Difference between revisions of "Spells"

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'''These needs to be looked over and merged with [[Spell]]s.'''
This is a page for new or modified spells. Or go back to [[Magic]].
This is a page for new or modified spells. Or go back to [[Magic]].


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The spell creates 1/3 as many Sparks as Create Spark, but they last for 72 hours instead of 24.
The spell creates 1/3 as many Sparks as Create Spark, but they last for 72 hours instead of 24.


{{Roleplaying}}








[[Category:Outdated]]
[[Category:House rules]]
[[Category:House rules]]
[[Category:Roleplaying]]

Revision as of 21:24, 13 September 2015

These needs to be looked over and merged with Spells.


This is a page for new or modified spells. Or go back to Magic.




Detect Magic

Can now be cast spontenously by arcane casters. The caster may substitute a Twinkle with a lvl 0 spell slot.

In the first turn it does not detect spell residue, but in the second it becomes visible if the caster suceeds on a Spellcraft check matching the DC of the residue.

Invisibility (all)

Regardless of which feats the caster has, this spell includes a free metamagic enhancement of Spell Trickery. The DC is 20 for most Invisibility spells (and effects) and 30 for Greater Invisibility. The caster has to choose to make it a power or intrication enhancement even if she has no Spell Trickery feat. If the caster has both feats, she can make it a combined enhancement.


Knockout

Enchantment (Compulsion) [Mind-affecting]

Level: Sor/Wiz 1

Components S, M, F

Casting time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Effect: Ray

Duration: 1 min/lvl

Saving Throw: None

Spell Resistance: Yes


You can temporarily knock out a creature of up to 4 Hit Dice with a ray attack. The ray is transparent, and looks like heated air. A character extecting a spell to be cast can take a Spot check of DC15 to notice it (DC25 to spontaneously notice it). The ray requires a ranged touch attack to hit and knocks the creature unconscious if it hits. Knocked out creatures are helpless. If the creature is attacked or dealt damage to, it wakes up, but is otherwise impervious to attempts of being woken up. For the purpose of this spell, an attack is as described on the Invisibility spell (PH p245).

Material Component: One or more drops of strong spirits. Focus: A miniature club or mace worth at least 25gp.


Prestitignation

Can be spontaneously cast by casters with this spell in their list. The spell slot can be substituted with 3 Twinkles.


Resuscitation

  • School conjuration (healing); Level cleric 1, druid 1
  • Components: V, S, M (spirits 500gp), F (needle 1000gp)
  • Casting Time: 5 rounds
  • Range: Touch
  • Target: Dead creature touched.
  • Duration: Instantaneous
  • Saving Throw: None
  • Spell Resistance: Yes (harmless)

As the needle is stuck into the chest of the deceased person and the distilled spirits are applied together with chanting and somatic guestures, she is brought back to life and is conscious for at least 6 seconds. The target must have more hit points than a lethal amount, have all pertient body parts attached and having been dead for less than 2+D2 minutes.

If the target has less than 0 hit points, she is now dying and becomes unconscious after 1 round. If she has more than -1 hit points, she stays conscious and is not dying. The target retains any disease, poison, bleeding or other effects that have not been dealt with before casting resuscitation.

A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.

(Use only if Wounds are used) After being resuscitated, the target now has a Mortal Wound. A Mortal Wound is a Wound at base x4 with a -4 penalty (no Heal Check, since the character already would have recieved magical healing or a heal check to survive).

If the target has less hit points than her maximum negative hit points, she immediately dies again after 6 seconds.

Note that it's likely other spells will be needed to patch up the body before resuscitations begin.

Material Component: Alechemically distilled spirits worth at least 500gp.

Focus: An enchanted adamantine needle worth at least 1000gp.

See Magic

Divination

Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1

Components: V, S

Casting Time: 1 standard action

Range: 60 ft.

Area: Cone-shaped emanation

Duration: 1 min/level

Saving Throw: None

Spell Resistance: No


As Detect Magic, except: The caster may substitute a Spark with the lvl 1 spell slot, sees auras and their strength in the first round, only require concentration for the rounds it's used and stays active for the full duration automatically.


Sparks

An idea used for DnD for smaller amounts of energy than a full spell slot. I haven't yet thought on how to implement this into Pathfinder or my campaigns, but one Spark is the equivalent of a lvl 0 spell in DnD (or 1/3 a spell slot) and a Twinkle is a 10th of that.


Create Spark

Level: 0

Casting Time: 1 Standard Action

Creates three Sparks per spell level used (level 0 spells create 1 Spark). See Table 1:1 Sparks. The Sparks last for a 24-hour period or until used.


For example: casting Create Sparks with a lvl 2 spell slot will create six Sparks that the caster can use in the next 24 hours. Note that if the caster casts the Create Sparks spell just before resting, normal limiting rules apply.

Note that Sparks can not be used to spontaneously cast (or prepare) regular spells.


Create Lasting Spark

Level: 2

As Create Spark, only that the spell must be cast during spell preparation and takes 1 minute per spell level (level 0 spells takes 30 seconds) and creates Lasting Sparks instead of regular Sparks.


The spell creates 1/3 as many Sparks as Create Spark, but they last for 72 hours instead of 24.


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