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 Spells - Changes and New Spells

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Registration date : 2008-10-11

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PostSubject: Spells - Changes and New Spells   Spells - Changes and New Spells EmptyWed Mar 04, 2009 3:52 am

Component Pouches:
Component pouches are required to cast any spell that requires a component (from PHB and Magic of Faerun). You may take Eschew materials and any spell that requires a component cheaper than 1 gold does not need the pouch. The pouches have 50 charges on them and the level of the spell is subtracted from the charges until it is depleted. More pouches can be purchased in various shops. Spells costing more than 1 gold will be taken directly from the caster.

Deity Focus:
Some spells require a deity focus. If the player does not have a deity set, they cannot cast the spell. If you would like to change or set your deity, do so at the log in screen. Also, some spells have different effects based on deities.

---------------------- Neverwinter Nights Edited Spells ----------------------
-The spell is cast on an object or placeable. If the caster's level +10 beats the lock DC, the door will unlock.

True Sight
-The caster gains the ability to see invisible creatures and also gains darkvision. Spell may receive further updates

Shelgarn's Persistent Blade
-The spell now lasts much longer

Summon Creature 1-9
-Five different summons are available per Summon Creature Level (making 45 total)

Ray of Frost
-The target, if hit, will make a reflex which, if failed, will apply a slow effect

Resurrection & Raise Dead
-The caster will meditate for a few moments in order to raise the dead corpse. This is to imitate the intensity of these spells which should cause danger and alarm in combat.

Black Blade of Disaster
-Can be dispelled with greater dispel and Dimensional Anchor and counter spelled with gate (as per Magic of Faerun)

---------------------- Server Custom Spells ----------------------
Alter Self
-The caster is able to alter their shape to that of another humanoid.

Arcane Eye
-You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. (This spell adds a "feat" to your list when it is cast. This is how one moves with this spell. Also, if used on a door, the player will move to its transition destination. If a locked door is in the way that has no destination, the floor behind the door may be selected and the player will hop to that spot).

Bless Water
-The caster is able to take plain water and turn it into holy water.

Calm Animal
-An area of effect spell. 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.

Comprehend Languages
-The character is able to comprehend other languages (but not speak)

Cure Light Wounds, Mass
-Area of effect spell that heals those around the caster as Cure Light Wounds

Dimensional Anchor
-Prevent others from using Dimension Door, Teleport, Sanctuary, and Gate. Banishes Black Blade of Disaster

Dimensional Door
-Travel through an inter-dimensional Door to another location in your area

Disguise Self
-Manipulate your physical appearance by changing hair and skin color, facial features, or the girth of your body.

Disrupt Undead
-You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Deep Slumber
-Like sleep but at a higher strength

Detect Scrying
-Detect if someone is scrying on you

Enlarge Person
-The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Enlarge Person, Mass
-As above but as an area of effect (only affects those in your party)

Fire Seeds
-Create Acorn grenades out of acorns or Holly Berry Bombs from holly berries. The acorn grenades can be thrown to cause fire damage. The holly berry bombs are set and will combust at the call of the caster.

-You become able to fly and move at a higher speed.

- The caster gains +30 to bluff checks

-Glitter falls upon the designated location causing enemies to make a save or go blind and also causes any creature entering to take a minus forty to hide

-Cast on berries, they will then heal 1 hitpoint when eaten.

-This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

Heroism, Greater
-This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).

Halt Undead
-This spell renders as many as three undead creatures immobile. A non-intelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.

Inflict Light Wounds, Mass
-Like inflict light wounds except works as an area of effect

-This spell increases your base land speed by 10 feet.

-Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Listen and Spot checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect.

Master Air
-The caster sprouts wings of a bird or a bat (caster chooses), is able to fly, and moves faster

Mirror Image
-Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). They don't do damage and are easily slain but cause confusion to any trying to discern which is the caster.

-You become invisible, and at the same time, an illusory double of you appears. You can walk away and it will remain. You will also receive a widget that allows you to speak through or move the image to where you like.

Obscure Object
-Protects the caster from scrying

-Open or close a door or a placeable that can be opened.

Baleful Polymorph
-Cast on a creature, they turn into one of five fairly helpless creatures. The caster chooses which.

-Like barbarian rage without the ill effects.

Reduce Person
-This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

Reduce Person, Mass
-As above but as an area of effect. Only affects creatures in the party

-The caster is able to spy on the person of their choosing. The caster follows them around and sees and hears what they see and hear.

-Your own non-magical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls per four levels max of 5 and +1d6 bludgeoning damage. You also receive +1 deflection AC per four levels max of 5

Summon Instrument
-This spell summons one handheld musical instrument of your choice. The caster can choose one of five

Summon Swarm (of vermin)
-The caster summons a swarm of vermin that attack anything and everything. The caster chooses one of three types.

Song of Discord
-This spell causes those within the area to turn on each other rather than attack their foes

Spiritual Weapon
-The caster calls forth a weapon of their deity to fight by their side. The type of weapon varies on the deity worshiped. If the deity is not reconized, it will choose one of three weapons depending on alignment.

Touch of Idiocy
-With a touch, you reduce the target’s mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target’s Intelligence, Wisdom, and Charisma scores.

-You teleport yourself and possibly another person in your party depending on your caster level. The place the caster can teleport must be "memorized" using the soul widget.

Undetectable Alignment
-An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.

-You throw your voice where you choose. Can be used to distract foes and move them to where the voice came from. (If a creature is near where the sound came from, they make a will save to believe it was made by magical means)

Water Breathing
-Not sure what this does... Smile

Zone of Silence
-The caster creates an area around him/herself in which none outside can hear what is being said by anyone in the zone. Those inside the zone can hear and speak without being heard.

More information can be found here

The spells were scripted to follow as closely as possible to the 3.5 rules but some had to be modified to fit within the possibilities of the engine.
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Number of posts : 77
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PostSubject: Re: Spells - Changes and New Spells   Spells - Changes and New Spells EmptyFri Mar 13, 2009 11:48 am

-Updated Ventriloquism spell
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PostSubject: Re: Spells - Changes and New Spells   Spells - Changes and New Spells EmptySun Aug 30, 2009 9:07 pm

Shillelagh spell updated 8/30/09
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