New mage spells for Underwhelming magic schools
bbear
Member Posts: 1,180
For the School of Divination, the highest level mage spell is lvl 6 True Sight. Whereas other schools get bigger and nastier spells, Diviners dont get any new ones. I propose the following spells:
Life Scan
Level: 7
Range: Visual range of caster
Duration: 1 turn
Casting Time: 3
Area of Effect: 1 target
Saving Throws: None
Instantly, all information about the target creature is revealed. This includes its name, character stats, alignment, current hp, physical and magical resistance, saving throws, current beneficial protections and harmful statuses. In additional, each round, the target's current hp is displayed in the battle log. Magic resistance and any spell protection (except spell immunity) on the creature cannot shield the creature from this spell. Also, there is no saving throws.
Prognostication
Level: 9
Range: Visual range of caster
Duration: 1 turn
Casting time: 1
Area of Effect: All hostile creatures within the caster's visual range
Saving Throws: None
When this powerful spell is cast, each round for one turn, the dice rolls of all hostile creatures will be displayed in the battle log. The caster and the party can use this valuable information to determine their own actions. Since knowing the outcomes of those actions, the party can flee if something ominous is about to happen. For example, if the party knows that the targets will roll 19s and 20s in the next round, the party is advised to run away earlier or put on the necessary protections. Like other powerful divination spells, magic resistance and saving throws cannot stop the effect of this spell.
Life Scan
Level: 7
Range: Visual range of caster
Duration: 1 turn
Casting Time: 3
Area of Effect: 1 target
Saving Throws: None
Instantly, all information about the target creature is revealed. This includes its name, character stats, alignment, current hp, physical and magical resistance, saving throws, current beneficial protections and harmful statuses. In additional, each round, the target's current hp is displayed in the battle log. Magic resistance and any spell protection (except spell immunity) on the creature cannot shield the creature from this spell. Also, there is no saving throws.
Prognostication
Level: 9
Range: Visual range of caster
Duration: 1 turn
Casting time: 1
Area of Effect: All hostile creatures within the caster's visual range
Saving Throws: None
When this powerful spell is cast, each round for one turn, the dice rolls of all hostile creatures will be displayed in the battle log. The caster and the party can use this valuable information to determine their own actions. Since knowing the outcomes of those actions, the party can flee if something ominous is about to happen. For example, if the party knows that the targets will roll 19s and 20s in the next round, the party is advised to run away earlier or put on the necessary protections. Like other powerful divination spells, magic resistance and saving throws cannot stop the effect of this spell.
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Comments
I would personally prefer something like the NWN divination spells. Premonition comes to mind. Damage reduction would seem more useful while still sticking to the school.
Also, listing all that stuff in the battle-log, would probably require quite a lot of scriptwork for something that will just end up being clutter.
Or maybe an extended Find Traps spell, one that could disarm them as well. That way, one could finally do without a thief in the party.
Plus, making trap-disarming a high-lvl spell still wouldn't mean that thieves would be obsolete or anything, just that you could finally do a run without having to pick that one annoying thief. It would still take up a spell-slot that could have been used on something destructive. Also, the thief still has his traps and backstabs.
@Zanian: I think trap-disarming spell is great for a solo mage, but this ability should be restricted to one class since this is what really defines a thief. It's ok to not bring a thief in the adventure along as long as your characters can survive traps. A mage w/ mirror images, stone skin and other protections can survive all traps in the game (at least in bg2).
It's just that the Divination school is very limited in what you can do with it. It's basically just utility spells, and I don't see how a master diviner wouldn't be able to see all the intricate patterns of a trap, so he could safely disarm/avoid it. Also, BG2 doesn't have any good thieves. None that stick around anyway.
Ritual (Divination)
Level 7
Range: Visual range of caster
Duration: 10 turns
Casting Time: 3 rounds
Area of Effect: 1 target
Saving Throws: None
The ritual is a spell that sacrifices a summoned monster to offer benefits to the caster and the party. At the successful casting of the ritual spell, the summoned monster is instantly slain. The first benefit is that it temporarily adds 25% of hp of the sacrificed summoned monster to the caster's hp, up to 20 hit points. The second benefit adds +1 luck to all dice rolls to the party per 5HD of the summoned monster. The caster should be careful that the summoned creature is well aware of the situation. There is a 5% each round that the summoned monster will turn against the diviner. If this occurs, the ritual spell is lost.
Greater Ritual (Divination)
Level 9
Range: Visual range of caster
Duration: Special
Casting Time: 3 rounds
Area of Effect: 1 target
Saving Throws: None
This is more potent version of the Lv7 Ritual spell. The diviner must sacrifice an extremely powerful celestial being (planetar, elemental prince, deva). At the successful casting of the ritual spell, the gated monster is instantly slain. The first benefit is that it temporarily adds 20 hp to the caster's hp for 10 turns. The second benefit is that all party members gain +3 luck to all dice rolls for 10 turns. The final effect is that all members in the party gains the temporary benefit of Improved Alacrity for 3 rounds. The diviner should think twice before casting this spell. For each round in the ritual, she must do mental battle to outwit the celestial being. If the diviner has less than 16 Intelligence, the celestial being will turn against the diviner. At 16 Int, there is a 50% chance of failure each round for 3 rounds and for each additional Int score, the chance of failure is reduced by 5% each round (at the maximum of 25 Int, there is still a 5% of failure each round).
Cease Fire (Divination)
Level 8
Range: All
Duration: 3 rounds
Casting time: 1 round
Area of Effect: All opponents on the map
Saving Throws: None
Immediately after casting this spell, all enemies on the map are all teleport away into another dimension (they are not harmed). For 3 rounds, all offensive abilities/spells have 100% spell failure and all attack rolls are critical miss. The party can use this valuable time to heal, regenerate and rebuff. After 3 rounds, the battle is resume and all enemies return to the normal plane.
The cease-fire spell, however, sounds awesome. I'd love to be able to cast it.
For new spells I wouldn't make up new ones but look at existing ones from PnP books, preferabely 2ed and add them.
The 9th level spell foresight detects traps, prevents being backstabbed or ambushed, and gives a +2 AC bonus for dodging attacks. The duration is pretty crappy though 2d4 rounds + 1 round per level...then again a round is 1 minute in 2nd edition, so I guess that's actually pretty good. (It would be 2d4 turns + 1 turn/level if it was added to BG).
The other two just ask questions (Vision) or assist in blocking scrying attempts (Screen).
Now illusion on the other hand has a TON of spells that weren't included in BG, which is why they're supposed to lose three schools if you specialize in them (but it wouldn't be a huge loss as several illusion spells can duplicate the effects of evocation and necromancy spells, and to a degree abjuration).
On the Divination front, have you considered lifting from the third edition for spells?
True Strike
Level 1
Range: Personal
Duration: 1 round
Casting time: 1
Area of Effect: Self
Saving Throws: None
The next attack roll the caster makes gains a +~10 bonus to the hit roll.
Mage/Thieves rejoice.
Moment of Prescience
Level 8
Range: Personal
Duration: 2 turns / level or until discharged.
Casting time: 4
Area of Effect: Self
Saving Throws: None
The next roll the caster makes gains a +~20 bonus to the roll.
Foresight
Level 9
Range: Personal
Duration: 1 turn/level
Casting time: 8
Area of Effect: Self
Saving Throws: None
As Zanath mentioned, immunity to backstabs alone would make Divination desirable.
Illusion: Again, as Zanath mentioned, aren't there entire swathes of Shadow Spells replicating pretty much everything for Illusion?