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| Spell Name | Sources | Class/Spell Level | Description | Notes | Work Required |
|---|---|---|---|---|---|
| Greater Mage Armor | Sor/Wiz 3 | +6 Armor AC Bonus | Just an upgraded Mage Armor with clear usefuleness Pathfinder version goes and adds a +2 every 5 levels beyond the 5th up to a maximum of +10 at 15th level. Not sure we want to do that to have it improve, maybe? (The "But better" version of 3.5E scales even better than this!) Arelith makes it a level 6 spell but does +2 in each of the 4 AC types the original Mage Armor does. Epic Mage Armor for reference will be a flat +20 bonus compared to this. | Icon VFX: A better version of the current VFX for Mage Armor, perhaps more involved | |
Mass Cure Light Wounds Mass Cure Moderate Wounds Mass Cure Serious Wounds Mass Cure Critical Wounds | (3.5E PHB) | Brd 5, Clr 5, Drd 6 Brd 6, Clr 6, Drd 7 Clr 7, Drd 8 Clr 8, Drd 9 | Cure spells but in an AOE (15ft radius, 30ft across) | Mass Cure Light Wounds was previous Healing Circle. We simply rename it. Mass Heal is part of this line and treated the same (size etc.) | Icon We reuse VFX from the normal cure/heal spells. The AOE VFX is generic. Might be worth a tweak (better AOE VFX and no-sound individual heal VFX) |
Regenerate Light Wounds Regenerate Moderate Wounds Regenerate Serious Wounds Regenerate Critical Wounds Regenerate Massive Wounds | (Massive made up to replace Regenerate) (3.5E Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers) | Clr 2, Drd 1 Clr 3, Drd 2 Clr 5, Drd 4 Clr 6, Drd 5 Clr 7, Drd 6 | Regenerate 1/2/3/4/5 HP per round. 10 rounds + 1 round/level duration Casting when an existing one regeneration effect is already present extends will extend the effects (if new spell is equal level) or replaces effects (if lower or higher)if it's of equal or higher power, else it replaces. | Monsterous Regeneration → Regenerate Serious Wounds Regenerate → Regenerate Massive Wounds | Icon (new range of icons). Reuse the existing icons for the spells Regenerate Ring and Regenerate Circle probably. VFX could use a few more variations but is only an impact effect. |
Regenerate Ring Regenerate Circle | (3.5E Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers) | Drd 3 Drd 6 | REgenerate 1 or 3 HP per round 1 creature per 2 levels 10 rounds + 1 round/level duration Casting when an existing regeneration effect is present will extend the new spell if it's of equal or higher power, else it replaces. | Not much, we roll it into the current regen scripts. | Icons can reuse Regenerate and Monsterous Regeneration spell icons I think. |
Divination
| Spell Name | Sources | Class/Spell Level | Description | Notes | Work Required |
|---|---|---|---|---|---|
| Assay Resistance | Cleric 4, Sorcerer/Wizard 4 | +10 bonus to overcome a specific creatures SR. | Implemented with custom Resist Spell checks. | Icon VFX might be good but use the generic one for now. | |
| Power Word, Blind | 3.0E SRD | Sor/Wiz 8, War 8 | Blindness for creatures in an area up to 200HP. | This goes along well with Stun and Kill power word spells. The blind is permanent against low hit point creatures but the AI should be able to cope, and when the PC rests it gets removed. Seems to be indiscriminate as Power Word, Kill is. For now leaving them as Divination. Until perhaps more Divination spells are in play. | Icon VFX from Spellmans. New sound might be good. For now using Blindness/Deafness one. |
| Read Magic | Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 | Reads scrolls. Nice thematic cantrip. | Mainly because utility spells are limited in the game, and we'll be changing how Identify works so helps scroll users. Extended like ToEE to be both scrolls and potions. Will need to make these unidentified more though in the blueprints to be worthwhile. Made into Divination as per 3.5E, and since Divination really needs some love. | Icon Could use a nice VFX. We play the read animation maybe replace that. |
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