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New Conjuration Spells

ZanathKariashiZanathKariashi Member Posts: 2,869
edited October 2013 in Feature Requests
Work in progress, yada yada. Very short list, a lot of which are mostly modifications to existing spells or adding stuff like the missing Monster Summoning IV-VII.

2nd Level -

Summon Swarm -

Summons a swarm of biting insects that deal 1d4, +1 damage per caster level to all targets within the area of effect per round, save for none. Regardless of saves, those within the swarm suffer a 100% chance of spell failure as long as they remain within. People protected by protection from evil or Fire/Ice Shield are immune to the spell, including the spell-failure. Any splash damaging aoe spell such as fireball, Gust of Wind, or gas-based spell such as stinking cloud or cloudkill will disperse the swarm instantly.

3rd Level -

Monster Summoning I - (Modified)

Conjures 1d3 1HD monsters. They drop no loot.

4th Level -

Monster Summoning II - (Modifed)

Conjures 1d3 2HD monsters. They drop no loot.

Evard's Black tentacles -

Summons a patch of black tentacles not unlike Entangle. All characters within must save per round or take 2d4 damage and become rooted in place, taking 3d4 every round thereafter until they successfully save. This effect can potentially stack multiple times quickly crushing the life out of unlucky creatures. Captured characters can still attack. On a successful save the spell only deals 1d4 damage with no other ill effects for that round.

Conjure Lesser Elemental - (Modified)

(Moved down from 5th and combined). Instead of individual spells, you choose the type of elemental at the time of casting via a nested menu. Adds lesser Water elemental as a choice. Otherwise the same as current.

5th Level -

Monster Summoning III - (modified)

Conjures 1d3 3 HD monsters. They drop no loot.

Summon Shadow -
(Conjuration/Necromancy)

Summons 1 Shadow, as per the monster, per 4 caster levels. Lasts 1 round, +1 per level, or until slain.

Conjure Elemental - (Modified)

(Moved down from 6th and combined). Instead of individual spells, you choose the type of elemental from a nested menu at the time of casting. Adds Water elemental as a choice. Otherwise the same as current.

Conjure Animals -

As per the divine spell.

6th Level -

Monster Summoning IV -

Conjures 1d3 4 HD monsters. They drop no loot.

7th Level -

Monster Summoning V -

Conjures 1d3 5 HD monsters. They drop no loot.

8th Level -

Monster Summoning VI -

Conjures 1d3 6 HD monsters. They drop no loot.

Symbol - (Modified)

(Spells are combined into one, chosen from a nested menu at the time of casting).

-Death - A number of Creatures whose total hp is less then 80 die, no save.

-Discord - Creatures in the aoe are affected by discord for 5d4 rounds. They have a 50% chance per round of going berserk for 2d4 rounds.

-Fear - All creatures must save at -4 or be struck with fear, as per the spell.

-Hopelessness - Affected targets must save or give up fighting for 3d4 rounds. Attacking them during this time will not break the effect.

- Insanity - A number of creatures with a total hp of 120 or less are rendered permanently confused with no save.

- Pain - All affected creatures suffer a -2 to dex, and -4 hit for 2d10 rounds, no save.

- Sleep - All creatures less with 8 or fewer HD fall into a deep sleep for 10 turns. They do not awaken on damage.

- Stunning - A number of creatures whose total hp does not exceed 160 are stunned for 3d4 rounds, no save.

Trap the Soul -

Target creature's soul is pulled out and it's body vanishes, leaving it's possessions behind, if they fail a save at -2. A sellable soul gem is created in the caster's inventory with a base gold value depending on HD of the target. Soulless creatures (lesser undead, golem, etc) are unaffected, but most Intelligent Undead are vulnerable, except for Liches.

3 or less = 500
4-7 = 1000
8-12 = 1500
13+ = 2500

9th Level -

Monster Summoning VII -

Conjures 1d3 7 HD monsters. They drop no loot.
Post edited by ZanathKariashi on

Comments

  • recklessheartrecklessheart Member Posts: 692
    While I appreciate the effort you have put into compiling this list, it seems entirely unnecessary to put in more conjurations: across divine and arcane casters, the player has the opportunity to summon a large portion of the BG Bestiary to their side. This seems like overkill, really.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited October 2013
    Hardly.....what I'm going for is nothing less then fully PnP accurate Specialists...but in order for that to work, as many spells as possible need to be available, so resistance to having proper opposed school will be lessened.


    And what divine casters have is irrelevant to what arcane casters get. I simply want ALL casters to have much choice as possible, that 2nd edition allows as written, (and while I'm at it, try a clean up some of the more annoying spells that are WAY too strong (or weak) due to bad implementation and/or shouldn't exist).

    The Conjurer is supposed to specialize in summoning spells...but because the majority of the current summons suck, they depend on other spells and can't even really be played as intended due to how gimp the current collection of summons is. Elemental summons are powerful but have a chance to go berserk, and demon summons don't grant xp, and due to the current lack of Dismissal and Banishment they are hard to get rid of, even if you're warded so they won't attack you. The genie and Efreet are ok-ish, but fairly weak since you only get 1 per spell, where as Monster Summoning V (also 7th) could potentially summon up to 3 creatures almost as strong.

    Since I like mages (especially Alteration and Illusions which have been fairly lacking), I started on them, but I will also be hitting Druids and clerics eventually (they're harder to work with since the spells are organized by Sphere, rather then class, which makes it more annoying to pick through)


    I'm avoiding Limited Wish and Wish right now, since I'm not really sure what to do with them. Though just removing Wish-resting would be a massive step in the right direction. It's already too easy to throw the limits holding Arcane power into check out, there's no reason they need another method.




    Post edited by ZanathKariashi on
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