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[v2.5.0] OlvynSpells: 150 New Spells for BG:EE, BG2:EE, IWD:EE and EET

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  • EndarireEndarire Member Posts: 1,512
    edited September 2020
    @OlvynChuru
    Since so many mods add spells, I'd like your mod to make these spells usable all at once if these mods are installed.

    FORENOTES
    Mods that add spells to items or to NPCs but which player characters can't learn are purposefully excluded from this list. The same goes for mods that merely change spell functionality instead of making new spells.

    Entries below starting with - add spells directly to the standard arcane or/and divine lists. Entries below starting with ** use alternative spell systems.

    Arcane spells that Wizards can learn are assumed also to have scrolls so you can add these spells to your repertoire.

    WHAT ADDS PLAYER CHARACTER-USABLE SPELLS TO THE BG ENGINE?
    -Normal and Enhanced Editions of Baldur's Gate and Baldur's Gate II, including the Tales of the Sword Coast and Throne of Bhaal expansions.

    -Dark Side of the Sword Coast
    Adds many new spells, some arcane and some divine. The mod's new arcane spells are reviewed at that link as of June of 2018.

    -Made in Heaven Spell Pack
    Adds a few new arcane spells and divine spells.

    -Northern Tales of the Sword Coast
    Adds Fiery Cloud and Skeleton Guard as arcane spells with scrolls in Sorcerous Sundries (Baldur's Gate city).

    -OlvynSpells
    Adds many arcane and divine spells for all casting classes, each of which is listed in the post. Many spells like fly or reverse gravity require EEex to function!

    -Region of Terror
    Adds new spells that, according to the readme, are "mostly kit-specific." These kits also don't work with Baldur's Gate II: Enhanced Edition.

    -Spell Revisions and Spell Revisions Revised
    Revises all vanilla and Icewind Dale spells into a cohesive package for Baldur's Gate games.

    -Saradas Magic & Saradas Magic II
    Saradas Magic 1 (and seemingly also 2) adds high-level arcane spells, including something for each school. Dragon Disciple Sorcerers also get an exclusive spell.

    **Shadow Magic
    Adds many, many new spells (level 1-9 and seemingly arcane) specific to the new Shadow Adept Mage kit and Shadow Disciple Sorcerer kit.

    -Shards of ice
    Adds Summon Cow as a learnable, scribable arcane spell in addition to being a Wild Magic effect. (In Vanilla, Summon Cow is normally available only as a Wild Surge effect on the d100 roll of an 88. It's quite possible to play through the entire BG saga and never cast this spell under normal means)

    -Siege of Dragonspear to Baldur's Gate II: Enhanced Edition Item Upgrade
    Adds 5 arcane spells.

    -Spontaneous Casting for Clerics and Druids
    Adds Magic Fang as a divine spell.

    -Sword Coast Stratagems
    Has the option at install time to include Icewind Dale arcane spells and divine spells for AI units and player characters.

    -Teleport Without Error Spell for BG2
    Adds the level 7 arcane spell Teleport Without Error. (Seemingly, this spell is EE compatible.) Using this spell may result in bugs due to warping places the game expects you to walk. You've been warned!

    -Test Your Mettle!
    Adds Spacewarp as a level 5 arcane spell.

    -Trials of the Luremaster
    Adds Icewind Dale arcane spells and divine spells if these spells haven't already been added by another mod.

    **Warlock
    Adds Warlock as a Bard kit with many kit-specific invocations, usable at-will.

    -Weasels!
    Adds a small number of arcane and divine spells, all weasel-themed.
    Post edited by Endarire on
  • OlvynChuruOlvynChuru Member Posts: 3,075
    @Endarire You should already be able to learn all the spells from those mods (excluding kit-specific spells) if you just install them all. What exactly do you want me to do?
  • GrammarsaladGrammarsalad Member Posts: 2,582
    OlvynChuru wrote: »
    ...
    In the next update, I'll fix this issue. I've figured out a way to add spells to classes' spell lists regardless of how many there are, and it doesn't require EEex.

    Are they selectable by sorcerers on level up? If so, I'm very interested.

    I've always had it in the back of my head that I'm going to change references in spell.ids, but I'm really interested in what you have planned here
  • EndarireEndarire Member Posts: 1,512
    edited September 2020
    @OlvynChuru
    I reposted this list on Gibberlings3 and various modders have added their comments. The two primary concerns:

    -Without ToBEx, EEex, or a similar program, there's a hardcoded limit of 50 spells per spell level of each type (arcane and divine). Spells beyond this limit don't show on the character creation screen/spell select screen, and going beyond this limit prevents Weidu from installing mods that exceed this limit.

    -Spells from different mods might overwrite each other.

    The solution you proposed about accessing spell IDs outside the 0-49 range may work. (You've been modding BG longer than me.) I'm unsure if EEex already allows bypassing this spell limit per spell level - and it should.
  • OlvynChuruOlvynChuru Member Posts: 3,075
    @Grammarsalad
    Are they selectable by sorcerers on level up? If so, I'm very interested.

    Yes. Here are some things my new system can do:
    • Add spells that sorcerers or shamans can choose to learn on level up.
    • Restrict a spell to a specific class (so shamans can choose to learn the spell but druids won't get access to it).
    • Restrict a spell to a specific kit (so a particular spell could be learnable by Dragon Disciples but not by regular sorcerers).
    • Make it so only a specific class or kit can learn the spell from a scroll (so the "learn spell" description option could appear for a bard but not for a mage).
    • Add spells without the filenames needing to begin with "SPPR" or "SPWI", while bypassing 50-spell limits for a spell level.

    And all this is without EEex.
  • EndarireEndarire Member Posts: 1,512
    @OlvynChuru
    Alleluia! I'm interested in this upcoming mod version!
  • Necromanx2Necromanx2 Member Posts: 1,246
    @OlvynChuru any idea on how long before the update (months out works, just looking for a rough idea)?
  • OlvynChuruOlvynChuru Member Posts: 3,075
    @Necromanx2 I'll have it out tomorrow.
  • OlvynChuruOlvynChuru Member Posts: 3,075
    edited September 2020
    Okay, I released Version 1.7.1. Download it here.

    Change log:
    * There is no longer the possibility of 9th-level spells going over the 50-spell maximum, so sorcerers should be able to learn most of the new 9th-level spells.
    * Rewind Time is no longer available to cast. For that spell to work the game needed to be constantly recording info about party members, and this sometimes caused crashes.
    * Repulse no longer affects allies.
    * Fiery Link no longer hurts the ally it's cast on.
    Post edited by OlvynChuru on
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited September 2020
    Great! Is EEex still needed?

    EDIT: Was the fix for the 1st level spell that pushes enemies away made so it doesn't impact party members anymore?
  • OlvynChuruOlvynChuru Member Posts: 3,075
    @Necromanx2
    Necromanx2 wrote: »
    Great! Is EEex still needed?

    EDIT: Was the fix for the 1st level spell that pushes enemies away made so it doesn't impact party members anymore?

    Oh yeah, that's fixed too in this new version.
  • Necromanx2Necromanx2 Member Posts: 1,246
    Is EEex still needed?
  • OlvynChuruOlvynChuru Member Posts: 3,075
    edited September 2020
    @Necromanx2 Some spells from this mod still require EEex; if you don't have EEex installed then those spells won't be added, but you can still add all the other spells. Some components also require EEex.

    I do recommend you install EEex if you are able to.
  • EndarireEndarire Member Posts: 1,512
    edited September 2020
    @OlvynChuru
    Thankee for the new version!

    What's the expected release date/era of the rest of the features discussed such as Lichdom, Evard's black tentacles, teleport, and a complete method of working around the 50 spell per level limit?

    Thankee!
  • OlvynChuruOlvynChuru Member Posts: 3,075
    @Endarire I don't have any plans to implement a lichdom feature or a Teleport spell. The mod already has a way of working around the 50 spell per level limit. I might make an Evard's Black Tentacles spell at some point.
  • EndarireEndarire Member Posts: 1,512
    @OlvynChuru
    If your mod is installed, does it automatically fix the 50 spell limit when combined with other mods? Where should your mod be in the installation order?
  • OlvynChuruOlvynChuru Member Posts: 3,075
    @Endarire
    Endarire wrote: »
    If your mod is installed, does it automatically fix the 50 spell limit when combined with other mods?

    No, but the 9th-level wizard spells added by this mod now ignore the 50 spell limit. As I've said before, 9th-level wizard spells and 7th-level priest spells are the spell levels in danger of going over the 50 spell limit; other spell levels have plenty of slots left. So I think you should be fine installing all those mods.

    Of those mods, OlvynSpells should be installed last because it makes a lot of mass spell patches. Tome and Blood should be installed even later because it does even more mass spell patches than this mod.

    The spells added by Saradas Magic and Northern Tales of the Sword Coast ignore the 50 spell limit because their names don't begin with "SPWI" or "SPPR"; they can only be learned from scrolls. Kit-specific spells from mods like Shadow Magic also ignore the 50 spell limit.

    One real issue though is redundancy. OlvynSpells and Made in Heaven add several spells with the same name (Ball Lightning, Isaac's Greater Missile Storm, Stygian Ice Storm, Polar Ray), so currently if you install both mods, you'll have two different 8th-level spells called Polar Ray, for example. I can solve this issue by giving you a choice of which spell to include in the game; either keep the spell from that mod or replace it with my version of the spell.

    Also, Made in Heaven adds a spell called Evard's Black Tentacles. You might want to check that out.
  • EndarireEndarire Member Posts: 1,512
    @OlvynChuru
    Thankee!

    Since you added fly, did you also make units that should fly to fly like Air Elementals, Devas, Planetars, birds, and bats?

    I'm presently OK with the redundancy. By installing a variety of spell mods, people notice that some authors had overlapping ideas.
  • kjeronkjeron Member Posts: 2,367
    edited September 2020
    Are they selectable by sorcerers on level up? If so, I'm very interested.

    I've always had it in the back of my head that I'm going to change references in spell.ids, but I'm really interested in what you have planned here
    Congrats to @OlvynChuru, who has indeed figured out how to expand the spell selection for mages/bards, sorcerers, and shamans through the normal spell selection process through editing the UI.
    Once the UI part is initialized, any spell could be added by running a short Weidu function to add it to the list. The function would include at least (resref, nameref, descref, icon, school, and kit/class/alignment restrictions), which shouldn't be changed afterwards.
    Without EEex, it appears that kit/class are identified by stringref, so identically named kits/classes might confuse the system (it's a niche issue, but one I'm familiar with).
    It did not expand the cleric/druid spells gained if it was already full (01 - 50), so I don't know if the same can be done for them. (I'm guessing not, because priests don't select spells known, unlike the others, so that entire step is skipped in the chargen process.)
  • EndarireEndarire Member Posts: 1,512
    @kjeron
    Shamen are spontaneous divine casters who choose spells known, and Faiths & Powers lets divine casters be prepped or spontaneous.
  • Necromanx2Necromanx2 Member Posts: 1,246
    I have 1.7.1 installed on BGEE and notice that none of my magic users can memorize the Chill Touch scroll (I did install the improved version of Chill Touch). None had the spell known. I can use the spell scroll in my quick slot just fine.
  • EndarireEndarire Member Posts: 1,512
    @Necromanx2
    Did you use EEex at the time of this bug?
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited September 2020
    Yes.
    Game won't let me run without EEex once it is installed. Since I wanted all the spells (non-super power ones that is) I am using EEex.

    EDIT: Ghoul Touch has the same issue where I can't memorize it. Hmmm, if Shocking Grasp does this then it would seems the component that enhances those three spells may be doing something.
  • EndarireEndarire Member Posts: 1,512
    @OlvynChuru
    What say you to Necromanx2's problems?
  • OlvynChuruOlvynChuru Member Posts: 3,075
    @Necromanx2 I'm having trouble reproducing the issue. My characters can learn those spells fine with all components of the mod installed. Can you upload your WeiDU.log? Also, could you look in your override folder and zip these files along with WeiDU.log when you send it to me?

    SCRL82.itm
    UI.menu
  • OlvynChuruOlvynChuru Member Posts: 3,075
    edited May 2023
    Okay, change in policy: here's a list of all the new spells added by this mod. Currently it just has text descriptions of them, but I might add more screenshots/video footage showing the spells at some point.

    Spells marked with a P will not be added to the game if you choose not to install the really powerful spells.

    New Wizard Spells:
    Disruptive Surge
    (Wild Magic)

    Level: 1
    Range: Visual range of the caster
    Duration: 5 rounds
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: None

    In using this spell, the Wild Mage deliberately employs wild magic to disrupt another creature's spell. The Wild Mage chooses a creature, which should be a spellcaster (arcane or divine). The next spell that creature casts within 5 rounds will trigger a wild surge. This surge will often cause the spell to fail, though it could have other, unpredictable effects.

    Inertia
    (Alteration)

    Level: 1
    Range: Visual range of the caster
    Duration: 4 rounds
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: Neg.

    This spell drastically increases the inertia of the target, locking its movement in the direction it is currently moving. The effect of this spell depends on whether or not the target was moving when it was hit by the spell. If it was moving, it will continue hurtling nonstop in that direction against its will for 4 rounds. If it was standing in place, it will be immobilized for 4 rounds. A successful Saving Throw vs. Polymorph at -4 negates the effects of this spell.

    Summon Kobold
    (Conjuration/Summoning)

    Level: 1
    Range: Visual range of the caster
    Duration: 8 rounds
    Casting Time: 1
    Area of Effect: Special
    Saving Throw: None

    This spell summons a kobold with no special abilities. The kobold remains a faithful servant of the wizard for 8 rounds, at which point it is unsummoned. The kobold summoned by this spell ignores the summoning limit.

    Dimension Door
    (Alteration)

    Level: 1
    Range: Entire area
    Duration: Instant
    Casting Time: 0
    Area of Effect: The caster
    Saving Throw: None

    This spell transports the caster to any point within the current area. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds <HIMHER>self at <HISHER> chosen destination. Dimension Door can be cast at a point too far away to see, as long as the party has seen it.

    Jump - Requires EEex
    (Alteration)

    Level: 1
    Range: Touch
    Duration: 1 hour
    Casting Time: 5
    Area of Effect: 1 creature
    Saving Throw: None

    This spell allows a creature to jump higher and farther. Until the duration ends, the creature gains an ability they can use at will, which lets the creature jump up to 26 feet away. The creature is able to jump over normally impassable obstacles like fences or walls, as long as they are narrow enough to jump over. While in the air, the creature is unaffected by certain ground-based spells like Entangle, Web, and Earthquake.

    Hex - Requires EEex
    (Enchantment)

    Level: 1
    Range: 60 ft.
    Duration: 6 rounds
    Casting Time: 6
    Area of Effect: 1 creature
    Saving Throw: Neg.

    This spell curses the target to take more magical and elemental damage. The target must make a Save vs. Polymorph. On a failure, the target is cursed for 6 rounds. During that time, whenever the target would be dealt fire, cold, electricity, acid, or magic damage, it takes an additional 6 damage of that type. Hex is especially effective when combined with spells that deal damage multiple times, such as Magic Missile or Melf's Acid Arrow. Hex can also be cast by Invokers.

    Reflect Attack - Requires EEex
    (Abjuration)

    Level: 1
    Range: 0
    Duration: 8 hours or until hit
    Casting Time: 0
    Area of Effect: The caster
    Saving Throw: None

    After this spell is cast, the next instance of physical damage the caster would receive is reflected back at the attacker, damaging them instead. If the physical damage came from a weapon, any on-hit effects of the weapon will also be reflected back at the attacker.

    Taunt - Requires EEex
    (Enchantment)

    Level: 1
    Range: Visual range of the caster
    Duration: 5 rounds
    Casting Time: 0
    Area of Effect: 1 creature
    Saving Throw: Neg.

    The Taunt spell provokes an enemy into attacking the caster. If the target fails a Save vs. Breath, it is driven berserk and will attack the caster if possible rather than do any other action. If the target is a warrior (a fighter, ranger, paladin, or monk, including multiclassed warriors), it makes the save at a -6 penalty. Creatures immune to charm effects are immune to Taunt. The effects of Taunt end early if the caster dies.

    Dimensional Chest
    (Conjuration/Summoning)

    Level: 1
    Range: Visual range of the caster
    Duration: 8 hours
    Casting Time: 1
    Area of Effect: Special
    Saving Throw: None

    This spell summons a chest containing an extradimensional storage space similar to a Bag of Holding. The chest can store up to 60000 of the party's items. It stays in the spot where it was summoned for 8 hours. Any party member can store or retrieve items from the chest by interacting with it. Non-allied creatures cannot see or interact with the chest.

    All chests summoned with this spell link to the same extradimensional space, even if multiple chests were to be summoned at the same time.

    Power Word, Pull
    (Conjuration/Summoning)

    Level: 2
    Range: Visual range of the caster
    Duration: 1 round
    Casting Time: 0
    Area of Effect: 1 creature
    Saving Throw: None

    When the wizard speaks a Power Word of Pulling, <HESHE> magically pulls another creature to <HIMHER>self. For one round, the creature will be unable to move of its own will and will be pulled toward the wizard at great speed. During that round, if the wizard moves, the creature will be dragged along with <HIMHER>. There is no Saving Throw, though Magic Resistance can prevent the effects. The caster can cast Power Word, Pull on a creature even if <HESHE> cannot see the creature; however, the caster must be aware of the creature's existence and they must be on the same plane. Power Word, Pull is technically a summoning spell, as it summons the target of the spell.

    Ghostwalk
    (Alteration)

    Level: 2
    Range: 0
    Duration: 1 round
    Casting Time: 1
    Area of Effect: 15-ft. radius
    Saving Throw: None

    This spell makes multiple allies partially ethereal for 1 round. While partially ethereal, creatures are immune to normal weapons and can move through walls. Ghostwalk could be used to move the party through a wall, eluding enemies. When the spell ends, if a character is inside a wall, they will be pushed to the nearest inhabitable space.

    Power Word, Push
    (Abjuration)

    Level: 2
    Range: Visual range of the caster
    Duration: 1 round
    Casting Time: 0
    Area of Effect: 1 creature
    Saving Throw: None

    When the wizard speaks a Power Word of Pushing, <HESHE> magically pushes another creature away from <HIMHER>self. For one round, the creature will be unable to move of its own will and will be pushed away from the wizard at great speed. There is no Saving Throw, though Magic Resistance can prevent the effects. The caster can cast Power Word, Push on a creature even if <HESHE> cannot see the creature; however, the caster must be aware of the creature's existence and they must be on the same plane.

    Intoxicate
    (Enchantment)

    Level: 2
    Range: Visual range of the caster
    Duration: Special
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: Neg.

    The target of this spell will instantly become dangerously drunk, far more than is pleasurable. The target gains four intoxication points for every Constitution point they have less than 25. For example, if the target has 10 Constitution, they will gain 60 intoxication points. Like normal drunkenness, this magical intoxication will wear off over time. A successful Save vs. Spell at -5 negates the effect. Intoxicate has no effect on undead or constructs. Multiple uses of this spell are cumulative.

    Note: High levels of intoxication give luck penalties. The size of the penalty depends on the number of intoxication points:

    0-49: No penalty
    50-60: -2 Luck
    60-69: -4 Luck
    70-79: -6 Luck
    80-89: -8 Luck
    90-99: -10 Luck
    100: -12 Luck

    Null Healing
    (Necromancy)

    Level: 2
    Range: Visual range of the caster
    Duration: 1 day
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: Neg.

    This necromantic curse prevents the target from healing. Once cast, the target must save vs. Spell at -8 or be cursed for 1 day. While cursed, the target cannot regain Hit Points via spells, abilities, items, regeneration, or resting. The curse can be removed early using a Remove Curse spell.

    Specific Spell Immunity - Requires EEex, P
    (Abjuration)

    Level: 2
    Range: 0
    Duration: 8 hours
    Casting Time: 2
    Area of Effect: All allies
    Saving Throw: None

    Specific Spell Immunity lets the caster channel the power of their spells to shield the party from those same spells. The caster may choose up to three spells <HESHE> has memorized. Those spells are then consumed (expending one of each spell), giving allies immunity to each of those spells for 8 hours. The spell affects all allied creatures in the current area, including party members and summoned creatures.

    Levitate - Requires EEex
    (Alteration)

    Level: 2
    Range: Visual range of the caster
    Duration: 3 rounds + 1 round/2 levels
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: Neg.

    This spell suspends a creature in midair. For the duration, the target is stuck in midair and cannot move unless it can fly. While levitating, it is almost impossible for the target to hit or be hit by other creatures with melee weapons. The target is also unaffected by ground-based spells such as Grease, Entangle, Web and Earthquake. If the target is an ally, there is no Saving Throw necessary; otherwise, the target may make a Save vs. Polymorph at -3 to avoid the effects.

    Bounce Spell
    (Abjuration)

    Level: 2
    Range: 0
    Duration: 2 rounds
    Casting Time: 1
    Area of Effect: The caster
    Saving Throw: None

    This simple abjuration should be cast when the wizard sees another spellcaster in the midst of casting a spell at <HIMHER>. If the wizard would be hit by a spell within 2 rounds of casting, <HESHE> will be unaffected, and the incoming spell will be reflected back at its caster. Bounce Spell expires if it reflects a spell, or after 2 rounds have passed. Bounce Spell will not protect the caster from a Dispel Magic. However, it will not be affected by a Dispel Magic, either.

    Detect Magic - Requires EEex
    (Divination)

    Level: 2
    Range: 0
    Duration: 1 turn/level
    Casting Time: 2
    Area of Effect: The caster
    Saving Throw: None

    Detect Magic lets the party see the magical effects on other creatures. While the spell is active, if you hover the cursor over a creature and press Left Shift, a list of all the spell effects on the creature (such as Stoneskin or Protection from Magical Weapons) will be displayed. If the creature has Non-Detection, nothing will be displayed.

    Far Cast - Requires EEex
    (Divination)

    Level: 2
    Range: Special
    Duration: 2 rounds
    Casting Time: 0
    Area of Effect: Special
    Saving Throw: None

    Far Cast modifies the next spell or ability used by the caster in the next 2 rounds. That spell or ability gains unlimited range and can target any creature the party sees, even if the caster does not see it.

    Although Far Cast is not a free action, the next spell can be cast immediately after it, as if the caster had Aura Cleansing.

    x6ooal17qyxv.gif

    Absorb Spell
    (Abjuration)

    Level: 3
    Range: 0
    Duration: 2 rounds
    Casting Time: 1
    Area of Effect: The caster
    Saving Throw: None

    This simple but powerful spell should be cast when the wizard sees another spellcaster in the midst of casting a spell at <HIMHER>. It blocks the first spell (of any level) that hits the caster within the next 2 rounds. If a spell is blocked this way, the wizard absorbs its power, regaining a previously cast spell whose level is less than or equal to the level of the spell absorbed. For example, if the wizard is hit by a Finger of Death (7th-level spell), <HESHE> gets seven spell levels back-<HESHE> will regain one spell up to 7th level in power.

    Fly - Requires EEex
    (Alteration)

    Level: 3
    Range: Touch
    Duration: 1 turn + 1 round/level
    Casting Time: 3
    Area of Effect: 1 creature
    Saving Throw: None

    This wondrous spell gives a creature the power to fly. For the duration, the creature can fly over normally impassable objects such as houses, walls, and rivers, but only as long as the creature is outdoors. The higher level the caster, the faster the creature's flying speed. The creature is also unaffected by ground-based spells such as Grease, Web, Entangle, and Earthquake.

    Displacement
    (Illusion/Phantasm)

    Level: 3
    Range: Visual range of the caster
    Duration: 1 round/level
    Casting Time: 3
    Area of Effect: The caster
    Saving Throw: None

    The spell Displacement shifts the apparent position of the caster, such that <HESHE> appears to be several feet away from where <HESHE> actually is. Attacks against the displaced caster have a 50% chance of missing. Any effect that dispels illusions can dispel Displacement.

    Terror
    (Necromancy)

    Level: 3
    Range: Visual range of the caster
    Duration: 1 turn
    Casting Time: 3
    Area of Effect: 15-ft. radius
    Saving Throw: Neg.

    This is the necromantic version of the second-level spell Horror. All creatures in the area of effect, friend or foe, must save vs. wands at -4 or run away in fear for 1 turn. Unlike the spell Horror, Terror actually physically harms targets' minds. Although this spell affects allies, this does not bother the necromancer, for <HISHER> allies are undead.

    Legend Lore
    (Divination)

    Level: 3
    Range: 0
    Duration: 1 round/level
    Casting Time: 7
    Area of Effect: The caster
    Saving Throw: None

    A more powerful version of the spell Identify, Legend Lore temporarily increases the lore of the caster, allowing <HIMHER> to identify multiple magical items. For the duration, the caster's lore is increased by 100.

    Glyph of Spell Storing
    (Abjuration)

    Level: 3
    Range: 60 ft.
    Duration: Permanent until discharged
    Casting Time: 5
    Area of Effect: 12-ft. radius
    Saving Throw: None

    A Glyph of Spell Storing is a ward which stores a spell and releases it upon each hostile creature that enters the warded area. When this spell is cast, the caster stores a single 1st-level spell in the glyph, which is placed on a circular, 9-ft. radius area of the caster's choice. When a hostile creature passes within 9 feet of the glyph, it explodes, releasing a copy of the stored spell on each hostile creature within 12 feet. A caster who is level 10 or higher may also store 2nd-level spells in the glyph.

    Familiar Spell - Requires EEex
    (Conjuration)

    Level: 3
    Range: Familiar must be in the same area
    Duration: 8 hours
    Casting Time: 8
    Area of Effect: The caster's familiar
    Saving Throw: None

    Familiar Spell imbues the caster's familiar with a spell. The caster chooses one of their 1st-level spells, consuming one use of that spell. For the next 8 hours, each time their familiar hits a creature with an attack, it instantly casts a copy of the chosen spell on the target. The spell is cast at the level of the familiar's owner, not at the level of the familiar. The familiar must be owned by the caster, and it must be in the same area as the caster when Familiar Spell is cast (and not in the caster's inventory).

    Throw - Requires EEex
    (Alteration)

    Level: 3
    Range: Touch
    Duration: Instant
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: 1/2

    This spell throws the target into the air with incredible force. The target is knocked back as it is sent hurtling through the air. When it lands or hits the ceiling, it takes crushing damage based on how fast it was moving right before the collision, up to 1d6 per caster level. If the target succeeds on a Save vs. Polymorph at -2, it is thrown with less force and will only take about half damage.

    Heightening - Requires EEex
    (Alteration)

    Level: 3
    Range: 0
    Duration: 1 hour
    Casting Time: 2
    Area of Effect: The caster
    Saving Throw: None

    This spell increases the level of the caster's other spells. For the duration, the caster's spells count as five spell levels higher for purposes of overcoming Globe of Invulnerability and other spell level immunities like those of a rakshasa or lich.

    Mestil's Acid Breath
    (Conjuration)

    Level: 3
    Range: 0
    Duration: Instant
    Casting Time: 3
    Area of Effect: 22-ft. cone with 90-deg. arc
    Saving Throw: 1/2

    By casting this spell, the wizard spews acid in a cone. All creatures in the area of effect take 1d6 acid damage per level (max 10d6) with a Save vs. Breath for half.

    Wall of Fire
    (Evocation)

    Level: 4
    Range: Visual range of the caster
    Duration: 1 turn
    Casting Time: 7
    Area of Effect: 8 ft. long, 2 ft. wide wall
    Saving Throw: None

    This spell creates a wall of raging flames. Any creature who attempts to pass through the wall takes 1d4 fire damage per caster level, up to a maximum of 12d4 at level 12. There is no Saving Throw, since the flames cannot be dodged except by going around the wall. A creature that has passed through a Wall of Fire cannot take damage from passing through a Wall of Fire again for 1 round.

    Phantasmal Killer
    (Illusion/Phantasm)

    Level: 4
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 5
    Area of Effect: 1 creature
    Saving Throw: Neg.

    One of the few offensive illusion spells, Phantasmal Killer causes the target to be struck down by an embodiment of its worst fears. If the target was panicking when it got hit by the spell, it must Save vs. Death at -4 or die instantly. If it makes the save or it wasn't panicking, it takes 8d6 magic damage. A Death Ward will prevent the instant death but not the damage. Phantasmal Killer has no effect on undead, constructs, or oozes. It can also be cast by Necromancers.

    Ghoulish Feast
    (Necromancy)

    Level: 4
    Range: 0
    Duration: 1 hour
    Casting Time: 4
    Area of Effect: The caster
    Saving Throw: None

    This spell lets the caster summon undead by killing other creatures. During the duration of this spell, whenever the caster kills a creature, a ghoul rises to feast upon the remains. That ghoul will serve the caster for 8 hours. A ghoul will only be summoned if the caster dealt the killing damage to the creature; if the caster damaged the creature but another party member finished it off, the caster will not get a ghoul.

    Backstab Sequencer
    (Illusion)

    Level: 4
    Range: 0
    Duration: Permanent
    Casting Time: 9
    Area of Effect: The caster
    Saving Throw: None

    Backstab Sequencer essentially lets the caster backstab a creature with a spell. The caster is prompted to store a single spell of 2nd-level or lower. The next time the caster backstabs a creature, that spell is released on the creature. The released spell is cast on the creature a number of times equal to the caster's backstab multiplier. If the caster does not have a backstab multiplier, <HESHE> gains a x2 multipier until the spell is released.

    Redirect Spell - Requires EEex
    (Alteration)

    Level: 4
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 0
    Area of Effect: 2 creatures
    Saving Throw: None

    Redirect Spell changes the target of a spell another creature is casting to a target of one's choice. In using this spell, the caster selects two creatures, one of whom must be casting a spell. That creature's spell is then altered to target the other selected creature. The redirected spell is cast instantly, preventing the creature from stopping the casting. If both creatures are casting spells, the second creature's spell will be altered to target the first creature. There is no Saving Throw.

    Copy Spell - Requires EEex, P
    (Conjuration)

    Level: 4
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 0
    Area of Effect: 2 creatures
    Saving Throw: None

    This spell allows the wizard to cast a copy of a spell another creature is casting. In using this spell, the caster selects two creatures, one of whom must be casting a spell. That spell is then replicated by the wizard, who casts the spell instantly on the other selected creature. If both creatures are casting spells, the second creature's spell will be copied, and the copy will target the first creature. There is no Saving Throw. Copy Spell can be used either to double an ally's spell or to turn an enemy's spells against them.

    Linked Portals
    (Conjuration)

    Level: 4
    Range: 10000 ft.
    Duration: 1 turn
    Casting Time: 4
    Area of Effect: 5-ft. radius for each portal
    Saving Throw: None

    This spell creates two portals that creatures can teleport between. In casting this spell, the caster chooses two points anywhere in the current area. A portal is created at each location. Any creature that comes within 5 feet of a portal is sucked in and instantly appears at the other portal. That creature won't teleport back unless it leaves and re-enters the area of the portal. Creatures immune to pushing and pulling effects cannot use the portals. Up to five pairs of portals can be active in one area at a time.

    Vampiric Link - Requires EEex
    (Necromancy)

    Level: 4
    Range: Visual range of the caster
    Duration: 1 hour
    Casting Time: 3
    Area of Effect: 1 creature
    Saving Throw: None

    Vampiric Link lets the caster absorb any life energy the target loses. For the duration, whenever the target creature takes damage, the caster regains that many Hit Points. The caster can cast Vampiric Link on allies or enemies, but not on <HIMHER>self. A single caster can establish Vampiric Links on multiple creatures, but no one creature can be affected by more than one Vampiric Link at once. Undead and constructs cannot be the target of this spell, but they can still cast it on other creatures.

    Recall Party - Requires EEex
    (Conjuration/Summoning)

    Level: 4
    Range: Infinite
    Duration: Instant
    Casting Time: 3
    Area of Effect: All party members
    Saving Throw: None

    Recall Party teleports all party members to the caster's side. The range is unlimited, and party members can be drawn from a different area, so long as they are on the same plane as the caster.

    Life Transfer - P
    (Necromancy)

    Level: 5
    Range: Visual range of the caster
    Duration: Permanent
    Casting Time: 5
    Area of Effect: 1 creature
    Saving Throw: Neg.

    A Life Transfer allows the caster to exchange <HISHER> life force with that of another creature, even if that creature is unwilling. If the target fails a Save vs. Polymorph at -4, its current HP is swapped with the caster's current HP. This exchange will not bring the caster above <HISHER> maximum HP total.

    Steal Spells - Requires EEex
    (Alteration)

    Level: 5
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 4
    Area of Effect: 1 creature
    Saving Throw: None

    This spell steals memorized spells from the target and grants their spell slots to the caster. For every 3 caster levels, the target loses one memorized spell of the highest level possible. For each spell drained this way, the caster regains a previously-cast spell of a level less than or equal to the level of the stolen spell (though Steal Spells itself cannot be regained this way). There is no Saving Throw, though Magic Resistance may prevent the theft.

    If the caster has a Pick Pockets skill, they may steal an additional spell for every 50 Pick Pockets they have.

    Ball Lightning
    (Evocation)

    Level: 5
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: None

    With the Ball Lightning spell, the wizard throws multiple balls of lightning at a single enemy. Each ball of lightning deals 1d6 electricity damage with no saving throw. The wizard releases one ball of lightning per level, to a maximum of 15 at level 15.

    Major Mirror Image
    (Illusion/Phantasm)

    Level: 5
    Range: 0
    Duration: 3 rounds + 1 round/level
    Casting Time: 1
    Area of Effect: Special
    Saving Throw: None

    A more functional variant of Mirror Image, the spell Major Mirror Image also gives the caster the ability to control the images directly. When cast, it creates multiple illusory images of the caster, totaling one per caster level. Each image can be controlled independently of the others. Like the images created by Mirror Image, these images will vanish when struck by an attack or a hostile spell, though they have the same Armor Class as the caster. Images summoned with this spell ignore the summoning limit.

    Skeleton Horde
    (Necromancy)

    Level: 5
    Range: Visual range of the caster
    Duration: 8 hours
    Casting Time: 9
    Area of Effect: Special
    Saving Throw: None

    This spell animates one skeleton per level, to a maximum of fifteen skeletons at level 15. These skeletons ignore the summoning limit. Skeleton Horde can only be cast by Necromancers.

    Commando Conjuration
    (Conjuration/Summoning)

    Level: 5
    Range: Visual range of the caster
    Duration: 1 round/level
    Casting Time: 2
    Area of Effect: Special
    Saving Throw: None

    This spell summons five Kobold Commandos to serve the caster for the duration. Like regular Kobold Commandos, they will shoot flaming arrows at enemies.

    Missile of Patience - P
    (Evocation)

    Level: 5
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 9
    Area of Effect: 1 creature
    Saving Throw: 1/2

    Missile of Patience fires a slow magical projectile at the target, which will deal enormous damage once it hits. Although the missile travels slowly, it pursues the target unstoppably, even going through walls in its path. When it hits the target, it strikes with far more force than its speed would imply, dealing 20d6 crushing damage. The target is allowed a Save vs. Spell at -4 for half damage.

    Ghostform - Requires EEex
    (Alteration)

    Level: 5
    Range: 0
    Duration: 3 rounds + 1 round/2 levels
    Casting Time: 1
    Area of Effect: The caster
    Saving Throw: None

    This spell turns the caster incorporeal for a short period of time. While incorporeal, the caster is immune to non-magical weapons, but is still tangible enough to be able to attack and cast spells. The caster can also move through walls while incorporeal (unlike the Fly spell, this also works indoors). Simply click on a point to move to, and the caster will float to that point, bypassing normally impassable obstacles in the way.

    Slime Drop
    (Conjuration)

    Level: 5
    Range: Visual range of the caster
    Duration: 4 rounds
    Casting Time: 5
    Area of Effect: 10-ft. radius
    Saving Throw: 1/2

    This spell drops an enormous mass of acidic slime on top of a creature. The target and all other creatures within 10 feet take 12d6 acid damage (Save vs. Spell for half) and are stunned for 4 rounds if they fail the save. Targets immune to acid are not stunned.

    Critical Spell - Requires EEex, P
    (Enchantment)

    Level: 5
    Range: 0
    Duration: 2 hours
    Casting Time: 5
    Area of Effect: The caster
    Saving Throw: None

    Critical Spell lets the caster repeatedly cast a spell through critical hits. The caster is prompted to store a single 1st-level spell, and the caster's weapons are temporarily imbued with that spell. For the duration, whenever the caster gets a critical hit on a creature, <HESHE> instantly casts a copy of the stored spell. This will not happen if the critical hit is averted. The caster can also store a 2nd-level spell if they are level 20 or higher, and an additional spell level higher for every ten levels after 20.

    Warrior Simulacrum
    (Illusion/Phantasm)

    Level: 5
    Range: 0
    Duration: 1 round/level
    Casting Time: 5
    Area of Effect: The caster
    Saving Throw: None

    This spell is similar to Simulacrum in that it creates an illusionary copy of the caster which is under the caster's control. The simulacrum cannot cast spells or use special abilities of items or innate abilities. It is 60% the level of the caster and has 60% of the caster's Hit Points. This spell is most useful for fighter/mages and other spellcasters with decent fighting skills.

    Wall of Force - Requires EEex, P
    (Abjuration)

    Level: 5
    Range: Visual range of the caster
    Duration: 5 rounds
    Casting Time: 7
    Area of Effect: 8 ft. long, 2 ft. wide wall
    Saving Throw: None

    This spell creates a wall of magical force, which stays for 5 rounds. Creatures cannot pass through the wall, though they can still fly over it, teleport past it, or float past it while ethereal. The wall cannot be dispelled.

    Sacrificial Explosion
    (Necromancy)

    Level: 5
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 5
    Area of Effect: 15-ft. radius
    Saving Throw: 1/2

    By casting this spell, the caster sacrifices a minion to produce a damaging explosion. When the spell is cast on an allied summoned creature or animated undead, that creature explodes, dealing 1d8 poison damage per level (max 15d8) to all creatures within the area of effect. Creatures can Save vs. Death for half damage.

    Gedlee's Electric Barrier
    (Evocation)

    Level: 5
    Range: 0
    Duration: 3 rounds + 1 round/level
    Casting Time: 5
    Area of Effect: The caster
    Saving Throw: None

    Similar to Fireshield spells, this spell protects the caster with a shield of electricity. The caster gains +50% Electricity Resistance, and creatures that hit the caster with an attack or spell in melee take 1d10+3 electricity damage and must Save vs. Polymorph or be stunned for 1 round.

    Rewind Time - Requires EEex
    (Alteration)

    Level: 5
    Range: 0
    Duration: -2 rounds
    Casting Time: 0
    Area of Effect: The caster
    Saving Throw: None

    This spell briefly reverses time for the caster, reverting them to the state they were in two rounds ago. The caster's HP is restored to what it was two rounds ago, as is their location in the area. The caster also regains the magical effects they had two rounds ago, while losing effects gained in the past two rounds (including harmful status effects). Rewind Time does not restore memorized spells expended in the last two rounds.

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    Teleportation Circle - Requires EEex
    (Conjuration)

    Level: 5
    Range: Visual range of the caster
    Duration: Permanent
    Casting Time: 9
    Area of Effect: Special
    Saving Throw: None

    This spell creates a magic circle that the party can use to teleport to another such circle. In casting this spell, the caster chooses one of seven sigil sequences for the teleportation circle. The circle is then created, and any other circle with the same sigil sequence is destroyed. The circle can be interacted with; by doing so the party can teleport to another circle with a different sigil sequence. Non-allied creatures cannot use these teleportation circles unless they are familiar with the sigil sequences.

    There are certain areas that bar teleportation. Attempting to teleport into or out of these areas will fail.

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    Isaac's Greater Missile Storm
    (Evocation)

    Level: 6
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 6
    Area of Effect: 1 creature
    Saving Throw: None

    This spell creates a large number of projectiles akin to those created by the Magic Missile spell, which hit a single target. Each missile deals 1d4+1 magic damage with no Saving Throw. The spell fires one missile per level of the wizard. There is no cap on the number of missiles the spell can produce - it is only limited by the caster's level.

    Freeze Inanimates
    (Alteration)

    Level: 6
    Range: 0
    Duration: 6 rounds
    Casting Time: 1
    Area of Effect: Entire area
    Saving Throw: None

    A lesser time manipulation spell, Freeze Inanimates stops time for all inanimate objects that are not being worn or carried by a creature. Any arrow, bolt, bullet, or other projectile that is fired or thrown by a creature during the duration of this spell will freeze in midair immediately, as it is no longer being carried. Magical projectiles are also frozen immediately after being conjured. All creatures can still move and do actions while time is stopped. Items can still be picked up from the ground, as the effects of this spell end for them when they are grasped by a creature. Once the spell ends, any projectile that had been frozen by the spell will resume flying toward its target.

    Greater Nightmare
    (Enchantment/Charm)

    Level: 6
    Range: Visual range of the caster
    Duration: 3 rounds
    Casting Time: 6
    Area of Effect: 15-ft. radius
    Saving Throw: None

    One of the few damaging enchantment spells, Greater Nightmare can only affect creatures that are asleep. The spell shatters the minds of sleeping creatures with magically-enhanced nightmares, dealing 10d6 magic damage per round with no Saving Throw. This damage does not cause sleeping creatures to wake up.

    Spellshaping: Fireball - Requires EEex
    (Alteration, Evocation)

    Level: 6
    Range: 0
    Duration: 1 turn
    Casting Time: 6
    Area of Effect: The caster
    Saving Throw: None

    Spellshaping: Fireball allows the caster to turn <HISHER> spells into Fireball spells. For the duration, whenever the caster casts a spell or ability, a Fireball will be released instead of the normal spell. The fireball will target the creature or point that the original spell or ability would have targeted. This spell can only be learned by a wizard who can cast both alteration and evocation spells.

    Slaying Sequencer - Requires EEex, P
    (Necromancy)

    Level: 6
    Range: 0
    Duration: 4 hours
    Casting Time: 6
    Area of Effect: Special
    Saving Throw: None

    Slaying Sequencer lets the caster store a spell and then cast it each time <HESHE> kills a creature. The caster is prompted to store a spell of 2nd-level or lower. During the next 4 hours, each time the caster kills a creature, <HESHE> instantly casts a copy of the stored spell on <HIMHER>self.

    Mass Charm
    (Enchantment/Charm)

    Level: 6
    Range: Visual range of the caster
    Duration: 6 rounds
    Casting Time: 2
    Area of Effect: 15-ft. radius
    Saving Throw: Neg.

    This spell charms all hostile humanoids and giant humanoids in the area of effect who fail a Save vs. Spell. The charmed creatures will serve the caster for the duration, though the effect could expire early if the creatures are attacked by an ally. Charmed creatures will be hostile after the effect expires.

    Mind Fog
    (Enchantment)

    Level: 6
    Range: Visual range of the caster
    Duration: 1 turn
    Casting Time: 6
    Area of Effect: 15-ft. radius
    Saving Throw: None

    This spell creates a special, pinkish fog in the area of effect. All creatures within the mind fog have their willpower and concentration weakened, gaining a -5 penalty to saving throws against enchantment and illusion spells. There is no Saving Throw. Undead, constructs, oozes, and mind flayers are unaffected.

    Empower Familiar
    (Conjuration)

    Level: 6
    Range: Familiar must be in the same area
    Duration: 2 hours
    Casting Time: 6
    Area of Effect: The caster's familiar
    Saving Throw: None

    This spell greatly strengthens the caster's familiar. For the duration, the familiar gains +1 to hit and damage per 2 caster levels, and an additional attack per round. In addition, the familiar's physical damage resistances are set to 75% (replacing their normal values). The familiar must be owned by the caster, and it must be in the same area as the caster (and not in the caster's inventory).

    Bardic Sequencer (Bard-only HLA) - Requires EEex, P
    (Enchantment)

    Level: 6
    Range: 0
    Duration: 4 hours
    Casting Time: 8
    Area of Effect: Special
    Saving Throw: None

    Bardic Sequencer lets the bard imbue their music with a spell. In casting Bardic Sequencer, the bard stores a spell of 2nd-level or lower. Each round thereafter that the bard sings their bard song, there is a chance to cast the stored spell on each creature affected by the song. The chance is equal to 2% per level.

    Create Pit - Requires EEex, P
    (Conjuration)

    Level: 6
    Range: Visual range of the caster
    Duration: 1 turn
    Casting Time: 6
    Area of Effect: 7-ft. radius
    Saving Throw: None

    This spell creates a pit in the ground that opens up into an extradimensional space. Creatures that enter the area of effect fall into the pit unless they can fly, taking 6d6 crushing damage upon landing at the bottom. Those creatures are trapped in the pit for the remaining duration, unless they can jump or fly out.

    Skip Time - Requires EEex
    (Alteration)

    Level: 7
    Range: 0
    Duration: Special
    Casting Time: 1
    Area of Effect: The party
    Saving Throw: None

    This spell transports the party 10 rounds into the future. No time will have passed for the party, but 10 rounds will have passed for everyone and everything else. This means that all magical effects on creatures outside the party will have their remaining duration reduced by 10 rounds; short duration effects like Protection from Magical Weapons will expire. Lingering area of effect spells like Web and Stinking Cloud will also have their remaining duration reduced by 10 rounds.

    Forcecage - Requires EEex
    (Abjuration)

    Level: 7
    Range: Visual range of the caster
    Duration: 5 rounds
    Casting Time: 1
    Area of Effect: 10-ft. cube
    Saving Throw: None

    This spell creates a cage of force - a cube with walls of force on each side. Creatures that were in the area of effect when the spell was cast are trapped in the forcecage for the duration. Creatures cannot enter or pass through the area of effect.

    Stygian Ice Storm
    (Conjuration)

    Level: 7
    Range: Visual range of the caster
    Duration: 4 rounds
    Casting Time: 7
    Area of Effect: 15-ft. radius
    Saving Throw: None

    The signiture spell of gelugons, Stygian Ice Storm calls a storm of hellish ice from Stygia. Each creature in the area of effect takes 3d10 magical cold damage per round with no Saving Throw. In addition, arcane spellcasters in the area of effect forget three memorized spells each round due to the amnesia caused by Stygian ice. This spell has no effect on undead, constructs, or fiends. The caster is immune to <HISHER> own spell, but <HISHER> allies are not.

    Death Trigger - Requires EEex
    (Necromancy)

    Level: 7
    Range: Visual range of the caster
    Duration: Permanent until death
    Casting Time: 7
    Area of Effect: 15-ft. radius
    Saving Throw: None

    Death Trigger lets the caster store a single spell inside multiple allied creatures, to be released when they die. The caster must first choose a single spell of 3rd-level or lower. That spell is then stored inside each ally within 15 feet of the target, including summoned creatures. Each of these creatures will instantly cast their copy of the spell when they die. Note that the spell is treated as cast by the dying creature and at that creature's caster level (1 by default). If Death Trigger were to be cast again, the new spell would replace the previous spell stored in each target.

    When selecting a spell, the caster can also choose whether the dying ally will release the spell on itself, on its previous attacker, or on the nearest enemy.

    Reanimate - Requires EEex
    (Necromancy)

    Level: 7
    Range: Visual range of the caster
    Duration: Permanent
    Casting Time: 9
    Area of Effect: Nearest corpse in 3-ft. radius
    Saving Throw: None

    This spell "resurrects" the target as an undead creature under the caster's control. Reanimate cannot target a dead creature directly; it should be cast targeting the location of a corpse. The nearest dead creature to the target point, excluding undead, constructs, most extraplanar creatures, and creatures higher level than the caster, will be reanimated. The reanimated creature becomes undead, but can still use its abilities and spells. It is controlled by the caster until destroyed.

    Extraordinary Luck
    (Enchantment)

    Level: 7
    Range: Visual range of the caster
    Duration: 7 rounds
    Casting Time: 7
    Area of Effect: 1 creature
    Saving Throw: None

    "Extraordinary" is definitely an understatement of the sheer amount of good fortune this spell gives the recipient. It is almost possible to *see* the way reality is warped as it accommodates the newfound luck of the individual.

    For 7 rounds, the target gains 1 point of luck, a +1 bonus to all saving throws, and a +5% bonus to all thieving skills for every level of the caster.

    Lightning Stream
    (Evocation)

    Level: 7
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 4
    Area of Effect: Special
    Saving Throw: None

    This spell releases a flurry of lightning bolts (one per level) at the target point. Each bolt deals 1d8 electricity damage, with a Save vs. Spell for half. The bolts travel in a line, bouncing off walls and potentially hitting the same creature more than once per bolt.

    Enhance Attribute
    (Alteration)

    Level: 8
    Range: Visual range of the caster
    Duration: 4 hours
    Casting Time: 8
    Area of Effect: 1 creature
    Saving Throw: None

    An Enhance Attribute spell can vastly improve a single attribute of a creature. In casting this spell, the caster first chooses whether <HESHE> wishes to enhance a creature's Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. Then <HESHE> points at a creature, or chooses <HIMHER>self. The spell sets the chosen attribute of the target creature to 24 for the duration, or until dispelled. The spell has no effect if the chosen attribute of the creature is already higher than 24.

    Globe of Invisibility
    (Illusion/Phantasm)

    Level: 8
    Range: Visual range of the caster
    Duration: 1 turn
    Casting Time: 8
    Area of Effect: 18-ft. radius
    Saving Throw: None

    This spell creates a large, immobile sphere of illusionary magic. Any creature that enters the sphere becomes invisible. A creature can only become invisible via Globe of Invisibility once per round, even if there are multiple globes, though they become invisible regardless of when in the round they enter the area of effect. An effect that dispels illusionary protections will not dispel the globe, though it will dispel the invisibility that creatures obtained from the globe.

    Otto's Irresistible Spin - Requires EEex
    (Enchantment/Charm)

    Level: 8
    Range: Visual range of the caster
    Duration: 1 turn
    Casting Time: 4
    Area of Effect: 15-ft. radius
    Saving Throw: None

    Otto's Irresistible Spin forces multiple creatures to spin in place against their will for 1 turn. Affected creatures will do nothing other than repeatedly spin in place, even if they see enemies. The spell is irresistible - there is no Saving Throw, and Magic Resistance will not block the spell. If an affected creature takes damage, the effects of the spell immediately end for that creature.

    Recurring Contingency - Requires EEex, P
    (All)

    Level: 8
    Range: 0
    Duration: 1 hour
    Casting Time: 9
    Area of Effect: The caster
    Saving Throw: None

    Recurring Contingency is like other Contingency spells, except that the stored spell is cast repeatedly. Upon casting Recurring Contingency, the caster is prompted to store a single spell of 2nd-level or lower, choose a target for the spell, and choose conditions under which the spell will be released. During the next hour, the spell will be cast on the target each round that the condition is met (or each time the caster is hit, if the caster chose it to trigger upon getting hit).

    Omnipresence - P
    (Alteration)

    Level: 8
    Range: Touch
    Duration: 12 rounds
    Casting Time: 4
    Area of Effect: 1 creature
    Saving Throw: None

    The spell Omnipresence spreads the essence of the target creature throughout the area, allowing the creature to do actions at longer range than normal. For the duration or until dispelled, the creature can attack any creature in sight with any weapon, even with melee weapons. The creature can also target other creatures with touch spells at long range, and can cast spells at a target outside their visual range. However, these effects also go the other way. An omnipresent creature can be attacked with melee weapons and targeted by touch spells at long range. Since Omnipresence makes the creature's form less solid, the creature can move through other creatures while under the effects of the spell.

    Contingency Curse - Requires EEex, P
    (Enchantment)

    Level: 8
    Range: Visual range of the caster
    Duration: 1 hour
    Casting Time: 9
    Area of Effect: 1 creature
    Saving Throw: None

    Contingency Curse forces a hostile creature to release spells against its will on the caster's terms. Upon casting Contingency Curse, the caster is prompted to store a single spell of 2nd-level or lower, choose a target for the spell, and choose conditions under which the spell will be released. The target of the spell is then cursed to cast that spell repeatedly under those conditions. For example, the caster could store a Web spell and make the creature cast Web on itself whenever it gets hit. Contingency Curse can only curse enemies.

    Extend Vision
    (Divination)

    Level: 8
    Range: Visual range of the caster
    Duration: 8 hours
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: None

    The spell Extend Vision allows the recipient to see much farther than <HESHE> could see before. The recipient will be able to see creatures that are too far away to return the gaze. More importantly, the recipient can target those creatures with spells and ranged attacks from far away. Extend Vision also makes the recipient immune to blindness. It lasts for 8 hours or until dispelled.

    Sphere of Reversed Gravity - Requires EEex
    (Alteration)

    Level: 8
    Range: Visual range of the caster
    Duration: 1 turn
    Casting Time: 8
    Area of Effect: 18-ft. radius
    Saving Throw: None

    This spell creates a large spherical area that reverses the gravity of creatures inside it. Any creature that enters the area of effect will start falling up. While in the air, the creature cannot move unless it can fly or levitate, and it is unaffected by ground-based spells such as Grease, Entangle, Web and Earthquake.

    False Life
    (Necromancy)

    Level: 8
    Range: Touch
    Duration: 8 hours
    Casting Time: 8
    Area of Effect: 1 creature
    Saving Throw: None

    This spell bolsters a creature's life force through necromancy. For 8 hours, the target gains 10 temporary hit points per caster level. However, this arcane form of pseudo-healing has a flaw: for the duration, the target cannot regain any hit points through spells, abilities, items, resting, or regeneration.

    Enslave
    (Enchantment)

    Level: 8
    Range: Touch
    Duration: Permanent
    Casting Time: 9
    Area of Effect: 1 creature
    Saving Throw: Neg.

    An especially potent mind-control spell, Enslave will make the target a permanent thrall of the caster. If the target fails its Save vs. Spell at -4, it is dominated by the caster until the effect is dispelled. The enslaved creature will not take any actions unless ordered by the caster, and it will not turn hostile if hurt by a party member. Undead and constructs are unaffected by Enslave.

    Polar Ray
    (Evocation)

    Level: 8
    Range: 30 ft.
    Duration: 1 round
    Casting Time: 5
    Area of Effect: 2 ft. by 30 ft. jet
    Saving Throw: None

    Upon casting Polar Ray, the caster emits a powerful beam of frost at the target. The target and all creatures between the caster and the target take 12d6 cold damage. The polar ray deals the same damage again half a round later to the target and anyone who is still in the ray's path.

    Clone Other
    (Illusion/Phantasm)

    Level: 8
    Range: Visual range of the caster
    Duration: 16 rounds
    Casting Time: 3
    Area of Effect: 1 creature
    Saving Throw: None

    An offensive version of Simulacrum, Clone Other creates a simulacrum of another creature. The simulacrum is under the caster's control. The caster cannot clone <HIMHER>self, and the target's level must be less than or equal to the caster's. The simulacrum is at 60% of the target's level and has 60% of their Hit Points.

    Metafireball - P
    (Evocation)

    Level: 8
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 3
    Area of Effect: 15-ft. radius
    Saving Throw: None

    Also known as Fireballball, this spell launches a fireball that explodes into other fireballs. After the Metafireball explodes, each creature in the area of effect is hit by a separate fireball with its own area of effect. Each of the secondary fireballs deals 3d6 fire damage (Save vs. Spell for half). This spell is most effective when cast at a large group of creatures clumped together.

    Perfect Invisibility
    (Illusion/Phantasm)

    Level: 9
    Range: Touch
    Duration: 3 rounds
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: None

    This spell is the ultimate form of invisibility. While under the effect of Perfect Invisibility, a creature can attack, cast a spell or otherwise interact with another creature or object while remaining completely invisible. However, Perfect Invisibility can still be dispelled by effects that would dispel regular invisibility, such as True Sight or Dispel Magic. Barring such removal, the spell will last for 3 rounds. Perfect Invisibility can only be cast by Illusionists.

    Mass Domination
    (Enchantment/Charm)

    Level: 9
    Range: Visual range of the caster
    Duration: 12 rounds
    Casting Time: 7
    Area of Effect: 25-ft. radius
    Saving Throw: Neg.

    The Mass Domination spell enables the caster to control the actions of a group of creatures while the spell is in effect. This control is maintained through a telepathic link between the caster and the victims. Unlike the 4th-level priest spell Mental Domination, the targets have no option for release, even if made to do something against their morals. This effect can only be reversed by Dispel Magic. The targets are allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect.

    Attain Perfection
    (Alteration)

    Level: 9
    Range: Touch
    Duration: 1 hour
    Casting Time: 3
    Area of Effect: 1 creature
    Saving Throw: None

    This spell temporarily makes the target perfect in every way. For 1 hour, the target's Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma are all set to 25.

    Vampiric Feast
    (Necromancy)

    Level: 9
    Range: 0
    Duration: 6 hours
    Casting Time: 4
    Area of Effect: 15-ft. radius
    Saving Throw: None

    Perhaps the most powerful life-draining spell, Vampiric Feast allows the caster to absorb Hit Points from many victims at once. Every creature in a 15-foot radius takes 30 damage with no Saving Throw. For every creature dealt damage this way, the caster gains 30 temporary hit points. Hit points gained this way are cumulative; the caster can gain a massive amount of health by draining many creatures with Vampiric Feast. The bonus hit points last for six hours.

    Mass Sequencer - P
    (Invocation)

    Level: 9
    Range: 0
    Duration: Permanent
    Casting Time: 9
    Area of Effect: Special
    Saving Throw: None

    Mass Sequencer allows the caster to cast one of <HISHER> spells on many creatures simultaneously. When Mass Sequencer is cast, the caster is prompted to store a single spell of 3rd-level or lower. Once activated, the sequencer will cast copies of the stored spell on every creature in a 15-foot radius around the target. For example, if the caster stores a Fireball spell and then activates the sequencer on a 15' radius area containing four creatures, then four fireballs will be launched, each targeting a different creature.

    At higher levels, the maximum spell level that can be stored in a Mass Sequencer increases:

    Caster Level Maximum Spell Level
    18 and below 3
    19-24 4
    25-30 5
    31-36 6
    37-42 7
    43-48 8
    49 and above 9

    Enoll Eva's Duplication - Requires EEex, P
    (Alteration)

    Level: 9
    Range: 0
    Duration: 5 rounds
    Casting Time: 6
    Area of Effect: The caster
    Saving Throw: None

    This strange, fantastic spell hails from the Planes, where it was the byproduct of esoteric mathematical research by the modron mathemagician Enoll Eva. While Enoll Eva's Duplication is active, the caster's actions are multiplied by 2. The caster attacks twice as many times per round, and whenever <HESHE> casts a spell, <HESHE> immediately casts that spell an additional time, without using up a spell slot. Note that some spells do not stack and thus will not have double the effect when cast twice.

    Executioner's Eyes - P
    (Divination)

    Level: 9
    Range: Visual range of the caster
    Duration: 1 turn
    Casting Time: 3
    Area of Effect: 15-ft. radius
    Saving Throw: None

    Executioner's Eyes enhances the vision of allies, allowing them to see the hidden weaknesses of all creatures. The spell grants +4 THAC0 and a +20% chance to get critical hits to all allies within the area of effect for the duration of the spell.

    Phantasmal Dragon - P
    (Illusion/Phantasm)

    Level: 9
    Range: Visual range of the caster
    Duration: 2 turns
    Casting Time: 9
    Area of Effect: Special
    Saving Throw: None

    This spell creates an illusory adult red dragon, which will serve the caster for the duration. The illusory dragon has only 20% the hit points of a real dragon of the same age, and its attacks deal nonlethal damage, but its stats are otherwise the same as those of a real dragon, and it has the same abilities, including fire breath and an aura of fear.

    Damage Turning
    (Abjuration)

    Level: 9
    Range: 0
    Duration: 3 rounds
    Casting Time: 1
    Area of Effect: The caster
    Saving Throw: None

    Damage Turning reflects damage from the caster back to the attacker. While Damage Turning is active, any damage that would be dealt to the caster from an attack, spell or ability is prevented. The source is dealt the full damage they would have dealt the caster. Other effects of attacks, spells, and abilities are not reflected; just the damage. Damage Turning can only be cast by Abjurers.

    Protection From Time Stop - P
    (Abjuration)

    Level: 9
    Range: Touch
    Duration: 8 hours
    Casting Time: 7
    Area of Effect: 1 creature
    Saving Throw: None

    The recipient of this spell gains the ability to move and do actions while time is stopped. Protection from Time Stop can either be used as a defense when an enemy casts Time Stop, or as a means of offense when another ally casts Time Stop. Unlike other abjuration spells, Protection from Time Stop can be learned by Transmuters.

    Teleport Step - Requires EEex
    (Alteration)

    Level: 9
    Range: Touch
    Duration: 4 hours
    Casting Time: 3
    Area of Effect: 1 creature
    Saving Throw: None

    Among the greatest teleportation spells, Teleport Step lets the recipient teleport anywhere in the area any number of times. The recipient must simply start moving toward a destination, and they will instantly find themself at that destination.

    Eclectic Recall
    (All)

    Level: 10
    Range: 0
    Duration: Instant
    Casting Time: 9
    Area of Effect: The caster
    Saving Throw: None

    Eclectic Recall restores spells the caster has cast previously, so that the spells may be cast again. Up to eight spells are restored, no more than one per school of magic. Eclectic Recall prioritizes restoring higher-level spells over lower-level spells.

    All the spells restored must be 6th-level or lower. Eclectic Recall can restore 7th-level spells once the caster reaches level 24, and 8th-level spells once the caster reaches level 30.

    Necropotence - P
    (Necromancy)

    Level: 10
    Range: 0
    Duration: 8 hours
    Casting Time: 9
    Area of Effect: The caster
    Saving Throw: None

    Necropotence allows the wizard to draw the power for their spells through their own life force. For the duration, whenever the character would cast a spell, they immediately regain the cast spell but also take 3 damage per level of the spell. This damage cannot be prevented by any resistances, but it will not interrupt the spell.

    Mental Agility - P
    (Enchantment)

    Level: 10
    Range: 0
    Duration: 1 hour
    Casting Time: 0
    Area of Effect: The caster
    Saving Throw: None

    Mental Agility drastically shortens the time necessary to cast spells. The wizard's casting time is reduced by 10 for the duration. Mental Agility cannot be combined with Improved Alacrity.

    Freezing Wave
    (Evocation)

    Level: 10
    Range: 0
    Duration: Instant
    Casting Time: 15
    Area of Effect: 60-ft. radius
    Saving Throw: 1/2

    When cast, this spell creates an enormous wave of frost emanating from the caster in all directions. Creatures within 60 feet take 1d10 cold damage per level (Save vs. Breath at -4 for half). The caster is unaffected.

    Rampant Lightning
    (Evocation)

    Level: 10
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 9
    Area of Effect: Special
    Saving Throw: 1/2

    Rampant Lightning causes a great electrical explosion, releasing lightning bolts in all directions. Two lightning bolts are released per caster level, each one dealing 1d6 electricity damage (Save vs. Breath at -4 for half). It would be wise to make the entire party immune to electricity before casting this spell.

    Culling Thought - Requires EEex
    (Necromancy, Enchantment)

    Level: 10
    Range: Special
    Duration: 8 hours
    Casting Time: 3
    Area of Effect: Special
    Saving Throw: None

    This spell enables the caster to slay weak creatures with a thought. For the duration, the caster gains the Culling Thought ability, which kills a creature with current HP less than the caster's level plus their Intelligence (so a 20th-level caster with 18 Intelligence could kill any creature with 38 HP or less). This ability can be used at will and as a free action, and can target any creature the party sees, even if the caster does not see it. If the target is not killed by Culling Thought, it remains unaware of the attempt and will not turn hostile.

    Sphere of Annihilation - P
    (Conjuration/Summoning)

    Level: 10
    Range: Visual range of the caster
    Duration: 1 round/2 levels
    Casting Time: 9
    Area of Effect: 5-ft. radius
    Saving Throw: Neg.

    This spell creates a sphere of annihilation, which appears as a black ball with a 5 foot radius. The sphere of annihilation is a hole in the fabric of the multiverse. Any matter that touches it is utterly destroyed. If a creature crosses the sphere's path, the creature must make a Save vs. Breath to dodge the sphere; otherwise, the creature is disintegrated.

    The sphere can be moved by the caster, but doing so requires enormous mental power. The higher the caster's Intelligence, the faster the sphere can be moved. The intense concentration used in controlling the sphere prevents the caster from casting any more spells while this spell is active.
    Post edited by OlvynChuru on
  • OlvynChuruOlvynChuru Member Posts: 3,075
    edited October 2020
    New Priest Spells:
    Camouflage (Druid/Ranger/Shaman)
    (Illusion)

    Level: 1
    Sphere: Animal
    Range: Touch
    Duration: 1 hour
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: None

    This spell gives the recipient the ability to blend into the environment with camouflage. Whenever the creature stands still for 2 seconds, they become effectively invisible through camouflage.

    Snake's Swiftness (Druid/Ranger/Shaman)
    (Alteration)

    Level: 1
    Sphere: Animal
    Range: Visual range of the caster
    Duration: 1 round
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: None

    Snake's Swiftness allows a single creature to move and attack extremely fast for a single round. During the round, the creature's movement rate and attacks per round are doubled. In addition, if the target is an animal, a lycanthrope, a yuan-ti, or a character shapeshifted into one such creature, it is sped up further, gaining 2 additional attacks per round and moving at the maximum possible movement rate for the duration.

    Hex (Shaman only) - Requires EEex
    (Enchantment)

    Level: 1
    Sphere: Numbers
    Range: 60 ft.
    Duration: 6 rounds
    Casting Time: 6
    Area of Effect: 1 creature
    Saving Throw: Neg.

    This spell curses the target to take more magical and elemental damage. The target must make a Save vs. Polymorph. On a failure, the target is cursed for 6 rounds. During that time, whenever the target would be dealt fire, cold, electricity, acid, or magic damage, it takes an additional 6 damage of that type. Hex is especially effective when combined with spells that deal damage multiple times, such as Writhing Fog.

    Hunter's Mark (Ranger only)
    (Divination)

    Level: 1
    Sphere: Divination
    Range: 10000 ft.
    Duration: 1 hour
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: None

    By casting Hunter's Mark, the ranger magically marks a non-allied creature to be hunted. For the duration, the ranger's attacks against the marked target deal an additional 1d6 damage, plus another 1d6 for every 10 levels of the ranger. In addition, when the target is out of sight, the spell greatly enhances the ranger's ability to track the target, sufficient for the ranger to know the target's exact location and direction. Hunter's Mark can be cast on any creature the party sees, even if the ranger does not see them.

    Turning Weapon (Paladin only)
    (Enchantment)

    Level: 1
    Sphere: Combat
    Range: 0
    Duration: 2 turns
    Casting Time: 3
    Area of Effect: The caster
    Saving Throw: None

    Turning Weapon imbues the paladin's weapons with the power to turn undead. For the duration, whenever the paladin hits an undead creature with a melee or ranged attack, the undead is turned as if the paladin had used Turn Undead on it.

    Repulse (Cleric/Paladin)
    (Abjuration)

    Level: 1
    Sphere: Guardian
    Range: 0
    Duration: Instant
    Casting Time: Instant
    Area of Effect: 15-ft. radius
    Saving Throw: None

    This simple spell releases a wave of force that blows back creatures. All non-allied creatures within 15 feet of the caster are knocked back for 1 second. There is no Saving Throw.

    Repulse has no casting time, can be cast immediately after another spell or ability, and can be cast while the game is paused.

    Searing Smite (Paladin only)
    (Invocation)

    Level: 1
    Sphere: Sun
    Range: Special
    Duration: 5 rounds or until triggered
    Casting Time: 1
    Area of Effect: The caster
    Saving Throw: None

    In casting Searing Smite, the paladin imbues their weapon with holy fire (or with hellfire in the case of Blackguards). The next successful melee attack made on a creature within 5 rounds deals an additional 2d6 magic fire damage, plus 1d6 per 3 levels.

    Beast Sense (Druid/Ranger/Shaman) - Will not be added if B Spells is installed
    (Divination)

    Level: 2
    Sphere: Animal, Divination
    Range: Visual range of the caster
    Duration: 1 hour
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: None

    The Beast Sense spell allows the druid to see through the eyes of an animal and sense what it senses. For the duration of the spell or until dispelled, the party can see any creature or object that the animal can see. Beast Sense does not by itself allow the druid to control the animal, though it could be cast on a charmed animal for use as a scout. The spell has no effect on a creature that isn't an animal.

    Fiery Link (Druid/Ranger/Shaman)
    (Evocation)

    Level: 2
    Sphere: Elemental Fire
    Range: Visual range of the caster
    Duration: 5 rounds
    Casting Time: 6
    Area of Effect: All creatures in a narrow line between the caster and an ally
    Saving Throw: 1/2

    In casting Fiery Link, the caster must choose an allied creature other than <HIMHER>self. This spell creates a ray of fire linking the caster and that ally, damaging any creatures in between. If the caster and/or the ally move, the fiery link will stretch and contract to fill the distance between them. Every three seconds, any creature that crosses the fiery link (not including the caster or the ally) takes 1d8 fire damage (Save vs. Breath for half). A single caster can cast Fiery Link on multiple allies, but a single ally cannot be targeted by more than one Fiery Link at once.

    Null Healing (Non-good Cleric/Paladin)
    (Necromancy)

    Level: 2
    Sphere: Healing
    Range: Visual range of the caster
    Duration: 1 day
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: Neg.

    This necromantic curse prevents the target from healing. Once cast, the target must save vs. Spell at -8 or be cursed for 1 day. While cursed, the target cannot regain Hit Points via spells, abilities, items, regeneration, or resting. The curse can be removed early using a Remove Curse spell.

    Critical Boon (Ranger/Paladin)
    (Alteration)

    Level: 2
    Sphere: Combat
    Range: Visual range of the caster
    Duration: 3 rounds or until a critical hit
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: None

    Critical Boon empowers an ally, allowing them to get a guaranteed critical hit on their next attack. If the target attacks a creature that is immune to critical hits, the spell won't trigger, saving the effect for when the target attacks a creature that isn't immune.

    Ghostwalk (Shaman only) - Requires EEex
    (Alteration)

    Level: 2
    Sphere: Travelers
    Range: 0
    Duration: 1 round
    Casting Time: 1
    Area of Effect: 15-ft. radius
    Saving Throw: None

    This spell makes multiple allies partially ethereal for 1 round. While partially ethereal, creatures are immune to normal weapons and can move through walls. Ghostwalk could be used to move the party through a wall, eluding enemies. When the spell ends, if a character is inside a wall, they will be pushed to the nearest inhabitable space.

    Detect Magic (All divine casters) - Requires EEex
    (Divination)

    Level: 2
    Sphere: Divination
    Range: 0
    Duration: 1 turn/level
    Casting Time: 2
    Area of Effect: The caster
    Saving Throw: None

    Detect Magic lets the party see the magical effects on other creatures. While the spell is active, if you hover the cursor over a creature and press Left Shift, a list of all the spell effects on the creature (such as Stoneskin or Protection from Magical Weapons) will be displayed. If the creature has Non-Detection, nothing will be displayed.

    Call Water Weirds (Druid/Ranger/Shaman) - Will not be added to IWD:EE
    (Conjuration/Summoning)

    Level: 3
    Sphere: Summoning, Elemental Water
    Range: 0
    Duration: 1 turn
    Casting Time: 8
    Area of Effect: Entire area
    Saving Throw: None

    This spell temporarily calls water weirds into existence in bodies of water in the current area. These water weirds will fight on the side of whoever cast this spell most recently - if an enemy casts this spell, the water weirds will be hostile, but will switch to the party's side if a party member then casts this spell as well. Unlike other summoning spells, this spell does not summon creatures directly to the caster's side; instead, it spawns water weirds in specific bodies of water in the current area. If the current area does not have any bodies of water large enough for a water weird, the spell does nothing.

    Shortening (Cleric/Paladin) - Requires EEex
    (Alteration)

    Level: 3
    Sphere: Numbers
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 3
    Area of Effect: 1 creature
    Saving Throw: None

    Shortening halves the duration of certain effects on the target creature. If the target is an enemy, then all non-harmful effects on the target will have their duration halved. If the target is not an enemy, then all harmful effects on the target will have their duration halved. A "harmful effect" is any effect from a spell or ability that turns a non-hostile creature hostile. The duration is halved from the total duration of the effect, not the remaining duration. An effect can only be shortened once.

    Fire Curse (Druid/Ranger/Shaman) - Requires EEex
    (Alteration)

    Level: 3
    Sphere: Elemental Fire
    Range: Visual range of the caster
    Duration: 1 turn
    Casting Time: 5
    Area of Effect: 1 creature
    Saving Throw: None

    This spell can only be cast on enemies. For the duration, all damage dealt to the target is converted to fire damage, regardless of the original damage type. The creature will be dealt damage based on its fire resistance, not its resistance to the original damage type. Physical damage converted to fire damage will bypass Stoneskin. There is no saving throw, though magic resistance can still block the spell.

    Healing Curse (Cleric/Paladin)
    (Alteration)

    Level: 3
    Sphere: Healing
    Range: Visual range of the caster
    Duration: 5 rounds
    Casting Time: 3
    Area of Effect: 1 creature
    Saving Throw: Special

    Healing Curse causes a creature's attacks to heal rather than harm. If the recipient is an ally, there is no Saving Throw necessary; otherwise, the recipient may make a Save vs. Polymorph at -2 to avoid the effects. While affected by Healing Curse, any damage the creature would deal through attacks, spells or abilities is negated, and the creature that would have been damaged is instead healed by the amount of damage they would have taken.

    Guardian Magic (Paladin only) - Requires EEex
    (Abjuration)

    Level: 3
    Sphere: Guardian
    Range: 5 ft.
    Duration: 1 hour
    Casting Time: 7
    Area of Effect: Special
    Saving Throw: None

    This spell grants magical protection to any creature the paladin guards with the Guard action. For the duration, as long as the paladin is guarding another creature within 5 feet, that creature gains a +6 Armor Class bonus and +30% Magic Resistance.

    Wind Shots (Ranger only)
    (Alteration)

    Level: 3
    Sphere: Elemental Air
    Range: 0
    Duration: 1 turn
    Casting Time: 2
    Area of Effect: Special
    Saving Throw: Special

    This spell imbues the caster's ranged weapons with the power of wind. Whenever the ranger hits a creature with a missile attack, that creature must Save vs. Breath at -2 or be blown back for several seconds.

    Fly (Ranger only) - Requires EEex
    (Alteration)

    Level: 3
    Sphere: Travelers
    Range: Touch
    Duration: 1 turn + 1 round/level
    Casting Time: 3
    Area of Effect: 1 creature
    Saving Throw: None

    This wondrous spell gives a creature the power to fly. For the duration, the creature can fly over normally impassable objects such as houses, walls, and rivers, but only as long as the creature is outdoors. The higher level the caster, the faster the creature's flying speed. The creature is also unaffected by ground-based spells such as Grease, Web, Entangle, and Earthquake.

    Familiar Spell (Beastmaster only) - Requires EEex
    (Conjuration)

    Level: 3
    Sphere: Combat, Summoning
    Range: Familiar must be in the same area
    Duration: 8 hours
    Casting Time: 8
    Area of Effect: The caster's familiar
    Saving Throw: None

    Familiar Spell imbues the Beastmaster's familiar with a spell. The caster chooses one of their 1st-level spells, consuming one use of that spell. For the next 8 hours, each time their familiar hits a creature with an attack, it instantly casts a copy of the chosen spell on the target. The spell is cast at the level of the familiar's owner, not at the level of the familiar. The familiar must be owned by the caster, and it must be in the same area as the caster when Familiar Spell is cast (and not in the caster's inventory).

    Recall Party (Cleric/Paladin) - Requires EEex
    (Conjuration/Summoning)

    Level: 3
    Sphere: Summoning
    Range: Infinite
    Duration: Instant
    Casting Time: 3
    Area of Effect: All party members
    Saving Throw: None

    Recall Party teleports all party members to the caster's side. The range is unlimited, and party members can be drawn from a different area, so long as they are on the same plane as the caster.

    Steel Wind Strike (Ranger only) - Requires EEex
    (Alteration)

    Level: 3
    Sphere: Elemental Air
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 0
    Area of Effect: 15-ft. radius
    Saving Throw: None

    After casting Steel Wind Strike, the caster is enabled to zoom between each enemy in the area of effect, making attacks against each enemy with each equipped weapon. The caster must have one or more melee weapons equipped for this spell to function; ranged weapons won't work. Attacks made this way can critically hit and will apply any on-hit effects of the weapons.

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    Disarm (Cleric/Paladin)
    (Enchantment)

    Level: 4
    Sphere: Combat
    Range: Visual range of the caster
    Duration: 8 rounds
    Casting Time: 4
    Area of Effect: 15-ft. radius
    Saving Throw: Neg.

    The spell Disarm causes creatures' weapons to disappear. Each enemy in the area of effect must make a Save vs. Wands at -2. On a failure, that creature's weapon vanishes temporarily, and the creature is forced to fight with its fists. For the duration, the creature cannot equip another weapon - if it does so, that weapon vanishes as well. The creature's weapons reappear if it dies before the duration expires. Disarm has no effect if the target is using a natural weapon or does not have a weapon in any of its quickslots.

    Forest's Blessing (Druid/Ranger/Shaman) - Will not be added to IWD:EE
    (Conjuration/Summoning)

    Level: 4
    Sphere: Plant
    Range: 0
    Duration: 1 hour
    Casting Time: 4
    Area of Effect: The caster
    Saving Throw: None

    With this spell, the caster calls the forest <HESHE> is currently in for aid in casting spells. For the duration, the caster casts spells as if 10 levels higher. Forest's Blessing has no effect if not cast outside in a forest.

    Turn Creature (Cleric/Paladin)
    (Abjuration)

    Level: 4
    Sphere: Guardian
    Range: Visual range of the caster
    Duration: Special
    Casting Time: 4
    Area of Effect: 1 creature
    Saving Throw: Neg.

    Turn Creature allows the priest to turn a non-undead creature. Once the spell is cast, the target creature must Save vs. Polymorph at -4. On a failure, the creature is turned as if it was an undead creature affected by the priest's Turn Undead ability. Depending on the level of the target, the level of the priest, the alignment of the priest, and random chance, the target may either be forced to run away from the priest temporarily, controlled by the priest temporarily, or killed instantly.

    Wall of Fire (Druid/Ranger/Shaman)
    (Evocation)

    Level: 4
    Sphere: Elemental Fire
    Range: Visual range of the caster
    Duration: 1 turn
    Casting Time: 7
    Area of Effect: 8 ft. long, 2 ft. wide wall
    Saving Throw: None

    This spell creates a wall of raging flames. Any creature who attempts to pass through the wall takes 1d4 fire damage per caster level, up to a maximum of 12d4 at level 12. There is no Saving Throw, since the flames cannot be dodged except by going around the wall. A creature that has passed through a Wall of Fire cannot take damage from passing through a Wall of Fire again for 1 round.

    Piercing Shots (Ranger only) - Requires EEex
    (Alteration)

    Level: 4
    Sphere: Combat
    Range: Special
    Duration: 1 round/level
    Casting Time: 2
    Area of Effect: Special
    Saving Throw: None

    This spell allows the ranger's missile attacks to pierce through creatures. For the duration, any arrow, bolt, bullet, dart, dagger, or axe launched or thrown by the ranger will pierce through creatures in a line, dealing the attack's damage (as well as any on-hit effects) to each creature.

    Pebbles to Boulders (Druid/Ranger/Shaman) - Requires EEex
    (Alteration)

    Level: 4
    Sphere: Elemental Earth
    Range: 0
    Duration: 1 round/level
    Casting Time: 4
    Area of Effect: The caster
    Saving Throw: None

    This spell turns the caster's sling bullets into boulders. While the spell is active, if the caster launches a bullet, it instantly turns into a large boulder that retains the speed of the original bullet. The boulder inflicts an additional 3d6+8 damage if it hits (on top of the former damage of the bullet). Pebbles to Boulders also synergizes with the Magic Stone spell, letting one launch a Magic Boulder. Only a limited number of bullets or Magic Stones can be turned into boulders before the spell ends: up to one per 3 levels.

    Spirit Armor (Shaman only)

    Prolongment (Cleric/Paladin) - Requires EEex, P
    (Alteration)

    Level: 5
    Sphere: Numbers
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 3
    Area of Effect: 1 creature
    Saving Throw: None

    Prolongment doubles the duration of certain effects on the target creature. If the target is an enemy, then all harmful effects on the target will have their duration doubled. If the target is not an enemy, then all non-harmful effects on the target will have their duration doubled. A "harmful effect" is any effect from a spell or ability that turns a non-hostile creature hostile. The duration is doubled from the total duration of the effect, not the remaining duration. An effect can only be prolonged once.

    Wall of Force (Cleric/Paladin) - Requires EEex, P
    (Abjuration)

    Level: 5
    Sphere: Guardian
    Range: Visual range of the caster
    Duration: 5 rounds
    Casting Time: 7
    Area of Effect: 8 ft. long, 2 ft. wide wall
    Saving Throw: None

    This spell creates a wall of magical force, which stays for 5 rounds. Creatures cannot pass through the wall, though they can still fly over it, teleport past it, or float past it while ethereal. The wall cannot be dispelled.

    Protection from the Elements (Druid/Ranger/Shaman)

    Ethereal Jaunt (Shaman only) - Requires EEex
    (Alteration)

    Level: 5
    Sphere: Travelers
    Range: 0
    Duration: 3 rounds + 1 round/2 levels
    Casting Time: 1
    Area of Effect: The caster
    Saving Throw: None

    This spell turns the caster partially ethereal for a short period of time. While partially ethereal, the caster is immune to non-magical weapons, but is still tangible enough to be able to attack and cast spells. The caster can also move through walls while partially ethereal (unlike the Fly spell, this also works indoors). Simply click on a point to move to, and the caster will float to that point, bypassing normally impassable obstacles in the way.

    Critical Spell (Ranger/Paladin) - Requires EEex, P
    (Enchantment)

    Level: 5
    Sphere: Combat
    Range: 0
    Duration: 2 hours
    Casting Time: 5
    Area of Effect: The caster
    Saving Throw: None

    Critical Spell lets the caster repeatedly cast a spell through critical hits. The caster is prompted to store a single 1st-level spell, and the caster's weapons are temporarily imbued with that spell. For the duration, whenever the caster gets a critical hit on a creature, <HESHE> instantly casts a copy of the stored spell. This will not happen if the critical hit is averted. The caster can also store a 2nd-level spell if they are level 20 or higher, and an additional spell level higher for every ten levels after 20.

    Barrage (Ranger only) - Requires EEex, P
    (Alteration)

    Level: 5
    Sphere: Combat
    Range: Special
    Duration: 1 round/2 levels
    Casting Time: 3
    Area of Effect: Special
    Saving Throw: None

    This spell turns the ranger's missile attacks into cone area of effect attacks. For the duration, whenever the ranger attacks with an arrow, bolt, bullet, dart, throwing dagger, or throwing axe, a barrage of copies of the projectile will be launched, dealing the attack's damage (as well as any on-hit effects) to all creatures in a 30-foot cone. Barrage does not work well with missiles that already have an area of effect (like Arrows of Detonation): the missile's normal area of effect will simply be replaced with the cone.

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    Expose to the Elements (Druid/Ranger/Shaman)
    (Abjuration)

    Level: 5
    Sphere: Protection
    Range: Visual range of the caster
    Duration: 1 round/level
    Casting Time: 7
    Area of Effect: 1 creature
    Saving Throw: None

    The reverse of Protection from the Elements, this spell increases the harm that extreme conditions do to the target's body. It lowers the creature's resistance to fire, magic fire, cold, magic cold and electricity damage by 75%. There is no Saving Throw, but Magic Resistance can still prevent the effects.

    Sphere of Security (Cleric/Paladin)
    (Abjuration)

    Level: 5
    Sphere: Protection
    Range: 0
    Duration: 1 round/level
    Casting Time: 9
    Area of Effect: 10-ft. radius
    Saving Throw: None

    This spell surrounds the caster in a large protective sphere. The sphere grants a +2 bonus to AC and saving throws to all allies within its area of effect. In addition, those allies gain the benefits of a single protection scroll, chosen from the following list while the spell is cast:

    - Protection from Fire: +50% Fire Resistance
    - Protection from Cold: +50% Cold Resistance
    - Protection from Electricity: +50% Electricity Resistance
    - Protection from Acid: +50% Acid Resistance
    - Protection from Poison: Immunity to poison
    - Protection from Petrification: Immunity to petrification

    A single caster can't emit more than one Sphere of Security at once. However, if multiple casters cast different Spheres of Security, creatures in the spheres will benefit from the protection scroll effects of each sphere (though the AC and saving throw bonuses will not stack).

    Drown (Druid/Ranger/Shaman)
    (Alteration)

    Level: 6
    Sphere: Elemental Water
    Range: Visual range of the caster
    Duration: 5 rounds
    Casting Time: 6
    Area of Effect: 1 creature
    Saving Throw: Neg.

    This spell effectively causes a creature to drown, whether or not that creature is currently underwater. When cast, the target must Save vs. Breath at -2. On a failure, the target's lungs become filled with water, and the target immediately takes nonlethal damage equal to 90% of its maximum hit points, knocking it unconscious if it would be reduced to 1 Hit Point. For 5 rounds, the target also suffers -4 AC, -4 THAC0, -6 Dexterity, and -1 attack per round. Drown has no effect on undead, constructs, elementals, or other creatures that don't breathe.

    Antiharm Shell (Cleric/Paladin) - P
    (Abjuration)

    Level: 6
    Sphere: Protection
    Range: Touch
    Duration: 6 rounds
    Casting Time: 9
    Area of Effect: 1 creature
    Saving Throw: None

    This spell functions like an antimagic shell, except it blocks damage instead of magic. For the duration, the recipient is immune to damage but cannot deal any damage. The recipient can still move, attack, and cast spells, but any damage those attacks or spells would deal is prevented.

    Living Lightning (Druid/Ranger/Shaman)
    (Evocation)

    Level: 6
    Sphere: Elemental Air
    Range: 0
    Duration: 1 round/level
    Casting Time: 9
    Area of Effect: 15-ft. radius
    Saving Throw: 1/2

    Living Lightning surrounds the caster in a aura of lightning that periodically shoots lightning bolts at enemies. Each round for the duration, the caster automatically releases a lightning bolt at a random enemy within 15 feet. Creatures in the bolt's path take 1d6 damage per 2 caster levels, with a Save vs. Spell for half.

    Linked Spirit (Shaman only) - Requires EEex, P
    (Necromancy)

    Level: 6
    Sphere: Necromantic
    Range: Touch
    Duration: 1 round/level
    Casting Time: 9
    Area of Effect: 1 creature
    Saving Throw: None

    Linked Spirit creates a spirit resembling the target creature. The spirit is linked to the target such that almost any spell or effect, including damage from weapons, that would be applied to the spirit is also applied to the target. The spirit itself is harmless.

    Protection From Non-Silver Weapons (Shapeshifter only)
    (Abjuration)

    Level: 6
    Sphere: Protection, Sun
    Range: 0
    Duration: 4 rounds
    Casting Time: 1
    Area of Effect: The caster
    Saving Throw: None

    When the spell is cast, it confers complete invulnerability to all non-silver weapons. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the Shapeshifter a few rounds in the thick of combat.

    Trial By Fire (Good Cleric/Paladin)
    (Evocation)

    Level: 6
    Sphere: Sun
    Range: Visual range of the caster
    Duration: 1 turn
    Casting Time: 8
    Area of Effect: 8 ft. long, 2 ft. wide wall
    Saving Throw: None

    This spell creates a wall of holy fire, which does not burn the innocent. Any non-good creature that passes through the wall takes 15d4 magic fire damage with no Saving Throw. Good creatures can pass through the wall unharmed.

    Greater Steel Wind Strike (Ranger only, HLA) - Requires EEex, P
    (Alteration)

    Level: 6
    Sphere: Combat
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 0
    Area of Effect: 15-ft. radius
    Saving Throw: None

    Like Steel Wind Strike, this spell lets the caster zoom between each enemy in the area of effect, making attacks against each enemy with each equipped weapon. Greater Steel Wind Strike lets the caster make a number of attacks against each creature equal to their attacks per round. The caster must have one or more melee weapons equipped for this spell to function; ranged weapons won't work. Attacks made this way can critically hit and will apply any on-hit effects of the weapons.

    A ranger must be at least level 30 to learn this spell.

    Animal Growth (Druid/Ranger/Shaman) - Requires EEex
    (Alteration)

    Level: 6
    Sphere: Animal
    Range: Visual range of the caster
    Duration: 5 rounds + 1 round/2 levels
    Casting Time: 8
    Area of Effect: 15-ft. radius
    Saving Throw: None

    Animal Growth greatly increases the size of allied animals in the area of effect, making them twice as large in each dimension. Animals enlarged this way have their hit points doubled, and they gain +4 THAC0 and deal double damage. They also move faster (since they cover twice as much distance with each step). Both living and undead animals (including spirit animals) can be affected by this spell, but shapeshifted druids cannot.

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    Absolute Guard (Non-evil Paladin only) - Requires EEex
    (Abjuration)

    Level: 6
    Sphere: Guardian
    Range: 15 ft.
    Duration: 5 rounds
    Casting Time: 1
    Area of Effect: Special
    Saving Throw: None

    Like the 3rd-level spell Guardian Magic, this spell shields creatures the paladin guards with the Guard action. For the duration, as long as the paladin is guarding another creature within 15 feet, that creature is immune to weapons of +5 enchantment or weaker.

    Power Word, Heal (All divine casters)
    (Necromancy)

    Level: 7
    Sphere: Healing
    Range: Visual range of the caster
    Duration: Permanent
    Casting Time: 0
    Area of Effect: 1 creature
    Saving Throw: None

    When the Power Word of Healing is uttered, one creature of the caster's choice is instantly healed, regaining all Hit Points. The caster can cast Power Word, Heal on a creature even if <HESHE> cannot see the creature; however, the caster must be aware of the creature's existence and they must be on the same plane.

    Nonrandom Zone (Lawful Cleric) - P
    (Conjuration)

    Level: 7
    Sphere: Law
    Range: 0
    Duration: 1 turn
    Casting Time: 9
    Area of Effect: Entire area
    Saving Throw: None

    This spell drains the randomness out of the current area. For the duration, all creatures automatically hit, never critically miss, deal maximum physical damage with weapons, take minimum damage from spells, succeed on all Saving Throws automatically, and do not trigger wild surges. Nonrandom Zone can only be cast by lawful characters.

    Enhance Attribute (All divine casters)
    (Alteration)

    Level: 7
    Sphere: Combat, Thought
    Range: Visual range of the caster
    Duration: 4 hours
    Casting Time: 8
    Area of Effect: 1 creature
    Saving Throw: None

    An Enhance Attribute spell can vastly improve a single attribute of a creature. In casting this spell, the caster first chooses whether <HESHE> wishes to enhance a creature's Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. Then <HESHE> points at a creature, or chooses <HIMHER>self. The spell sets the chosen attribute of the target creature to 24 for the duration, or until dispelled. The spell has no effect if the chosen attribute of the creature is already higher than 24.

    Reanimate (Non-good Cleric only) - Requires EEex
    (Necromancy)

    Level: 7
    Sphere: Necromantic
    Range: Visual range of the caster
    Duration: Permanent
    Casting Time: 9
    Area of Effect: Nearest corpse in 3-ft. radius
    Saving Throw: None

    This spell "resurrects" the target as an undead creature under the caster's control. Reanimate cannot target a dead creature directly; it should be cast targeting the location of a corpse. The nearest dead creature to the target point, excluding undead, constructs, most extraplanar creatures, and creatures higher level than the caster, will be reanimated. The reanimated creature becomes undead, but can still use its abilities and spells. It is controlled by the caster until destroyed. Reanimate cannot be cast by good characters.

    Omnipresence (Shaman only) - P
    (Alteration)

    Level: 7
    Range: Touch
    Duration: 12 rounds
    Casting Time: 4
    Area of Effect: 1 creature
    Saving Throw: None

    The spell Omnipresence spreads the essence of the target creature throughout the area, allowing the creature to do actions at longer range than normal. For the duration or until dispelled, the creature can attack any creature in sight with any weapon, even with melee weapons. The creature can also target other creatures with touch spells at long range, and can cast spells at a target outside their visual range. However, these effects also go the other way. An omnipresent creature can be attacked with melee weapons and targeted by touch spells at long range. Since Omnipresence makes the creature's form less solid, the creature can move through other creatures while under the effects of the spell.

    True Dispel (All divine casters) - Will not be added to IWD:EE, P
    (Abjuration)

    Level: 7
    Sphere: Protection
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 6
    Area of Effect: 15-ft. radius
    Saving Throw: None

    A more powerful version of Dispel Magic, True Dispel removes all dispellable effects from creatures in the area of effect. Unlike Dispel Magic, True Dispel has a 100% chance of succeeding, regardless of level.

    Elysium's Tears (Good Cleric) - Requires EEex
    (Conjuration)

    Level: 7
    Sphere: Sun
    Range: Visual range of the caster
    Duration: 1 round
    Casting Time: 7
    Area of Effect: 15-ft. radius
    Saving Throw: 1/2

    This spell calls a storm of heavenly meteors (one per caster level), which fall down upon the area of effect. Each meteor deals 1d10 magic fire damage (Save vs. Spell at -5 for half) to all creatures within 5 feet of its impact point. The meteors will seek out evil creatures to strike, landing directly on them. If there are no evil creatures to hit, the meteors will strike random spots in the area of effect. The caster is unaffected by the spell. Elysium's Tears may only be cast by good characters.

    Colossal Growth (Druid only)
    (Conjuration/Summoning)

    Level: Quest
    Sphere: Plant
    Range: 0
    Duration: 1 turn
    Casting Time: 15
    Area of Effect: 60-ft. radius
    Saving Throw: Neg.

    This spell causes enormous vines to burst forth from the ground throughout the area of effect. Creatures within 60 feet of the caster must Save vs. Paralysis at -6 each round or be immobilized, completely entangled by giant vines. Even large creatures such as giants and dragons can be entangled this way.

    Contingent Resurrection (Cleric only)
    (Necromancy)

    Level: Quest
    Sphere: Necromantic
    Range: Touch
    Duration: Permanent until triggered
    Casting Time: 9
    Area of Effect: 1 creature
    Saving Throw: None

    This spell stores a Resurrection spell in the target, to be released when the creature dies. The slain creature is automatically brought back to life and immediately restored to full health. Contingent Resurrection then ends, and cannot be applied to the same creature again for 7 days.

    Mass Heal (Cleric only)
    (Necromancy)

    Level: Quest
    Sphere: Healing
    Range: Visual range of the caster
    Duration: Permanent
    Casting Time: 15
    Area of Effect: 15-ft. radius
    Saving Throw: None

    Mass Heal applies the effects of Heal to all allies in the area of effect. Creatures affected regain all hit points, and are cured of disease, blindness, deafness, and feeblemindedness.

    Volcanic Eruption (Druid only) - Requires EEex
    (Evocation)

    Level: Quest
    Sphere: Elemental Fire
    Range: Special
    Duration: Instant
    Casting Time: 12
    Area of Effect: Special
    Saving Throw: 1/2

    This spell triggers a small volcanic eruption centered on the caster. Multiple balls of lava (one per two caster levels) fly through the area in random directions and hit the ground in random spots. Each ball of lava deals 6d6 fire damage (Save vs. Breath for half) to all creatures within 15 feet of its landing point. The caster is completely unharmed by this spell, but <PRO_HISHER> allies are still in danger.

    Greater Living Lightning (Druid/Shaman, HLA) - Requires EEex
    (Evocation)

    Level: Quest
    Sphere: Elemental Air
    Range: 0
    Duration: 4 rounds
    Casting Time: 9
    Area of Effect: 30-ft. radius
    Saving Throw: 1/2

    Greater Living Lightning creates two lightning bolts that have minds of their own. These bolts will seek out enemies within 30 feet of the caster and repeatedly electrify them until they are dead, returning to the caster when there are no more enemies in range. Each time a bolt hits an enemy (which it does about once per second), it deals 1d6 electricity damage (Save vs. Breath at -4 for half). The spell creates another lightning bolt for every 10 levels after level 15.

    Tornado (Druid only, HLA) - Requires EEex
    (Evocation)

    Level: Quest
    Sphere: Elemental Air, Weather
    Range: Visual range of the caster
    Duration: Special
    Casting Time: 9
    Area of Effect: 10-ft. radius
    Saving Throw: None

    A much more powerful version of the spell Whirlwind, the spell creates a tornado that moves in the direction the caster aims at. Enemies that come within 10 feet of the tornado get sucked up into it, taking 3d8 per second that they stay inside it. Creatures are usually ejected from the tornado after about a round.

    Spirit of Power (Cleric only, will be learned automatically by the party upon reaching 3,000,000 XP if all party members are clerics) - Requires EEex, P
    (Invocation)

    Level: Quest
    Sphere: All
    Range: Touch
    Duration: 1 hour
    Casting Time: 30
    Area of Effect: 1 party member
    Saving Throw: None

    For this spell to function, the party must consist of six clerics who worship the same deity (this means there cannot be more than one kit among clerics in the party, though having one or more unkitted clerics in the party will not prevent the spell from working). All six party members must cast Spirit of Power on a single party member. At the completion of the spell, each party member falls into a trance as their spirits meld together to form an avatar of their deity. This avatar inhabits the chosen party member for 1 hour, who can act while the other characters are incapacitated. Becoming an avatar of a god grants these benefits:

    - +500 temporary Hit Points
    - All attributes are set to 25
    - +50% resistance to non-physical damage
    - Magic Resistance set to 75%
    - Can only be hit by +3 weapons or greater
    - +1 attack per round
    - +10 bonus to THAC0 and saving throws
    - Deals an additional 8d6 magic damage with each hit
    - Immune to disease, poison, and time stop
    - Aura Cleansing
    - Turns undead and casts priest spells as if 30 levels higher

    The spell ends early if any party member dies or if any party member uses the End Spirit of Power special ability (which is given after the spell is cast). When the spell ends, all party members are left extremely drained, being reduced to 1 HP and greatly fatigued.

    Contagious Fear (Cleric/Shaman, HLA)
    (Enchantment/Charm)

    Level: Quest
    Sphere: War
    Range: Visual range of the caster
    Duration: 6 rounds
    Casting Time: 8
    Area of Effect: 15-ft. radius
    Saving Throw: Neg.

    Contagious Fear causes panic among creatures in a 15-foot radius, and the panic then spreads to other creatures. Each creature in the initial area of effect must Save vs. Spell with a -4 penalty or run in fear for 6 rounds. Any creature that comes within 15 feet of one of the panicking creatures must make the save as well, or else the Contagious Fear will spread to that creature. A creature that makes a save against this spell is immune to the spell for 1 round. After the spell expires on a creature, that creature is immune to the contagion for another 6 rounds.
    Post edited by OlvynChuru on
  • OlvynChuruOlvynChuru Member Posts: 3,075
    New Innate HLAs:
    Armored Casting (Bards, Fighter/Mages, Fighter/Mage/Clerics, Fighter/Mage/Thieves, Cleric/Mages)

    You have mastered the art of wearing armor while casting spells. This ability lets you cast wizard spells while wearing any armor.


    Armored Thieving (Bards, Fighter/Thieves, Fighter/Mage/Thieves, Cleric/Thieves)

    You have mastered the art of wearing armor while using your skills. This ability lets you use thieving skills while wearing any armor.


    Great Strength (All classes)

    The character's Strength score permanently increases by 1, to a maximum of 25. This ability can be taken multiple times.


    Great Dexterity (All classes)

    The character's Dexterity score permanently increases by 1, to a maximum of 25. This ability can be taken multiple times.


    Great Constitution (All classes)

    The character's Constitution score permanently increases by 1, to a maximum of 25. This ability can be taken multiple times.


    Great Intelligence (All classes)

    The character's Intelligence score permanently increases by 1, to a maximum of 25. This ability can be taken multiple times.


    Great Wisdom (All classes)

    The character's Wisdom score permanently increases by 1, to a maximum of 25. This ability can be taken multiple times.


    Great Charisma (All classes)

    The character's Charisma score permanently increases by 1, to a maximum of 25. This ability can be taken multiple times.


    Temporal Duel (Paladins)

    This ability allows the Paladin to "duel" a creature of <HISHER> choice. For 1 turn, time is stopped for all creatures except the Paladin and the target creature. All other creatures are untargetable for the duration. The effect ends early if either the Paladin or the target creature dies. This ability cannot be used on allies.[\spoiler]
  • Necromanx2Necromanx2 Member Posts: 1,246
    Here you go.
  • OlvynChuruOlvynChuru Member Posts: 3,075
    @Necromanx2 That appears to be a bug with Tome and Blood's Revised Specialists component. When I have that installed, Chill Touch can't be learned.
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