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Главная » 2007 » Декабрь » 12 » Новые спеллы в патчах 1.11-1.12
Новые спеллы в патчах 1.11-1.12
Как уже говорилось здесь, в патче 1.12 нас ожидает около 20-и новых спеллов. Однако, видимо по ошибке, спеллы были добавлены в патч 1.11. 12 из новых спеллов похоже вполне рабочие, а вот остальные 8 еще совсем сырые. Вот список новых спеллов в патче 1.11:

Arc of Lighting
Conjuration (Creation) [Electricity]
Level: Druid 4, sorceror/wizard 5
Components: V, S
Range: Close
Area: A line between two creatures
Saving Throw: Reflex half
Spell Resistance: No

This bolt deal 1d6 points of electricity damage to per caster level (maximum 15d6) to both creatures and to anything in the line beteen them.

Blades of Fire
Conjuration (Creation) [Fire]
Level: Ranger 1, sorceror/wizard 1
Components: V
Range: Touch
Targets: Up to two melee weapons you are weilding
Duration: 2 rounds
Saving throw: None
Spell Resistance: None

Your melee weapons each deal an extra 1d8 points of fire damage. This damage stacks with any energy damage your weapons already deal.

Illusion [Pattern]
Level: Bard 2, Wizard/Sorcerer 2
Components: V
Range: Personal
Target: You
Duration: 1 round/level
Saving Thow: See Text
Spell Resistance: See text

For the duration of the spell, your weapon gains the ability to daze opponents who fail their will save for one round. The save is calculated based on the caster's abilities.

*NOTE* Currently the save is set at 16, need further support to make save based on caster level.

Blood to Water
Necromancy [Water]
Level: Cleric 7
Components: V, S
Range: Close
Effect: Up to five living creatures withint a 30ft. radius.
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

You transmute the subjects' blood into pure water, dealing 2d6 points of Constitution damage. A sucessful Fortitude save halves the Constitution damage.

NOTE: The spell specifies that water and fire subtypes are immune to this spell. I am fine with ignoring this rule or special casing fire/water genasi and fire giants from the list. Outsiders, elementals, undead, etc, are already covered under the "living targets" rule.

Bodak's Glare
Necromancy [Death, Evil]
Level: Cleric 8
Components: V, S
Range: Close
Target: One living creature
Duration: TBD
Saving Throw: Fortitude negates
Spell Resistance: Yes

Upon completion of the spell, you target a creature within range. That creature dies instantly unless it succeeds on a Fortitude save.

If you slay a humanoid creature with this attack, it will return as a bodak under your control.

*NOTE* Currently using zombie as bodak place holder, also duration set at caster level is temporary as well

Level: Druid 3
Components: V, S
Range: Medium
Target: One living creature
Saving Throw: Fortitude negates
Spell Resistance: Yes

You afflict the target with a horrible, dessicating curse that deals 1d6 points of Constitution damage, plus 1 additional point of Constitution damage per three caster levels, to a maximum of 1d6+5 at 15th level. Oozes and plants are more susceptible to this spell than other targets. Such creatures take 1d8 points of Constitution damage plus 1 additional point of Constitution damage per three caster levels to a maximim of 1d8+5.

Animalistic Power
Level: Cleric 2, Druid 2, duskblade 2, ranger 2, sorceror/wizard 2
Components: V, S
Range: Touch
Target: Creature touched
Duration 1 minute/level

You imbue the subject with an aspect of the natural world. The subject gains a +2 bonus to Strength, Dexterity, and Constitution.

Healing Sting
Level: Druid 2
Components: V, S
Range: Touch
Targets: You and one living creature
Saving Throw: None
Spell Resistance: Yes

Focusing the power of negative energy, you deal 1d12 points of damage +1 per caster level (maximum 1d12+10) to a living creature and gain and equal amount of hit points if you make a successful melee touch attack. A healing sting cannot give you more hit points than your full normal total. Excess hit points are lost.

Living Undeath
Level: Cleric 2
Components: V, S
Range: Touch
Target: Creature Touched
Duration: 1 minute/level

The spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed with no seeming ill effect. The subject is not subject to sneak attacks and critical hits for the duration of this spell, as though it were undead.

While the spell is in effect, the subject takes a -4 penalty to Charisma score (to a minimum of 1).

Level: Cleric 1, sorceror/wizard 1
Components: V, S
Range: Personal
Target: You
Duration: 1 minute/level

This spell provides a +1 resistance bonus on saving throws; this resistance increases to +2 at caster level 6th, and +3 at caster level 9th. In addition, the spell negate magic missile attacks directed at you.

Level: Cleric 1
Components: V, S
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject a +2 bonus on saving throws, with an additional +1 to the bonus for every six caster levels you have (maximum +5 bonus at 18th level).

Evocation [Sonic]
Level: Cleric 4, paladin 4
Components: V
Range: 10 ft.
Area: 10-ft.-radius burst centered on you
Saving Throw: Fortitude half
Spell Resistance: Yes

All creatures whose alignment differs from yours on both the law-chaos and good-evil axes take 1d4 points of damage per caster level (maximum 10d4). All creatures who alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment.

For example, a lawful good cleric who casts this spell deals full damage to any creature that is not lawful and not good, half damage to any creature that is lawful or good (but not both), and no damage to lawful good creatures.

A fortitude saving throw reduces damage by half.

Информация: Nard

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