Struggling with spell lists!


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Makes sense.

You could clean it up a bit more by changing the terms from 'Defense' to 'Body' and 'Mind'. "Make a MAG attack vs Mind", "Make a weapon attack vs Body", "The poison attacks your Body, dealing 2d6 damage", "The Mind-Flayer attacks your Mind, confusing you."

Of course you could then add a 'Soul' that is equal to CHA times 2 plus your level {calculated same as for monsters}, for those Social kind of conflicts and some specialized attacks by demons ;)
 


Here is one for the Druid in my group.. altho I am still waiting for him to send his signature spells over my way.

Path of Thorns (Plant said:
0: Thorns: Select one Impact weapon or one shield or one set of armor. The weapon deals +1d6 slashing damage, or the shield can be used as a spiked shield, or the armor deals 1d6 piercing damage to anyone who grabs, constricts, or engulfs you. This effect lasts for 1 minute
1: Splinter: Cast a wooden splinter at a target within 30', dealing 1d6 piercing damage on a hit (Mag vs Def)
2: Covered Portal: Brambles fill a 5' square, obscuring any medium sized passageway or door in that square. Creatures may push their way through with a STR vs 13, taking 1D6 slashing damage as they move through and destroying the bramble. They may also cut or burn through by dealing at least 20 points of damage. This bramble continues to live on naturally once the spell expires, but may wither and die rapidly depending on the season and locale.
3: Shillelagh: Summon a High Quality Cudgel to hand that deals 3d6 Impact damage as long as you have at least 1 rank of skill at Clubs. The Cudgel dissipates in 1 minute
4: Entangle: An area with a 20' radius within 30' explodes with a sudden burst of wild growth with plants and vines snatching at creatures. The area is considered heavy undergrowth and creatures struck by your Mag vs Mental Def attack have their speed reduced by 2 while in the area. The plants subside to normal after 1 minute
5: Wall of Thorns: Brambles fill up to 6 contiguous squares, starting at a point within 30' of you. The magically close behind creatures that push their way through, but can be destroyed with cuts and fire. These brambles last for 10 minutes before dissipating.
6: Spikes: As an action, cast a spike at a target within 30', dealing 1d6 piercing damage on a hit (Mag vs Def). The spell lasts for 1 minute.
7: Greater Shillelagh: Summon a MasterCraft Cudgel to Hand that deals 5d6 Impact damage, as long as you have at least 3 ranks of skill at Clubs. The cudgel ignores SOAK from Armor and shields, but dissipates in 1 minute.
8: : Spike Blast: A fan of Spikes blast in a cone reaching 30' in front of you, on a hit (Mag vs Def), deals 3d6 Piercing Damage, and causes the target to bleed 1d6 health at the start of their turn for the next 2 turns (Bleeding bypasses all SOAK).
9: Wall of Deadly Thorns: Create a Wall of Thorns that contains vicious, lashing vines and branches. At the start of the turn of any creature within 5' of the wall, these reach out and strike using your Mag vs Def, dealing 1d6 slashing damage on a hit.
10: Strangling Thorns: An area with a 30' radius within 30' explodes with a sudden burst of wild growth with thorn covered plants and vines snatching at creatures. The area is considered heavy undergrowth and creatures struck by your Mag vs Mental Def have their speed reduced by 4 while in the area. At the start of each creatures turn, the vines strick using your Mag vs Def, dealing 1d6 slashing damage on a hit. The plants subside to normal after 1 minute.
 

I realized I had mis-read the segment on 'Discerning'... will have to go back and clear all of those up. Its not 'select a number of targets equal to your LOG', but 'select a number of targets equal to the total MP of the spell.

But for today, a couple more inspired by a '5 iconic spells' thread.. which, BTW, I intend on continuing posting as you said this helps you get a better grasp on the spell system. There is a bit of art involved, but I will try to stick as close to the RAW. But sometimes, like in the Path of Thorns, the Evoke Lava environmental effect has the right mechanics for the Wall of Deadly Thorns.

Path of Magic Missiles(Force) said:
0: Ghost Touch: Select a weapon to enhance, that weapon can strike incorporeal creatures. This lasts for one minute
1: Magic Missile: Cast a bolt of force at a target within 30', creatures struck by your attack (Mag vs Mental Defence) take 1d6 Force damage.
2: Long Shot: Cast a bolt of force at a target within 100', creatures struck by your attack (Mag vs Mental Defence) take 1d6 Force damage.
3: Heavy Bolt: Cast a bolt of force at a target within 30', creatures struck by your attack (Mag vs Mental Defence) take 3d6 Force damage.
4: Multi-Missile: Cast up to 4 missiles at separate targets that are within an arc and 30' feet of you, creatures struck by your attack (Mag vs Mental Defence) take 2d6 Force damage.
5: Continuous Missile: For one minute you may spend an action to cast a Magic Missile at a target within 30'
6: Missile Barrage: Cast up to 6 missiles at separate targets that are within an arc and 100' feet of you, creatures struck by your attack (Mag vs Mental Defence) take 1d6 Force damage.
7: Forceful Blast: Cast a barrage of missiles in a 30' cone, creatures struck by your attach (Mag vs Defence) take 2d6 Force damage and fall prone.
8: Heavy Barrage: Cast up to 8 missiles at separate targets that are within an arc and 100' feet of you, creatures struck by your attack (Mag vs Mental Defence) take 3d6 Force damage.
9: Annihilation Bolt: Cast a bolt of force at a target within 30', creatures struck by your attack (Mag vs Mental Defence) take 9d6 Force damage.
10: Ballista Barrage: Cast up to 10 missiles at separate targets that are within an arc and 100' feet of you, creatures struck by your attack (Mag vs Mental Defence) take 5d6 Force damage.
13: Distant Touch: As long as you can see that far, cast a Magic Missile at a target within one mile.

Path of Tim said:
0: Flaming Weapon: Select a weapon to enhance, that weapon deals an additional +1d6 Fire. This lasts for one minute
1: Fire Dart: Cast a bolt of fire at a target within 30', creatures struck by your attack (Mag vs Mental Defence) take 1d6 Fire damage.
2: Fire Bolt: Cast a bolt of fire at a target within 100', creatures struck by your attack (Mag vs Mental Defence) take 1d6 Fire damage.
3: Fire Fan: Spray fire in an arc, creatures within 30' struck by your attack (Mag vs Mental Defence) take 1d6 Fire damage.
4: Blazing Path: Strike the ground and blaze of fire shoots up and raced 20 squares, creatures in the path struck by your attack (Mag vs Mental Defence) take 1d6 Fire damage.
5: Fire Ball: Select a 20' area within 100' to ignite a ball of fire. Creatures that are struck by your attack (Mag vs Mental Defence) take 1d6 Fire damage. Flammable material such as exposed oil or paper catches fire.
6: Meteor Strike: Launch a flaming sphere at a 10' target within 500'. Creatures that are struck by your attack (Mag vs Mental Defence) take 2d6 Fire damage. Flammable material such as exposed oil or paper catches fire.
7: Fuel-Air Explosive: Select a 30' area within 100' to ignite a mist of highly flammable liquid. The resulting explosion of fire wraps around barriers and ignores cover. Creatures that are struck by your attack (Mag vs Mental Defence) take 2d6 Fire damage. Flammable material such as exposed oil or paper catches fire.
8: Lesser Meteor Shower: Launch a flaming sphere that splits into multiple meteors and strike at a 30' target within 500'. Creatures that are struck by your attack (Mag vs Mental Defence) take 2d6 Fire damage. Flammable material such as exposed oil or paper catches fire.
9: Searing Fire Ball: Cast a Fireball that deals 2d6 Fire damage. In addition creatures and objects in the area catch fire taking 1d6 Fire damage at the start of their turn. If the creature has SOAK Fire 5, they do not catch on fire. They may take and action to extinguish the flames with an AGI vs 13.
10: Thermonuclear Grenade: Select a 10' area within 30' to incinerate. Targets within the area struck by your attack (Mag vs Mental Defence) take 1d6 Fire damage. All objects and creatures catch fire, even stone, and take 1d6 Fire damage at the start of the turn. This damage ignores the SOAK of objects. Normally non-flammable items stop burning after a minute or when someone spends an action to put the fire out. Extinguishing the fire requires an AGI vs 21. This is reduced to AGI vs 16 if you have SOAK Fire 10, or to AGI vs 13 if you have SOAK Fire 20, AGI vs 10 with SOAK Fire 30, AGI vs 6 with SOAK Fire 40, and immune to the effect if you have a SOAK Fire of 50 or better.
11: Greater Meteor Shower: Launch a flaming sphere that splits into multiple meteors and strike at a 30' target within 500'. Creatures that are struck by your attack (Mag vs Mental Defence) take 5d6 Fire damage. Flammable material such as exposed oil or paper catches fire.

Path of Prestidigitation(force said:
0: Dancing Lights: A handful of shimmering, obviously magical lights dart about and around you, dimly lighting your square. The lights fizzle out after a minute.
1: Mud Mold: Shape a small object out of dirt or clay which can be anything values at 2GC or less. This object is crude and obviously magical but functions normally. The object lasts for 10 minutes and then crumbles into dust.
1: Hat of Disguise: Don a figurative hat and alter your appearance, granting a 2d bonus to an attempt to disguise yourself. This bonus lasts for 10 minutes.
1: Mage Hand: Concentrate to summon a floating hand that is capable of lifting up to 10 pounds or manipulating simple, light objects. The hand disappears if it goes farther than 30' from you or when the spell ends after one minute
1: Translate: Choose one language, for one minute you can understand, read, and write that language
1: Dowse Water: If you succeed at a Mag vs 13 check, you learn the direction to the nearest body of water.If you beat the check by 10 or more, you learn the specific distance, depth, and approximate size of the body of water.
1: Dab of Spice: Intensify the aroma and taste of a meal, but chow down quickly! The chef gets a bonus 2d to his culinary check, but only if the meal is consumed within 10 minutes.
0: Mend Wood: Repair 1d6 damage to wooden objects
1: Gloom: Touch an object, which radiates shadows over a 20' area. This obscures vision similar to the darkness of a moonlit night. The gloom fades after 10 minutes.
1: Hidey Hole: Touch an object to create and open rift in space that leads to a small compartment or closet. You can open or close the entryway with two actions. The compartment ceases to exist after 10 minutes, expelling anything left inside unceremoniously out into the normal world. Warning, there is not much air so if you are hiding you better hold your breath!

And because I have trouble with tables that don't fully scale... I know, I need to see a therapist about this habit... here is an expanded spell duration cost chart:
Code:
Duration	Spell	Contigency
1 Round		0	
1 Minute	1	0
half hour	2	1
1 Hour		3	2
5 Hours		4	
10 Hours 	5	3
15 Hours	6	
20 Hours	7	
1 Day		8	4
2 Days		10	
3 Days		12		
4 Days		14	5
5 Days		16	
6 Days		18	
1 Week		20	7
2 Weeks		40	8
3 Weeks		80	9
1 Month		120	10
3 Months	240	11
6 Months	500	12
9 Months	1000	13
Year		1500	14
Not sure if anyone would ever cast a Year long spell for 1500 MP.. but hey, I am a completist :)
 

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