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<blockquote data-quote="astriemer" data-source="post: 1978053" data-attributes="member: 19771"><p>I'm trying to come up with EoMr versions of some of the new spells from the Complete Adventurer handbook. Most of them are not giving me any trouble, but I am having to be "creative" with a few and was wanting some feedback.</p><p></p><p>Many of them are "Quick" spells. See Ryan's comment on a Quick duration enhancement <a href="http://www.enworld.org/showthread.php?t=115088" target="_blank">http://www.enworld.org/showthread.php?t=115088</a></p><p></p><p>I've listed the spells with their core write up and then a suggested EoMr version. Note that I want to as closely simulate the core spell as possible.</p><p></p><p><span style="color: DarkRed">Core Spell: </span></p><p><span style="color: DarkRed">Arrow Storm</span>Transmutation</p><p>Level: Ranger 4</p><p>Components: V</p><p>Casting Time: 1 swift action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 round</p><p></p><p>You can cast this spell only at the beginning of your turn, before you take any other actions. After casting arrow storm, you can use a full-round action to make one ranged attack with a bow with which you are proficient against every foe within a distance equal to the weapon’s range increment. You can attack a maximum number of individual targets equal to your character level. If you choose not to spend a full-round action in this fashion after casting this spell, the spell has no effect.</p><p></p><p><span style="color: DarkOliveGreen">EoMr version:</span></p><p><span style="color: DarkOliveGreen">Arrow Storm</span></p><p>Infuse Time 9/Gen 0</p><p>Total MP: 9</p><p>Duration: 1 round</p><p>Range: Personal</p><p>Area of Effect: You</p><p>Save: N/A</p><p>Spell Resistance: N/A</p><p>HD Threshold: N/A</p><p>See above.</p><p>Costs: 9 MP Infuse Time, 0 MP Swift duration</p><p>Notes: The cost is somewhat arbitrarily determined by adding the cost for 1 standard action and 1 extra attack to get to the approximate “cost” that a 4th level spell would cost and to represent “a bunch” of attacks.</p><p></p><p></p><p><span style="color: DarkRed">Core Spell:</span></p><p><span style="color: DarkRed">Distract Assailant</span></p><p>Enchantment (Compulsion) [Mind-affecting]</p><p>Level: Assassin 1, sorcerer/wizard 1</p><p>Components: V, S, M</p><p>Casting Time: 1 swift action</p><p>Range: Close</p><p>Target: One creature</p><p>Duration: 1 round</p><p>Saving Throw: will negates</p><p>Spell Resistance: Yes</p><p></p><p>The subject of this spell is distracted, flinching at blows that seem to come from the shadows. A creature affected by this spell is flat-footed until the beginning of its next turn.</p><p></p><p><span style="color: DarkOliveGreen">EoMr version:</span></p><p><span style="color: DarkOliveGreen">Distract Assailant</span></p><p>Charm Humanoid 1/Gen 1</p><p>Total MP: 2</p><p>Duration: 1 round</p><p>Range: Close</p><p>Area of Effect: one creature</p><p>Save: Will negates</p><p>Spell Resistance: yes</p><p>HD Threshold: 5 HD</p><p>See above.</p><p>Costs: 1 MP range, 0 MP swift duration, 1 MP confuse effect.</p><p>Scalable: extra MP to increase HD threshold.</p><p></p><p></p><p><span style="color: DarkRed">Core Spell:</span></p><p><span style="color: DarkRed">Golem Strike</span></p><p>Divination</p><p>Level: Sorcerer/wizard 1</p><p>Components: V</p><p>Casting Time: 1 swift action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 round</p><p></p><p>While this spell is in effect, you have a special connection to the arcane forces that animate constructs. For 1 round, you can deliver sneak attacks against constructs as if they were not immune to sneak attacks. To attack a construct in this manner, you must still meet the other requirements for making a sneak attack.</p><p>This spell applies only to sneak attack damage. It gives you no ability to affect constructs with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of constructs.</p><p></p><p></p><p><span style="color: DarkOliveGreen">EoMr version:</span></p><p><span style="color: DarkOliveGreen">Golem Strike (v.1)</span>Divination 5/Gen 0</p><p>Total MP: 5</p><p>Duration: 1 round</p><p>Range: Personal</p><p>Area of Effect: You</p><p>Save: N/A</p><p>Spell Resistance: N/A</p><p>HD Threshold: N/A</p><p>See above.</p><p>Costs: 0 MP swift duration, 5 MP discern lore</p><p></p><p><span style="color: DarkOliveGreen">Golem Strike (v.2)</span>Infuse Space 2/Gen 0</p><p>Total MP: 2</p><p>Duration: 1 round</p><p>Range: Personal</p><p>Area of Effect: You</p><p>Save: N/A</p><p>Spell Resistance: N/A</p><p>HD Threshold: N/A</p><p>See above.</p><p>Costs: 0 MP swift duration, 2 MP improved critical variation</p><p></p><p><span style="color: DarkRed">Core Spell:</span></p><p><span style="color: DarkRed">Absorb Weapon</span></p><p>Transmutation</p><p>Level: Assassin 3</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: One touched weapon not in another creature’s possession</p><p>Duration: 1 hour/level (D)</p><p>Saving Throw: will negates (object); see text</p><p>Spell Resistance: yes (object)</p><p></p><p>You can harmlessly absorb a weapon you are touching (even a poisoned one) into your arm, so long as it is not in another creature’s possession. The weapon must be a light weapon for you at the time you cast the spell. The absorbed weapon cannot be felt under the skin and doesn’t restrict your range of movement in any way. An absorbed weapon cannot be detected with even a careful search, although a detect magic spell reveals the presence of a magical aura. The only evidence of its presence is a faint blotch on your skin shaped vaguely like the weapon.</p><p>When you touch the spot (an action equivalent to drawing a weapon), or when the spell duration expires, the weapon appears in your hand and the spell ends. If you attack with the weapon in the same round that you retrieve it from its hiding place, you can attempt t a Bluff check to feint in combat as a free action, and you gain a +4 bonus on the Bluff check. An intelligent magic weapon gets a saving throw against this spell, but other weapons do not.</p><p></p><p></p><p><span style="color: DarkOliveGreen">EoMr version:</span></p><p><span style="color: DarkOliveGreen">Absorb Weapon</span></p><p>Transform Life 3/Gen 8</p><p>Total MP: 11</p><p>Duration: 1 day</p><p>Range: Touch</p><p>Area of Effect: one touched weapon not in another creature’s possession</p><p>Save: will negates (object); see text</p><p>Spell Resistance: Yes (object)</p><p>HD Threshold: N/A</p><p>See above.</p><p>Costs: 1 MP different element type, 2 MP combining, 8 MP duration</p><p></p><p></p><p><span style="color: DarkRed">Core Spell:</span></p><p><span style="color: DarkRed">Sniper’s Shot</span>Divination</p><p>Level: Assassin 1, ranger 1, sorcerer/wizard 1</p><p>Components: V, S</p><p>Casting Time: 1 swift action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 round</p><p></p><p>When you cast this spell, you extend and sharpen your perceptions for one devastating ranged attack. You next single ranged attack (if it is made before the start of your next turn) can be a sneak attack regardless of the distance between you and your target.</p><p>This spell doesn’t grant you the ability to make a sneak attack if you don’t already have that ability.</p><p></p><p></p><p><span style="color: DarkOliveGreen">EoMr version:</span></p><p><span style="color: DarkOliveGreen">Sniper’s Shot</span>Infuse Space 2/Gen 0</p><p>Total MP: 0</p><p>Duration: 1 round</p><p>Range: Personal</p><p>Area of Effect: You</p><p>Save: N/A</p><p>Spell Resistance: N/A</p><p>HD Threshold: N/A</p><p>See above.</p><p>Costs: 0 MP swift duration, 2 MP improved critical variant</p><p></p><p></p><p><span style="color: DarkRed">Core Spell:</span></p><p><span style="color: DarkRed">Hawkeye</span></p><p>Transmutation</p><p>Level: Druid 1, ranger 1</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 10 minutes/level (D)</p><p></p><p>This spell gives you the ability to see accurately at long distances. Your range increment for ranged weapons increases by 50%, and you gain a +5 competence bonus on Spot checks.</p><p></p><p></p><p><span style="color: DarkOliveGreen">EoMr version:</span></p><p><span style="color: DarkOliveGreen">Hawkeye</span>Infuse Space 1/Infuse Water 1/Gen 3</p><p>Total MP: 5</p><p>Duration: 1 hour</p><p>Range: Personal</p><p>Area of Effect: You</p><p>Save: N/A</p><p>Spell Resistance: N/A</p><p>HD Threshold: N/A</p><p>See above.</p><p>Costs: 3 MP medium duration, 1 MP infuse space to reduce distance, 1 MP spot bonus. </p><p></p><p></p><p><span style="color: DarkRed">Core Spell:</span></p><p><span style="color: DarkRed">Harmonic Chorus</span></p><p>Enchantment (Compulsion) [Mind-affecting]</p><p>Level: Bard 3</p><p>Components: V, S, F</p><p>Casting Time: 1 standard action</p><p>Range: Close</p><p>Target: One living creature</p><p>Duration: Concentration, up to 1 round/level (D)</p><p>Saving Throw: will negates (harmless)</p><p>Spell Resistance: yes</p><p></p><p>Harmonic chorus lets you improve the spellcasting ability of another spellcaster. For the duration of the spell, the subject gains a +2 morale bonus to caster level and a +2 morale bonus on save DCs for all spells she casts.</p><p></p><p></p><p><span style="color: DarkOliveGreen">EoMr version:</span></p><p><span style="color: DarkOliveGreen">Harmonic Chorus</span></p><p>Infuse Fire 3/Infuse Acid 5/Gen 1</p><p>Total MP: 9</p><p>Duration: Concentration</p><p>Range: Close</p><p>Area of Effect: one living creature</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: Yes</p><p>HD Threshold: N/A</p><p></p><p>Harmonic chorus lets you improve the spellcasting ability of another spellcaster. For the duration of the spell, the subject gains a +2 morale bonus to maximum spell MP and a +2 morale bonus on save DCs for all spells she casts.</p><p>Costs: 1 MP range, 5 MP infuse two stats, 3 MP infuse one stat </p><p>Notes: Costed for 2 stats to both cover either Wisdom based casters or Intelligence based casters. Costed for 1 stat to increase by +4 to estimate cost for +2 MP limit.</p><p></p><p><span style="color: DarkRed">Core Spell:</span></p><p><span style="color: DarkRed">Critical Strike</span>Divination</p><p>Level: Assassin 1, sorcerer/wizard 1</p><p>Components: V</p><p>Casting Time: 1 swift action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 round</p><p></p><p>While this spell is in effect, your melee attacks are more likely to strike a foe’s vital areas. Whenever you make a melee attack against a flanked foe or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, your weapon’s threat range is doubled (as if under the effect of keen edge), and you gain a +4 insight bonus on rolls made to confirm a critical hit. The increased threat range granted by this spell doesn’t stack with any other effect that increases your weapon’s threat range. Creatures immune to sneak attacks are immune to the extra damage dealt by your attacks. </p><p></p><p></p><p><span style="color: DarkOliveGreen">EoMr version:</span></p><p><span style="color: DarkOliveGreen">Critical Strike</span></p><p>Infuse Space 2/Infuse Force 1/Create Death 1/Gen 0</p><p>Total MP: 4</p><p>Duration: 1 round</p><p>Range: Personal</p><p>Area of Effect: You</p><p>Save: N/A</p><p>Spell Resistance: N/A</p><p>HD Threshold: N/A</p><p>See above.</p><p>Costs: 2 MP improve critical, 1 MP enhance attack, 0 MP quick duration, 1 MP elemental damage</p><p>Notes: I only spent 1 MP on the enhance attack as it does not increase the damage and it only applies to the critical roll. The create death elemental damage was the closest effect I could think of to simulate the extra d6 of damage with the special effect that it might affect non-living creatures, but doesn’t affect anything that isn’t subject to sneak attack damage.</p><p></p><p><span style="color: DarkRed">Core Spell:</span></p><p><span style="color: DarkRed">Embrace the Wild</span></p><p>Transmutation</p><p>Level: Druid 2, ranger 1</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 10 minutes/level (D)</p><p></p><p>This spell allows you to adopt the nature and some of the abilities of a particular animal. Upon casting the spell, you can choose any animal whose Hit Dice are equal to or less than your caster level. You retain your own form, but you gain the natural and extraordinary sense of the creature you choose, including blindsense, blindsight, darkvision, low-light vision, and scent, as applicable. You can also choose to replace either or both of your Listen and Spot check modifiers with those of the animal chosen.</p><p></p><p></p><p><span style="color: DarkOliveGreen">EoMr version:</span></p><p><span style="color: DarkOliveGreen">Embrace the Wild</span></p><p>Transform Animal 2/Gen 3</p><p>Total MP: 5</p><p>Duration: 1 hour</p><p>Range: Personal</p><p>Area of Effect: You</p><p>Save: N/A</p><p>Spell Resistance: N/A</p><p>HD Threshold: N/A</p><p></p><p>This spell allows you to adopt the nature and some of the abilities of a particular animal. Upon casting the spell, you can choose any animal whose Challenge Rating is equal to or less than ½. You retain your own form, but you gain the natural and extraordinary sense of the creature you choose, including blindsense, blindsight, darkvision, low-light vision, and scent, as applicable. You also gain any racial bonus to Listen and Spot check modifiers with those of the animal chosen.</p><p>For example, Baboon senses (CR ½) gives low-light vision, scent, and Listen and Spot checks of +5 (if better than your own). A Bat (CR 1/10) gives low-light vision, blindsense 20’, and +4 to Spot and Listen checks.</p><p>Costs: 3 MP duration, 2 MP transform unique form, 0 MP transform animal cantrip effect</p><p>Scalable: +2 MP to increase the challenge rating of the animal form to 1, +2 MP to increase the challenge rating of the animal by 1.</p><p>Notes: 2 MP cost to make the unique form not a cheaper way to get enhanced senses than using scry and/or infuse water.</p><p></p><p><span style="color: DarkRed">Core Spell:</span></p><p><span style="color: DarkRed">Guided Shot</span></p><p>Divination</p><p>Level: Ranger 1, sorcerer/wizard 1</p><p>Components: V</p><p>Casting Time: 1 swift action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 round</p><p></p><p>You use magical energy to briefly focus you mind and body on making a perfect shot. While this spell is in effect, your ranged attacks do not take a penalty due to distance.</p><p>In addition, while this spell is in effect, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover.</p><p>This spell does not provide any ability to exceed the maximum range of the weapon with which you are attacking, nor does it confer any ability to attack targets protected by total cover.</p><p></p><p></p><p><span style="color: DarkOliveGreen">EoMr version:</span></p><p><span style="color: DarkOliveGreen">Guided Shot</span></p><p>Infuse Force 1/Infuse Space 2/Gen 0</p><p>Total MP: 0</p><p>Duration: 1 round</p><p>Range: Personal</p><p>Area of Effect: You</p><p>Save: N/A</p><p>Spell Resistance: N/A</p><p>HD Threshold: N/A</p><p>See above.</p><p>Costs: 0 MP quick duration, 1 MP infuse force, 2 MP infuse space </p><p>Notes: Spent 1 MP on infuse force to get a +1 attack and damage which I estimated would be worth the equivalent of offsetting the range penalty (as most combat takes place within 1 range increment anyway). Spend 2 MP on infuse space to get the ignore concealment (4 MP infuse space lets you ignore any obstacle, so I estimated that ignoring cover was only ½ as effective).</p></blockquote><p></p>
[QUOTE="astriemer, post: 1978053, member: 19771"] I'm trying to come up with EoMr versions of some of the new spells from the Complete Adventurer handbook. Most of them are not giving me any trouble, but I am having to be "creative" with a few and was wanting some feedback. Many of them are "Quick" spells. See Ryan's comment on a Quick duration enhancement [url]http://www.enworld.org/showthread.php?t=115088[/url] I've listed the spells with their core write up and then a suggested EoMr version. Note that I want to as closely simulate the core spell as possible. [COLOR=DarkRed]Core Spell: Arrow Storm[/COLOR]Transmutation Level: Ranger 4 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round You can cast this spell only at the beginning of your turn, before you take any other actions. After casting arrow storm, you can use a full-round action to make one ranged attack with a bow with which you are proficient against every foe within a distance equal to the weapon’s range increment. You can attack a maximum number of individual targets equal to your character level. If you choose not to spend a full-round action in this fashion after casting this spell, the spell has no effect. [COLOR=DarkOliveGreen]EoMr version: Arrow Storm[/COLOR] Infuse Time 9/Gen 0 Total MP: 9 Duration: 1 round Range: Personal Area of Effect: You Save: N/A Spell Resistance: N/A HD Threshold: N/A See above. Costs: 9 MP Infuse Time, 0 MP Swift duration Notes: The cost is somewhat arbitrarily determined by adding the cost for 1 standard action and 1 extra attack to get to the approximate “cost” that a 4th level spell would cost and to represent “a bunch” of attacks. [COLOR=DarkRed]Core Spell: Distract Assailant[/COLOR] Enchantment (Compulsion) [Mind-affecting] Level: Assassin 1, sorcerer/wizard 1 Components: V, S, M Casting Time: 1 swift action Range: Close Target: One creature Duration: 1 round Saving Throw: will negates Spell Resistance: Yes The subject of this spell is distracted, flinching at blows that seem to come from the shadows. A creature affected by this spell is flat-footed until the beginning of its next turn. [COLOR=DarkOliveGreen]EoMr version: Distract Assailant[/COLOR] Charm Humanoid 1/Gen 1 Total MP: 2 Duration: 1 round Range: Close Area of Effect: one creature Save: Will negates Spell Resistance: yes HD Threshold: 5 HD See above. Costs: 1 MP range, 0 MP swift duration, 1 MP confuse effect. Scalable: extra MP to increase HD threshold. [COLOR=DarkRed]Core Spell: Golem Strike[/COLOR] Divination Level: Sorcerer/wizard 1 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round While this spell is in effect, you have a special connection to the arcane forces that animate constructs. For 1 round, you can deliver sneak attacks against constructs as if they were not immune to sneak attacks. To attack a construct in this manner, you must still meet the other requirements for making a sneak attack. This spell applies only to sneak attack damage. It gives you no ability to affect constructs with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of constructs. [COLOR=DarkOliveGreen]EoMr version: Golem Strike (v.1)[/COLOR]Divination 5/Gen 0 Total MP: 5 Duration: 1 round Range: Personal Area of Effect: You Save: N/A Spell Resistance: N/A HD Threshold: N/A See above. Costs: 0 MP swift duration, 5 MP discern lore [COLOR=DarkOliveGreen]Golem Strike (v.2)[/COLOR]Infuse Space 2/Gen 0 Total MP: 2 Duration: 1 round Range: Personal Area of Effect: You Save: N/A Spell Resistance: N/A HD Threshold: N/A See above. Costs: 0 MP swift duration, 2 MP improved critical variation [COLOR=DarkRed]Core Spell: Absorb Weapon[/COLOR] Transmutation Level: Assassin 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: One touched weapon not in another creature’s possession Duration: 1 hour/level (D) Saving Throw: will negates (object); see text Spell Resistance: yes (object) You can harmlessly absorb a weapon you are touching (even a poisoned one) into your arm, so long as it is not in another creature’s possession. The weapon must be a light weapon for you at the time you cast the spell. The absorbed weapon cannot be felt under the skin and doesn’t restrict your range of movement in any way. An absorbed weapon cannot be detected with even a careful search, although a detect magic spell reveals the presence of a magical aura. The only evidence of its presence is a faint blotch on your skin shaped vaguely like the weapon. When you touch the spot (an action equivalent to drawing a weapon), or when the spell duration expires, the weapon appears in your hand and the spell ends. If you attack with the weapon in the same round that you retrieve it from its hiding place, you can attempt t a Bluff check to feint in combat as a free action, and you gain a +4 bonus on the Bluff check. An intelligent magic weapon gets a saving throw against this spell, but other weapons do not. [COLOR=DarkOliveGreen]EoMr version: Absorb Weapon[/COLOR] Transform Life 3/Gen 8 Total MP: 11 Duration: 1 day Range: Touch Area of Effect: one touched weapon not in another creature’s possession Save: will negates (object); see text Spell Resistance: Yes (object) HD Threshold: N/A See above. Costs: 1 MP different element type, 2 MP combining, 8 MP duration [COLOR=DarkRed]Core Spell: Sniper’s Shot[/COLOR]Divination Level: Assassin 1, ranger 1, sorcerer/wizard 1 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round When you cast this spell, you extend and sharpen your perceptions for one devastating ranged attack. You next single ranged attack (if it is made before the start of your next turn) can be a sneak attack regardless of the distance between you and your target. This spell doesn’t grant you the ability to make a sneak attack if you don’t already have that ability. [COLOR=DarkOliveGreen]EoMr version: Sniper’s Shot[/COLOR]Infuse Space 2/Gen 0 Total MP: 0 Duration: 1 round Range: Personal Area of Effect: You Save: N/A Spell Resistance: N/A HD Threshold: N/A See above. Costs: 0 MP swift duration, 2 MP improved critical variant [COLOR=DarkRed]Core Spell: Hawkeye[/COLOR] Transmutation Level: Druid 1, ranger 1 Components: V Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D) This spell gives you the ability to see accurately at long distances. Your range increment for ranged weapons increases by 50%, and you gain a +5 competence bonus on Spot checks. [COLOR=DarkOliveGreen]EoMr version: Hawkeye[/COLOR]Infuse Space 1/Infuse Water 1/Gen 3 Total MP: 5 Duration: 1 hour Range: Personal Area of Effect: You Save: N/A Spell Resistance: N/A HD Threshold: N/A See above. Costs: 3 MP medium duration, 1 MP infuse space to reduce distance, 1 MP spot bonus. [COLOR=DarkRed]Core Spell: Harmonic Chorus[/COLOR] Enchantment (Compulsion) [Mind-affecting] Level: Bard 3 Components: V, S, F Casting Time: 1 standard action Range: Close Target: One living creature Duration: Concentration, up to 1 round/level (D) Saving Throw: will negates (harmless) Spell Resistance: yes Harmonic chorus lets you improve the spellcasting ability of another spellcaster. For the duration of the spell, the subject gains a +2 morale bonus to caster level and a +2 morale bonus on save DCs for all spells she casts. [COLOR=DarkOliveGreen]EoMr version: Harmonic Chorus[/COLOR] Infuse Fire 3/Infuse Acid 5/Gen 1 Total MP: 9 Duration: Concentration Range: Close Area of Effect: one living creature Save: Will negates (harmless) Spell Resistance: Yes HD Threshold: N/A Harmonic chorus lets you improve the spellcasting ability of another spellcaster. For the duration of the spell, the subject gains a +2 morale bonus to maximum spell MP and a +2 morale bonus on save DCs for all spells she casts. Costs: 1 MP range, 5 MP infuse two stats, 3 MP infuse one stat Notes: Costed for 2 stats to both cover either Wisdom based casters or Intelligence based casters. Costed for 1 stat to increase by +4 to estimate cost for +2 MP limit. [COLOR=DarkRed]Core Spell: Critical Strike[/COLOR]Divination Level: Assassin 1, sorcerer/wizard 1 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round While this spell is in effect, your melee attacks are more likely to strike a foe’s vital areas. Whenever you make a melee attack against a flanked foe or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, your weapon’s threat range is doubled (as if under the effect of keen edge), and you gain a +4 insight bonus on rolls made to confirm a critical hit. The increased threat range granted by this spell doesn’t stack with any other effect that increases your weapon’s threat range. Creatures immune to sneak attacks are immune to the extra damage dealt by your attacks. [COLOR=DarkOliveGreen]EoMr version: Critical Strike[/COLOR] Infuse Space 2/Infuse Force 1/Create Death 1/Gen 0 Total MP: 4 Duration: 1 round Range: Personal Area of Effect: You Save: N/A Spell Resistance: N/A HD Threshold: N/A See above. Costs: 2 MP improve critical, 1 MP enhance attack, 0 MP quick duration, 1 MP elemental damage Notes: I only spent 1 MP on the enhance attack as it does not increase the damage and it only applies to the critical roll. The create death elemental damage was the closest effect I could think of to simulate the extra d6 of damage with the special effect that it might affect non-living creatures, but doesn’t affect anything that isn’t subject to sneak attack damage. [COLOR=DarkRed]Core Spell: Embrace the Wild[/COLOR] Transmutation Level: Druid 2, ranger 1 Components: V Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D) This spell allows you to adopt the nature and some of the abilities of a particular animal. Upon casting the spell, you can choose any animal whose Hit Dice are equal to or less than your caster level. You retain your own form, but you gain the natural and extraordinary sense of the creature you choose, including blindsense, blindsight, darkvision, low-light vision, and scent, as applicable. You can also choose to replace either or both of your Listen and Spot check modifiers with those of the animal chosen. [COLOR=DarkOliveGreen]EoMr version: Embrace the Wild[/COLOR] Transform Animal 2/Gen 3 Total MP: 5 Duration: 1 hour Range: Personal Area of Effect: You Save: N/A Spell Resistance: N/A HD Threshold: N/A This spell allows you to adopt the nature and some of the abilities of a particular animal. Upon casting the spell, you can choose any animal whose Challenge Rating is equal to or less than ½. You retain your own form, but you gain the natural and extraordinary sense of the creature you choose, including blindsense, blindsight, darkvision, low-light vision, and scent, as applicable. You also gain any racial bonus to Listen and Spot check modifiers with those of the animal chosen. For example, Baboon senses (CR ½) gives low-light vision, scent, and Listen and Spot checks of +5 (if better than your own). A Bat (CR 1/10) gives low-light vision, blindsense 20’, and +4 to Spot and Listen checks. Costs: 3 MP duration, 2 MP transform unique form, 0 MP transform animal cantrip effect Scalable: +2 MP to increase the challenge rating of the animal form to 1, +2 MP to increase the challenge rating of the animal by 1. Notes: 2 MP cost to make the unique form not a cheaper way to get enhanced senses than using scry and/or infuse water. [COLOR=DarkRed]Core Spell: Guided Shot[/COLOR] Divination Level: Ranger 1, sorcerer/wizard 1 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round You use magical energy to briefly focus you mind and body on making a perfect shot. While this spell is in effect, your ranged attacks do not take a penalty due to distance. In addition, while this spell is in effect, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover. This spell does not provide any ability to exceed the maximum range of the weapon with which you are attacking, nor does it confer any ability to attack targets protected by total cover. [COLOR=DarkOliveGreen]EoMr version: Guided Shot[/COLOR] Infuse Force 1/Infuse Space 2/Gen 0 Total MP: 0 Duration: 1 round Range: Personal Area of Effect: You Save: N/A Spell Resistance: N/A HD Threshold: N/A See above. Costs: 0 MP quick duration, 1 MP infuse force, 2 MP infuse space Notes: Spent 1 MP on infuse force to get a +1 attack and damage which I estimated would be worth the equivalent of offsetting the range penalty (as most combat takes place within 1 range increment anyway). Spend 2 MP on infuse space to get the ignore concealment (4 MP infuse space lets you ignore any obstacle, so I estimated that ignoring cover was only ½ as effective). [/QUOTE]
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