Since it was requested....New divination spells
ZanathKariashi
Member Posts: 2,869
VERY short list.
1st Level -
Read Magic -
Each scroll scribing requires 1 cast of Read magic memorized, similar to the way Identify works. (Conjurer's opposed school changed to Evocation). All Mages/Specialists automatically know Read Magic at creation.
3rd Level -
Pain Touch -
On next hit, target experiences an echo of all the pain they've taken earlier in their life. Resulting in 1d6 damage per caster level. Damage is treated as sub-dual on a successful save.
4th Level -
Halo of Eyes -
(Abjuration/Divination)
Caster has infravision, and cannot be backstabbed. Also invisible or stealthed creatures gain no bonus to hit. Lasts 1 round per level.
6th Level -
Greater Pain Touch -
On next hit, target experiences an echo of all the pain they've suffered and inflicted in their lifetime. Resulting in 1d8 damage per caster level. On a successful save it's treated as Sub-dual damage.
8th Level -
Experience Death -
On next hit, Target experiences the moment of their death, requiring a save vs -4 or die. On a successful save, they take 1d8 sub-dual damage per caster level and are stunned for 1d4 rounds from the strain.
Temporal Freedom -
(Alteration/Divination)
The next hostile time stop or temporal stasis spell cast in the caster's presence triggers temporal freedom, allowing the caster to move freely in time for up to 2 rounds during a time stop or blocking temporal stasis for the duration. Lasts 8 hours or until triggered.
Foresight -
Caster gains +2 ac and cannot be critically hit or backstabbed for the duration. Stealthed or invisible creatures gain no bonus to hit against the caster. Lasts 1 round per level.
1st Level -
Read Magic -
Each scroll scribing requires 1 cast of Read magic memorized, similar to the way Identify works. (Conjurer's opposed school changed to Evocation). All Mages/Specialists automatically know Read Magic at creation.
3rd Level -
Pain Touch -
On next hit, target experiences an echo of all the pain they've taken earlier in their life. Resulting in 1d6 damage per caster level. Damage is treated as sub-dual on a successful save.
4th Level -
Halo of Eyes -
(Abjuration/Divination)
Caster has infravision, and cannot be backstabbed. Also invisible or stealthed creatures gain no bonus to hit. Lasts 1 round per level.
6th Level -
Greater Pain Touch -
On next hit, target experiences an echo of all the pain they've suffered and inflicted in their lifetime. Resulting in 1d8 damage per caster level. On a successful save it's treated as Sub-dual damage.
8th Level -
Experience Death -
On next hit, Target experiences the moment of their death, requiring a save vs -4 or die. On a successful save, they take 1d8 sub-dual damage per caster level and are stunned for 1d4 rounds from the strain.
Temporal Freedom -
(Alteration/Divination)
The next hostile time stop or temporal stasis spell cast in the caster's presence triggers temporal freedom, allowing the caster to move freely in time for up to 2 rounds during a time stop or blocking temporal stasis for the duration. Lasts 8 hours or until triggered.
Foresight -
Caster gains +2 ac and cannot be critically hit or backstabbed for the duration. Stealthed or invisible creatures gain no bonus to hit against the caster. Lasts 1 round per level.
Post edited by ZanathKariashi on
1
Comments
Trade-off: Using this guarantees success in scribing a scroll to your spellbook; scribing scrolls into your your spellbook without this spell still should have a chance to fail.
(technically ALL magic scrolls are supposed to be unreadable, and you cast read magic on them to make them readable, and it doesn't matter if you buy them in a store or find them, you personally have to cast RM to decipher them. If they could make a 2ndry type of identification that applies only to scrolls but requires read magic instead of identify (and no shop can provide the service), that would work even better, imo. But this implementation is the easiest work around).
And I fail to see how it's a nerf, it's no more annoying to use then identify, and would help curb the tendency to spam scrolls for xp, which, if I had my way I would actually remove spell erasing completely and go back to Pre-ToB BG/BG2 models of having to make choices as which spells you could learn. Or at least implement some check that no mage can gain xp for the same spell twice.
And if it's about capacity...a sorcerer gets all the spell slots they need, and a 9 int mage gets more known spell slots then they do.
Most people just scribe a bunch of spells and then never use them. This would simply make people think, do I REALLY wanna memorize that spell, or should I just save the scroll to use as a back-up in case I run out of daily slots.
(And especially on the Conjuer's losing Evocation instead of Divination..in PnP they lose all of Evocation, but only a tiny bit of Divination (5th and higher)..so Divination should've never been chosen for their opposed school in the first place).
It even says in the equipment section, on scrolls, that mage scrolls MUST have read magic cast before they can be read or identified. (technically 1 cast could potentially be used to read multiple scrolls, but it depends on their spell level and the caster's level. It takes 1 round per spell level per scroll. Though Identify is also supposed to have a duration, so I see no reason read magic should be treated differently).
In order to be able to read a scroll at all a mage MUST cast read magic on it. They only have to do it once, but until then, they can't scribe, use it or even tell what spell is actually contained in it. Their own spell book or scrolls they've created themselves are exempt.
Bards and vanilla Thieves are an exception (though vanilla thieves have to wait till lvl 10 to do so), as they can make a Read Languages skill check to attempt to decipher the script of the scroll (but having a bard learn Read magic as soon as possible will save them a lot of grief) (doesn't allow retries on that particular scroll). (Though just for continuity's sake I'd add Read magic to all arcane casters at creation since the read language skill isn't implemented, except sorcerers).
Detect Magic (2nd) (Can be made permanent duration via Permanency) -
Lasts 3 rounds, +1 round per level. AoE - 60ft cone projected from the caster's front facing at the beginning of each round.
Displays any dispellable buffs or debuffs of hostile targets within the area of the cone. Targets affected by Non-detection cannot be read.
Wizard Sight (4th) (can be made permanent duration via Permanency)-
Lasts 1 turn, +1 round per level.
Same as Detect magic, but if the target is a spell caster their caster level is also displayed. Is not blocked by Non-detection.
I just tested my Necromancer and she scribed all 10 of the Necromancy spells without a fail three times in a row.
Any developers wanna chime in to whether or not it's working? (it'd be nice to cross another thing off my list).