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Preview of new spells!


Andyr

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We have a big list of spells we might add in, to balance out those spheres which are missing some. :D Here's the descriptions of some of the ones that are new and in the current version (you may recognise them from such games as IWD):

 

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.

 

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).

 

Sunscorch (Invocation)

Level: 1

Sphere: Sun

Range: Sight of Caster

Duration: Instantaneous

Casting Time: 4

Area of Effect: 1 creature

Saving Throw: 1/2

When this spell is cast, a brilliant ray of scorching heat slants down from the sky and strikes one target of the caster's choice.  The victim is allowed a saving throw vs. spell to take half damage.  Any creature struck by the ray sustains 1d6 points of damage, plus 1 point per caster level.  Undead creatures and monsters vulnerable to bright light sustain 1d6 points of damage, plus 2 points per level of the caster.  In addition to sustaining damage, victims are also blinded for 3 rounds by the spell.

 

Beast Claw (Alteration)

Level: 2

Sphere: Combat, Necromantic

Range: Caster

Duration: 1 turn

Casting Time: 5

Area of Effect: Caster

Saving Throw: None

This spell transforms the caster's arms into the claws of a mighty beast, giving the caster 18/72 strength and the ability to rake an opponent for 2d4 (+ strength bonus) points of slashing damage.  The caster can attack twice per round with the beast claws, with a +2 bonus to hit.

 

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.

 

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.

 

Divine Shell (Abjuration)

Level: 6

Range: Caster

Duration: 8 rounds

Casting Time: 9

Area of Effect: Caster

Saving Throw: None

 

When cast, this spell surround 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.

 

In release versions, they'll also be getting new art to fit in with the existing BG spells.

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We're going to make new icons in the BGII style, possibly using the IWD1 ones as a basis.

 

Not sure how many new projectiles we'll have to use. I haven't done much stuff with them, not sure about CamDawg or NiGHTMARE.

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Will theses spells be available for druids too? I always dreamed of BG2 druids casting IWD spells! :D

¨Personnaly I would prefer the IWD icon who look so nice compared to thoses of BG2... :D

 

Hum, alicorn's lance is a level 2 spell in IWD, isn't it? :D

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The spells will be available for druids if we get round to doing them, else they will in LoI.

 

We're sticking to the BGII style of icons, as otherwise we'd really have to revamp them all.

 

At the moment we're using IWDI/II ones as placeholders, though, due to a shortage of BAM artists. But I hope to learn. :D

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