Spells

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Schools of magic:

  • Abjuration         (Abj)
  • Conjuration       (Conj)
  • Divination         (Div)
  • Enchantment     (Ench)
  • Evocation          (Evoc)
  • Illusion              (Illus)
  • Necromancy      (Necr)
  • Transmutation   (Trans)

AoE spells:

Spell                                          Limit per location                           Stacking

Acid Fog                                               3                                              No

Blade Barrier                                        3                                              No

Wall of Fire                                           3                                              No

Entangle, including Vine mine              3                                              No

Storm of Vengeance                             5                                              No

Stone hold                                              5                                             No

Grease                                              unlimited                                      No

- Evasion and Improved Evasion are not working with damage spells, success reflex save makes damage/2. 

Dispels:

  • Dispeller vs Defender: 1d20 + Dispel_level + Caster_level + Focuses in Abjuration vs 4+(2 for each 5 Caster_levels) + Caster_level + 2 of Arcane Defense in Abjuration
  • Quantity of checks: Lesser Dispel - 2, Dispel - 3, Greater Dispelling - 6, Mordenkainen's Disjunction - 9
  • Lesser Dispel:                       -3   Spell Resistance for 3 rounds
  • Dispel:                                    -5   Spell Resistance for 5 rounds
  • Greater Dispelling:                 -8   Spell Resistance for 8 rounds 
  • Mordenkainen's Disjunction:  -10 Spell Resistance for 10 rounds
  • Spells are for dispelling, not effects. Example: spell Improved Invisibility has two effects (concealment + invisibility).
  • Such effect as Tahsa's Hideous Laugh, Blindness, Hold Monster, Bigby's Forceful Hand, Balagarn's Iron Horn, etc can not be dispelled.
  • AoE Dispel does 2 dispelling checks to anyone in AoE.
  • Greater Spell Mantle can not be breached.

Lesser Spell Breach priority list: 

  1. Lesser Spell Mantle
  2. Minor Globe of Invulnerability
  3. Globe of Invulnerability
  4. Stone Skin
  5. Greater Stone Skin
  6. Premonition
  7. Protection from Elements
  8. Ghostly Visage
  9. Ethereal Visage
  10. Mage Armor
  11. Shadow Shield
  12. Elemental Shield

Greater Spell Breach priority list:

  1. Spell Mantle
  2. Minor Globe of Invulnerability
  3. Globe of Invulnerability
  4. Stone Skin
  5. Greater Stone Skin
  6. Premonition
  7. Protection from Elements
  8. Ghostly Visage
  9. Ethereal Visage
  10. Mage Armor
  11. Shadow Shield
  12. Elemental Shield

Sorcerer and Wizard: 

  • Sorcerer gets + 1 additional spell in each spell level except 9 spell level.
  • Wizard or Sorcerer get +4 DC with epic focus in any school except Abjuration.
  • DC on spells like Hold, Fire Ball and etc: 10 + Cha_mod/Int_mod + Spell_level + Focuses + (Caster_level/5).
  • Acid Shield, Death Armor, Elemental Shield are not stuck.

Darkness: disabled

Expeditious Retreat: disabled

Flame Weapon: disabled

Tahsa's Hideous Laugh: Ench 

  • To cast without check: choose a target, cast on target Protection versus your Alignment then cast Tahsa's Hideous Laugh. No effect if target has mind immunity.

Acid Fog: Evoc                           

  • Fortitude save vs slow. Duration = Caster_level/4 rounds, max damage = 20d6.

Acid Shield: Conj

  • 1d6 + 2 Acid damage per Caster_level.

Balagarn's Iron Horn: Trans            

  • 12+((Cha_mod or Int_mod) - Con_mod) + 1d20 vs Str+1d20, (max 20+1d20) vs Str+1d20. Cool down = 5 rounds after knock down. 

Bigby's Forceful Hand: Evoc         

  • Blind for 1 round without checks if target has Epic Dodge. Cool down = 6 rounds after knok down. There are no bonuses with meta magic.
  • Caster roll vs target roll: 5+((Cha_mod or Int_mod) - Con_mod) + 1d20 vs Str_mod or Dex_mod, (max 14+1d20) vs Str_mod or Dex_mod.

Bigby's Clenched Fist: Evoc         

  • Immobilized for 1 round. Cool down = 5 rounds after knock down. There are no bonuses with meta magic.
  • Caster roll vs target roll: 1d20 + Caster_level + Focuses + Cha_mod or Int_mod vs AC. 

Ball Lightning: Evoc                        

  • ((Caster_level/2)d8) + 1 point of Electro damage per Caster_level.

Chain Lightning: Evoc                    

  • 1d100: 1-80 = 20d6 Electro damage, 81 - 100 = 20d8 Electro damage.  

Cone of Cold: Evoc                       

  • ((Caster_level/4)d8) + 1 point of Cold damage per Caster_level.

Clarity: Abj                            

  •  Still Spell work as meta magic.

DFB: Evoc                                    

  • There is no delay. 3 point of Fire damage per Caster_level + Cha_mod Divine damage. 

Dominate Monster: Ench                 

  • Duration = (3 + 1 per 2 Caster_levels) turns.

Ethereal Visage: Abj                    

  • Spell has immunity to Isaac's Greater Missile Storm and spells till second level.

Elemental Shield: Illus                     

  • 2d6 +1 points of Fire damage per Caster_level.

Fire Ball: Evoc                                

  • 1d6 point of Fire damage per Caster_level with maximum 15d6.

Fire Brand: Evoc                            

  • ((Caster_level/2)d8) + 1 point of Fire damage per Caster_level with maximum 6d8

Finger of Death: Necr                   

  • ((Caster_level/4)d6) + 1 point of Negative damage per Caster_level, target dies if fortitude saving throw failed. If target has immunity to death magic and saving throw failed, damage *2.

Fire Wall: Evoc                               .

  • ((Caster_level*2)d2) with maximum 40d2.

Flame Arrow: Evoc                         

  • Caster_level/4 arrows with 5d6 points of Fire damage each.

Ghostly Visage: Abj                     

  • Spell has immunity to Isaac's Lesser Missile Storm and spells till first level.

Great Thunderclap: Evoc                

  • 1d3 (quantity of effects). Spell Resistance and Spell Mantles saves. 

Greater Sanctuary: Trans                  

  • 9 seconds, Extended: 12 seconds.

Horrid Wilting: Necr                       

  • 1d8 point of Negative damage per Caster_level, with maximum 25d8

Ice Storm: Evoc                            

  • 3d6 points of Bludgeoning damage + 1d6 point of Cold damage per Caster_level, with maximum 17d6. Meta magic works only with Cold damage.

Incendiary Cloud: Evoc

  • 2d6 points of Fire damage and 2d6 points of Acid damage.

Isaac's Lesser Missile Storm: Evoc   

  • Single target, 1 per 2 Caster_levels missiles, with maximum 10, 1d6 points of Magic damage each

Isaac's Greater Missile Storm: Evoc 

  • Single target, 1 per 2 Caster_levels missiles, with maximum 20, rolls 1d100, 1-60 = 2d6 points of Sonic damage each missile, 61-90 = 2d6 points of Magic damage each missile, 91-100 = 2d8 points of Positive damage each missile.

Mage Armor: Conj                        

  • 2 Dodge AC.

Melf's Acid Arrow: Conj               

  • 1d6 point of Acid damage per Caster_level, with maximum 8d6, Duration = Caster_level/10, 1 cast per target until this effect is on target.

Meteor Swarm: Evoc                    

  • ((Caster_level/2) + Cha_mod)d8 points of Fire damage.

Mind Fog: Ench                             

  • -1 will saving throw per 5 Caster_level for all in AoE + 1 round after leaving AoE.

Negative Energy Burst: Necr          

  • 3d6 +1 points of Negative damage per Caster_level.

Phantasmal Killer: Illus                  

  • There no will save. Immunity to death magic saves.

Power Word, Kill: Necr                 

  • Kills hostile targets if HP <= 150.

Improved Invisibility: Illus              

  • Cast with item - concealment 30%. Cast with Caster_level <= 20 - 20%, starting from 21 Caster_level grows like 1% of concealment per Caster_level with maximum in 40%. 

Sunburst: Evoc                               

  • 1d6 point of Divine damage per Caster_level, with maximum 25d6.                     

Shadow Shield: Illus                      

  • Death magic immunity, 20 Negative Energy Resistance and no AC bonus.

Vampiric Touch: Necr                     

  • 3d6 + 1d6 points of Negative damege per Caster_level, with maximum 15d6.

Timestop: Trans                                

  • Critical hit immunity,AB decrease, Fire, Cold, Acid, Electro, Sonic damage resistance = 50 each, Negative damage resistance = 40, Magic, Positive, Divine damage resistance = 10 each, Slashing, Bludgeoning, Piercing damage resistance = 30 each.
  • Mind spells immunity, death magic immunity, knock down immunity, unable to cast Proect versus Alignment.Cool down = 10 rounds.

Wail of the Banshee: Necr             

  • On failed saving throw kills everyone, even caster.

Weird: Illus                                  

  • 10d6. Spell doesn't ignore death magic immunity.

Keen: Trans                                    

  • works with any melee weapon.

Great Ruin: Epic                           

  • 195 Positive damage, 120 secounds cooldown.

Epic Warding: Epic                       

  • Physical damage resistance = 50/+20 with 500 damage absorb.

Bard:

RDD counting as Bard level vs Dispel.

Cleric:

RDD counting as Cleric level vs Dispel.

Additional Spells: 

  • Caster_level = 3 – See Invisibility
  • Caster_level = 6 – Bark skin
  • Caster_level = 9 – Dimension Door (instead of spell 'Gate')

Aura of Vitality: Trans                      

  •  +6 Str, +6 Con, +6 Dex.

Mass Heal: Conj                          

  • Heals 150 HP.   

Implosion: Evoc                             

  • + 3 DC. Death magic immunity doesn't save.

Dark Fire: Evoc                             

  • Target - caster. Max damage 2d12

Death Ward: Necr                   

  • Target - caster.

Earth Quake: Evoc        

  • 1d6 points of Bludgeoning damage per Caster_level, with maximum 20d6.                                   

Great Restoration: Necr                

  • Heals 250 HP, removes all negative effects, except knock down.

Harm: Necr                       

  • Caster_level * 5 + 70 point of Negative damage per Caster_level, with maximum 270

Raise Dead: Conj                          

  • Works only with friendly target from your faction.

Resurrection: Conj                       

  • Works only with friendly target from your faction.

Spell Resistance: Abj                    

  • Target - caster.

Allowed for friendly cast spells:

                                              Bless, Mage Armor, Aid, Shield of Fate, Magic Vestment, Greater Magic Weapon, Bark Skin, Prayer, Bulls Strength, Endurance, Cats Grace, Owls Wisdom, Eagle Splendor, Fox Cunning, See Invisible, True Seeing, 

                                              Aura of Vitality, Undeath's Eternal Foe, Monstrous Regeneration, Regenerate, Freedom of Movement, Improved Invisibility.

With character level = 40, can't get effect of spells:

                                              Bulls Strength, Endurance, Cats Grace, Owls Wisdom, Eagle Splendor, Fox Cunning, Shield of Fate, Magic Vestment, Greater Magic Weapon, Bark skin.

Domains:

  • War:                             Duration of Prayer *2.  +2 AB, +2 all saving throws and skills.

Divine Favor and Divine Power are undispelble,

Battle Tide gets +3 Magic damage All bonuses with DC start working with 33 Cleric_level. 

  • Death:                           Implosion from +3 to +7 DC bonus (+7 on 37 cleric level)


  • Destruction:                 Destruction gets additional 40 Positive damage and from +4 to +8                                DC bonus. (+8 on 37 cleric level)                                         

Blade Barrier gets from +4 to +11 DC bonus (+11 on 40 cleric                level), damage max = 30d6

Harm gets + 100 Negative Damage and a chance to deal double of all amount of damage on failed will check

  • Earth:                           Если максимальная абилка цели Dexterity, то проверка идет вне зависимости от чего либо по формуле 6+d20 у кастера против d20 у цели. Freedom дает иммун. Действует на союзных персонажей.
  • Evil                               Storm of Vengeance gets from +2 to +7 DC bonus (+7 on 39 cleric level).


  • Healing:                        Heal = 250+15d10, Great Restoration = 320 HP, all Regenerate gets +4 hp/round +5 DC vs Dispel, duration x4

Monstrous Regeneration gets +3 hp/round +5 DC vs Dispel, duration x4

  • Protection:                    Bark skin, Magic Vestment, Shield of Fate, Mage Armor gets +1AC (cleric level 20) +2AC (cleric level 30) and +5 DC vs Dispel, Undeath's Eternal Foe gets +2AC and +5 DC vs Dispel


  • Strength:                       Divine Favor, Battle Tide gets +3 Magic damage. Divine Power       gets +5 Magic damage. Greater Magic Weapon gets +1 (cleric level 20) +2 (cleric level 30),                        Bulls Strength gives +12STR.


  • Magic:                           Word of Faith - blindness without saving throw
  • Travel:                           Undispelble Hast, Freedom of Movement +5 DC vs Dispel
  • Trickery:                        Improved Invisibility 50%

Druid:

RDD counting as Druid level vs Dispel.

Additional Spells:

  • Caster_level = 3 – See Invisible, Clarity
  • Caster_level = 4 – Lesser Spell Breach, Lesser Spell Mantle
  • Caster_level = 6 – Greater Spell Breach, Destruction
  • Caster_level = 7 – Greater Restoration
  • Caster_level = 9 – Greater Spell Mantle, Mordenkainen's Disjunction

Mordenkainen's Disjunction: Abj

  • 6 checks

Creeping Doom : disabled

Awaken:                               

  • 9 Caster_level: +8 Str, +4 Con, AC (+4 Natural, +4 Dodge, +4 Deflection), +1 AB, +1 to all Saving Throws, damage resistance 10/+2, +12 Discipline.
  • 12 Caster_level: +8 Str, +4 Con, AC (+4 Natural, +4 Dodge, +4 Deflection), +4 AB, +4 to all Saving Throws, damage resistance 10/+3, +18 Discipline, damage resistance Fire 5/-.
  • 15 Caster_level: +8 Str, +6 Con, +4 Dex, AC (+5 Natural, +5 Dodge, +5 Deflection), +5 AB, +5 to all Saving Throws, damage resistance 10/+4, +24 Discipline, damage resistance Fire 5/-, damage resistance Electro 5/-, +3 regeneration.
  • 18 Caster_level: +10 Str, +8 Con, +5 Dex, AC (+5 Natural, +5 Dodge, +5 Deflection), +7 AB, +7 to all Saving Throws, damage resistance 15/+5, +30 Discipline, damage resistance Fire 10/-, damage resistance Electro 5/-, +3 regeneration, Haste.
  • 20 Caster_level: +12 Str, +10 Con, +6 Dex, AC (+7 Natural, +7 Dodge, +7 Deflection), +10 AB, +10 to all Saving Throws, damage resistance 20/+6, +36 Discipline, damage resistance Fire 15/-, damage resistance Electro 5/-, +7 regeneration,

          Hast, Death magic immunity.              

  • 22 Caster_level: +12 Str, +12 Con, +8 Dex, AC (+8 Natural, +8 Dodge, +8 Deflection), +15 AB, +15 to all Saving Throws, damage resistance 30/+7, +42 Discipline, damage resistance Fire, Cold, Electro, Sonic, Acid 10/-, +8 regeneration,

          Hast, Expeditious Retreat (+100% speed), Death magic immunity, Mind spells immunity.

  • 24 Caster_level: +12 Str, +12 Con, +12 Dex, AC (+12 Natural, +12 Dodge, +12 Deflection), +20 AB, +20 to all Saving Throws, damage resistance 30/+8, +50 Discipline, damage resistance Fire, Cold, Electro, Sonic, Acid 20/-, +15 regeneration,

          Hast, Expeditious Retreat (+100% speed), Death magic immunity, Mind spells immunity.

Call Lightning: Evoc                       

  • 1d8 points of Electro damage per Caster_level, c максимумом 12d8 

Summon Creature ALL:       

  • Only Druid has this spells. Power of this spells depends of Conjuration School focuses.
  • Summon Creature II     - allowed on 6 Druid's level.
  • Summon Creature III    - allowed on 9 Druid's level.
  • Summon Creature IV     - allowed on 12 Druid's level.
  • Summon Creature V      - allowed on 15 Druid's level.
  • Summon Creature VI     - allowed on 18 Druid's level.
  • Summon Creature VII    - allowed on 21 Druid's level.
  • Summon Creature VIII   - allowed on 24 Druid's level.
  • Summon Creature IX     - allowed on 30 Druid's level.

Tide of Battle: Evoc                        

  • 5d20. Always 50 damage minimum. Damage type - Divine. Cool down 10 rounds.

Earth Quake: Evoc                         

  • 1d6 points of Bludgeoning damage per Caster_level, with maximum 20d6.

Great Restoration: Necr                 

  • Heals 250 HP, removes all negative effects.

Raise Dead: Conj                          

  • Works only with friendly target from your faction.

Resurrection: Conj                       

  • Works only with friendly target from your faction.

Spell Resistance: Abj                    

  • Target - caster.

Paladin:

RDD counting as Paladin level vs Dispel.

Aura of Glory:                        

  • All friendly creatures in aura has immunity of fear.

Aid:

  • паладин (20+) кастует +2 аб. Если на себя или на паладина (20+), то эффект не деспелится.

Divine favor:

  • Если кол-во уровней паладина в билде преобладает над другими классами, тогда изначальная длительность 20 раундов. Экстендед 40. Если есть уровень ПДК, Divine favor не диспелится.

Deafen Clang:                 

  • Target - caster. Provides lesser dispel on hit. Dispel bonus check = 12 + Paladin's level/2 + CHA_mod + STR_mod.
  • Example:

Paladin of level 29 has dispel = 26 + CHA_mod + STR_mod + 1d20.

Holy Avenger:

  • DC = 4 + Paladin's level/2 + CHoT_LVL/2 + CHA_mod + STR_mod, if check failed: dispels Freedom of Movement and slows target.

Ranger:

RDD counting as Ranger level vs Dispel. 

Blade Thirst:

  • 15-17 Caster_levels – 2d4 damage and 5 enchantment bonus
  • 18-20 Caster_levels – 2d6 damage and 5 enchantment bonus
  • 21-23 Caster_levels – 2d8 damage, keen and 6 enchantment bonus
  • 24-27 Caster_levels – 2d10 damage, keen and 7 enchantment bonus
  • 28-31 Caster_levels – 2d12 damage, keen and 8 enchantment bonus
  • 32-34 Caster_levels – 2d12 damage, keen and 8 enchantment bonus
  • 35-38 Caster_levels – 2d12 damage, keen and 8 enchantment bonus
  • 39+ Caster_levels – 2d12 damage, keen and 8 enchantment bonus

Camouflage, Mass camouflage:   

  • +10 Hide and concealment = 1% per Caster_level.

All other spell are not changed.