[MOD] Duskblade Kit v1.1 (For IWD EE)
kensai
Member Posts: 228
THE DUSKBLADE
Ladies and Gentlemen!So here is my well-known kit for Icewind Dale: Enhanced Edition! Everything works at the moment, and make some minor changes to mod, now he's available only for humans, elves and half-elves. Feel free to propose something new to this kit or intoduce some new, balancing ideas!
Enjoy!
Description
"My blade and my magic are one and the same."
The Duskblade blurs the line between spellcaster and warrior, marrying the power of magic with hand-to-hand combat prowess.
A student of arcane spellcasting techniques, the Duskblade combines arcane spellcasting with the combat skills of a fighter.
Disadvantages:
- May only specialise 2 stars in weapons
- Can't dualclass
- Can't use bows and missile weapons
- Can't wear armor heavier than splint mail
- Min Intellect 14
- No Greater Whirlwind
- -13% EXP penalty
Advantages:
- Arcane Channelling
- Can use magic while wearing armor
Arcane Channelling : At 5 lvl, all touch spells in duskblade spellbook are channelled to deliver the spell effects through your weapon with a melee attack.
If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Duskblade Spellbook:
1. Chromatic Orb, Burning Hands, Shocking Grasp (channelled), Spook, True Strike, Chill Touch (channelled)
2. Blur, Ghoul Touch (channelled), Melf's Acid Arrow, Ray of Enfeeblement, Knock
3. Fire Arrow, Vampiric Touch (channelled), Dispelling Touch, Keen Edge, Skull Trap
4. Dispel, Fire Shield, Dimension Door, Improved Invisibility, Haste
Level 1: 1 lvl spells x 1
Level 5: +1 slot 1 for 1 lvl spell, all touch spells are arcane channelled.
Level 7: +1 slot 1 for 1 lvl spell
Level 9: 2 lvl spells x 2
Level 10: +1 slot for 1 lvl spell
Level 11: +1 slot for 2 lvl spell
Level 13: 3 lvl spells x 2
Level 14: +1 slot for 2 lvl spell
Level 15: +1 slot for 3 lvl spell
Level 17: 4 lvl spells x 2
Level 18: +1 slots for 1 and 3 lvl spells
Level 19: +1 slot for 4 lvl spell
Summary:
1 lvl - 5 slots (6 slots with HLA)
2 lvl - 4 slots
3 lvl - 4 slots
4 lvl - 3 slots
A Duskblade has additional HLA's:
-Quick Cast
This ability provides -2 spell cast time for your next spell.
-Extra 1 Level Spell
Duskblade Spellbook
DUSKBLADE SPELLBOOK
All touch spells are automatically arcane channelled.
Only one of those spells can be activated at the moment, and recasts of same spells before expiration will overwrite effects of previous spells.
So for example if you cast Chill Touch, and recast it after 5 rounds, then this spell will last another turn.
LEVEL 1
Chill Touch (Arcane Channelled)
School: Necromancy
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.
When the caster completes this spell, a blue glow encompasses his weapon.
This energy attacks the life force of any living creature upon which the duskblade makes a successful melee attack. The touched creature must make a saving throw vs. spell or suffer 1-8 points of damage and receive a -2 penalty to its THAC0.
Burning Hands
School: Alteration
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: The caster
Saving Throw: 1/2
When the wizard casts this spell, a jet of searing flame shoots from duskblade fingertips.
The duskblade's hands must be held so as to send forth a fanlike sheet of flames: duskblade thumbs must touch each other and the fingers must be spread.
The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the duskblade.
Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage.
Those successfully saving vs. Spell receive half damage.
Chromatic Orb
School: Evocation
Range: 30 yards
Duration: special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
This spell causes a 2-foot-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target.
The effect the orb has upon the target varies with the level of the mage who casts the spell. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. spells at +6. At first-level, the sphere inflicts 1-4 damage and blinds the target for one round. At second-level, the sphere inflicts 1-4 damage and inflicts pain upon the victim.
At third-level, the sphere deals 1-6 damage and burns the victim. At fourth-level, the sphere deals 1-6 damage and blinds the target for 1 turn. At fifth-level, the sphere deals 1-8 damage and stuns the target for 3 rounds.
At sixth-level, the sphere deals 1-8 damage and causes weakness in the victim. At seventh level, the sphere deals 1-10 damage and paralyzes the victim for 2 turns. At 10th level, the sphere causes 1-12 acid damage and turns the victim to stone. At 12th level, the sphere will inflict 2-16 points of acid damage and instantly kill the victim.
NOTE: The victim saves vs spells at +6 against all the effects and gets
no save against the damage.
Shocking Grasp (Arcane Chanelled)
School: Alteration
Range: Touch
Duration: 1 round/level
Casting Time: 1
Area of Effect: Touched creature
Saving Throw: None
A bright yellow glow encompasses duskblade's weapon, and when he hits a creature with it, an electrical charge will deal 1d8 damage + 1 per level of the caster to the creature. The duskblade only has one charge, and once an opponent has been touched the spell's energies have been used. If he misses, then the spell is wasted. The caster has 1 round per level in order to touch the target creature.
Spook
School: Illusion/Phantasm
Range: 30 ft.
Duration: 3 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.
A spook spell enables the duskblade to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical which then appears to advance upon it in a threatening manner.
If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the duskblade as possible. The creature has a saving throw penalty of -1 (to save against this spell) for every two experience levels of the caster, to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does.
In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.
True Strike
School: Divination
Range: Personal
Duration: 1 round
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
Upon the casting of this spell, the caster will gain temporary, intuitive insight into the immediate future. Any attack roll made before the end of the next round gains a +10 perception bonus.
LEVEL 2
Ghoul Touch (Arcane Channelled)
School: Necromancy
Level: 2
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.
When the caster completes this spell, his weapon will glow a red color.
If the duskblade makes a successful melee attack against a creature, that creature is paralyzed by the negative energy. Enemy creature must make a saving throw vs. spell or be paralyzed for 5 rounds.
Knock
School: Alteration
Range: Visual range of caster
Duration: Instant
Casting Time: 1
Area of Effect: Locked door or chest
Saving Throw: None
The knock spell opens locked, held or duskblade-locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments.
Ray of Enfeeblement
School: Enchantment/Charm
Range: Visual sight of caster
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.
By means of a Ray of Enfeeblement, a duskblade weakens an opponent, reducing its Strength and thereby the attacks that rely upon it.
The victim is reduced to a strength of 5 for the duration of the spell, unless a save vs. spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a 5 strength such as attack and damage penalties as well as lower weight allowance.
Melf's Acid Arrow
School: Conjuration
Range: Visual range of caster
Duration: Special
Casting Time: 2
Area of Effect: 1 target
Saving Throw: Special
By means of this spell, the duskblade creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage. (There is no splash damage.) For every three levels that the caster has achieved, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds, at 6th-8th level, the acid lasts for three rounds, etc.
LEVEL 3
Keen Edge
School: Transmutation
Range: Visual range of caster
Duration: 10 turns
Casting Time: 3
Area of Effect: Creature
Saving Throw: None
This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 18-20, and a threat range of 19-20 becomes 17-20.
Multiple spells don't stack.
Flame Arrow
School: Conjuration/Summoning
Range: Visual range of caster
Duration: 1 round
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell. The caster receives one bolt for every five experience levels beyond 5th (two bolts at 10th level, three at 15th level, etc.). All of the bolts will streak towards the target of the spell.
Skull Trap
School: Necromancy
Range: 20 yards
Duration: Until triggered
Casting Time: 3
Area of Effect: 30 foot radius
Saving Throw: 1/2
Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 20 feet of it. When this happens the skull is triggered and explodes, damaging everyone within a 30 foot radius. The damage inflicted is equal to 1d6 hit points per level of the caster, or half with a successful save vs. spell. When casting this spell it is wise to set it far away from the party, lest they set it off accidentally.
Vampiric Touch (Arcane Channelled)
School: Necromancy
Range: Touch
Duration: 1 round
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None
If you succesfully hit target with weapon, victim loses 1-6 hit points for every two caster levels, to a maximum drain of 6-36 for a 12th level caster.
These hit points are added to the caster's current hit points, with any hit points over the caster's normal maximum treated as temporary additional hit points. The temporary hit points last for 5 turns.
Note: This spell may not be cast multiple times to radically increase the caster's hit-points. The caster must wait for the first vampiric touch spell to run its course before casting another.
Dispelling Touch (Arcane Channelled)
School:Abjuration
Range: Touch
Duration: 1 round
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None
Your succesful hit with the weapon causes one spell to rip free of its source and dissipate into nothingness.
You can use dispelling touch to end an ongoing spell that has been cast on a creature or object, or a spell that has a noticeable ongoing effect.
The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%.
However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success.
Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.
LEVEL 4
Haste
School: Alteration
Range: Visual range of caster
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 40' cube, 1 creature/level
Saving Throw: None
When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack each round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 40-foot cube centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).
Note that affected creatures expend as much energy during this spell as they would normally in a whole day, significantly raising their fatigue level. This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a slow spell.
Dispel Magic
School:Abjuration
Sphere: Protection
Range: Visual range of caster
Duration: Special
Casting Time: 6
Area of Effect: 30-foot cube
Saving Throw: Special
A dispel magic removes magical effects upon anyone within the area.
This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted
magical items or spell protections such as Spell Turning, and Spell Deflection.
The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%.
However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success.
Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.
Note: while this spell dispels the individual effects of grease, web, stinking cloud and other such spells, it does not dispel the area of effect.
Fireshield (Red)
School: Evocation, Alteration
Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None
The red fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield not only grants the user 50% fire resistance, but also protects the caster from attacks made within a 5' radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8 +2 fire damage.
Improved Invisibility
School: Illusion/Phantasm
Level: 4
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus.
All touch spells are automatically arcane channelled.
Only one of those spells can be activated at the moment, and recasts of same spells before expiration will overwrite effects of previous spells.
So for example if you cast Chill Touch, and recast it after 5 rounds, then this spell will last another turn.
LEVEL 1
Chill Touch (Arcane Channelled)
School: Necromancy
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.
When the caster completes this spell, a blue glow encompasses his weapon.
This energy attacks the life force of any living creature upon which the duskblade makes a successful melee attack. The touched creature must make a saving throw vs. spell or suffer 1-8 points of damage and receive a -2 penalty to its THAC0.
Burning Hands
School: Alteration
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: The caster
Saving Throw: 1/2
When the wizard casts this spell, a jet of searing flame shoots from duskblade fingertips.
The duskblade's hands must be held so as to send forth a fanlike sheet of flames: duskblade thumbs must touch each other and the fingers must be spread.
The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the duskblade.
Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage.
Those successfully saving vs. Spell receive half damage.
Chromatic Orb
School: Evocation
Range: 30 yards
Duration: special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
This spell causes a 2-foot-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target.
The effect the orb has upon the target varies with the level of the mage who casts the spell. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. spells at +6. At first-level, the sphere inflicts 1-4 damage and blinds the target for one round. At second-level, the sphere inflicts 1-4 damage and inflicts pain upon the victim.
At third-level, the sphere deals 1-6 damage and burns the victim. At fourth-level, the sphere deals 1-6 damage and blinds the target for 1 turn. At fifth-level, the sphere deals 1-8 damage and stuns the target for 3 rounds.
At sixth-level, the sphere deals 1-8 damage and causes weakness in the victim. At seventh level, the sphere deals 1-10 damage and paralyzes the victim for 2 turns. At 10th level, the sphere causes 1-12 acid damage and turns the victim to stone. At 12th level, the sphere will inflict 2-16 points of acid damage and instantly kill the victim.
NOTE: The victim saves vs spells at +6 against all the effects and gets
no save against the damage.
Shocking Grasp (Arcane Chanelled)
School: Alteration
Range: Touch
Duration: 1 round/level
Casting Time: 1
Area of Effect: Touched creature
Saving Throw: None
A bright yellow glow encompasses duskblade's weapon, and when he hits a creature with it, an electrical charge will deal 1d8 damage + 1 per level of the caster to the creature. The duskblade only has one charge, and once an opponent has been touched the spell's energies have been used. If he misses, then the spell is wasted. The caster has 1 round per level in order to touch the target creature.
Spook
School: Illusion/Phantasm
Range: 30 ft.
Duration: 3 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.
A spook spell enables the duskblade to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical which then appears to advance upon it in a threatening manner.
If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the duskblade as possible. The creature has a saving throw penalty of -1 (to save against this spell) for every two experience levels of the caster, to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does.
In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.
True Strike
School: Divination
Range: Personal
Duration: 1 round
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
Upon the casting of this spell, the caster will gain temporary, intuitive insight into the immediate future. Any attack roll made before the end of the next round gains a +10 perception bonus.
LEVEL 2
Ghoul Touch (Arcane Channelled)
School: Necromancy
Level: 2
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.
When the caster completes this spell, his weapon will glow a red color.
If the duskblade makes a successful melee attack against a creature, that creature is paralyzed by the negative energy. Enemy creature must make a saving throw vs. spell or be paralyzed for 5 rounds.
Knock
School: Alteration
Range: Visual range of caster
Duration: Instant
Casting Time: 1
Area of Effect: Locked door or chest
Saving Throw: None
The knock spell opens locked, held or duskblade-locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments.
Ray of Enfeeblement
School: Enchantment/Charm
Range: Visual sight of caster
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.
By means of a Ray of Enfeeblement, a duskblade weakens an opponent, reducing its Strength and thereby the attacks that rely upon it.
The victim is reduced to a strength of 5 for the duration of the spell, unless a save vs. spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a 5 strength such as attack and damage penalties as well as lower weight allowance.
Melf's Acid Arrow
School: Conjuration
Range: Visual range of caster
Duration: Special
Casting Time: 2
Area of Effect: 1 target
Saving Throw: Special
By means of this spell, the duskblade creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage. (There is no splash damage.) For every three levels that the caster has achieved, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds, at 6th-8th level, the acid lasts for three rounds, etc.
LEVEL 3
Keen Edge
School: Transmutation
Range: Visual range of caster
Duration: 10 turns
Casting Time: 3
Area of Effect: Creature
Saving Throw: None
This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 18-20, and a threat range of 19-20 becomes 17-20.
Multiple spells don't stack.
Flame Arrow
School: Conjuration/Summoning
Range: Visual range of caster
Duration: 1 round
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell. The caster receives one bolt for every five experience levels beyond 5th (two bolts at 10th level, three at 15th level, etc.). All of the bolts will streak towards the target of the spell.
Skull Trap
School: Necromancy
Range: 20 yards
Duration: Until triggered
Casting Time: 3
Area of Effect: 30 foot radius
Saving Throw: 1/2
Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 20 feet of it. When this happens the skull is triggered and explodes, damaging everyone within a 30 foot radius. The damage inflicted is equal to 1d6 hit points per level of the caster, or half with a successful save vs. spell. When casting this spell it is wise to set it far away from the party, lest they set it off accidentally.
Vampiric Touch (Arcane Channelled)
School: Necromancy
Range: Touch
Duration: 1 round
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None
If you succesfully hit target with weapon, victim loses 1-6 hit points for every two caster levels, to a maximum drain of 6-36 for a 12th level caster.
These hit points are added to the caster's current hit points, with any hit points over the caster's normal maximum treated as temporary additional hit points. The temporary hit points last for 5 turns.
Note: This spell may not be cast multiple times to radically increase the caster's hit-points. The caster must wait for the first vampiric touch spell to run its course before casting another.
Dispelling Touch (Arcane Channelled)
School:Abjuration
Range: Touch
Duration: 1 round
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None
Your succesful hit with the weapon causes one spell to rip free of its source and dissipate into nothingness.
You can use dispelling touch to end an ongoing spell that has been cast on a creature or object, or a spell that has a noticeable ongoing effect.
The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%.
However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success.
Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.
LEVEL 4
Haste
School: Alteration
Range: Visual range of caster
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 40' cube, 1 creature/level
Saving Throw: None
When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack each round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 40-foot cube centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).
Note that affected creatures expend as much energy during this spell as they would normally in a whole day, significantly raising their fatigue level. This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a slow spell.
Dispel Magic
School:Abjuration
Sphere: Protection
Range: Visual range of caster
Duration: Special
Casting Time: 6
Area of Effect: 30-foot cube
Saving Throw: Special
A dispel magic removes magical effects upon anyone within the area.
This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted
magical items or spell protections such as Spell Turning, and Spell Deflection.
The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%.
However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success.
Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.
Note: while this spell dispels the individual effects of grease, web, stinking cloud and other such spells, it does not dispel the area of effect.
Fireshield (Red)
School: Evocation, Alteration
Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None
The red fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield not only grants the user 50% fire resistance, but also protects the caster from attacks made within a 5' radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8 +2 fire damage.
Improved Invisibility
School: Illusion/Phantasm
Level: 4
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus.
Mirrors for download:
https://yadi.sk/d/y4j6qfAHcxzsr
Post edited by kensai on
4
Comments
Also, I noticed a bug: the book graphic in the spellbook is placed over the text, and constantly scrolls over the text when read. I've included a screenshot: <img
I also noticed that when looking at the spell Spook through my Duskblade's Special Abilities bar, the tooltip for Spook doesn't work right. The tooltip is supposed to say "F5: Spook" when you hover your mouse cursor over it, but instead it just says "F5: ". Not a huge bug, but I'd just thought I'd mention it.
EDIT: After re-reading the description of the kit, it seems like I'm supposed to get level 2 spells at character level 9, so that would explain why I'm still using spellbook lvl 1 spells. So I guess I found the answer to my questions in the first paragraph, but if anything weird happens at clvl 9, I'll post back.
Either way I'm not forget about your error and trying to fix this.
Duskblade doesn't have a Constitution penalty anymore! Instead it now uses a f\m hp pool.
Enjoy!