Difference between revisions of "Talk:Spells (Apath)"

From Action
Jump to navigation Jump to search
Line 76: Line 76:
 
'''Spell Resistance''': yes
 
'''Spell Resistance''': yes
  
A creature that has taken hit point damage suffers the bleed 1 condition. The target is allowed a Fortitude effect each round after taking damage to end the effect.
+
A creature that has taken hit point damage suffers the [http://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed bleed (1hp)] condition. The target is allowed a Fortitude effect each round after taking damage to end the effect.
A any healing and and anything that stabilizes a dying creature ends the spell.
+
Anything that stabilizes a dying creature ends the spell.
  
 
=== Capture Alive ===
 
=== Capture Alive ===

Revision as of 08:47, 31 May 2016

Possible Spell Lists

Arcane Divine Psychic
  1. Alchemist
  2. Bard
  3. Bloodrager
  4. Magus
  5. Sorcerer/Wizard (Elemental School)
  6. Summoner
  7. Witch
  1. Cleric/Oracle (Domain)
  2. Druid
  3. Inquisitor
  4. Paladin
  5. Ranger
  6. Shaman
  1. Medium
  2. Mesmerist
  3. Occultist
  4. Psychic
  5. Spiritualist

Possible Spell Lists (Alphabetical)

  1. Alchemist
  2. Bard
  3. Bloodrager
  4. Cleric/Oracle (Domain)
  5. Druid
  6. Inquisitor
  7. Magus
  8. Medium
  9. Mesmerist
  10. Occultist
  11. Paladin
  12. Psychic
  13. Ranger
  14. Shaman
  15. Sorcerer/Wizard (Elemental School)
  16. Spiritualist
  17. Summoner
  18. Witch

Summon Monster CR

  1. 1/2
  2. 1
  3. 2
  4. 3-4
  5. 5-6
  6. 7-8
  7. 9-10
  8. 11-12
  9. 13-14

Possible New Stuff

Antagonize Wound

Necromancy
Level: cleric/oracle 0, druid 0, inquisitor 0, magus 0, occultist 0, psychic, shaman, sorcerer/wizard 0, spiritualist, witch 0
Components: V, S
Casting Time: 1 standard action
Range: touch
Target: wounded living creature touched
Duration: 1 round/level (D); see text
Saving Throw: Fortitude negates
Spell Resistance: yes

A creature that has taken hit point damage suffers the bleed (1hp) condition. The target is allowed a Fortitude effect each round after taking damage to end the effect. Anything that stabilizes a dying creature ends the spell.

Capture Alive

Necromancy
Level: bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus, mesmerist 0, occultist 0, psychic 0, shaman 0, sorcerer/wizard 0, spiritualist 0, witch 0
Components: V, S, M (bit of cotton fluff)
Casting Time: 1 standard action
Range: touch
Target: one living creature
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: yes

Any non-magical melee damage dealt by the subject of this spell to living creatures is magically transformed into nonlethal damage. An unwilling target is allowed another saving throw each round on your turn.

Crack

Transmutation
Level: bard 0, cleric/oracle 0, druid 0, magus 0, occultist 0, psychic 0, sorcerer/wizard 0, spiritualist 0
Components: V, S
Casting Time: 1 standard action
Range: touch
Target: one object of up to 10 cu. ft., one undead, or construct creature
Duration: instantaneous
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

This spell deals 1d3 points of damage to an object, construct, or undead creature, ignoring hardness and damage reduction.

Touch of Torment

Necromancy [evil]
Level cleric/oracle 0, druid 0, inquisitor 0, magus 0, mesmerist 0, psychic 0, shaman 0, sorcerer/wizard 0, spiritualist 0, witch 0
Components: V, S
Casting Time: 1 standard action
Range: touch
Target: living creature touched
Duration: 1 minute
Saving Throw: Fortitude negates
Spell Resistance: yes

With a touch, you cause the subject to suffer sharp pains that impose a –1 penalty on attack rolls, skill checks, and ability checks.

Attract Attention

Enchantment (compulsion) [mind-affecting]
Level: bard 0, cleric/oracle 0, inquisitor 0, magus 0, mesmerist 0, occultist 0, psychic 0, sorcerer/wizard 0, witch 0
Components: V, S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes

The target's attention is riveted on the caster. Any attack or skill check the target makes that does not include the caster in its effect suffers a -2 penalty or has its save DC reduced by 2.

Honeyed Words

Enchantment (compulsion) [language-dependent, mind-affecting]
Level: bard 0, cleric/oracle 0, magus 0, mesmerist 0, occultist 0, psychic 0, sorcerer/wizard 0, witch 0
Components: V, S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes

The target creature is fascinated and stands still to listen to the caster. The caster can use a social skill as a part of casting honeyed words. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect.

Invoke Anxiety

Necromancy [fear, mind-affecting]
Level: bard 0, cleric/oracle 0, inquisitor 0, magus 0, mesmerist 0, occultist 0, psychic 0, sorcerer/wizard 0, witch 0
Components: V, S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes

The target is shaken.

Nauseating Touch

Necromancy
Level: cleric/oracle 0, druid 0, inquisitor 0, psychic 0
Components: V, S, DF
Casting Time: 1 standard action
Range: touch
Target: one living creature touched
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: yes

The target creature is nauseated.

Sensory Lapse

Illusion (figment) [mind-affecting]
Level: bard 0, inquisitor 0, magus 0, mesmerist 0, occultist 0, psychic 0, shaman 0, sorcerer/wizard 0, spiritualist 0, witch 0
Components: S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes

The target creature is deafened but does not realize it. Others can use Stealth checks to hide from the target regardless of cover or concealment. Target gets a new save to disbelieve the spell each round in which they use their Perception.

Spiritual Strike

Evocation [force]
Level: cleric/oracle 0, inquisitor 0
Components: V, S, DF
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: wave of force
Duration: instantaneous
Saving Throw: no
Spell Resistance: yes

A wave of force melee attacks a foe in range as you direct, dealing 1d3 force damage. It uses your base attack bonus plus the higher of your Wisdom or Charisma modifier as its attack bonus.

Spiritual symbol has the same relation to http://www.d20pfsrd.com/magic/all-spells/s/spiritual-weapon compared as http://www.d20pfsrd.com/magic/all-spells/r/ray-of-frost has to http://www.d20pfsrd.com/magic/all-spells/f/fiery-shuriken

Other extra-action spells for comparison:

Instant Action

Evocation
Level: bard 5, mesmerist 5, psychic 5, sorcerer/wizard 5, summoner 5
Components: V, S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The target creature can immediately take a move or standard action of their choice.

Instant Attack

Evocation
Level: bard 1, cleric/oracle 2, mesmerist 1, psychic 2, sorcerer/wizard 2, summoner 2
Components: V, S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The target creature can immediately make an additional attack.

Readiness

Evocation
Level: bard 0, cleric/oracle 0, mesmerist 0, psychic 0, summoner 0
Components: V, S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The target creature can immediately take a move action of its choice, but its speed is reduced to 5 ft. for this action only.

Slide

Evocation
Level: bard 0, cleric/oracle 0, mesmerist 0, psychic 0, summoner 0
Components: V, S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The target creature can immediately take a 5 ft. step. This does not affect its movement later in the round.

Old Stuff

Deflect Blow

Abjuration
Level: cleric 1, magus 1, sorcerer/wizard 1, witch 1
Components: S
Cast Time: 1 immediate action
Range: personal
Target: you
Duration: instantaneous

Seeing the opponent aiming an attack of you, you make a quick warding gesture and his weapon strays.

Cast this spell when an attack hits you. It confers a +4 Dodge bonus to AC against that one attack only, which can turn it into a miss.

Mage Armor

This spell has a personal range.

Fumble

Enchantment (Compulsion) (Mind-Affecting)
Level: bard 1, magus 1, sorcerer/wizard 1, witch 1
Components: V, S
Cast Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature.
Duration: Instantaneous
Save: Will negates
Spell Resistance: Yes

This spell causes the target to fumble. One of the following happens to the target, as selected by the caster. If the event is not applicable, nothing happens.

  • Fumbles and drops any items it holds in its hands (or other appendages).
  • Trips up and falls prone. A flying or swimming creature first takes a full move downwards, then falls prone if it hits the ground or bottom.
  • Blunders and triggers an attack of opportunity from all creatures threatening it
  • Has its vision (or other primary sense) blocked and is blind until it takes a move action to clear it.
  • Gets entangled by it’s own gear or a nearby terrain feature such as a bush. Takes a standard action to clear.

Ignite

Evocation (Fire)
Level: Druid 0, Ranger 1, Sor/Wiz 0, Witch 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels
Effect: 1 target or 5-ft.-radius spread, see text
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

This spell will start a campfire even if it is built of fresh, wet wood. It can ignite several candles, torches, matches, or other items made to be lit, as long as they are all within 5 ft. of each other.

When used against a creature, the targets clothes of fur begins to burn and the target catches on fire. Ignite is not powerful enough to ignite living flesh; a creature that is not itself flammable and does not have flammable hair, fur, or clothing is immune.

On each of his turns, the burning character may make another Reflex saving throw against this spells save DC. Once he succeeds on a saving throw, he’s no longer on fire. In each of your turns when the creature remains on fire he takes 1d6 points of fire damage. In other words, the target receives two saving throws before taking damage the first time, more if he attempts to douse the flame (see below).

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like (a standard action) permits the character another save with a +4 bonus.

Mist of Deceit

Illusion (Pattern) (Mind-Affecting)
Level: Sorcerer/Wizard 4, Witch 3
Components: V, S
Cast Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Save: Will partial (see text)
SR: No

A bank of fog billows out from the point you designate and appears similar to a fog cloud to casual observation, although the effect is quite different. The fog prevents all vision into or out of the area. Creatures can see normally inside, but their vision is distorted making position and movement uncertain and friends appear as foes.

Whenever a creature inside the cloud attempts to make an attack or cast a targeted spell at an enemy, a Will save is required; on a failure all attacks in that round are actually directed at the closest friendly creature instead, assuming there are any within sight. If several friends are equidistant the attacker gets to pick whom to attack. If the new target is out of range, the attacker must move 5 ft. to get in position to attack; this is an extra free move, and actually represents the uncertainty of position the spell engenders; the attacker wasn't actually where he was supposed to be. If the attack is not possible after this movement, the attacker does nothing. A new saving throw is required for each attack sequence or targeted spell cast.

Whenever a creature inside the cloud bank tries to leave the cloud under his own power (by walking, teleporting, flying etc), a Will save is required; on a failure, the creature instead stands still or teleports back to the same location.

The caster is immune to the confusion effects of this spell, tough his vision is still impaired.