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Author Topic: Spell Changes In Next Update  (Read 181 times)

orth

Spell Changes In Next Update
« on: November 21, 2005, 08:16:00 pm »
Yes it's that scary time! Though this one seemed to be the Druid update.  There's still some more we have to do! Always!

The following spells have been altered in some form.

  • Weird now has a medium casting range, was short.
  • Mass Heal removed from Druid Spell List
  • Cat's Grace, Owl's Wisdom, Fox's Cunning and Eagle's Splendor added to Druid Spell List
  • Nature's Balance competely redone, Nature's Flow added.
  • Implosion now only affects one target.
  • Gate now requires spell components
  • Rangers receive Ranger Valor instead of Aid which does same thing with no requirement for Holy Symbol
Nature's Balance
Caster Level(s): Druid 9
Innate Level: 9
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Large
Duration: Instant
Additional Counter Spells:
Save: Fortitude Negates
Spell Resistance: No

Focusing your link with nature, you are able to channel essential life forces to balance yourself and those around you. Performing this great sacrifice will tax your body tremendously, effectively setting your current hit point value to 50% of your maximum. This act of attunement then grants you the ability to tip the scales to those who surround you. The primal equilibrium reached within will then allow you redistribute life energies to both friend and foe in a similar balance. The spell will set all your allies to 75% of their maximum hit point value and up to four monsters surrounding you to 25% of their maximum hit point value if they fail the fortitude save.

Nature's Flow
Caster Level(s): Druid 8
Innate Level: 8
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Gargantuan
Duration: Concentration, 1 Round / Level
Spell Resistance: No
Spell Component: Holy Symbol must be worn
Area Limitation: Natural

The druid focuses all his natural will to project an expansive aura around himself. This aura flows from Nature through the druid and out to her or his allies. After the aura blankets the area, and for 1 round per level while the druid maintains her or his meditative focus, all allies regenerate 12 hit points per round. If the druid's concentration is broken, either by his own volition, such as attacking or casting, or by taking damage, the regenerative flow of nature is broken as well. To assist with keeping focus, the caster is also surrounded in a protective layer of stone when the spell is first cast.


Aid
Caster Level(s): Cleric 2, Paladin 2
Innate Level: 2
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic, Material
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / Level
Additional Counter Spells: Doom
Save: Harmless
Spell Resistance: No
Material Component: A Holy Symbol which must be worn
Deity Relations
Enemy: No Effect
Unfriendly: No Effect
Neutral: +1 bonus to attack, +1 bonus to fear saves, 1d8 bonus to max hp
Friendly: +2 bonus to attack, +2 bonus to fear saves, 1d8 bonus to max hp
Allied: +2 bonus to attack, +2 bonus to fear saves, 1d8 bonus to max hp
Same: +2 bonus to attack, +2 bonus to fear saves, 1d8*2 bonus to max hp

Gate
Caster Level(s): Cleric 9, Wizard / Sorcerer 9
Innate Level: 9
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Point
Duration: 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: None
Spell Component: Alignment Based Vial of Blood

This powerful summoning spell opens a portal to another plane, bringing forth a powerful being from a realm aligned to the caster. This being is bound to the caster's will for the duration of the spell, acting as a faithful servant of indomitable will. However, the sheer strength required to perform this summoning forces the caster to protect him or herself against the creature being conjured.

The caster must be protected by the effects of Protection from Alignment, Magic Circle versus Alignment, or Aura versus Alignment or fail upon the summoning and perhaps even confront the creature brought forth.

Furthermore, sanctified blood must be used to properly perform this conjuration. Good aligned characters requiring the Blood of a willing Saint, evil characters using the Blood from a Virgin, and neutrally aligned characters using their own Blood extracted with a special Ceremonial Dagger.
 

FlameStrike

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RE: Spell Changes In Next Update
« Reply #1 on: November 22, 2005, 01:14:00 am »
Question:

Regarding Aid, the +2 bonuses will apply if the spell is cast on self aswell, or only if cast on other character whose deity is allied with yours?