Cold]
Level: Clr 5, Drd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One weapon
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell adds bonus cold damage to a weapon, either natural or manufactured. In addition to whatever damage the weapon normally does, it now does an extra 2d6 cold damage on a successful hit. If the hit is a critical, it does 1d10 extra cold damage, if the critical is 3x, it does 2d10 extra cold damage and if 4x, 3d10 extra cold damage.

Ice Block Shot
Conjuration (Creation) [Cold]
Level: Drd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (60ft + 5ft/level)
Effect: 1 10ft cube of ice
Duration: Instantaneous
Saving Throw: Ref partial; see text
Spell Resistance: No

This spell conjures a huge block of ice, much like a blockade spell but made of ice. This block of ice appears and is fired at at a creature within range, this requires a ranged touch attack roll. If the block hits a target, it does 1d6 cold damage per caster level (Max 15d6) and the target must make a Reflex save or be knocked prone. After the block strikes a target, it shatters and leaves a 10ft area around the impact point slippery, requiring a DC 20 Acrobatics check to move into or out of the area or else the subject falls prone.





Situational Spells to remember for the future