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| Spell Name | Sources | Class/Spell Level | Description | Notes | Work Required |
|---|---|---|---|---|---|
| Break Enchantment | 3.0E | Brd 4, Clr 5 | Breaks some specific things; enchantments, transmutations, curses, petrification. | Good healing spell that has some real benefit especially if we add better curses. Only works on spells level 5 or lower (we'll use Innate level for this) | Icon Could use a better VFX |
| Protection from Arrows | Sor/Wiz 2 | +DR versus ranged attacks | Makes use of the new bVersusRanged parameter in the effects. | Icon (Already has VFX) | |
Major Resistance Superior Resistance | (Savage Species) | Bard 2, Cleric 2, Druid 2, Paladin 2, Sorcerer 2, Wizard 2 Bard 5, Cleric 5, Druid 5, Sorcerer 5, Wizard 5 | +3 or +6 on saves. | Resistance+. It's quite powerful defensively but spellcasters are also quite powerful! It also is dead easy. | Icon VFX (have Resistance also included) |
Conjuration
| 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 regeneration effect is present will extend the new spell 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. Maybe do a green version of the healing VFX with a new set of sound effects would be good. |
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. AOE impact effect could be a good idea. Currently using a very basic pulse. |
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