Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Spell Name

Sources

Class/Spell Level

DescriptionNotesWork Required
Break Enchantment

3.0E

Brd 4, Clr 5Breaks 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

3.0E

Sor/Wiz 2+DR versus ranged attacksMakes use of the new bVersusRanged parameter in the effects.

Icon

(Already has VFX)

Major Resistance

Superior Resistance

3.5E

3.5E

(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

DescriptionNotesWork Required
Greater Mage Armor

3.5E

3.5E But Better?

Pathfinder

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

Light

Moderate

Serious

Critical

(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

Light

Moderate

Serious

Critical

(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

Ring

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.

...