Spells Suggestions Thread

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

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ADarkDaysKnight

Longstrider

Level: Ranger 1, Druid 1, Domain: Travel 1
School: Transmutation
Components: V, S
Saving  Throws: None
Duration: 1 hour/level
Range: Self

This spell gives the caster +10% movement speed for the duration of the spell.
ヽ༼ຈل͜ຈ༽ノ

C_o_M

Add a SF: Abjuration to the spell mislead that induces the effect of "Protect Other" on the caster. For example, a character meeting the specifications casts the spell and the mirror image will take the half of the damage done to the caster.  At GSF: Abjuration, the caster's mirror image has increased temporary hp; maybe 5 temp hp per 2 caster levels.

Zickery

Nybor's Repugnant Reprieve
Caster Level: Wizard 5
Innate Level: 5
School: Necromancy
Range: Self
Duration: Instantaneous
Additional Counter Spells: Sleep

Borrow dangerously from your body's reserves, using necromantic power to drain your own mind and flesh alike to generate a few more iotas of magic. Suffer 1d3+2 ability damage to each mental stat. This damage cannot be restored except by resting. Restore all of your spell slots, excluding the one spent to cast this spell, as if you had rested.

Spell Focuses:
SF Necromancy reduces the damage to 1d2+1.
GSF Necromancy reduces the damage to 1d3.
GSF Transmutation additionally allows you to restore the spell slot used to cast Repugnant Reprieve.

RPG

**Nybor's Callous Alarmclock**
Caster Level Wiz/Sorc Level 2
Innate Level: 2
Spell School: Enchantment
Range: Self
Duration: Instantaneous

The sleep timer at the time of casting this spell is reduced by one half for the spellcaster. Negative effects are suffered due to the unnatural alteration of the caster's circadian rhythm based on the amount of time reduced from the sleep timer when waking from the next rest. These effects cannot be removed or reduced except by resting without the benefit of Nybor's Callous Alarmclock, and will continue to stack with multiple applications of Nybor's Callous Alarmclock until resting occurs naturally. If any stat reaches 0 your PC suffers an aneurism on failed fortitude save and dies (You receive +4 to this save if under the influence of coffee). Refer to the chart below.

2+ minutes: Lose 1d4 points from 1d3 random personality stats (cha, int, or wisdom).
1-2 minutes: Lose 1d3 points from 1d2 random personality stats.
>1 minute: Lose 1d2 point from 1 random personality stat.

Note: While under the influence of Nybor's Callous Alarmclock your character is more quick to anger and likely to attribute failings which result from these stat decreases to environmental and interpersonal circumstances rather than the negative effects of the spell.
That's my purse! I don't know you!

Glyph


Zickery

Mindblaze
Spell Level: Wizard 4/Sorcerer 4
Innate Level: 4
School: Divination
Saving Throw: will negates
Effect: Emanate a fog of psychic fire, setting the very thoughts of your foes ablaze. All targets within a medium range cone ahead of you must make a will saving throw. On a successful save, they take one point of fire damage. On a failed save, they take 1d3 per 4 caster levels of stat damage to each mental ability score. If any mental score falls to 3 or below, the target is incapacitated or dies as they would to Feeblemind. People who take ability score damage from this spell take an equivalent amount of fire damage, plus the caster's intellect modifier in fire damage.

This spell can friendly fire.

(SF: Divination) 60% chance to strip PfE effects.
(GSF: Divination) 90% chance to strip PfE effects. Each target drained adds one point to each of the original caster's mental stats. This does not stack with subsequent castings.

(Spell School: Divination) If someone in this spell's cone of effect rolls a natural 1 on their saving throw they immediately emanate another cast of Mindblaze targeted at the nearest creature. This has a reduced DC of two. This can fire back on the original caster if they are the nearest creature. This can chain indefinitely, with sequentially lower DCs each time. Sequential casts do not gain SF/GSF bonuses.

Zickery

Spirit Hemorrhage
Spell Level: Wizard 4/Sorcerer 4
Innate Level: 4
Range: short
School: Necromancy
Saving Throw: will / fortitude partial
Effect: Flense the very flesh and spirit of your foe, turning their stolen energies against them. On a failed will save, your target takes one level drain. On a successful will save, they resist the spell entirely. On a failed fortitude save, a Blood Golem (second circle) replica of themselves rends its way out of their own body, manifesting beside them. This stuns them for a single round. A successful fortitude save allows the victim to, either through sheer endurance or physical effort, stop the Golem from forming. A successful fortitude save does not stop the level drain, only the Golem and the stun.

The conjured Golem receives the relevant bonuses from spell focuses as if their creator was a Blood Crafter.

(Spell School: Necromancy) The Golem is instead of the third circle, instead of the second.

(fine print: original idea based off roxy's)

LoveLess

Could Knock have an animation that plays regardless if it opens anything? There is a bit of humor in absolutely nothing happening, but a little extra visual or auditory cue for stuff is always nice on an OOC level. I never have any idea if the spell is actually going off or it's buggy.

Remove Blindness/Deafness is an absurd arcane circle for what it offers, contesting with a crazy thing like 4th circle spells and the pricing for it is similarly ridiculous.  Especially when what it exists to count is half that. Can it be reduced to a 3rd circle for Sorcerers and Wizards? If it's an issue with it being able to have brews, it's a Cleric 3 spell already (and Paladin 3 for some reason). It's also currently bugged in that it doesn't actually grant any immunities, or bonuses against, blind/deaf at the moment. Not the spell or the general effect.

Shield Other could use a few rounds of flat duration, maybe 3 or so? Feel like I never see the spell and even when it does come up, it's an absurdly short duration. It would also make it a little more desirable as a trinket.

And a rather weird spell. I know it's supposed to be a sort of thing where druids cant magic weapon themselves, but something that would immediately tell you they are a druid, just like shapeshifting.. That should be fine right? On top of it being rather restrictive to use. Threw in some damage against things druids oppose for extra flavor, and sealed it with a unique property you don't see anywhere else, to make it a little exotic: vampiric regeneration... oo...

Herald of Spring
Spell Level: Druid 4 or 5
Innate Level: 4 or 5
Range: Personal
School: Transmutation
Saving Throw: n/a
Duration: 5 rounds per level + 1 or 2 per SF/GSF
Effect: The caster's held weapon begins to emit a vibrant green grow that slowly forms into curious tendrils, seeking to learn more of the world. Grants your held melee weapon +1 Enhancement Bonus, +1 Vampiric Regen, and +1 Positive Damage against Aberration, Undead, Constructs and Outsiders per X caster levels. It also gives OUB: Druid.

Stacks with Flame Weapon and others, this spell is categorized simiarly to Bless Weapon. Note that since you must cast this, so it will not carry over into Wildshapes, and cannot cast it on others/summons. Held weapons only.


EDIT:

Curse of Impending Blades: Slashing Vulnerability thrown on there as well? Perhaps a higher AC reduction during certain periods, so it's a bit like waiting for windows this spell then makes, and allowing it to be more powerful in certain situations? For example: Every 2dX rounds, the blade animation will play again for 9 seconds. During this time, the target has an additional -2 AC and 5% slashing vulnerability. The effect occurs again in 2dX rounds. It's currently a cool spell in practice and I am rather surprisied I am not seeing more of it, but maybe it's needs a more interactive component. Could be an interesting GSF Divination addon, perhaps?

Diabl0658

Dimension Door
Wizard/Sorcerer 4

Exactly like teleport, but only works on the same area (for example, can go from your boarding house room to the front desk, but not from your boarding house room to the drips)
Keeps 3 round casting time, otherwise this will get very silly with dispensaries and such.

Caster13

Lesser Darkness

Spell Level: Bard/Cleric/Druid/Sorcerer/Wizard 0
Innate Level: 0
School: Evocation
Range: Touch
Area of effect: single
Saving Throw: Harmless (none)
Spell resistance: yes
Duration: 1 hour/level
Additional counterspells: Light
Effect: Creates a small source of darkness above the target creature's head.  It travels with the target. It can also be cast on any item that a character can equipment and make it emit darkness.  Creatures with darkvision are able to look within the affected area with said ability.

Notes: This spell would basically be a dark or lightless version of the Light cantrip. I'm unsure if "black" is a valid light colour in terms of NWN:EE's graphical engine so I think the visual effect could be implemented by having all light sources within the area of effect of the target temporarily suppressed/removed. Alternatively, the effect could be implemented via the Darkness spell VFX which does not require ultravision to see through/into it.

Glyph

Druids get Sleep already and it would flesh out the options for an Enchantment druid as there is something of a gap between Sleep at Circle 1 and Hold Monster at circle 4. (yes there is hold animal at circle 2 but that really doesnt see a whole lot of mileage from my experience).

On a related note I am curious if the SF/GSF Necromancy synergies that apply to Sleep also apply to foes that get put to sleep via Slumber, and if not humbly suggest that be the case.

ie:

Sleep
Spell Focus: Enchantment: Number of creatures that can fall asleep is doubled.
Spell Focus: Necromancy: Instead of peaceful sleep, the creature experiences horrible nightmares and suffers Doom spell for sleep duration + 5 rounds after waking.
Greater Spell Focus: Necromancy: Doom's duration after waking is increased to 5 + (1 round per caster level).

One_With_Nature

Change shield of faith to the following:

Spell duration changed to 5 mins / CL
Grants held shield total AC 3 (Small shield +2, Large +1, Tower Shield no effect) and grants +2 vs chosen flame weapon element (default fire) and 10% damage immunity to element.


LoveLess

Curse of Impending Blades currently seems like a mediocre spell. Would be nice to give it a bit more niche value... Could it dispel the spell Shield from the target? Possibly Shield of Faith? Would add an interesting element to it that'd always be in demand.

Vlaid

Quote from: LoveLess on January 15, 2023, 07:42:47 AM
Curse of Impending Blades currently seems like a mediocre spell. Would be nice to give it a bit more niche value... Could it dispel the spell Shield from the target? Possibly Shield of Faith? Would add an interesting element to it that'd always be in demand.

Might be interesting if it applies a negative equal to your shield AC to your shield as well for the duration to better function as a high AC tank guy counter with some specific GSF.

Or perhaps it could have an increased DC or not even require a save. Outside of NPCs casting it it's hard to imagine spending the time using it when any dispel is just going to remove the debuff anyway. That would be a good change too, making it an undispellable debuff - or making it count as a curse at least so you have to remove it with a remove curse potion/effect not just getting hit by offensive dispels.
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