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New Spells


CamDawg

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The old 'new spell' thread was horribly outdated, so I've started a new one. :blush: This is current as of v0.8.8. New spell icons can be found at the bottom of the post.

 

New Spells

 

Alicorn Lance (Invocation)

Level: 3

Sphere: Animal

Range: Sight of Caster

Duration: Instantaneous

Casting Time: 5

Area of Effect: 1 creature

Saving Throw: 1/2

 

This spell creates a silver-hued, partially ethereal lance shaped in the form of an alicorn (a unicorn horn). The spellcaster chooses a target and the alicorn lance instantaneously fires at it, inflicting 2d8 points of piercing damage, with a saving throw for half damage. Although the alicorn lance dissipates after it strikes, it leaves a silvery radiance around the target that makes it easier to see and hit, giving it a -2 penalty to the target's armor class for 3 rounds.

 

Divine Shell (Abjuration)

Level: 6

Range: Caster

Duration: 8 rounds

Casting Time: 9

Area of Effect: Caster

Saving Throw: None

 

When cast, this spell surrounds the Silverstar with a defensive shell of energy that blocks or deflects many attacks. The caster receives a +2 bonus to armor class, 10% resistance to elemental damage (cold, fire, lightning, and acid), +2 to saves and immunity to missile-based attacks.

 

Endurance of Ilmater (Painbearer innate only)

Sphere: Necromantic, Protection

Range: Touch

Duration: 1 round + 1 round/level

Casting Time: 7

Area of effect: One creature

Saving Throw: None

 

This spell doubles the hit points of the spell recipient for the spell duration. Any damage suffered is taken first from these phantom hit points until they are all exhausted; damage is then taken from the real hit points of the affected being.

 

All saving throws receive a +2 bonus. In addition, no being protected by Endurance of Ilmater can be knocked over, trampled, ridden down, or overthrown; all protected beings can stand firm against all charges.

 

Faerie Fire (Evocation)

Level: 1

Sphere: Weather

Range: Sight of Caster

Duration: 4 rounds + 1 round/5 levels

Casting Time: 4

Area of Effect: 1 Creature

Saving Throw: None

 

Faerie Fire outlines the target creature with a pale glow, making its position and movements easily visible. The net effect is an armor class penalty of -2 to the target.

 

Moonblade (Invocation)

Level: 3

Sphere: Combat, Sun

Range: Caster

Duration: 2 turns

Casting Time: 6

Area of Effect: Caster

Saving Throw: None

 

This spell summons forth a silent, weightless sword-like construct made of moonlight that extends 4 feet from the caster's hand. The moonblade is considered a +4 weapon for determining what creatures it can damage, though the bonus does not apply to THAC0. In addition, due to the insubstantial nature of the moonblade, melee bonuses from strength do not apply. The strike of a moonblade drains a target's vitality, inflicting 1d12+4 points of damage, and an additional 1d12 points to undead, who are particularly susceptible. A successful strike also temporarily scrambles magic, causing any spells the target casts in the next round to fail.

 

Moon Shield (Alteration) (Silverstar innate only)

Level: 5

Sphere: Protection

Range: Caster

Duration: 3 rounds + 1 round/level

Casting Time: 1 round

Area of Effect: Caster

Saving Throw: None

 

Upon casting this spell, the Silverstar receives a resistance to all magic. The resistance conferred is 2% per level of the cleric up to a maximum of 40% at 20th level. This resistance is set so if the target already has more magic resistance than the cleric would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.

 

Reversed spells

 

We've also added a number of new spells which are simply the reversed versions of existing spells:

 

Cause Light Wounds (Necromancy)

Level: 5

Sphere: Healing

Range: Touch

Duration: Permanent

Casting Time: 5

Area of Effect: Creature touched

Saving Throw: None

 

This spell is the reverse of cure light wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 8 damage upon the target. The next attack that the priest makes will inflict this effect, however he only has 2 rounds to make the attack before the spell fizzles. Also, if the priest misses the target creature the spell is wasted. There is no saving throw.

 

Cause Medium Wounds (Necromancy)

Level: 5

Sphere: Healing

Range: Touch

Duration: Permanent

Casting Time: 5

Area of Effect: Creature touched

Saving Throw: None

 

This spell is the reverse of cure light wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 14 damage upon the target. The next attack that the priest makes will inflict this effect, however he only has 2 rounds to make the attack before the spell fizzles. Also, if the priest misses the target creature the spell is wasted. There is no saving throw.

 

Curse (Conjuration/Summoning)

Level: 1

Sphere: All

Range: Sight of Caster

Duration: 6 rounds

Casting Time: 1 round

Area of Effect: 25-foot radius

Saving Throw: None

 

When the Curse spell is uttered, the caster lowers the morale of enemy creatures and penalizes their saving throws and attack rolls by -1. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).

 

Detect Good (Divination)

Level: 1

Sphere: Divination

Range: Visual range of caster

Duration: Instant

Casting Time: 2

Area of Effect: Sight

Saving Throw: None

 

This spell discovers emanations of good from any creature. Any good creature within the range of the spell will glow green briefly.

 

Protection From Good (Abjuration)

Level: 1

Sphere: Protection

Range: Touch

Duration: 3 rounds/level

Casting Time: 1

Area of Effect: Creature touched

Saving Throw: None

 

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by good or good-enchanted creatures against the protected creature receive a penalty of - 2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

 

Protection From Good 10' Radius

(Abjuration)

Level: 3

Sphere: Protection

Range: Touch

Duration: 1 turn/level

Casting Time: 7

Area of Effect: 10' radius

Saving Throw: None

 

When this spell is cast, all creatures within a 10' radius are affected individually by 'protection from good'. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by good or good-enchanted creatures against the protected creature receive a penalty of - 2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

 

New icons

 

The new spell icons, from left to right: Alicorn Lance, Curse, Divine Shell, Faerie Fire, Moon Shield, Moon Blade, Detect Good, Protection from Good, Protection from Good 10', Cause Light Wounds, Cause Medium Wounds, Cause Serious Wounds, Cause Critical Wounds, Harm. As you can see, most of these are simply adaptataions of existing BAMs to match BG2. I haven't included Ilmater's Endurance's icons since they suck and will be replaced. Only two of the reversed healing BAMs are new, but I've included the whole series for comparison.

bam_showcase.gif

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I did the icons; most of them were either existing BG2 BAMs I modified (the reverse healing ones) or ported (curse, divine shell, faerie fire, moon blade) and changed to match BG2. Only a handful (Alicorn Lance, Detect Good, Moon Shield, Protection from Good, Protection from Good 10') are original.

 

I'll try lightening Moon Blade a bit. As for Faerie Fire, I believe that is what our sources turned up as the 2E version. Is that not the case?

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As for Faerie Fire, I believe that is what our sources turned up as the 2E version. Is that not the case?

Faerie Fire (Alteration)

Sphere: Weather

Range: 80 yards

Duration: 4 rounds/level

Casting Time: 4

Area of Effect: 10 sq. feet/level within a 40-feet radius

Saving Throw: None

 

This spell enables the caster to outline one or more objects or creatures with a pale, glowing light. The number of subjects outlined depends upon the number of square feet the caster can affect. Sufficient footage enables several objects or creatures to be outlined by the Faerie Fire spell, but one must be fully outlined before the next is begun., and all must be within the area of effect. Outlined objects or creatures are visible at 80 yards in the dark and 40 yards if the viewer is near a bright light source. Outlined creatures are easier to strike; thus, opponents gain a +2 bonus to attack rolls in darkness (including moonlit nights) and a +1 bonus in twilight or better. Note that outlining can render otherwise invisible creatures visible. However, it cannot outline non-corporeal, ethereal, or gaseous creatures. Nor does the light come anywhere close to sunlight. Therefore, it has no special effect on undead or dark-dwelling creatures. The faerie fire can be blue, green, or violet according to the wording of the caster at the time of casting. The faerie fire does not cause any harm to the object or creature thus outlined.

 

-Echon

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