Filling holes in the core spell list:Stracia's Inane Highly Addictive Chant added 5-3

Destil

Explorer
What sort of gaps are there in the core rules spells? I'm talking about things like this:
Hong said:
(Aside: D&D could do with a spell to remove ability drain as a standard action. Restoration takes 3 rounds, and greater res 10 minutes.)
(http://www.enworld.org/showpost.php?p=3471636&postcount=134)

Likewise druids could use the ability to remove level loss / energy drain.

And with heal moved up to 5th level there should be some sort of healing spell between Cure Critical and heal.

What else is missing?

Rejuvenate
Conjuration (healing) [Positive]
Level: Druid 7
Components: V, S, F
Casting Time: 1 action.
Range: Touch
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Rejuvenate dispels all magical effects reducing any of the subject’s abilities and dispels 1 negative level afflicting the healed creature.

The creature is also cured of ability damage and ability drain to a single ability of your choice, at the rate of 1d4 points per round.

This spell also eliminates any fatigue or exhaustion suffered by the target.
Focus: A unicorn horn, requiring one week of preparation by the druid and costing 100 GP.

Rejuvenate, Greater
Level: Druid 9
Components: V, S, F
Casting Time: 1 action.

This spell functions as rejuvenate, except it dispels 1d4 negative levels. It also heals 2d4 points of ability damage and drain to all ability scores each round.

This spell also removes all forms of insanity, confusion, and similar mental effects.

Focus: A unicorn horn, requiring one month of preparation by the druid and costing 100 GP.

Restore
Level: Cleric 6
Components: V, S, F
Casting Time: 1 action.
Range: Touch
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Restore dispels all magical effects reducing any of the subject’s abilities, dispels 1d4 negative levels afflicting the healed creature, and cures all ability damage and ability drain to a single ability of your choice.

This spell also eliminates any fatigue or exhaustion suffered by the target.

Focus: A holy reliquary of healing, costing at least 1000 GP.

Restore, Greater
Level: Cleric 8
Components: V, S, F
Casting Time: 1 action.

This spell functions like restore, except it dispels 2d4 negative levels afflicting the healed creature and cures all ability damage and ability drain to all ability scores.
This spell also removes all forms of insanity, confusion, and similar mental effects.
Focus: A holy reliquary of healing, costing at least 5000 GP.

Rejuvenation
Conjuration (Healing) [Positive]
Level: Druid 5
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: 1 living creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions like lesser restoration, except that it also dispels 1d4 negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.

Rejuvenation slowly cures temporary ability damage, curing 1d4 points upon casting and one additional point each hour until the subject is fully cured. It restores points permanently drained from a single ability score, again at a rate curing 1d4 points upon casting and one per hour afterworld. Any subsequent ability damage or drain suffered before this is complete is not healed, however. It also eliminates any fatigue or exhaustion suffered by the target.

Material Component: Herbs and incense worth 100 GP that are burnt as part of the casting of the spell.

Rejuvenation, Greater
Level: Druid 8
Components: V, S, XP
Casting Time: 1 hour

This spell functions like rejuvenation, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.

Greater rejuvenation also cures temporary ability damage to all abilities and restores points permanently drained from all ability scores, both at a rate of 1d4 points initially and 1d4 per minute afterwards for all ability scores.

Greater rejuvenation also dispels all magical effects penalizing the creature’s abilities, eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects.

XP Cost: 750 XP.

Cure Lethal Wounds
Conjuration (healing) [Positive]
Level: Cleric 5 / Druid 6

As ''cure light wounds'', except ''cure lethal wounds'' heals 8d8 points of damage + 1 point per caster level (maximum+25).
 
Last edited:

log in or register to remove this ad

Conjuration (Creation) [Acid] spells above 2nd level. (We've got level 0 and level 2 covered nicely.) Like acid arrow, these spells should be less efficient than the Evocation spells of the same level, but ignore SR and preferably have no save.

Cheers, -- N
 

Nifft said:
Conjuration (Creation) [Acid] spells above 2nd level. (We've got level 0 and level 2 covered nicely.) Like acid arrow, these spells should be less efficient than the Evocation spells of the same level, but ignore SR and preferably have no save.

Cheers, -- N

Don't forget about acid fog at 6th level.

Later
silver
 

Nifft said:
Conjuration (Creation) [Acid] spells above 2nd level. (We've got level 0 and level 2 covered nicely.) Like acid arrow, these spells should be less efficient than the Evocation spells of the same level, but ignore SR and preferably have no save.

Cheers, -- N
Good one, Nifft. I've been thinking about more offensive conjuration [creation] spells at higher levels in general a lot recently, to help get around SR (perhaps with fewer logical flaws than the orb series), and such spells were on my short list of possibilities...

Acid Jet
Conjuration (creation) [Acid]
Level: Sor / Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft + 10 ft / level)
Effect: A jet of deadly acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

This spell creates a stream of acid, a successful ranged touch attack (ray) deals 1d4 acid damage per level (max 15d4).

Material Component: A pinch of sulfur and a drop of water.

Acid Bath
Conjuration (creation) [Acid]
Level: Sor / Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft + 5 ft / 2 levels)
Area: Acid coats everything within a 10' x 10' x 10' cube
Effect: Conjured sphere of caustic acid
Duration: Instantaneous
Saving Throw: Reflex partial (see text)
Spell Resistance: None

Acid bath creates a huge sphere of acid in the target area. Anything within the area is initially dealt 1d6 damage per two caster levels (max 10d6), a successfully reflex save halves this damage. In addition anything that fails this save is coated in acid and takes half as many dice of damage (round up) on each successive round as the acid continues to burn unless somehow neutralized: a 20th level caster would deal 10d6 initial damage, 5d6 on the second round, 3d6 on the third, 2d6 on the fourth and finally 1d6 on the 5th.

Material Component: A pinch of lye.

Avalanche
Conjuration (creation) [Earth][Cold]
Level: Dru 8, Sor / Wiz 9
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft + 10 ft / level)
Area: Cylinder 100 ft. high, 20 ft. radius (see text)
Effect: Conjured pillar of ice and crushing rock
Duration: Instantaneous
Saving Throw: Reflex half (see text)
Spell Resistance: None

This spell creates a massive amount of falling rock and ice to crush and bury targets. The primary area of effect a cylinder, everything within this area takes 1d6 damage per level (maximum 20d6), half cold and half bludgeoning. In addition to the damage any creature that fails the reflex saving throw within this area is buried within the rubble, a creature that makes the save is instead entrapped.

The mass of boulders, ice and rocks spills out across the ground as well, creating a secondary area of effect: any creature on the ground within a 20 foot to 40 foot radius takes 1d6 damage per two caster levels (max 10d6), a reflex save negates this damage. Creatures that fails their saves are entrapped within the rubble.

Buried creatures take 1d6 points of nonlethal damage per minute. If a buried creature falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

An entrapped creature can not free themselves until they succeed in a DC 24 Strength or Escape Artist check (they can also be pulled free by allies at the same Strength check DC). Being entrapped prevents movement. An entrapped and takes a -8 penalty on all attack rolls and a -8 penalty to Dexterity. An entrapped character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.

Material Component: A tiny horn.
 
Last edited:

Michael Silverbane said:
Don't forget about acid fog at 6th level.

Good call. So the missing levels are 4 and 8 (or 9).

Let's see...

Acid Pilum
Conjuration (Creation) [Acid]
Level: Sor/Wiz 4
Components: V, S, M, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One javelin of acid
Duration: 2 rounds + 1 round per six levels
Saving Throw: None
Spell Resistance: No

A magical javelin of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The javelin deals 6d4 points of acid damage, and additionally 2d4 splash damage to adjacent creatures. For every six caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 6d4 points of damage in that round.

Additionally, while the acid persists, the primary target is Entangled (though not anchored).

Material Component
Powdered rhubarb leaf and an adder’s stomach.

Focus
A dart.

- - -

Elder Tentacles
Conjuration (Creation) [Acid, Force]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 5 rounds
Saving Throw: None
Spell Resistance: No

This spell duplicates the effects of black tentacles and acid fog, except as follows. Those within the fog cloud, no matter what elevation, are grappled by rubbery tentacles and held fast.

Those within the cloud suffer 4d6 acid damage on your action.

The tentacles are [Force] effects, and can grapple incorporeal or ethereal creatures with no miss chance. (The acid damage still suffers an incorporeal miss chance.)

Material Component
A piece of tentacle from an aboleth or grell.

- - -

If the above were a 9th level spell, it would additionally provide the benefit of dimension lock for its duration. Now that would be an evil spell combo! :]

Cheers, -- N

EDIT: Nerfed slightly and renamed. I'm now happy having Elder Tentacles at the same level as Incendiary Cloud.
 
Last edited:

In replacing the names from the core rules with new ones for my game (No Tenser in Eberron IMC) I found I needed to consolidate things to keep them reasonable. Tasha and Otto for instance have similar spells. They both became Stracia, but she needed at least one more spell...

Stracia's Inane, Highly Addictive Chant
Enchantment (Compulsion) [Language Dependent]
Level: Sor/Wiz 4, Brd 3
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 feet + 5 ft / 2 levels)
Target: One creature (see text)
Duration: 1d4 rounds / 4 levels (maximum 4d4 rounds)
Saving Throw: Will Partial
Spell Resistance: Yes

This spell is used to annoy opponents and deny them the ability to cast spells. The target must make a will saving throw, on failure they begin chanting a short (one verse) song of the caster's choice (usually a very annoying one). A chanting creature can not communicate verbally nor can they normally cast any spells with verbal components. Bardic music is also difficult but not impossible while chanting, a bard can attempt to harmonize their music into the chant but must make a preform check each round to do so, the DC is equal to the Stracia's Inane, Highly Addictive Chant's saving throw DC.

On a successful save the target still gets the chant stuck in their head. This causes a -2 moral penalty to Will saving throws until the chanting stops or they can no longer hear it.

The spell can not affect creatures with a sufficiently different voice from your own (typically a human like voice) or with an Intelligence of 2 or less. Creatures who do not speak the language of the chant receive a +4 bonus to their saving throw.

Each round on the casters action 1d4 random creatures within range of anyone chanting must make a save or be affected by the spell as well (creatures who can not be affected because of low Int score or a previous save against this spell do not count for this random selection). Everyone chants in unison, and each chanter that can be heard causes a cumulative -1 moral penalty to saving throws. The caster herself is immune, and during casting she can select up to one additional creature per level that the spell will not affect.

Verbal components: The tune to be chanted and a short taunt. By default "Chant, chant, chant, chant, chant the stupid song!" and "Come on, you know the words!"

Focus: A baton.

Level too high? Mechanics too cumbersome? Too annoying? (I hope so for the last one!)
 
Last edited:

Remove ads

Top