Waves of Agony (Necromancy) Level: 5 Sphere: Affliction Range: 35 feet Duration: Special, maximum of 3 rounds Casting Time: 5 Area of Effect: One Creature Saving Throw: Poison/Death -5 see below
When the priest casts this spell, he points to a single creature within 35 feet. That creature is wracked with pain and must make a save vs death at -5 or be unable to move or act for a full round and they will take 2 points of non-lethal damage per level of the priest (max 30 at level 15). If he saves, he takes half damage and shakes off the spell. In the second round, any creature that failed their save must save again or be paralyzed for another round and take the same amount of damage as they took in round one. If they save, they take half damage and shake off the spell. In the third round, any creature that has failed both of their previous saves must save again or remain paralized for another round and take the same amount of damage again. A creature that makes a successful save will take half damage and is no longer paralyzed. The spell ends after three rounds and does not have any affect against creatures that cannot feel pain like golems or undead.
This was originally a spell exclusive to clerics of Ilmater (called blast of pain). I think that it is much more at home in the affliction sphere.
Spells for the destruction sphere Destructive Vibrations - TO DO (Transmutation) Level: 5 Sphere: Destruction Range: Touch Duration: Special, maximum of 4 rounds Casting Time: 1 Area of Effect: One Creature Saving Throw: Polymorph
When the priest touches a creature and utters this spell, creates a vibrating pulse that increases in intensity. The first round, the creature takes 2d6 crushing damage unless they save vs. polymorph (in which case, they take half damage and the spell ends). Every round that they do not save, they suffer the amount of damage that they received in the last round, plus an additional 2d6 points of damage for a maximum of 4 rounds. Any round that they do save, they suffer 1/2 damage and the spell ends.
Shatter - TO DO (Transmutation) Level: 2 Sphere: Destruction Range: 25' Duration: Instant Casting Time: 4 Area of Effect: One Creature Saving Throw: Polymorph 1/2
When the priest touches a creature and utters this spell, creates a vibrating pulse that increases in intensity. The first round, the creature takes 2d6 crushing damage unless they save vs. polymorph (in which case, they take half damage and the spell ends). Every round that they do not save, they suffer the amount of damage that they received in the last round, plus an additional 2d6 points of damage for a maximum of 4 rounds. Any round that they do save, they suffer 1/2 damage and the spell ends.
This spell creates destructive vibrations in its target that are especially destructive against inorganic, solid constructs like doors and golems. When cast on a door or locked container, it undermines the integrity of the object destroying all but the most sturdy or magically protected locks. Against constructs such as golems, it causes 1d8 damage per level of the caster to a maximum of 5d8 at level 5. It is less effective against organic and undead targets, doing 2d6 points of damage. Targets can save vs. Polymorph for half damage.
As you can see, we're adding quite a few to the destruction domain.
@subtledoctor Holy Smite should be renamed to destructive smite in the destruction sphere.
This spell will replace Holy Smite (or be added separately if people really want the original spell).
Destructive Smite - TO DO (Conjuration)
Level: 3 Sphere: Destruction Range: Visual range of the caster Duration: Special Casting Time: 3 Area of Effect: 30-ft. radius Saving Throw: Special This spell unleashes pure destructive energy against the caster's enemies. Any creatures within the area of effect take 1d6 magic damage for every 2 levels of the caster, up to a maximum of 5d6 at level 10; a successful save vs. death halves the damage. In addition, if a medium sized or smaller creature fails their save, they are knocked prone and back 10' away from the caster.
Level: 1 Sphere: Destruction Range: Self Duration: 1 round/level (max 5) Casting Time: 1 Saving Throw: None This spell imbues the caster with pure destructive energy against the caster's enemies. melee attacks inflict an additional 1d6 points of crushing damage for 1 round per level (max 5 rounds at level 5).
Altered Hold person spell. It is now a necromancy spell that targets the nervous system rather than a charm spell that attacks the mind. The changes are primary for flavor, to make it more in line with the affliction sphere.
Paralyze --TO DO (Necromancy)
Level: 2 Sphere: Affliction Range: Visual range of the caster Duration: 2 rounds/level Casting Time: 3 Area of Effect: Special Saving Throw: Death
This spell attacks the nervous system, holding 1d4 humans, demihumans, or humanoid creatures immobile for 6 rounds or longer. Specifically, it affects the targeted enemy and up to 3 hostile creatures within 20 ft. of it. Affected creatures must be living bipedal humans, demihumans, and humanoids of man size or smaller, including dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, lizard men, orcs, troglodytes, and others. Thus, a 10th-level Fighter could be paralyzed, while an ogre could not. A successful Death vs. Spell negates the effect. It does not affect creatures without a nervous system such as golems and undead.
Paralyzed creatures are helpless and cannot dodge or defend themselves from attacks. Being held does not prevent the worsening of the subject's condition due to wounds, disease, or poison.
imho the "destructive x" formula isn't such a great idea
edit: how about adjectives such as - annihilating, ruinous, baneful, pernicious, dire, crushing...
edit2: for example: thundering smite (lvl3)
Lol, I hear ya.
What about "wave of destruction"? It should be a wave emanating from the caster. (Which I should make more clear in the description). Maybe ruinous wave? Annihilating x sounds like it should be a higher level spell. Hmmm...
Also, I could see a "ruinous vibrations" spell....
One more thing: I really like making spells. If anyone has an idea for a spell or even a new sphere (with enough spells to fill it) don't be shy. Not everything will work, but my ears are open.
Also, feel free to post suggestions for arcane spells in the tome and blood thread
gust of desolation (i'd pick this one) wave of desolation ravaging gust ravaging torrent gush of wrath ferocious wave thundering pulse (you could add a deafening effect)
gust of desolation (i'd pick this one) wave of desolation ravaging gust ravaging torrent gush of wrath ferocious wave thundering pulse (you could add a deafening effect)
i agree...i don't think desolation is an "evil word", but it might be to some people
I associate it first with despondency. Then emptiness (emotional or environmental). Then existential angst. Not so much 'destruction' as what follows destruction.
I already have a bard song that Holds undead. It's pretty awesome, a completely reasonable replacement for TU. It would be easy enough to make one that Charms/Controls undead - I would patch it onto the S&S Dirgesinger kit.
For the 3rd level spell with its animation of cloudy bits falling from above, instead of "Holy Smite," maybe "Wrath of Heaven." Or, if Heaven is too good-aligned, how about "Divine Wrath" ?
Yeah, I wish I could change TU. I think that is how I'd implement it (i.e. hold).
Divine wrath of a good name. I think I can make this into two spells.
Level: 5 Sphere: Dread Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg.
This spell fills the target with unrelenting despair, which lasts until Dispel Magic is cast upon . The victim is allowed a Save vs. Spell at -2 to resist. Affected individuals cannot cast spells. The priest spell Heal will remove despair from an afflicted character.
Note: this is a converted feeblemind spell
Also, using the name "Divine Wrath", but I think I want to find a way to get that Thundering Pulse spell in here somehow.
One or two new ooze centered spells would be nice as well. For example, Ghaunadaur has some lovely divine spells that can be found within AD&D second edition's Demihuman Deities campaign accessory book. Chances are they could also work for priests of Moander and Gray Druids(/Oozemaster).
Like this one for instance;
Amorphous Form (Pr 5; Alteration)
Level: 5 Sphere: Animal Range: 0 Components: V,S,M Duration: 1 turn/level Casting Time; 1 round Area of Effect: The caster Saving Throw: None
By means of this spell, the spellcaster can assume the form of an deadly pudding, ooze, slime, jelly, or roper. Like a polymorph self (the 4th-level wizard spell), this spell grants the spellcaster the form, physical mode of locomotion, and mode of breathing of the selected creature. No system shock roll is required. Unlike a polymorph self spell, this spell also gives the new form's other abilities (attack, magic, special movement, etc.), with the exception of the ability of those creatures who can split into multiple forms (voluntarily or involuntarily) and attack. Situations that would normally cause the caster to split up do so, but the multiple shapes only rejoin the next round into one form. Also, the caster cannot assume a different form than the form selected when the spell is cast at any time except to resume his original form, which immediately ends the spell.
The type of form that can be assumed depends on the level of the caster; of course a caster can choose a lesser form if desired. Available forms include:
When amorphous form is cast, the caster's equipment, if any, melds into the new form. (In particularly challenging campaigns, the DM may allow protective devices, such as rings of protection, to continue operating effectively.) The caster retains all mental abilities, hut she or he cannot cast spells or use psionic abilities derived from the psionicist class. A caster not used to a new form might be penalized at the DM's option (for example, a -2 penalty to attack rolls) until she or he practices sufficiently to master it. Employing this spell does not run the risk of the priest changing personality and/or mentality. However, there is a 1% noncumulative chance per use of this spell that the spellcaster is permanently transformed into a ghaunadan (with attendant loss of priest abilities) when this spell expires. The material component of this spell is a vial of ichor/fluid from the kind of amorph into which the priest wishes to transform.
The caster level forms would be needed to slightly change for obvious reason though. Possibly like this; 9~10 Gray Ooze 11~12 Ochre Jelly 13~14 Mustard Jelly 15+ Fission Slime
Perhaps the green slime creatures from Trials of the Luremaster could also be of use here to ooze things up a bit. Just a thought.
One or two new ooze centered spells would be nice as well. For example, Ghaunadaur has some lovely divine spells that can be found within AD&D second edition's Demihuman Deities campaign accessory book. Chances are they could also work for priests of Moander and Gray Druids(/Oozemaster).
Like this one for instance;
Amorphous Form (Pr 5; Alteration)
Level: 5 Sphere: Animal Range: 0 Components: V,S,M Duration: 1 turn/level Casting Time; 1 round Area of Effect: The caster Saving Throw: None
By means of this spell, the spellcaster can assume the form of an deadly pudding, ooze, slime, jelly, or roper. Like a polymorph self (the 4th-level wizard spell), this spell grants the spellcaster the form, physical mode of locomotion, and mode of breathing of the selected creature. No system shock roll is required. Unlike a polymorph self spell, this spell also gives the new form's other abilities (attack, magic, special movement, etc.), with the exception of the ability of those creatures who can split into multiple forms (voluntarily or involuntarily) and attack. Situations that would normally cause the caster to split up do so, but the multiple shapes only rejoin the next round into one form. Also, the caster cannot assume a different form than the form selected when the spell is cast at any time except to resume his original form, which immediately ends the spell.
The type of form that can be assumed depends on the level of the caster; of course a caster can choose a lesser form if desired. Available forms include:
When amorphous form is cast, the caster's equipment, if any, melds into the new form. (In particularly challenging campaigns, the DM may allow protective devices, such as rings of protection, to continue operating effectively.) The caster retains all mental abilities, hut she or he cannot cast spells or use psionic abilities derived from the psionicist class. A caster not used to a new form might be penalized at the DM's option (for example, a -2 penalty to attack rolls) until she or he practices sufficiently to master it. Employing this spell does not run the risk of the priest changing personality and/or mentality. However, there is a 1% noncumulative chance per use of this spell that the spellcaster is permanently transformed into a ghaunadan (with attendant loss of priest abilities) when this spell expires. The material component of this spell is a vial of ichor/fluid from the kind of amorph into which the priest wishes to transform.
The caster level forms would be needed to slightly change for obvious reason though. Possibly like this; 9~10 Gray Ooze 11~12 Ochre Jelly 13~14 Mustard Jelly 15+ Fission Slime
Perhaps the green slime creatures from Trials of the Luremaster could also be of use here to ooze things up a bit. Just a thought.
I have just ordered that book! Should get it any day.
I am interested in adding some exotic druid/mystic kits, things like 'alienists' and 'hive masters'. An oozemaster is right along those lines. So yes, one way or another, this is getting in there!
I just got a fun idea for a hive master if I can make it work: polymorph into a swarm! The ability would cast improved invisibility on the caster, then, on a 1 second delay, cast one of the swarm spells on himself. As a hostile spell, the caster would become semi invisible, and targetable. They would change their animation to something that blends well with the swarm projectile, gain immunity to whatever damage type swarms inflict, have a magic weapon that had a custom bam showing a number of stinging insects doing insect y damage with a possibility to inflict poison, gain high (around 90%) Resistance to piercing, slashing and missile damage, good (~70%) Resistance to blunt damage, but have increased vulnerability to energy damage, losing the ability to cast.
Edit: I wonder if I can convert that 'cloud of bugs' into a creature animation...I like this solution better because I wouldn't have to do the invisibility stuff. Plus there is the paper doll to consider...
In my opinion the natural choice for a universal druid sphere would be "Animal". All druid branches have major access to it (in contrast to the Plant sphere, like in the case of Arctic and Desert Druids). Even a Hivemaster, or Lost Druid kit wouldn't be barren from that sphere.
Not sure whenever you guys are planning to do the Greenwood Ranger kit from the Complete Ranger's Handbook. But even those warriors with a green thumb would thematically profit from an universal Animal (Insect) sphere.
The thing about "animal" is that this new "Mystic" may have some archetypes that are not animal based. I think healing is the best option. We all expect these classes to perform that 'role' anyway, right?
Hrm, I really don't think an univeral Healing sphere would make sense the more darker kits. The prime example would be the Lost Druid kit, since it's only able to cast the reversed versions of healing and cure spells. Since I'm not knowledgeable whenever it's possible to "swap" the healing spells with harming ones via some sort of trigger, code, or skript... I can't help to feel a thematically incompatibility with the whole Healing-For-All idea going on here.
Comments
Waves of Agony
(Necromancy)
Level: 5
Sphere: Affliction
Range: 35 feet
Duration: Special, maximum of 3 rounds
Casting Time: 5
Area of Effect: One Creature
Saving Throw: Poison/Death -5 see below
When the priest casts this spell, he points to a single creature within 35 feet. That creature is wracked with pain and must make a save vs death at -5 or be unable to move or act for a full round and they will take 2 points of non-lethal damage per level of the priest (max 30 at level 15). If he saves, he takes half damage and shakes off the spell.
In the second round, any creature that failed their save must save again or be paralyzed for another round and take the same amount of damage as they took in round one. If they save, they take half damage and shake off the spell.
In the third round, any creature that has failed both of their previous saves must save again or remain paralized for another round and take the same amount of damage again. A creature that makes a successful save will take half damage and is no longer paralyzed.
The spell ends after three rounds and does not have any affect against creatures that cannot feel pain like golems or undead.
This was originally a spell exclusive to clerics of Ilmater (called blast of pain). I think that it is much more at home in the affliction sphere.
Destructive Vibrations - TO DO
(Transmutation)
Level: 5
Sphere: Destruction
Range: Touch
Duration: Special, maximum of 4 rounds
Casting Time: 1
Area of Effect: One Creature
Saving Throw: Polymorph
When the priest touches a creature and utters this spell, creates a vibrating pulse that increases in intensity. The first round, the creature takes 2d6 crushing damage unless they save vs. polymorph (in which case, they take half damage and the spell ends). Every round that they do not save, they suffer the amount of damage that they received in the last round, plus an additional 2d6 points of damage for a maximum of 4 rounds. Any round that they do save, they suffer 1/2 damage and the spell ends.
(Transmutation)
Level: 2
Sphere: Destruction
Range: 25'
Duration: Instant
Casting Time: 4
Area of Effect: One Creature
Saving Throw: Polymorph 1/2
When the priest touches a creature and utters this spell, creates a vibrating pulse that increases in intensity. The first round, the creature takes 2d6 crushing damage unless they save vs. polymorph (in which case, they take half damage and the spell ends). Every round that they do not save, they suffer the amount of damage that they received in the last round, plus an additional 2d6 points of damage for a maximum of 4 rounds. Any round that they do save, they suffer 1/2 damage and the spell ends.
This spell creates destructive vibrations in its target that are especially destructive against inorganic, solid constructs like doors and golems. When cast on a door or locked container, it undermines the integrity of the object destroying all but the most sturdy or magically protected locks. Against constructs such as golems, it causes 1d8 damage per level of the caster to a maximum of 5d8 at level 5. It is less effective against organic and undead targets, doing 2d6 points of damage. Targets can save vs. Polymorph for half damage.
@subtledoctor
Holy Smite should be renamed to destructive smite in the destruction sphere.
This spell will replace Holy Smite (or be added separately if people really want the original spell).
Destructive Smite - TO DO
(Conjuration)
Level: 3
Sphere: Destruction
Range: Visual range of the caster
Duration: Special
Casting Time: 3
Area of Effect: 30-ft. radius
Saving Throw: Special
This spell unleashes pure destructive energy against the caster's enemies. Any creatures within the area of effect take 1d6 magic damage for every 2 levels of the caster, up to a maximum of 5d6 at level 10; a successful save vs. death halves the damage. In addition, if a medium sized or smaller creature fails their save, they are knocked prone and back 10' away from the caster.
Smite - TO DO
(Conjuration)
Level: 1
Sphere: Destruction
Range: Self
Duration: 1 round/level (max 5)
Casting Time: 1
Saving Throw: None
This spell imbues the caster with pure destructive energy against the caster's enemies. melee attacks inflict an additional 1d6 points of crushing damage for 1 round per level (max 5 rounds at level 5).
Paralyze --TO DO
(Necromancy)
Level: 2
Sphere: Affliction
Range: Visual range of the caster
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: Special
Saving Throw: Death
This spell attacks the nervous system, holding 1d4 humans, demihumans, or humanoid creatures immobile for 6 rounds or longer. Specifically, it affects the targeted enemy and up to 3 hostile creatures within 20 ft. of it. Affected creatures must be living bipedal humans, demihumans, and humanoids of man size or smaller, including dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, lizard men, orcs, troglodytes, and others. Thus, a 10th-level Fighter could be paralyzed, while an ogre could not. A successful Death vs. Spell negates the effect. It does not affect creatures without a nervous system such as golems and undead.
Paralyzed creatures are helpless and cannot dodge or defend themselves from attacks. Being held does not prevent the worsening of the subject's condition due to wounds, disease, or poison.
imho the "destructive x" formula isn't such a great idea
edit: how about adjectives such as - annihilating, ruinous, baneful, pernicious, dire, crushing...
edit2: for example: thundering smite (lvl3)
What about "wave of destruction"? It should be a wave emanating from the caster. (Which I should make more clear in the description). Maybe ruinous wave? Annihilating x sounds like it should be a higher level spell. Hmmm...
Also, I could see a "ruinous vibrations" spell....
Also, feel free to post suggestions for arcane spells in the tome and blood thread
gust of desolation (i'd pick this one)
wave of desolation
ravaging gust
ravaging torrent
gush of wrath
ferocious wave
thundering pulse (you could add a deafening effect)
ruinous wave is ok too
how 'booout...
baneful trembles
Divine wrath of a good name. I think I can make this into two spells.
(Enchantment/Charm)
Level: 5
Sphere: Dread
Range: Visual range of the caster
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.
This spell fills the target with unrelenting despair, which lasts until Dispel Magic is cast upon . The victim is allowed a Save vs. Spell at -2 to resist. Affected individuals cannot cast spells. The priest spell Heal will remove despair from an afflicted character.
Note: this is a converted feeblemind spell
Also, using the name "Divine Wrath", but I think I want to find a way to get that Thundering Pulse spell in here somehow.
Like this one for instance;
(Pr 5; Alteration)
Level: 5
Sphere: Animal
Range: 0
Components: V,S,M
Duration: 1 turn/level
Casting Time; 1 round
Area of Effect: The caster
Saving Throw: None
By means of this spell, the spellcaster can assume the form of an deadly pudding, ooze, slime, jelly, or roper. Like a polymorph self (the 4th-level wizard spell), this spell grants the spellcaster the form, physical mode of locomotion, and mode of breathing of the selected creature. No system shock roll is required. Unlike a polymorph self spell, this spell also gives the new form's other abilities (attack, magic, special movement, etc.), with the exception of the ability of those creatures who can split into multiple forms (voluntarily or involuntarily) and attack. Situations that would normally cause the caster to split up do so, but the multiple shapes only rejoin the next round into one form. Also, the caster cannot assume a different form than the form selected when the spell is cast at any time except to resume his original form, which immediately ends the spell.
The type of form that can be assumed depends on the level of the caster; of course a caster can choose a lesser form if desired. Available forms include:
Caster Level Form
9-10 gray ooze, crystal ooze, gelatinous cube
11-12 mustard jelly, ochre jelly, slithering tracker
13-14 deadly pudding (black, white, dun, or brown)
15+ roper
When amorphous form is cast, the caster's equipment, if any, melds into the new form. (In particularly challenging campaigns, the DM may allow protective devices, such as rings of protection, to continue operating effectively.) The caster retains all mental abilities, hut she or he cannot cast spells or use psionic abilities derived from the psionicist class. A caster not used to a new form might be penalized at the DM's option (for example, a -2 penalty to attack rolls) until she or he practices sufficiently to master it. Employing this spell does not run the risk of the priest changing personality and/or mentality. However, there is a 1% noncumulative chance per use of this spell that the spellcaster is permanently transformed into a ghaunadan (with attendant loss of priest abilities) when this spell expires. The material component of this spell is a vial of ichor/fluid from the kind of amorph into which the priest wishes to transform.
9~10 Gray Ooze
11~12 Ochre Jelly
13~14 Mustard Jelly
15+ Fission Slime
Perhaps the green slime creatures from Trials of the Luremaster could also be of use here to ooze things up a bit. Just a thought.
I am interested in adding some exotic druid/mystic kits, things like 'alienists' and 'hive masters'. An oozemaster is right along those lines. So yes, one way or another, this is getting in there!
Edit:
I wonder if I can convert that 'cloud of bugs' into a creature animation...I like this solution better because I wouldn't have to do the invisibility stuff. Plus there is the paper doll to consider...
Not sure whenever you guys are planning to do the Greenwood Ranger kit from the Complete Ranger's Handbook. But even those warriors with a green thumb would thematically profit from an universal Animal (Insect) sphere.