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Post by GuardianTempest on Jan 28, 2021 23:19:50 GMT -6
Phew, all these spells added to the grimoire.
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Post by ScrapyardDragon on Mar 17, 2021 22:22:37 GMT -6
Raise DreadNecromancy 5 Test: Necromancy + Intelligence Target Number: 35 Action: Full Action Keywords: Material, Social, Somatic, Touch, Verbal Duration: Indefinite This spell works as Raise Dead. However, the caster spends 3 resource points and instead of using the statblock of one of the walking dead, it uses the statblock of one of the walking dread. Material: A vial of the spellcaster's blood A conceptual side-grade to zombie plague, instead of a replicating mob you get a singular unit who can actually do something on its own.
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Post by GuardianTempest on Sept 8, 2021 5:33:22 GMT -6
Nerfed Curse of Years to not potentially one-hit-kill and also made it a little easier to deal with.
Here's the old one for comparison
If you have any ideas for homebrew spell revisions, feel free to bring it up.
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Post by GuardianTempest on Oct 7, 2021 6:05:08 GMT -6
Okay...so Methodia made another spell called Foresee. That has been rectified.
I've also added Path to Victory.
EDIT: removed the "Add one week for each raise" clause
Fun fact: I originally drafted this to last indefinitely.
Nerf ideas: - Duration is 3 days plus another per raise - Spell ends when an Exalt within 100m spends a Hero Point for any reason
Another trivia: The only reason why Path to Victory has the effect it does is because I didn't want to obsolete Methodia's Forewarn spell. Otherwise Path to Victory would be "Store the result of the Focus Power test. You may use it for a skill or characteristic test a number of times equal to raises+1."
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Post by Amanojyaku on Nov 14, 2021 9:48:21 GMT -6
Claws of the Silver MoonTransmutation 4 Test: Transmutation + Wisdom Target Number: 30 Action: Half Action Keywords: Combo-OK, Somatic Duration: One scene A silver nimbus swirls around the caster's limbs, coalescing into claws of argent light. You gain a natural Claws weapon with the following profile: 1k2 R, Melee, Brawling. Treat your natural melee weapons and weaponless unarmed strikes as if they were Mithril melee weapons. Special: A Werewolf (or similar) can cast this spell as part of the same action used to enter Warform (or equivalent).
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Post by ScrapyardDragon on Nov 18, 2021 12:45:50 GMT -6
Kunda Necromancy 3 Test: Necromancy + Intelligence Target Number: 25 Action: Half Action Keywords: Attack, Somatic, Touch, Verbal, Saving Throw Duration: One scene. The target must make an Arcana + Willpower saving throw. If they fail; they take -1 to one physical characteristic (chosen by the caster), and a further -1 for every 2 checks on the saving throw.
Debilitate Necromancy 5 Test: Necromancy + Intelligence Target Number: 35 Action: Half Action Keywords: Attack, Material, Somatic, Touch, Verbal, Saving Throw Duration: One scene. This works as Kunda, except instead of choosing a characteristic, the penalty applies to all three physical characteristics. Material: A talon from a carrion bird
Dim Enchantment 3 Test: Enchantment + Charisma Target Number: 25 Action: Half Action Keywords: Attack, Mind-Affecting, Somatic, Touch, Verbal, Saving Throw Duration: One scene. The target must make an Arcana + Willpower saving throw. If they fail; they take -1 to one mental characteristic (chosen by the caster), and a further -1 for every 2 checks on the saving throw.
Feeblemind Enchantment 5 Test: Enchantment + Charisma Target Number: 35 Keywords: Attack, Material, Mind-Affecting, Somatic, Touch, Verbal, Saving Throw Duration: One scene This works as Dim, except instead of choosing a characteristic, the penalty applies to all three mental characteristics Material: An ounce of Alchohol
Made some debuff spells because I was bored and to help justify taking a wraithbone sword for anything other than whacking things with energy grasp.
Jan 26 2024: significantly reduced kludge.
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Post by Traskus on Jul 24, 2022 10:31:05 GMT -6
Shark TyphoonConjuration 5 Test: Conjuration + Willpower TN: 35 Action: full action Keywords: material, somatic, verbal Duration: 1 day Material: a sharktooth necklace You don’t just need a bigger boat. You’ll need a fleet of ‘em. You may only cast this spell in or next to a body of water so large it stretches past the horizon. This spell conjures a cyclone of water that spawns sharks with accompanying heavy rain. Whenever someone casts a spell within 10km while this spell is in effect, summon a shark creature of a level equal to half the spell level rounded up. It will fight for you and it is friendly to you and yours, but it could change its mind if you mistreat it or you show too much weakness.
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Post by Lestat on Aug 11, 2022 1:46:25 GMT -6
Hemorrhage Necromancy 3 Test: Necromancy + Intelligence Target Number: 25 Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal Duration: Instant Choose a target within 30m. The target suffers Blood Loss unless they pass an Arcana + Constitution saving throw.
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Post by ScrapyardDragon on Aug 18, 2022 13:07:50 GMT -6
i think that unrelenting force should be replaced with traskus' version of it from dracosophy. I just feel his take on it is a bit 'cleaner' and better balanced overall.
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Post by GuardianTempest on Aug 19, 2022 4:13:39 GMT -6
i think that unrelenting force should be replaced with traskus' version of it from dracosophy. I just feel his take on it is a bit 'cleaner' and better balanced overall. Done, Nob allowed it. I also added the Razor Shower spell I left behind in Zetaboards.
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Post by ScrapyardDragon on Nov 6, 2022 0:38:20 GMT -6
added saving throw onto kunda & dim
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Post by GuardianTempest on Nov 18, 2022 19:06:21 GMT -6
Profound Still nerfed in radius because I didn't realize how much area "30m radius" covers at the time. Even in Dark Souls 2, the spell didn't go that far.
I could swap it to "ranks in abjuration" but it feels like a mouthful.
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Post by GuardianTempest on Nov 21, 2022 7:57:49 GMT -6
I've added Disenchant as a Level 2 Abjuration spell, because it turns out Dispel only works as a counterspell.
I've also buffed Tears of Denial so that it works on non-attack damage, like falling off cliffs.
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Post by ScrapyardDragon on Jan 12, 2023 14:38:01 GMT -6
command undead Necromancy 2 Test: Necromancy + Intelligence. Target Number: 20 Action: half action Keywords: verbal Duration: one day per level. One mindless, undead creature of lower level than the caster within 10 meters is brought under the necromancer's command. A number of undead equal to the caster's command+1 may be affected at a time, and if cast again the necromancer must relinquish command of one of their undead. The spell fails if cast on an undead creature already under another's control or if the target loses mindless. The controlled undead will follow any orders given by the caster to the letter, but are too stupid to understand the spirit, so a badly worded order may result in the zombie unintentionally acting against the necromancer's wishes.
since raise dead doesnt actually give control of the zombies I made a spell to rectify that issue (be careful if using it with zombie plague). feel free to ignore it if your SM rules you already control your undead amigos
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Post by ScrapyardDragon on Mar 3, 2023 22:10:20 GMT -6
Displacement Conjuration 5 Test: Conjuration + Willpower Target Number: 30 Action: Full Action Keywords: Combo-OK, Attack, Somatic, Verbal Duration: Instant Space around the caster distorts, causing everyone within 3d10 meters of the sorcerer switches places with someone else at random. If this spell would cause teleport storm, you instead increase the radius of this spell to 6d10.
Teleport storm is based and fun-pilled.
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