/////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Spell Descriptions // /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Mage Chess Changes // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Arcane Spells Lesser Dispel Magic (Abjuration) Level: 1 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: None A Lesser Dispel Magic spell removes magical effects upon a single creature. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Lesser Dispel Magic is above the original caster, his chance of success increases by 5%. For every level that the caster of Lesser Dispel Magic is below the original caster, his chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect. Khelben's Warding Whip (Abjuration) Level: 6 Range: 30 ft. Duration: 3 rounds Casting Time: 7 Area of Effect: Special Saving Throw: None When this spell is cast, it dispels one spell protection of up to 8th level affecting the target creature. Every round thereafter till the duration of the spell expires, another spell protection will be removed from the target. The spells affected by Khelben's Warding Whip are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Deflection, and Spell Shield. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. The target's Magic Resistance, if any, does not affect this spell. Pierce Magic (Abjuration) Level: 8 Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it launches a massive attack on an enemy wizard's spell defenses. The target's Magic Resistance will be lowered by 10% + 1% per level of the caster. Next, Pierce Magic will cancel one spell protection of any level. For example, if this spell was cast by a 15th-level wizard, the target creature would lose 25% Magic Resistance from its current total, reducing it to 0 if less than that remains, as well as canceling one spell protection if the Mage currently has one. The list of spells that this includes: Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Spell Turning, Spell Shield, and Spell Trap. Magic Resistance does not affect this spell, nor do any of the spell protections. The resistance remains lowered for 1 round per level of the caster. It cannot be dispelled. Pierce Shield (Abjuration) Level: 8 Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it launches a massive attack on an enemy wizard's specific and combat protections. The target's Physical Damage Resistance will be lowered by 10% + 1% per level of the caster. Next, Pierce Shield will remove the following specific protections: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Pierce Shield are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell. The resistance remains lowered for 1 round per level of the caster. It cannot be dispelled. //------------------------------------------------------------------------- // Divine Spells Magic Resistance (Alteration) Level: 5 Sphere: Protection Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 9 Area of Effect: The caster Saving Throw: None When this spell is cast, the caster receives a resistance to all magic and is protected from all spells of the abjuration school. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is added to any existing magic resistance the caster has. All spells of the abjuration school will not be able to harm or aid the caster, including any priest spells that might benefit the caster. This effect will last for the duration of the spell or until dispelled. /////////////////////////////////////////////////////////////////////////// // Revise IWD Spells // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Divine Spells Entropy Shield (Abjuration) Level: 6 Sphere: Protection Range: 0 Duration: 1 round/level Casting Time: 9 Area of Effect: The caster Saving Throw: None When cast, this spell surrounds the caster with a defensive maelstrom of energy that blocks or deflects many attacks. This gives the priest a +6 bonus to Armor Class and a +2 bonus to Saving Throws. The priest is also immune to Flamestrike and all missile-based attacks, including missiles created by spells such as Magic Missile. Impervious Sanctity of Mind (Abjuration) Level: 7 Sphere: Protection Range: 0 Duration: 1 turn/level Casting Time: 9 Area of Effect: The caster Saving Throw: None This spell steels the caster's mind against any outside influence. Charm, confusion, fear, feeblemindedness, hold, sleep, maze, berserk, and intoxication will not affect the caster as long as this spell is in effect. Additionally, when this spell is cast, the priest is protected from the next magical attack against him. The spells from which the priest is protected are Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby Ray, Khelben's Warding Whip, Pierce Shield, and Spellstrike. If one of these spells is cast at the priest, this spell activates and absorbs the attack. However, this only works once and this spell is consumed in the process. Otherwise, it will last for its duration. Visage of the Deity (Previously Shield of Lathander) (Alteration) Level: 5 Sphere: Guardian Range: 0 Duration: 1 round/level Casting Time: 8 Area of Effect: The caster Saving Throw: None When the spell is cast, the priest receives the blessing of his deity. The priest gains +20% magic resistance and +10% physical damage resistance. Additionally, the priest also gains +20% resistance to electricity, fire, cold, and acid. It is important to note that this spell will override and replace protections granted from previous castings of Visage of the Deity and Greater Visage of the Deity. This effect lasts for the duration of the spell or until dispelled. Greater Visage of the Deity (Previously Greater Shield of Lathander) (Alteration) Level: 7 Sphere: Guardian Range: 0 Duration: 1 round/level Casting Time: 9 Area of Effect: The caster Saving Throw: None When the spell is cast, the priest receives the blessing of his deity. The priest gains +30% magic resistance and +20% physical damage resistance. Additionally, the priest also gains +40% resistance to electricity, fire, cold, and acid. It is important to note that this spell will override and replace protections granted from previous castings of Visage of the Deity and Greater Visage of the Deity. This effect lasts for the duration of the spell or until dispelled. /////////////////////////////////////////////////////////////////////////// // Revise Cause Harm / Wound Spells // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Divine Spells Cause Light Wounds (Necromancy) Level: 1 Sphere: Healing Range: Visual range of the caster Duration: 1 Turn Casting Time: 5 Area of Effect: 1 creature Saving Throw: 1/2 By casting this spell, the priest deals 8 points of damage (save vs. Spell for half) and reduces the creature's physical damage resistance by 10% for 1 turn. This spell deals no damage to undead, constructs, or extraplanar creatures. Cause Moderate Wounds (Necromancy) Level: 2 Sphere: Healing Range: Visual range of the caster Duration: 1 Turn Casting Time: 5 Area of Effect: 1 creature Saving Throw: 1/2 By casting this spell, the priest deals 11 points of damage (save vs. Spell for half) and reduces the creature's physical damage resistance by 15% for 1 turn. This spell deals no damage to undead, constructs, or extraplanar creatures. Cause Medium Wounds (Necromancy) Level: 3 Sphere: Healing Range: Visual range of the caster Duration: 1 Turn Casting Time: 5 Area of Effect: 1 creature Saving Throw: 1/2 By casting this spell, the priest deals 14 points of damage (save vs. Spell for half) and reduces the creature's physical damage resistance by 20% for 1 turn. This spell deals no damage to undead, constructs, or extraplanar creatures. Cause Serious Wounds (Necromancy) Level: 4 Sphere: Healing Range: Visual range of the caster Duration: 1 Turn Casting Time: 5 Area of Effect: 1 creature Saving Throw: 1/2 By casting this spell, the priest deals 17 points of damage (save vs. Spell for half) and reduces the creature's physical damage resistance by 25% for 1 turn. This spell deals no damage to undead, constructs, or extraplanar creatures. Cause Critical Wounds (Necromancy) Level: 5 Sphere: Healing Range: Visual range of the caster Duration: 1 Turn Casting Time: 5 Area of Effect: 1 creature Saving Throw: 1/2 By casting this spell, the priest deals 27 points of damage (save vs. Spell for half) and reduces the creature's physical damage resistance by 30% for 1 turn. This spell deals no damage to undead, constructs, or extraplanar creatures. Mass Cause Light Wounds (Necromancy) Level: 5 Sphere: Healing Range: 0 Duration: 1 Turn Casting Time: 5 Area of Effect: 15-ft. radius Saving Throw: 1/2 By casting this spell, the priest deals 8 points of damage (save vs. Spell for half) to nearby enemies and reduces their physical damage resistance by 10% for 1 turn. This spell deals no damage to undead, constructs, or extraplanar creatures. Harm (Necromancy) Level: 6 Sphere: Healing Range: Visual range of the caster Duration: 1 Turn Casting Time: 9 Area of Effect: 1 creature Saving Throw: 1/2 By casting this spell, the priest deals 40 points of damage (save vs. Spell for half) and reduces the creature's physical damage resistance by 40% for 1 turn. This spell deals no damage to undead, constructs, or extraplanar creatures. /////////////////////////////////////////////////////////////////////////// // Overhaul Mage Physical Defense Spells // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Arcane Spells Protection From Normal Weapons (Abjuration) Level: 5 Range: 0 Duration: 1 round/level Casting Time: 2 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all non-magical weapons and increases physical damage resistance by 20%. This does not include weapons that are blessed or enchanted. This effect lasts for the duration of the spell or until dispelled. Lesser Mantle (Abjuration) Level: 6 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: Caster Saving Throw: None When the spell is cast it confers complete invulnerability to all weapons except for those of +3 or better enchantment and increases damage resistance across all damage types by 40%. This spell is incredibly powerful yet has a very short duration, and this combined with the very short casting time makes this spell useful only in the thick of intense combat. This effect lasts for the duration of the spell or until dispelled. Mantle (Abjuration) Level: 7 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: Caster Saving Throw: None When the spell is cast it confers complete invulnerability to all weapons except for those of +4 or better enchantment and increases damage resistance across all damage types by 40%. This spell is incredibly powerful yet has a very short duration, and this combined with the very short casting time makes this spell useful only in the thick of intense combat. This effect lasts for the duration of the spell or until dispelled. Improved Mantle (Abjuration) Level: 8 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: Caster Saving Throw: None When the spell is cast it confers complete invulnerability to all weapons except for those of +5 or better enchantment and increases damage resistance across all damage types by 40%. This spell is incredibly powerful hence the duration is so short. However, the casting time is also very short making this spell incredibly useful in the thick of combat where buying a few seconds can mean the difference between life or death. This spell lasts for the duration or until dispelled. Absolute Immunity (Abjuration) Level: 9 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None When the spell is cast it confers complete invulnerability to all weapons and increases damage resistance across all damage types by 40%. This spell is incredibly powerful yet has a very short duration, and this combined with the very short casting time makes this spell useful only in the thick of intense combat. This effect lasts for the duration of the spell or until dispelled. /////////////////////////////////////////////////////////////////////////// // Revise Insect Spells // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Divine Spells Summon Insects (Conjuration/Summoning) Level: 3 Sphere: Animal Range: 90 ft. Duration: 6 rounds Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Summon Insects spell attracts a cloud or swarm of normal insects to attack one enemy of the caster. This swarm gathers at a point chosen by the caster within the spell's range and attacks any single creature the caster points to. The victim may make a Saving Throw vs. Breath Weapon with a -4 penalty to escape the swarm; otherwise, the victim receives 1 point of damage every two seconds for the duration of the spell. Moreover, the victim fights with a -2 penalty to his attack roll and a -2 penalty to his Armor Class. The swarm will repeatedly bite the target, making it very difficult to cast spells (50% chance of spell failure). The insects summoned by this spell are non-magical creatures and can bypass many magical protections. As such, their bites and stings cannot harm creatures immune to non-magical weapons. Creatures immune to non-magical weapons due to the use of spells will still suffer the suffocating effects of the insects and receive the non-damage penalties listed above. Other spells, such as Fire Shields and Aura of Flaming Death, will shield their user from the swarms of insects. Additionally, creatures such as undead and dragons are immune to these swarms. Death Spell will kill all insects within its area of effect. Insect Plague (Conjuration/Summoning) Sphere: Combat Level: 5 Range: 240 ft. Duration: 6 rounds Casting Time: 5 Area of Effect: 15-ft. radius Saving Throw: Special When this spell is cast, a horde of creeping, hopping, and flying insects gather and swarm. This swarm will jump first to the enemy target, then to the nearest allies of the target's, until up to 6 creatures have been affected. Spellcasting within the swarm is impossible (100% chance of spell failure). Creatures in the insect plague sustain 1 point of damage every 2 seconds they remain within regardless of their Armor Class, due to the bites and stings of the insects. Moreover, the victim fights with a -2 penalty to his attack roll and a -2 penalty to his Armor Class. Invisibility is no protection. Due to the suffocating nature of the writhing insect swarm, each round the victims must make a Save vs. Spell at -2 or run away in fear for 1 round. The insects summoned by this spell are non-magical creatures and can bypass many magical protections. As such, their bites and stings cannot harm creatures immune to non-magical weapons. Creatures immune to non-magical weapons due to the use of spells will still suffer the suffocating effects of the insects and receive the non-damage penalties listed above. Other spells, such as Fire Shields and Aura of Flaming Death, will shield their user from the swarms of insects. Additionally, creatures such as undead and dragons are immune to these swarms. Death Spell will kill all insects within its area of effect. Creeping Doom (Conjuration/Summoning) Level: 7 Sphere: Animal, Summoning Range: 240 ft. Duration: 6 rounds Casting Time: 5 Area of Effect: Special Saving Throw: Special When the caster utters the spell Creeping Doom, he calls forth a mass of venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms over a large area, spreading to all enemy creatures within 30 ft. of the target. Those trapped by the insects suffer 2 points of damage every 2 seconds and a spell failure rate of 100%. Moreover, the victim fights with a -4 penalty to his attack roll and a -4 penalty to his Armor Class. Invisibility is no protection. Due to the suffocating nature of the writhing insect swarm, each round the victims must make a Save vs. Spell at -2 or run away in fear for 1 round. The insects summoned by this spell are non-magical creatures and can bypass many magical protections. As such, their bites and stings cannot harm creatures immune to non-magical weapons. Creatures immune to non-magical weapons due to the use of spells will still suffer the suffocating effects of the insects and receive the non-damage penalties listed above. Other spells, such as Fire Shields and Aura of Flaming Death, will shield their user from the swarms of insects. Additionally, creatures such as undead and dragons are immune to these swarms. Death Spell will kill all insects within its area of effect. /////////////////////////////////////////////////////////////////////////// // Improved Demons // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Arcane Spells Protection From Petrification (Abjuration) Level: 1 Range: Touch Duration: 1 hour Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell grants the recipient immunity to all petrification and gaze attacks. This includes basilisk and medusa gaze, tanari death gaze, cursed scrolls of petrification, etc. /////////////////////////////////////////////////////////////////////////// // Spell Tweaks // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Divine Spells - Level 1 Sanctuary (Abjuration) Level: 1 Sphere: Protection Range: 0 Duration: 1 turn Casting Time: 1 Area of Effect: The caster Saving Throw: None When the priest casts a Sanctuary spell, it causes all of opponents to ignore existence as if were invisible. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to Bless self. The priest cannot cast spells on other creatures without ending the spell. //------------------------------------------------------------------------- // Arcane Spells - Level 1 Color Spray (BGEE, BG2EE, and EET) (Alteration) Level: 1 Range: 50 ft. Duration: Instant Casting Time: 1 Area of Effect: 90-degree arc Saving Throw: Special Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. 1d6 creatures within the area are affected in order of increasing distance from the wizard. All creatures in the area of effect that have 4 Hit Dice or less must make a successful Saving Throw or be rendered unconscious for 5 rounds. All creatures in the area of effect that have between 5 and 8 Hit Dice must make a successful Saving Throw or be blinded for 3 rounds. All creatures in the area of effect that have 9 Hit Dice or more must make a successful Saving Throw or be stunned for 1 round. Sleep (Enchantment/Charm) Level: 1 Range: Visual range of the caster Duration: 5 rounds Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: Neg. When a wizard casts a Sleep spell, he causes a comatose slumber to come upon one or more enemies (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within a 15-ft. radius. Creatures in the area of effect must make a Saving Throw vs. Death or fall asleep. When the wizard reaches level 10, creatures in the area of effect must make a Saving Throw vs. Death with a -2 penalty or fall asleep. When the wizard reaches level 15, creatures in the area of effect must make a Saving Throw vs. Death with a -4 penalty or fall asleep. Though it's not the stuff of which legends are made, attacks against magically sleeping opponents never miss—although they will awaken after the first hit. //------------------------------------------------------------------------- // Arcane Spells - Level 2 Web (Evocation) Level: 2 Range: 40 ft. Duration: 3 rounds Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: Neg. A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move. //------------------------------------------------------------------------- // Arcane Spells - Level 3 Skull Trap (Necromancy) Level: 3 Range: 60 ft. Duration: Special Casting Time: 3 Area of Effect: 11-ft. radius Saving Throw: 1/2 When this spell is cast, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 8 ft. of it. When this happens, the skull is triggered and explodes damaging everyone within a 11-ft. radius. The damage inflicted is equal to 1d6 per level of the caster (up to a maximum of 12d6), or half with a successful Saving Throw vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally. //------------------------------------------------------------------------- // Arcane Spells - Level 4 Fireshield (Blue) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user +50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around him. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage. Only one Fireshield may be active on a caster at a time. Fireshield (Red) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a +50% Fire Resistance, but also protects him from attacks made from within a 5-ft. radius around him. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 points of fire damage. //------------------------------------------------------------------------- // Arcane Spells - Level 5 Cloudkill (Evocation) Level: 5 Range: 40 ft. Duration: 1 turn Casting Time: 5 Area of Effect: 15-ft. radius Saving Throw: Special This spell generates a billowing cloud of ghastly, yellowish green vapors that is so toxic as to slay any creature with 4 or fewer Hit Dice, and causes creatures with 5 to 6 Hit Dice to roll Saving Throws vs. Poison with a -4 penalty or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d4 points of poison damage each round while in the area of effect. Cone of Cold (Evocation) Level: 5 Range: 0 Duration: Instant Casting Time: 5 Area of Effect: 18-ft. cone with 90-deg. arc Saving Throw: 1/2 When this spell is cast, it generates a cone-shaped area of extreme cold originating at the wizard's hand and extending outward in a cone 18 ft. long with a 90-deg. arc. It drains heat and causes 1d4+1 points of damage per level of the caster (up to a maximum of 20d4+20), or half with a successful Saving Throw vs. Spell. Additionally, all creatures in the area of effect must make a successful Saving Throw or receive a 50% movement rate penalty for 1 round.