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

From Action
Jump to navigation Jump to search
m (wk)
Line 247: Line 247:
 
=== Mage Armor ===
 
=== Mage Armor ===
 
This spell has a ''personal'' range.
 
This spell has a ''personal'' range.
 
 
 
  
 
=== Mirror Image ===
 
=== Mirror Image ===

Revision as of 14:47, 5 June 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

Activated Spells

Bleeding Wound

Comparisons:

  1. http://www.d20pfsrd.com/magic/all-spells/t/touch-of-bloodletting
  2. http://archivesofnethys.com/SpellDisplay.aspx?ItemName=Bleeding%20Strike
  3. http://www.d20pfsrd.com/magic/all-spells/b/bleed

Creeping Mist

Conjuration (creation)
Level: druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3
Range: long (400 ft. + 40/level)
Duration: 10 minutes/level (D)
Effect Cloud of fog in 20-ft. radius or mist in 10 ft. radius/level 20 ft. high (see text) (S)

As fog cloud except as noted above and that you can spend a move action to re-shape the cloud, make it move 20 ft. within the range of the spell, shape the cloud as you wish, even to make several separate clouds, and thin the mist to increase the radius up to 10 ft./caster level. In thin mist creature 5 feet away has no concealment. Creatures farther away have concealment (attacks have a 20% miss chance).

Crack

  1. http://www.d20pfsrd.com/magic/all-spells/s/shatter
  2. http://www.d20pfsrd.com/magic/all-spells/m/mending

Nauseating Touch

  1. http://www.d20pfsrd.com/magic/all-spells/n/nauseating-dart
  2. http://www.d20pfsrd.com/magic/all-spells/c/cacophonous-call

Ground Mist

Conjuration (creation)
Level: cleric/oracle 0, druid 0, magus 0, mesmerist 0, shaman 0, sorcerer/wizard 0, witch 0
Duration: 1 round/level

As obscuring mist except as noted above, that the mist always hugs the ground, and that it offers less concealment. A creature 5 feet away has no concealment. Creatures farther away have concealment (attacks have a 20% miss chance).

Touch of Sickness

  1. http://www.d20pfsrd.com/magic/all-spells/p/pain-strike
  2. http://www.dxcontent.com/SDB_SpellBlock.asp?SDBID=1105

Proposed Spells

Blowing Dust

Transmutation
Level cleric/oracle 0, druid 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw none
Spell Resistance yes

Dust and/or sand around the target is kicked up and swirls around their face. In an environment with no air or dust/sand or other suitable material, the spell fails. All creatures have concealment (20% miss chance) against the target for 1 round.

Cleromancy

Divination
Level: bard 2, bloodrager 2, cleric/oracle 2, druid 2, occultist 2, psychic 2, ranger 2, shaman 2, sorcerer/wizard 3, spiritualist 2, witch 2.
Components: V, S, F (divination tokens)
Cast Time: 1 standard action
Range: personal
Target: you
Duration: instantaneous

To cast this spell, you need a set of lots or tokens, each associated with a spiritual entity or ideal. You also need one blank lot. To select a specific mix of such tokens in preparation for using this spell is a full-round action. To make a new token to represent a new concept is also a full-round action. Tokens can be anything from pebbles and twigs to crafted items.

To use the power, you randomly select one of the tokens. Cleromancy will make you select the lot whose symbol most closely represents your answer. If none of the lots are relevant, a successful cleromancy will yield the blank lot. To succeed, make a concentration check with a DC of 10, +2 per non-blank token in the draw. On a failure, a random token is drawn.

The two most common ways to use this power is to identify a person or group of people who most closely answers the question, or to find under what divinity's or spirit's influence the answer lies.

Anwulf casts the runes to determine the fate of his lost father, putting tokens for Thor, Odin, Heimdal, and Tyr in the jar. The GM knows his father is involved in an intrigue. Anwulf successfully reads the runes and finds that the relevant god is Heimdall as the god of watchmen. Had Loki been in the lot, this token would have been the most meaningful.

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.

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.

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.

Other extra-action spells for comparison:

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.

Invoke Anxiety

  1. http://www.dxcontent.com/SDB_SpellBlock.asp?SDBID=658
  2. http://www.dxcontent.com/SDB_SpellBlock.asp?SDBID=64
  3. http://www.dxcontent.com/SDB_SpellBlock.asp?SDBID=170

Mage Armor

This spell has a personal range.

Mirror Image

School illusion (figment);
Level bard 2, bloodrager 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2; Subdomain deception 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level

This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.

When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is 50% chance that the attack targets one of your images instead. When an attack is made, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed.

Area effects and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.

An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect.

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.

Nonlethal Strike

Transmutation
Level: cleric/oracle 0, druid 0, magus 0, occultist 0, psychic 0, shaman 0, sorcerer/wizard 0, spiritualist 0
Components: V, S, M (bit of cotton fluff)
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 caster levels
Target: one creature
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: yes

Any non-magical weapon or natural attack damage dealt by the subject of this spell is transformed into nonlethal damage. The natural attacks of creatures with damage reduction defeated by magic or a material are immune to this spell.

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.

Remain Alive

Necromancy
Level: cleric/oracle 0, inquisitor 0, psychic 0, spiritualist 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 (harmless)
Spell Resistance: yes (harmless)

Any non-magical weapon or natural attack damage dealt to the subject of this spell is transformed into nonlethal damage. Creatures with damage reduction defeated by magic or a material are assumed to do magical damage with their natural attacks and ignore the effect.

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.

http://www.d20pfsrd.com/magic/all-spells/l/lullaby

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.

Summon Sycophant

Conjuration (creation)
Level: cleric/oracle 0, druid 0, magus 0, mesmerist 0, shaman 0, sorcerer/wizard 0, witch 0

Touch of Clemency

Enchantment (compulsion) [mind-affecting]
Level: bard 0, cleric/oracle 0, mesmerist 0, psychic 0, sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: touch
Target: touched creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes

The target deals only nonlethal damage with any non-magical attack. The natural attacks of creatures with damage reduction defeated by magic or a material ignore the effect. Damage taken by creatures or objects that are not subject to nonlethal damage is not converted to nonlethal and remains lethal damage.

  1. http://www.d20pfsrd.com/magic/all-spells/t/touch-of-mercy

Web Tether

Conjuration (creation)
Level druid 0, magus 0, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels) Effect strand 25 ft.+ 5 ft./2 levels long
Duration 1 round/level (D)
Saving Throw none
Spell Resistance yes

You create a single ropelike strand of spider web. One end of the strand is adhesive, the rest is not. You can shoot the strand out to the range of the spell to attach the sticky end as a ranged touch attack. If you ever let go of the strand, the spell ends. The strand has a hardness of 2 and 5 hit points. Web tether can be used as a rope with an adhesive grappling hook, or be shot at an enemy as a ranged touch attack to hinder their escape or pull them closer.

An enemy attached to the spider's thread must make an opposed CMB check against you as a part of their move if they try to increase the distance between you. If the enemy's CMB check is 20 or more, the strand breaks and the spell ends. If the target moves out of range, the spell ends. You can use the strand to do a drag combat maneuver against the target.

An ally adjacent to you can grab hold of the strand as an immediate action, which allows the ally to make drag maneuver and use her CMB to resist when the target tries to move away.