Spell wish-list

Started by MrGrendel, April 04, 2011, 08:32:37 AM

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MrGrendel

Just some spells I'd not mind having on EfU. Links go to SRD spells they imitate. Yeah, will never happen... but I can dream. Nothing terribly crazy, it's all pretty standard stuff reeeeally. Sorta. ;)

Resist Energy

Abjuration
Level: Clr 2, Drd 2, Pal 2, Rgr 1, Sor/Wiz 2
Components: V, S
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Fortitude negates (harmless)

This abjuration grants a creature energy resistance 10 against the energy type chosen, (acid, cold, electricity, fire, or sonic) meaning that each time the creature is subjected to such damage, that damage is reduced by 10 points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level.

Obscuring Mist

Conjuration (Creation)
Level:Clr 1, Drd 1, Sor/Wiz 1
Components: V, S
Range: Close
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 min./level
Saving Throw: None

This spell grants 20% concealment for creatures within the effect.

Detect Alignment

Divination
Level: Clr 1

This spell functions like detect evil, except you must specify the alignment to check for. You are vulnerable to an overwhelming aura if you are of opposing alignment.

Hide from Undead

Abjuration
Level: Clr 1
Components: V, S
Range: Self
Targets: Non-hostiles in the area
Duration: 10 min./level (D)
Saving Throw: Will negates

This spell functions similar to Sanctuary, only works against undead, but affects all non-hostiles in the area of the caster. Non-intelligent undead do not get a saving throw and thus the spell always works against these. (Alternately, increase the will save throw required.)

Shield Other

Abjuration
Level: Clr 2, Pal 2
Components: V, S
Range: Close
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)

This spell wards the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. (Perhaps this could be replaced some similar mechanism. Would make a nice "protector" spell.)

If you and the subject of the spell move out of range of each other, the spell ends.

Undetectable Alignment

Abjuration
Level: Brd 1, Clr 2, Pal 2
Components: V, S
Range: Close
Target: One creature or object
Duration: 24 hours
Saving Throw: Will negates (object)

An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.

Sending

Evocation
Level: Clr 4, Sor/Wiz 5
Components: V, S
Range: See text
Target: One creature
Duration: 1 round; see text
Saving Throw: None

You contact a particular creature and send a short message to the subject. It can answer in like manner immediately.

If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive.

Dimensional Anchor

Abjuration
Level: Clr 4, Sor/Wiz 4
Components: V, S
Range: Medium
Effect: Ray
Duration: 1 min./level
Saving Throw: None

You must make a ranged touch attack. Any creature or object struck is blocked from extradimensional travel. Forms of movement barred include plane shift, teleport and similar abilities. The spell also prevents the use of a gate or teleportation circle.

Align to Patron (Mechanics Reference: Atonement)

Abjuration
Level: Clr 4, Drd 4
Components: V, S
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None

This spell requires consent by the target. It changes the target's patron deity to that of the caster.

This spell costs 100gp to cast.

Lesser Plane Shift (Mechanics as Plane Shift)

Conjuration (Teleportation)
Level: Clr 5, Sor/Wiz 7
Components: V, S
Range: Touch
Target: Non-hostiles in the area
Duration: Instantaneous
Saving Throw: Will negates

Similar to teleport, or true plane shift, except you may only move to one of the transitive planes which overlap the material plane: The Plane of Shadow or the Ethereal Plane.

The former leading to a dark, highly condensed, mockery of Ymph and the latter a ghostly, almost empty place, similarly condensed; they provide the benefit of being able to travel more quickly in one general direction or another. The spell will only function in a location where the planes overlap strongly. Casting Detect Evil will reveal such locations for the Plane of Shadows, typically around graveyards, sites of negative energy or evil artifacts. Detect Law or Chaos will reveal such locations for the Ethereal Plane, often around areas of arcane significance; more rare but also leading to a less hostile plane. These landmarks will be vaguely recognizable on the "other side" though little else will be.

The planes may be populated with hostile, native creatures such as shadows and ghosts, respectively. Both may also have unique effects on magic or, in the case of the Ethereal Plane, allow occasional clear glimpses back to the Material Plane and Ymph from certain landmarks, even for those with no magical inclination otherwise. The Plane of Shadow is known to host deadly areas of negative energy as well. However, for groups needing to cross distances quickly and willing to take a risk to do so, or spellcasters in need of magic-enhancing properties, it may be worth the while.

Due to the manner in which these planes echo or follow Ymph, and the limited nature of this spell, travel beyond the main island is not feasible through this method.

Egon the Monkey

Resist Energy is effectively provided by Resist Elements with the caveat that you can overload the NWN version.

The Protection from Good spell will prevent Detect Evil from working on you, and I assume Protection from Evil will prevent Detect Good working on you.

Detect Alignment would be very cool. Could implement it by giving the caster the ability to use '/c detect good' and '/c detect evil' for 3 rounds or so.

Align to Patron can be done already by asking a DM for a deity change, and it's uncommon and interesting enough that whenever I've been involved, whoever ran the conversion managed to get oversight and a ritual done.

MrGrendel

Quote from: Egon the Monkey;232481Resist Energy is effectively provided by Resist Elements with the caveat that you can overload the NWN version.

They're "similar but different" and can be used in conjunction with each other. One has no "pool" to exhaust but you have to choose a particular element.

Quote from: Egon the Monkey;232481[Detect Evil Stuff]

Yes, however, the duration is much more limited, especially if casting from a charged item. This would be 24 hours flat which could make it a lot more feasible for multiclasses, mundane classes who need charges, etc. It might become more desirable if Detect Alignment is more common, too, as it would protect against any of the types checked for.

Quote from: Egon the Monkey;232481Align to Patron can be done already by asking a DM for a deity change, and it's uncommon and interesting enough that whenever I've been involved, whoever ran the conversion managed to get oversight and a ritual done.

Well, yes. And I imagine it's usually prefaced by a good amount of roleplay... however, I'd also like to think that seeing you can achieve it completely on the player's part would encourage it to be pursued a little more often. I could be wrong, but surely it couldn't hurt to have this available, with some neat little VFX and all.

Another thought, perhaps it would be easier to script as a non-spell ability of some type or other...