Got bored, and decided to round up all Johannes' posts and make a handy quickreference to the custom EfU spells' current status after a few rounds of tweaking, since people have asked a few times in IRC where they are. They can be downloaded with instructions here. (//%22http://www.escapefromunderdark.com/downloads/spells.zip%22)
Should be reasonably accurate, as I used the IG descriptions and the update posts.
Necromancy[hide="Spells:"]
- Disrupt Undead (Sorc/Wiz L0):
- Deal 1d6 positive damage to a single undead creature on a successful ranged touch attack.
- Chill Touch (Sorc/Wiz L1):
- Make undead flee for 1 round/level on a failed Will save. Fortitude save or lose 1 Con for 1d6 rounds for a living target. Deals Negative Energy damage to a living target.
- Heart Clutch (Sorc/Wiz/Cleric L3):
- For as long as you concentrate, and as long as your opponent continues to fail your fortitude saves for up to 1 round per level, continually damage (1d3 per round) and paralyze the target humanoid.
[/LIST][/hide]
Enchantment[hide="Spells:"]
- Command (Sorc/Wiz/Bard/Cleric L1, Mind-Affecting, Will negates):
- For one round, make a target flee, approach, fall or halt.
- Nybor's Gentle Reminder (Sorc/Wiz/Bard L1, Mind-Affecting, Will negates):
- Stun for 1 round, -1 AB and saves for 1 round/level after.
- Rouse (Sorc/Wizard L1):
- Awaken all sleeping creatures in a 10-foot-radius burst.
- Masochism (Sorc/Wizard L2, Cleric L3):
- Gain DR, AB and saves for 1 round, for every 5 points of damage taken in the current round. With SF Enchantment, for every 4 points of damage taken. For GSF: Enchantment, for every 3 points. Lasts 1 round/level.
- Chaav's Laugh (Will Negates):
- +2 AB and saves, +1d8 +1/level temp Hitpoints to all nearby bonuses to nearby targets of good alignment, -2 AB and saves to nearby targets of evil alignment for 1 min/level.
[/LIST][/hide]
Transmutation[hide="Spells:"]
- Jump (Wizard/Sorc/Druid 1):
- Significant bonus to Tumble for 1 round/level.
- Bless Water (Cleric/Paladin L1):
- Convert Spring Water to Holy Water
- Augment Familiar (Sorc/Wiz L1):
- For 1 round/level, your familiar gains +4 STR/DEX/CON and 5/+1 DR. With SF Transmutation, lasts 2 rounds/level. With GSF Transmutation, 3 rounds/level.
- Whispering Wind (Sorc/Wiz/Bard L2):
- Send a whisphered message to a given location from your teleport bookmarks.
- Mass Ultravision (Wiz/Sorc/Cleric/Bard L4, Druid L3):
- Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.
- Baleful Polymorph (Wiz/Sorc/Druid L5, Fort negates):
- Turn your victim permanently into a chicken if they fail a fortitude save. The victim gets a +4 bonus of the save to avoid this spell.
[/LIST][/hide]
Evocation[hide="Spells:"]
- Burning Bolt (Sorcerer/Wizard Level 1):
- Fire 1 bolt per 2 levels at a target, up to a maximum of 5 bolts at L9. Each bolt deals 1d4+1 Fire damage.
- Scorching Ray (Sorcerer/Wizard Level 2):
- Fire a ray of heat at the target, plus 1 more ray for every 3 levels after L4. Each ray deals 4d6 Fire damage. Does not trigger Elemental Bond.
- Ice Burst (Sorcerer/Wizard Level 2, Reflex 1/2, radius Colossal):
- Deal 1d4 Cold Damage + 1 Bludgeoning Damage to all tagets within range.
- Blast of Flame (Sorcerer/Wizard Level 4, Reflex 1/2, radius Cone):
- Unleash a flaming cone which deals 1d6 Fire Damage per level (up to a maximum 10d6) to everyone caught within.
- Acid/Cold/Electric/Fire Orb (Sorcerer/Wizard Level 4, Fort save negates effect):
- Launch an orb of elemental damage against a single target which bypasses spell resistance. A touch attack is required to hit, and each element has an additional 1 round effect.
[/LIST][/hide]
Abjuration[hide="Spells:"]
- Alarm (Wizard/Sorcerer/Bard L2):
- For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.
- Ward Area (Wizard/Sorc/Cleric 4):
- For 10 min/level, protect the current area from scrying and teleportation.
- Ilyykur's Mantle (Wizard/Sorc 4):
- For 1 round/level, you cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.
- Lower Spell Resistance (Wizard/Sorc/Cleric 4, Fort save negates):
- Lower a single target's spell resistance by 10. Your Caster Level is added to the Fortitude save for this spell.
[/LIST][/hide]
Conjuration[hide="Spells:"]
- Regroup (Wizard/Sorcerer L3):
- Teleport up to 1 summon, companion or henchman per level to your position from within a limited radius.
- Teleport (Wiz/Sorc L5):
- Teleport yourself and, if desired, a small party to a predetermined location from your Teleport Bookmarks (Accessible through the Crafting Menu)
[/LIST][/hide]
Divination[hide="Spells:"]
- Scrying (Wiz/Sorc L4, Cleric L6, Will negates):
- For 1 minute/level, spy on any creature in your current area OR any PC within range. Must be near a Scrying Focus placeable, or posess a Portable Focus. Blocked if the zone the PC is in has Ward Area cast, or if the target makes his save. On a successful Spellcraft check the taget can identify the scryer.
- Arcane Eye (Wiz/Sorc L4):
- For 1 minute/2 levels, create an invisible, mobile sensor which you possess and use for scouting and spying. With SF Divination, 1 min/level.
[/LIST][/hide]
You should make a wiki.
Let's not go there again O_o. All this stuff is right out of the IG descriptions and Johannes' forum posts.
I was not being sarcastic @_@
Didn't the wiki already have it's Hindenburg debut?
Quote from: Mort;231752I was not being sarcastic @_@
Well, I also thought it sounded that way.
Quote from: TheMacPanther;231753Didn't the wiki already have it's Hindenburg debut?
It did.
Nice job, Egon. I, for one, welcome our new spoiler tag overlord.
An EfU wiki? I say yes.
1 - This post is good
2 - Egon started a wiki, and the fascist DM team shut it down. I don't think mort was around for it though.
3 - Rest assured that when we're finished a facelift on the website to get it up to speed, we'll be enlisting Egon and anyone else interested to do a truly excellent method of listing the vast amount of custom mechanical changes for EfU
Holla.
One of the things I've been doing "behind the scenes" is getting up and running a new system that will make the sheer wall of information that is unique to EfU organised and easy to browse. Once it comes through, we''ll be looking for one or two awesome people to help us maintain it all.
Watch this space.
Poor illusion school. :(
But good work!
good post, but you missed a spell :/
Quote from: Howland;2317613 - Rest assured that when we're finished a facelift on the website to get it up to speed, we'll be enlisting Egon and anyone else interested to do a truly excellent method of listing the vast amount of custom mechanical changes for EfU
Count me in for that.
I'd be interested in helping out with putting rule changes on the site. I actually worked on a wiki a little bit: http://www.dinkypage.com/109465
(//%22http://www.dinkypage.com/109465%22) I gave up once I realized that some changes weren't even documented on the forum. I do hope all the changes are recorded somewhere...
Thanks Egon. Nice roundup of data.
I did try a wiki, but then ran afoul of the fact that some undocumented changes are deliberately obscure, like what custom grenadelikes do. It got too hard to know what to document and what is supposed to be FOIG. So, waiting on the site redesign unless it's just restricted to stuff off the site or blatantly obvious like "staves are double weapons" and "elemental bond perks give the target a save". LO's looks better than Wikia, wouldn't mind filling in the gaps.
A lot of changes are documented but only if you know where to look, as some are on the static HTML page, some are in Announcements and some are in Info For New Players.