Author Topic: Spellcasting Rebuild [WIP]  (Read 732 times)

Offline Stratovarius

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Spellcasting Rebuild [WIP]
« on: April 25, 2014, 08:38:51 AM »
So, this thread is going to be where the WIP rebuild of Ancient Spellcasting goes until it's finish. Right now, I'm just collecting all target, area, and effect types in a big long list to rebuild the Spell Seed parts.

Otherwise, assume the basic rules for this system are the same as in Ancient Spellcasting.

Offline Stratovarius

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Re: Spellcasting Rebuild [WIP]
« Reply #1 on: April 25, 2014, 09:04:50 AM »
Ranged Touch Attack
Touch Attack
Up to one target per two levels, no two of which can be more than 30 ft. apart
Up to one target per level, all within 30 ft. of each other
Racial type(s), up to HD cap
One small object per level
One Large plant per three caster levels or all plants within range
One ropelike object, length up to 50 ft. + 5 ft./level
One object
The door, chest, or portal touched, up to 30 sq. ft./level in size
One creature

Fog spreads in 20-ft. radius, 20 ft. high
20-ft.-radius emanation
10-ft.-radius emanation, centred on caster
One location (up to a 10-ft. cube/level)
All enemies within 50 ft.
20-ft.-radius spread
Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high
40-ft.-radius spread
15 ft. Cone-shaped burst

Initial impact, then once every X rounds/level
1/round level
1/min level
10 min/level
2 hours/level

Acid damage
Temporary hit points
Morale bonus to attack
Morale bonus to fear saves
Air Walk
Makes a weapon good, evil, lawful, or chaotic to pass DR
Alter Self
Analyze Dweomer
Increase size category by one, granting +8 Str, +4 Con, -2 Dex, NA +2. Gear enlarges as appropriate.
Damage Reduction X/magic
Resistance bonus to saving throws
Animal Messenger
Transform target into an animal of caster's choice, using alternate form to determine new abilities. Max HD of animal = caster level
Animate Dead
Animate Object
Animate Plants
Animate Rope
Hemispherical energy field that prevents the entrance of most types of living creatures: animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin
Antimagic Field
Cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.
Create an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants.
Arcane Eye
Magically lock door, chest, or portal. Caster can freely pass his lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell.
Arcane Mark
Arcane Sight
Arcane Sight, Greater
Astral Projection
Baleful Polymorph
Penalty on attack rolls
Penalty on fear saves
Enhancement bonus to natural armour
Enhancement bonus to ability score
Bestow Curse
Evard's Spiked Tentacles of Forced Intrusion
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level. A blade barrier provides cover against attacks made through it.
Imbue a flask (1 pint) of water with positive energy, turning it into holy water.
Make a weapon strike true against [alignment] foes. The weapon has a +1 enhancement bonus for the purpose of bypassing the damage reduction of [alignment] creatures or striking [alignment] incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon becomes [opposite alignment], and can bypass that DR. Arrows or bolts can be targeted, but affected projectile weapons don’t confer the benefit to projectiles they shoot. All critical hit rolls against [alignment] foes are automatically successful.
Wither a single plant of any size. An affected plant creature takes 1d6 points of damage per level. Destroys non-creature plants outright.
Blind target
Deafen target
Grant the subject concealment (20% miss chance)
Break Enchantment
Fire damage
Call lightning bolts that deal 3d10 damage. 1/round for duration, max of caster level bolts. Each bolt is 5 ft wide. Greater version uses 5d10 bolts.
Render target docile and harmless for duration. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
« Last Edit: April 25, 2014, 09:37:54 AM by Stratovarius »