Spells Suggestions Thread

Started by Tala, December 03, 2016, 10:02:46 AM

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Egon the Monkey

Increase the Range on Dancing Lights to Long.
It's a 'signal flare' spell, but the range is to short for it to be useable to mark directions, targets etc. Boosting it to Long range would let you use it more as a tactical signal.
https://www.giantitp.com/comics/oots0512.html

Providence

If you have GSF Abjuration, I think it'd be wonderful quality of life if all the Shelgarn's spells came with a 5/- to all elements, OR a precast Endure Elements on them.

Egon the Monkey

Make Dismissal do damage vs all Outsiders and Elementals.

I've been using Dismissal a fair bit lately, but only as I have it off a ranger token.
It's not worth preparing because for the cost of a L3 slot you could just use a L3 slot to kill or disable the summoner, or fireball the whole encounter. And that also, conveniently, works on non-summoners! So Dismissal is only good off items. It also doesn't work on 'Summoned X of Y' type Djinn that turn out to be actually perfectly normal spawns, or that are summoned off a Nazaru when they die, etc.

So, here's my thought to make it something worth taking as a situational spell.
What about if it did 1d4 Divine Damage per level to all Outsiders and Elementals, no save? Then it will always mess up 'summoned creatures' regardless of whether they are a Summoned Creature mechanically. No save means it's not just a cheaper, situational Castigation. It means it's weaker, but reliable at what it does.

This won't really affect PvP vs summoners as it already deletes most of their horde due to the massive DC. It will mean that the thematically cool thing of "pray for an exorcism loadout when we go to beat up some Djinn" is worth doing. 

LoveLess

Adding Horizakaul's Boom to Bard 1 spell list, lowering Whispering Wind from being a Bard 2 spell into a Bard 1 spell.

Mia

New Spell Suggestion:

Icy Kiss

Spell level: sorcerer/wizard/druid 2

Innate level: 2
School: evocation
Descriptor: cold
Components: verbal, somatic
Range: touch (Melee, Like Ghoul Touch or vampiric touch d20+Str vs Melee Touch AC, not like combust)
Area of effect: single
Duration: instantaneous
Save: fortitude partial
Spell resistance: yes
Additional counterspells: combust

Description: This spell makes a creature freeze into an icicle. If the initial kiss makes contact it causes ice to erupt from the point of contact for 2d4 cold damage +2 point per caster level (maximum +20) with no saving throw. Further, the creature must make a fortitude save or freeze in place, rooting the creature where it stands for a duration of 1 round per 2 caster levels (maximum 5).

Additional notes: For animations, It may be good to use the Icy Stonehold effect to simulate the rooting. And maybe a combination of the female taunt animation and a single ice shard from icestorm in the initial cast.

Astegard

Spell: Curse of Blades / Mass Curse of Blades.

"On failed save, the subject take a -2 penalty to Dodge AC and dispels the effects of Shield, Shield of Faith, and Shield Other.

    Greater Spell Focus: Necromancy increases the AC penalty to -3"

With the introduction of "protect"  to provide long term deflection (vs shield previously) I feel the spell has fallen off. The area of effect of the mass variant also seems to small to reliably hit a 3rd slot worthy amount of enemies with.

Maybe another suggestion seeing the new prevalence in DI on both PC and NPC characters is to change the spell to apply vulnerability to slashing/blunt/piercing rather than reduce AC.

Electrohydra

Was talking about this on Discord, but the Ranger spell list is really, really pathetic. It's other half-caster counterpart gets a bunch of great spells, plus some unique spells only cool paladin only spells. While Ranger just gets the worst spells on the druid list. Can we change that and make Ranger spellcasting something that's more interesting than just Camouflage/OwtL? I think we can.


Hunters Mark (credit to Astergard for the idea)

Spell level: Ranger 1

Innate level: 1
School: divination
Components: verbal, somatic
Range: long
Area of effect: single
Duration: 1 round per caster level
Save: none
Spell resistance: no

Description: Tapping into the insight of great hunters, you gain Favored Enemy against the targets racial type for the duration of the spell.



Scouts Lead

Spell level: Ranger 1

Innate level: 1
School: abjuration
Components: verbal, somatic
Range: touch
Area of effect: single
Duration: 1 minute per caster level
Save: none
Spell resistance: no

Description: The target gains +20 to hide and move silently checks for the duration of the spell. This cannot bring their hide score higher than your own hide score minus 10, or bring their move silently score higher than your move silently score minus 10.



Bloodtrail Bow

Spell level: Ranger 2

Innate level: 2
School: transmutation
Components: verbal, somatic
Range: self
Area of effect: single
Duration: 1 minute per caster level
Save: none
Spell resistance: no

Description: Your held bow or crossbow inflicts 1 point of bleed damage on hit while the spell lasts.

SF Necromancy it also deals 1 point of necrotic damage on hit. GSF Necromancy increases the damage to 1d4.



Envenom Weapon

Spell level: Ranger 2

Innate level: 2
School: transmutation
Components: verbal, somatic
Range: touch
Area of effect: single
Duration: 1 minute per caster level
Save: none
Spell resistance: no

Description: The touched melee weapon(s) gain a poison effect that inflicts 1d2 point of Constitution Damage on hit (Save DC is equal to your save DC at time of casting).

(Does not stack with Flame Weapon and other such weapon damage buffing spells)

Nevrus

Let's get some Illusion spells for Astrologians :)

Starlight Sword
Spell Level: 4

Innate Level: 4
School: Illusion
Components: Verbal, Somatic
Range: Medium
Area of Effect: single
Duration: 1 round/level
Save: None
Spell Resistance: No

You summon an illusory blade of pure starlight. This blade will attack nearby enemies, dealing 1d6 Astral damage per 10 Astronomy ranks.

Spell Focus: Illusion: Duration increased to 2 rounds/level
Greater Spell Focus: Illusion: Damage increased to 1d8 per 10 Astronomy ranks.

(Basically a worse version of Black Blade of Disaster to have a short duration summon for emergencies, worse than other summons in duration but better in immediate throughput)

Naught's Manifold Hue
Spell Level: 3

Innate Level: 3
School: Illusion
Range: Medium
Area of Effect: Cone
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

You send out a cone of a particular Astral color. This color is ruinous to the unnaterual, dealing 1d12 damage/level to Outsiders, Undead, and Abberations caught in it (Save Reflex 1/2).

Spell Focus: Illusion: Creatures that fail the save are Slowed for three rounds.
Greater Spell Focus: Illusion: Creatures that fail the save are Stunned for three rounds.

Illusory Illumination
Spell Level: 5

Innate Level: 5
School: Illusion
Range: Long
Area of Effect: Single
Duration: 1 Minute
Save: None
Spell Resistance: None

You create an illusory star at target location. Friendly creatures within 10 meters when the spell is cast, or that enter the range after the spell is cast, are affected with the Fortune Telling spell (Does not stack with Fortune Telling or itself). When the star expires, it heals all friendly creatures in its range as though they were affected by a Cure Critical Wounds spell.

Spell Focus: Illusion: When the spell expires, nearby friendly creatures also gain the benefit of the Astral Regeneration spell.
Greater Spell Focus: Illusion: When the spell expires, nearby friendly creatures also gain the benefit of the Twist Fate spell.

Project Star Chart, Greater
Spell Level: 4

Innate Spell Level: 4
School: Illusion
Range: Personal
Area of Effect: Medium
Duration: 1 round/level
Save: None
Spell Resistance: No

You create a stationary star chart where you are standing. Creatures standing within the star chart gain +5 Astronomy.
Spell Focus: Illusion: +10 Astronomy
Greater Spell Focus: Illusion: +15 Astronomy