New Evocation spells
ZanathKariashi
Member Posts: 2,869
Usual spiel, yada yada. VERY short list, aside from Wall spells, which I didn't include, since I don't know if they can be implemented or not, there wasn't much in the player's handbook to add, so these are all drawn from supplements I have access to.
I won't be doing a list for Divination as there's really nothing left to add for it that would be useful in BG, all it's really missing is Foresight (8th), which I already know NO ONE will use (+2 ac, immune to backstab/crit, lasts 1 round per level).
1st level -
Chromatic Orb - (Modified, ALOT)
(Changed to Alteration/Evocation)
(Nested Spell, additional choices gained as the caster's level grows)
Creates a single throwable orb of the chosen color that causes an effect on impact (Gains +1 hit per 3 levels, maximum of +5). Replaces Caster's current weapon until used. Lasts 4 rounds.
- White - lvl 1 - 1d4 - Target must save at -2 or be blinded for 1 round.
- Red - lvl 2 - 1d6 - Target's str, dex, hit, and ac are reduced by 1 for 1 round.
- Orange - lvl 3 - 1d8 - Target must save or be lit on fire, dealing 1d4 fire damage per round until a save is made.
- Yellow - lvl 4 - 1d10 - Target must save or be blinded for 1 round per level.
- Green - lvl 5 - 1d12 - A small stinking cloud spell is released at the impact site. 5 ft radius.
- Turquoise - lvl 6 - 2d8 - Target is magnetized. Attacks by metal weapons cannot miss.
- Blue - lvl 7 - 2d16 - Target must save or be paralyzed for 4 rounds. A successful save halves the duration.
- Violet - Lvl 8 - no damage - Target must save or be petrified. On successful save, they are slowed instead.
- Black - lvl 9 - no damage - Target must save or die. On successful save they are paralyzed for 1d4 rounds.
Ice Knife -
Replaces the caster's melee weapon with a single Iced throwing Knife that deals 2d4 damage. The knife explodes on hit creating a small 5ft radius aoe centered on the target that requires a save or take 1-4 cold damage and be numbed for 1d3 rounds. Numbed creatures move at Half speed and suffer a -2 hit penalty.
2nd Level -
Baneful Reflector -
Missile attacks from ranged weapons or certain spells such as magic missile or flame arrow are reflected back on their caster. Lasts 1 round/ 2 levels.
3rd level -
Invisible Mail -
(Evocation/Abjuration)
Sets base to 3 as long as the spell is in effect. Spell absorbs 1 physical damage per caster level before breaking. Lasts 8 hours or until it's damage absorption is used up.
4th Level -
Wind Breath -
As per Gust of Wind, except Evocation school rather then Alteration. Unlike Gust of Wind, it CAN knock down Giants and Dragons if they fail the save.
6th Level -
Issac's Missile Storm -
Shoots a barrage of 2 empowered magic missiles that deal 2d4+1 damage each. Gains 1 additional missile per 3 caster levels to a maximum of 7 at 18. Most spells and effects that can block magic missiles are just as effective vs this spell.
I won't be doing a list for Divination as there's really nothing left to add for it that would be useful in BG, all it's really missing is Foresight (8th), which I already know NO ONE will use (+2 ac, immune to backstab/crit, lasts 1 round per level).
1st level -
Chromatic Orb - (Modified, ALOT)
(Changed to Alteration/Evocation)
(Nested Spell, additional choices gained as the caster's level grows)
Creates a single throwable orb of the chosen color that causes an effect on impact (Gains +1 hit per 3 levels, maximum of +5). Replaces Caster's current weapon until used. Lasts 4 rounds.
- White - lvl 1 - 1d4 - Target must save at -2 or be blinded for 1 round.
- Red - lvl 2 - 1d6 - Target's str, dex, hit, and ac are reduced by 1 for 1 round.
- Orange - lvl 3 - 1d8 - Target must save or be lit on fire, dealing 1d4 fire damage per round until a save is made.
- Yellow - lvl 4 - 1d10 - Target must save or be blinded for 1 round per level.
- Green - lvl 5 - 1d12 - A small stinking cloud spell is released at the impact site. 5 ft radius.
- Turquoise - lvl 6 - 2d8 - Target is magnetized. Attacks by metal weapons cannot miss.
- Blue - lvl 7 - 2d16 - Target must save or be paralyzed for 4 rounds. A successful save halves the duration.
- Violet - Lvl 8 - no damage - Target must save or be petrified. On successful save, they are slowed instead.
- Black - lvl 9 - no damage - Target must save or die. On successful save they are paralyzed for 1d4 rounds.
Ice Knife -
Replaces the caster's melee weapon with a single Iced throwing Knife that deals 2d4 damage. The knife explodes on hit creating a small 5ft radius aoe centered on the target that requires a save or take 1-4 cold damage and be numbed for 1d3 rounds. Numbed creatures move at Half speed and suffer a -2 hit penalty.
2nd Level -
Baneful Reflector -
Missile attacks from ranged weapons or certain spells such as magic missile or flame arrow are reflected back on their caster. Lasts 1 round/ 2 levels.
3rd level -
Invisible Mail -
(Evocation/Abjuration)
Sets base to 3 as long as the spell is in effect. Spell absorbs 1 physical damage per caster level before breaking. Lasts 8 hours or until it's damage absorption is used up.
4th Level -
Wind Breath -
As per Gust of Wind, except Evocation school rather then Alteration. Unlike Gust of Wind, it CAN knock down Giants and Dragons if they fail the save.
6th Level -
Issac's Missile Storm -
Shoots a barrage of 2 empowered magic missiles that deal 2d4+1 damage each. Gains 1 additional missile per 3 caster levels to a maximum of 7 at 18. Most spells and effects that can block magic missiles are just as effective vs this spell.
Post edited by ZanathKariashi on
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