Class: Wizard: Difference between revisions
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Spell Ideas: | Spell Ideas: | ||
{| border=1 | |||
| Level || Name || Description | |||
|- | |||
| || Suppress Magic || Area attack affected by int will suppress magical abilities of target, dependent on target's level resistance | |||
|- | |||
| || || Group Mirror Image | |||
|- | |||
| || Doom || Think Final Fantasy | |||
|- | |||
| || Reclaim Energy || Restores mana Pool | |||
|- | |||
| || Color Flux || Burst of colored light stuns target | |||
|- | |||
| || Chaotic Feedback || 4d8 magic dam plus confusion | |||
|- | |||
| || Tashan || Target suffers -1 against magic and magic resistance | |||
|- | |||
| || Sanity Warp || 6d10 magic dam, plus confusion 1d3 | |||
|- | |||
| || Color Shift || Burst of colored light does dam and interrupts any spell being cast | |||
|- | |||
| || Chaos Flux || 8d10 magic dam | |||
|- | |||
| || Discordant Mind || 2d10+1*10 magic dam | |||
|- | |||
| || Gasping Embrace || Mag dam and -6 str and dex | |||
|- | |||
| || Group Resist Magic || Duh | |||
|- | |||
| || Beguiling Visage || Makes caster less likely to be attacked | |||
|- | |||
| || Horrifying Visage || Makes target more likely to be attacked | |||
|- | |||
| || Torment of Argli || 2d8 mag dam and -5 int and wis | |||
|- | |||
| || Shocking Fiend || A being made completely of archs of lightning comes to your aid until they are slain or their energy dissolves, They will have a small arsenal of different lightning attack | |||
|- | |||
| || Shockwave || (Area Spell) A "ocean" like wave of lightning floods across the room , doing considerable damage to all NPC's in the room. If the room is of a water type , the damage is multiplied. | |||
|- | |||
| || Gravitional Hold || Slows NPC/PC to where flee's take longer , and moving between rooms takes longer , Depending on level , it would just add a wait state to each move command. IE: Level 30 Gravital Pull Would put a slow-down of 3 seconds on flee' . | |||
|- | |||
| || Full Strength || Only spell, high mana cost, sets str to 18/100 | |||
|- | |||
| || Locate Mob || Locate Mob , will Locate the desired mob in the players current zone. Also have flag for mobs NoLocate | |||
|- | |||
| || Lifetap || A Player may do a "Life Tap" when a comrad is in dire need of health. IE: Player A is at 10HP , about to die. Player B which currently has 400HP does a lifetap. | |||
|- | |||
| || Permenancy || Brazil knows, something about a spell perming | |||
|- | |||
| || Glitterdust || Makes all Invis things/creatures seen | |||
|- | |||
| || Diamondskin || Gains 8d10+2*2 temp hit points | |||
|- | |||
| || Calefaction || 3d6+1*10 fire damage | |||
|- | |||
| || Readiness || Group Haste | |||
|- | |||
| || Chain Lightning || Victim to Victim damage | |||
|- | |||
| || Illusion || See Brazil He knows | |||
|- | |||
| || Blink || Wizard Blinks in and out of melee | |||
|- | |||
| || Passwall || Allows passage through a !flee spell | |||
|- | |||
| || Enchant Armor || Already in-Debating | |||
|- | |||
| || Enchant Weapon || Already In-Debating | |||
|- | |||
| || Minor Create || Already In-Add things to it | |||
|- | |||
| || Imitate || Like Poly but different set of creatures | |||
|- | |||
| || Slay || Already in but make it lower level | |||
|- | |||
| || Moonbeam || Like rainbow, but moon type and strong against undead list creatures | |||
|- | |||
| || Tracer || Can locate a mob that teleports out | |||
|- | |||
| || Mass Polymorph || Poly a whole group of up to 4 to the same creature | |||
|- | |||
| || Selective Etherealizer || Makes a selected body part ethereal and unable to be hit | |||
|- | |||
| || Disjunction || Removes entropy high fail rate maybe granted | |||
|- | |||
| || False Shadow || Makes a shadow move ahead of you to trigger an aggressive mob, making them no longer aggro | |||
|- | |||
| || Destructive Power || Higher level of dam at cost of hp to wizard | |||
|- | |||
| || Negative Energy Plane || This powerful and evil spell opens a vortex to the Negative Energy Plane directly inside the target. The effect is devastating: the target must roll a ST versus death or die; even if he succeeds, he suffers 8d4 damage. If he dies, roll 1d10: | |||
|- | |||
| || Soul Whip || Like my thorn whip but leaves shimmering ebony tendrils granted or timer | |||
|- | |||
| || Grundelthurm || he hit points of the magic user become three times normal and all the damage are first subtracted to these magical hit points (once they are finished, the mage suffers double damage). His AC betters by 6 points, up to -10, and he gains the THAC0 of a warrior of equal level. His attacks are doubled with dagger, while with a staff he gains another +3 to hit and damage. The wizard gains a point of Strength every four levels (round up). | |||
|- | |||
| || Firefountain || he hit points of the magic user become three times normal and all the damage are first subtracted to these magical hit points (once they are finished, the mage suffers double damage). His AC betters by 6 points, up to -10, and he gains the THAC0 of a warrior of equal level. His attacks are doubled with dagger, while with a staff he gains another +3 to hit and damage. The wizard gains a point of Strength every four levels (round up). | |||
|- | |||
| || Shooting Star || This spell creates glowing missiles with flaming trails, one for each six levels of the wizard (dropping all fractions). The victim of the spell receives no saving throw, and suffers 4d6 damage from the impact and 8d6 from the fiery blast that accompanies the impact. All within 5 feet of the impact point are also in the blast radius, but they may save for half damage. The original intended target may attempt to save vs. petrification to avoid being struck, this save at -4 if within 20 feet and at -2 if within 40 feet. If this save fails, he suffers as above. If he succeeds, however, the shooting star(s) directed at him continue on in a straight line to the extent of their range, at which point they explode in a fiery burst as above. Anyone else in the path of the shooting star(s) must save as for the original intended target, or become the victim of the spell. | |||
|- | |||
| || Azura || The Black Scythe is a fearsome weapon to behold, stretching 8 feet and immolated in wispy green flames. It sweeps a 10-foot long, 180 degree arc and can hit all targets within its area as a monster of the wizard's level. Creatures up to 4+1 HD are slain instantly, while those above 4+1 HD but below 8+3 HD must save vs. spells or be stunned for 1d4+1 rounds. Those who possess 8+3 HD up to 10 HD must save vs. spells or be slowed for 1d4 rounds. All effects are cumulative. The scythe inflicts 1d10 damage in addition to its other effects | |||
|- | |||
| || Cellular Implosion || targets cells 1d4+1 damage for each of the caster's level. Max dam is 15d4+15 | |||
|- | |||
| || Sacrifical Swarm || turns caster into magic missiles, damage is equal to amount of hp at cost of damroll, missile only does one dam but equal number of missiles to hp | |||
|- | |||
| || Mass Teleport || um duh on groups but ONLY up to 5 members | |||
|- | |||
| || Shieldskin || This spell will absorb about 80HP of damage. It will act as a Temp. Invunerability until you have take enough damage (~55DMG) | |||
|- | |||
| ||Tears of Druzzil || This spell will rain 3 times, for 600 damage each rain, on any mob near the target. Area | |||
|- | |||
|} | |||
* Dancing Web: Energy strands dance around mob causing 1d6 damage plus traps mob no fleeing energy type damage | * Dancing Web: Energy strands dance around mob causing 1d6 damage plus traps mob no fleeing energy type damage | ||
Latest revision as of 04:03, 9 December 2005
Spell Ideas:
| Level | Name | Description |
| Suppress Magic | Area attack affected by int will suppress magical abilities of target, dependent on target's level resistance | |
| Group Mirror Image | ||
| Doom | Think Final Fantasy | |
| Reclaim Energy | Restores mana Pool | |
| Color Flux | Burst of colored light stuns target | |
| Chaotic Feedback | 4d8 magic dam plus confusion | |
| Tashan | Target suffers -1 against magic and magic resistance | |
| Sanity Warp | 6d10 magic dam, plus confusion 1d3 | |
| Color Shift | Burst of colored light does dam and interrupts any spell being cast | |
| Chaos Flux | 8d10 magic dam | |
| Discordant Mind | 2d10+1*10 magic dam | |
| Gasping Embrace | Mag dam and -6 str and dex | |
| Group Resist Magic | Duh | |
| Beguiling Visage | Makes caster less likely to be attacked | |
| Horrifying Visage | Makes target more likely to be attacked | |
| Torment of Argli | 2d8 mag dam and -5 int and wis | |
| Shocking Fiend | A being made completely of archs of lightning comes to your aid until they are slain or their energy dissolves, They will have a small arsenal of different lightning attack | |
| Shockwave | (Area Spell) A "ocean" like wave of lightning floods across the room , doing considerable damage to all NPC's in the room. If the room is of a water type , the damage is multiplied. | |
| Gravitional Hold | Slows NPC/PC to where flee's take longer , and moving between rooms takes longer , Depending on level , it would just add a wait state to each move command. IE: Level 30 Gravital Pull Would put a slow-down of 3 seconds on flee' . | |
| Full Strength | Only spell, high mana cost, sets str to 18/100 | |
| Locate Mob | Locate Mob , will Locate the desired mob in the players current zone. Also have flag for mobs NoLocate | |
| Lifetap | A Player may do a "Life Tap" when a comrad is in dire need of health. IE: Player A is at 10HP , about to die. Player B which currently has 400HP does a lifetap. | |
| Permenancy | Brazil knows, something about a spell perming | |
| Glitterdust | Makes all Invis things/creatures seen | |
| Diamondskin | Gains 8d10+2*2 temp hit points | |
| Calefaction | 3d6+1*10 fire damage | |
| Readiness | Group Haste | |
| Chain Lightning | Victim to Victim damage | |
| Illusion | See Brazil He knows | |
| Blink | Wizard Blinks in and out of melee | |
| Passwall | Allows passage through a !flee spell | |
| Enchant Armor | Already in-Debating | |
| Enchant Weapon | Already In-Debating | |
| Minor Create | Already In-Add things to it | |
| Imitate | Like Poly but different set of creatures | |
| Slay | Already in but make it lower level | |
| Moonbeam | Like rainbow, but moon type and strong against undead list creatures | |
| Tracer | Can locate a mob that teleports out | |
| Mass Polymorph | Poly a whole group of up to 4 to the same creature | |
| Selective Etherealizer | Makes a selected body part ethereal and unable to be hit | |
| Disjunction | Removes entropy high fail rate maybe granted | |
| False Shadow | Makes a shadow move ahead of you to trigger an aggressive mob, making them no longer aggro | |
| Destructive Power | Higher level of dam at cost of hp to wizard | |
| Negative Energy Plane | This powerful and evil spell opens a vortex to the Negative Energy Plane directly inside the target. The effect is devastating: the target must roll a ST versus death or die; even if he succeeds, he suffers 8d4 damage. If he dies, roll 1d10: | |
| Soul Whip | Like my thorn whip but leaves shimmering ebony tendrils granted or timer | |
| Grundelthurm | he hit points of the magic user become three times normal and all the damage are first subtracted to these magical hit points (once they are finished, the mage suffers double damage). His AC betters by 6 points, up to -10, and he gains the THAC0 of a warrior of equal level. His attacks are doubled with dagger, while with a staff he gains another +3 to hit and damage. The wizard gains a point of Strength every four levels (round up). | |
| Firefountain | he hit points of the magic user become three times normal and all the damage are first subtracted to these magical hit points (once they are finished, the mage suffers double damage). His AC betters by 6 points, up to -10, and he gains the THAC0 of a warrior of equal level. His attacks are doubled with dagger, while with a staff he gains another +3 to hit and damage. The wizard gains a point of Strength every four levels (round up). | |
| Shooting Star | This spell creates glowing missiles with flaming trails, one for each six levels of the wizard (dropping all fractions). The victim of the spell receives no saving throw, and suffers 4d6 damage from the impact and 8d6 from the fiery blast that accompanies the impact. All within 5 feet of the impact point are also in the blast radius, but they may save for half damage. The original intended target may attempt to save vs. petrification to avoid being struck, this save at -4 if within 20 feet and at -2 if within 40 feet. If this save fails, he suffers as above. If he succeeds, however, the shooting star(s) directed at him continue on in a straight line to the extent of their range, at which point they explode in a fiery burst as above. Anyone else in the path of the shooting star(s) must save as for the original intended target, or become the victim of the spell. | |
| Azura | The Black Scythe is a fearsome weapon to behold, stretching 8 feet and immolated in wispy green flames. It sweeps a 10-foot long, 180 degree arc and can hit all targets within its area as a monster of the wizard's level. Creatures up to 4+1 HD are slain instantly, while those above 4+1 HD but below 8+3 HD must save vs. spells or be stunned for 1d4+1 rounds. Those who possess 8+3 HD up to 10 HD must save vs. spells or be slowed for 1d4 rounds. All effects are cumulative. The scythe inflicts 1d10 damage in addition to its other effects | |
| Cellular Implosion | targets cells 1d4+1 damage for each of the caster's level. Max dam is 15d4+15 | |
| Sacrifical Swarm | turns caster into magic missiles, damage is equal to amount of hp at cost of damroll, missile only does one dam but equal number of missiles to hp | |
| Mass Teleport | um duh on groups but ONLY up to 5 members | |
| Shieldskin | This spell will absorb about 80HP of damage. It will act as a Temp. Invunerability until you have take enough damage (~55DMG) | |
| Tears of Druzzil | This spell will rain 3 times, for 600 damage each rain, on any mob near the target. Area |
- Dancing Web: Energy strands dance around mob causing 1d6 damage plus traps mob no fleeing energy type damage
- Vanishing Weapon: Weapons' touch dispels any summoned creatures by the mob. Maybe granted?
- Party Teleport-Teleports the entire group back to a temple of their choice, picked by the Wizard casting the spell.
Elf Wizard Spells:
- Arcana Form-Duration 10 minutes, no saving throw. Elf is transformed into a being of pure magical energy. Being is incorporeal , immune to hits. Since you are made of pure energy you cast spells at half the mana cost of normal. If you are hit by a dispel magic you are returned to solid form.(Race: Elf)