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New Arcane, Divine, and Invocation Suggestions

Posted: Mon Oct 26, 2015 3:12 pm
by BlueAce417
Below is a list of Arcane, Divine and Invocations that I suggest would benefit the world of Baldur's Gate and the individuals whom play in it. Items listed below is subject to change and can be rejected by the will of the individual whom reads it.

Divine

Denile
Caster Level: Cleric 4, Favored Soul 4, Spirit Shaman 3, Druid 3
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 60 seconds / level
Save: none (harmless)
Spell Resistance: none (harmless)

The caster closes their mind off to the world, gaining +5 to their will saves in exchange for a spell resistance reduction by 5.
**Edited to lower caster level

Mirrored Soul
Caster Level: Cleric 9, Favored Soul 9
Innate Level: 9
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: self
Duration: 1 round per caster level
Save: none (harmless)
Spell Resistance: none (harmless)

The caster reaches out to a target and pulls forth a mirrored image of their own soul. Dependent upon alignment, the Soul will act as a temporary ally to the caster. If the caster is good aligned, the Soul glows bright with a virtuous aura and its natural attack gains 2d6 divine damage. If the caster is neutral aligned, the Soul glows dimly with a foggy aura and its natural attack gains 2d6 magic damage. If the caster is evil aligned, the Soul glows darkly with a frightening necrotic aura and its natural attack gains 2d6 negative damage. Mirror copies retain nothing from the original's spellbook, and come into being with 3/4's of the originals current hit points.

#Acts as Shadow Simulacrum but varying depending on alignment
*Edited to target self
##Eh, I tried

Blessed Feast
Caster Level: Cleric 4, Favored Soul 4, Spirit Shaman 3, Druid 3, Bard 2
Innate Level: 3
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: 20 feet around the caster
Area of Effect / Target: all those within 20 feet of caster
Duration: 3 minutes, Effects from eating gain triple duration
Save: none (harmless)
Spell Resistance: none (harmless)

The caster blesses the food held by those around them with with divine energies. Depending on the food, the effect will vary. Blessed Feast lasts for 3 minutes on the foods. Those whom eat/ drink anything during this time shall receive enhanced benefits, effects granted by eating/ drinking while blessed gain triple the standard duration. Foods that grant lesser vigor now gain vigorous cycle, foods that grant neutralize poison will now make one immune to poison. So on and so forth.


Watchful Gaze
Caster Level: Ranger 4
Innate Level: 5
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 minute / level
Save: none (harmless)
Spell Resistance: none (harmless)

The ranger gains True Seeing, much like the Wizard/ Sorcerer spell True Seeing.

Mark
Caster Level: Ranger 2
Innate Level: 2
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 round / level
Save: Will negates
Spell Resistance: Yes

The ranger places a Mark on the target, effectively disheartening them and reducing the target's AC by 2 and reducing their attack rolls by 2 as well. This spell acts as a curse.

Arcane

Auger
Caster Level: Wizard 7, Sorcerer 7
Innate Level: 7
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: long
Area of Effect / Target: single
Duration: instant
Save:
Spell Resistance: yes

The caster springs forth a spear of magical energy to pierce a single target for 2d4 points of magic damage per caster level (to a maximum of 42d4). Should the caster succeed on the ranged touch attack, the spear would gain +5 in an attempt to breach any spell resistance.
**Edited to raise caster level

Negative Energy Wave
Caster Level: Wizard 6, Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: 45 feet cone
Area of Effect / Target: Spell cone
Duration: Instant
Save: Fortitude 1/2
Spell Resistance: no

The caster unleashes a wave of negative energy, dealing 1d6 points of negative energy damage per caster level (to a maximum of 21d6). Should the targets within the blast of the cone fail their fortitude save, they are dealt full damage and suffer 1d6 points of strength damage. Should they succeed, they are dealt half damage and suffer no strength damage.

Isaac's Lost Orbs
Caster Level: Wizard 5, Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: Special
Save: none (harmless)
Spell Resistance: none (harmless)

The caster conjures 50 tiny throw-able orbs which they can toss like darts at enemies. The tiny orbs deal 2d4 points of magic damage a piece and last until the ammo is used up or until the caster rests.

#Orbs would have no physical qualities and thus no critical threat rate. Throwing these orbs count as rolls for throwing darts, and also be susceptible to spell resistance. Though creating the orbs is harmless, throwing them is not.

Bigby's Helpful Hand
Caster Level: Wizard 2, Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Point
Duration: 2 rounds / level
Save: none (harmless)
Spell Resistance: none (harmless)

The caster summons a small hand to aid the caster in mediocre tasks. The hand cannot fight and has a total of 10 hit points. The hand can be interacted with to hold equipment proportional to a strength half of the caster's Intelligence (if wizard) or Charisma (if sorcerer). Should the hand die with the items in its inventory, it will drop them onto the ground. Should the hand be dispelled by the user or other means, it will also drop the items on the ground.

#If something like this is too difficult to code, I would suggest the Hand act as a buff, and grant one free swing much like haste, without the run speed increase.
*Edited to second circle spell slot and reduced duration

Tenser's Armaments
Caster Level: Wizard 4, Sorcerer 4
Innate Level: 4
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 10 minutes / level
Save: none (harmless)
Spell Resistance: none (harmless)

The caster readies themselves for martial and magical combat. Gaining a magical set of swords and shields for a time. These weapons can be used by anyone but can be dispelled easily (-5 spell resistance for each weapon). This spell creates one magic longsword, which deals an added 1 point(s) of magic damage per 4 caster levels. The shield is a light shield and grants a total of +2 shield AC, +3 at caster level 15, and +4 at caster level 21.
**Edited to one weapon and given scaling

Invocation

Bolstering Might
Invocation Type: Least
Spell Level Equivalent: 2
You invoke this ability to gain amazing strength. This gives you a +4 strength bonus and a +4 bonus to your parry skill for 24 hours.

Dark Vigor
Invocation Type: Least
Spell Level Equivalent: 2
You invoke this ability to gain amazing constitution. This gives you a +4 constitution bonus and a +4 bonus to your concentration skill for 24 hours.

Eldritch Reinforcement
Invocation Type: Lesser
Spell Level Equivalent: 4
You invoke a single word and bolster your worn equipment with protective eldritch energies. This gives you an armor bonus proportional to your charisma modifier for 24 hours.


Eldritch Aquatics
Invocation Type: Greater, Eldritch Essence
Spell Level Equivalent: 6
This essence imbues your eldritch blasts with the rushing might of water. The pure force behind the water converts the damage into bludgeoning, and makes the attempt to drown the target(s), whom will roll for fortitude or suffer 15% of their current hit points in damage.

*Edited for balance

Eldritch Storm
Invocation Type: Lesser, Eldritch Shape
Spell Level Equivalent: 4
This blast shape allows the warlock to focus his/her eldritch energies to combust around him/her. Attacking those around them, and leaving the warlock themselves unharmed.

#Think of the Wizard/Sorcerer spell Firestorm converted into a Blast Shape
##Okay okay, it was just a suggestion O.O

#Alrighty! Changed some of the content for balance! Thank you, Moltrazahn! :)
##Phew, at least some of them survived...?

Re: New Arcane, Divine, and Invocation Suggestions

Posted: Mon Oct 26, 2015 4:03 pm
by Moltrazahn
Mirrored soul
I don't see happening... even when doing shades your not allowed to see the alignment or deity of your target. This spell is basically a way to see alignment.... and that is just a can of worms you don't want to open.

Eldritch aquatics
Too op. If I could cast drown non stop... combine it with eldritch chain/doom ... I'd just spam that at bosses or mass events... easy epic mob farming potentially. Depends on the dc. However if the dc is bad I don't see people picking it either...

Bigbys helpful hand.
Haste effects with 1 min/cl duration from level 1? I'd love to thank you! ... don't see it happening tho ^^

Anywho. .. that's on top of my head... I'll let more smart people comment on the other things :).

Re: New Arcane, Divine, and Invocation Suggestions

Posted: Mon Oct 26, 2015 4:47 pm
by BlueAce417
Alrighty, just edited the listed items for balance! :)

Re: New Arcane, Divine, and Invocation Suggestions

Posted: Mon Nov 09, 2015 1:42 pm
by BlueAce417
Some new spells for the grinder!

Divine

Reckoning
Caster Level: Cleric 8, Favored Soul 8
Innate Level: 8
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: 10 feet around the caster
Duration: Instant
Save: Fortitude 1/2
Spell Resistance: No

The caster invokes the righteous might of their patron deity, sending a shock wave of divine energy outwards from the caster. Dealing 2d4 points of divine damage per caster level (To a maximum of 50d4). 2d6 for undead to a maximum of (50d6).
*Edited for a level cap

Chant of Radiance
Caster Level: 6 Cleric, 7Favored Soul, 6 Spirit Shaman, 6 Druid
Innate Level: 6
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Self and 5 feet around the caster
Duration: 6 seconds/ caster level
Save: None (harmless); Undead roll for Fort
Spell Resistance: No

The caster radiates positive energy, passively mending wounds of themselves and others. Healing functions as 1d2 points of "damage" per caster level. Undead suffer 1d4 points of positive damage per caster level.

## I don't play that many clerics, didn't know hymn of requiem was a thing XD

Arcane

Prismic Body
Caster Level: Wizard 6, Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 6 Seconds/ caster level
Save: Will
Spell Resistance: Yes

The caster cloaks themselves in a luminescent sheet of chaotic lights. Inflicting 1-2 of 6 random effects when struck by a melee attack of a foe.
1: 50 points of acid damage to attacker
2: 20 temporary hit points to caster
3: Confuse attacker for 3 rounds
4: Blind attacker for 3 rounds
5: deal 20 negative damage to caster
6: 120 electricity damage to attacker

## Maybe it'd be better as a level 9 spell, but if it's no good, it's no good...

Blight
Caster Level: Wizard 7, Sorcerer 7, Spirit Shaman 5, Druid 5
Innate Level: 7
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: 20 feet around the caster
Area of Effect / Target: targets within 20 feet
Duration: Instant
Save: Fortitude Negates disease
Spell Resistance: No

The caster unleashes a plague upon those in his/her gaze. Each target hit with the blast is dealt 1d4 points of negative damage per caster level (to a maximum of 16d4) and inflicted with up to two random diseases which inflict ability point damage on contact. A successful fortitude save negates the disease(s).

Invocation
Eldritch Spite
nvocation Type: Greater, Eldritch Shape
Spell Level Equivalent: 4
This blast shape allows the warlock to focus his/her eldritch energies to lash out at those that harm the warlock which lasts for 6 seconds per 2 caster levels.

#Think of the Wizard/Sorcerer spell Death Armor

Eldritch Rune
nvocation Type: Lesser, Eldritch Shape
Spell Level Equivalent: 4
This blast shape allows the warlock to focus his/her eldritch energies to into markings that which he/she etches into the ground. The warlock can only have one rune active at a time and has a cooldown of 60 seconds after casting. Each rune lasts for 30 seconds and takes 5 seconds to fully arm. Should those who activate the rune succeed a reflex save, they are dealt half damage/.

Re: New Arcane, Divine, and Invocation Suggestions

Posted: Tue Nov 10, 2015 7:11 am
by Karond
Denile: Doesn't seem useful at all. The +universal saves spells that are at hand are better, for a lower slot, and with those on you don't need any further saves and especially not a negative added on.

Mirrored Soul: Eh, it's not an unbalanced spell, but it's just another no save spell that FS can add to its powerful repertoire. For that reason, clear no.

Blessed Feast: Awful spell. You might intend it as an RP spell, but it's incredibly vague.

Watchful Gaze: Sure, I guess.

Mark: Alright, but the DC will always be very low and I doubt it will be used.

Auger: Not a big fan. The only thing wrong with the spell is it's slot. See, it does almost the same damage as a maximized orb, with a much bigger range and an added bonus. All this for 2 spell levels lower than the maximized orb. That's an issue since it's a poorly concealed powercreep to the most powerful classes in the game.

Negative Energy Wave: Great spell. Flavorful, and within line of negative energy burst.

Isaac's lost orbs: Even if it was possible, it's not useful. You can use this when you've run out of spells I suppose, but then again you could also use that level 5 slot for something cool and use a magic missile wand instead that has infinite uses. As such, not useful.

Bigby's helpful hand: It does seem difficult to code, yes. And if it was haste, it would be better than haste for solo adventures due to duration and a lower slot. Probably best to skip.

Tenser's Armaments: Sounds cool, but seems difficult to make. Just one choice would make it easier to make, but overruling physical damage in favor of magical damage might not be possible. It would see use among every single arcane gish though, so it might need a tradeoff (no weapon feats applies or something).

Bolstering might: Sure, I guess.

Dark Vigor: Much better than bolstering might. Still, possible. It's in line with leaps and bounds.

Eldritch Reinforcement: Absolutely not. That's like getting a permanent divine shield. OP.

Eldritch Aquatics: Not a fan, even with the balance change. It's about how to picture a warlock using water instead of the traditional fire, but also that it represents quite a big damage boost on failed saves.

Eldritch Storm: Absolutely not. The original game came with Eldritch Doom. Then for some reason, our developers bypassed any concerns for balance and introduced repelling blast which is like Eldritch Doom except it has no save against the damage. Now, this proposed invocation wants to take the OP to a whole new level, by giving this massive damage boost on an earlier level at an increased radius. All I can say is No. No. No no no no no. NO!

Re: New Arcane, Divine, and Invocation Suggestions

Posted: Tue Nov 10, 2015 7:24 am
by Karond
Reckoning: Hrm...maybe. It's interesting. That's an average of 150 damage on a failed save, which is quite a bit, but on the other hand it promotes a caster cleric. It might need a cap though. A conservative approach would be cap at 20 CL, which means 100/50 damage to everyone (much better still than a polar ray) or maybe 25 CL. 30 CL might be too good.

Chant of Radiance: Absolutely not. This is like a hymn of requiem but as a spell. Too OP.

Prismic Body: No, too OP. Elemental shield is comparable at around 35 damage on average, for a spell that's also on the breach list. This does considerably more, with chances of completely avoiding damage on failed saves. It's also a good school.

Blight: Cool, but you could probably make it better to get it up to a useful level. Like, instead of a cone it's a massive AoE like firestorm. You could also do a bit more negative damage, like 10D6 at least. The diseases are always at a fixed DC, and always at a low DC too, so that's more like a cool effect than anything with a mechanical use.

Eldritch spite: Yeah, definitely a no here as well. Way too OP. Think of death armor? You mean D4+5 damage on a spell that's on the breach list, compared to this, often being 30D6 and not breachable? You would need to set the damage at a lower level than death armor for this to be acceptable, given that it will always be up. Like, D4 at most.

Eldritch Rune: Add a save for half damage and it's acceptable.

Re: New Arcane, Divine, and Invocation Suggestions

Posted: Tue Nov 10, 2015 12:11 pm
by BlueAce417
Well, some survived the Karond onslaught. Anyway, updated and crossed out listed items :)

Re: New Arcane, Divine, and Invocation Suggestions

Posted: Fri Mar 11, 2016 3:00 pm
by BlueAce417
Since the new update released an amazing amount of spells, I thought I should revisit my suggestion post about them. And possibly add a few more to the query. See anything that should be nerfed, added, changed, or removed just say so. Everything you see in this post is subject to change and still only MAY have a chance at making it into the server in itself. I am aware the chances are slim but as I stated in the very first post, I'm fine with that.

Divine
Wisps
Caster Level: Spirit Shaman 4, Druid 4
Innate Level: 4
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Point
Duration: 1 round per caster level
Save: none (harmless)
Spell Resistance: (harmless)

The caster calls forth 1d3 spirits to aid them in their plight. Each spirit has 20% concealment, can cast cure wounds (up to 2 times each) with a caster level of 5 and have roughly 25 hitpoints.
##Edited to reduce caster level
### Removed taunt and specified hitpoints

Call of Alignment
Caster Level: Cleric 9, Favored Soul 9
Innate Level: 9
School: Conjuration (Generic school for this i guess)
Cast Time: 3 casts
Descriptor(s): [Good] [Evil] [Neutral]
Component(s): Verbal, Somatic
Range: Varies
Area of Effect / Target: Centered around the caster
Duration: Varies
Save: Varies
Spell Resistance: none

You call to your native alignment for power. And are answered in one of many ways, depending on your affiliation.

Good: You radiate positive energy, effectively becoming a walking spring of healing energy. Undead are damaged by these energies, and party members are healed by 4d6 each round they remain within 10 feet of the caster. Lasts for 5 rounds.

Neutral: You blast the surrounding area with magical quills, which fire in one volley in any given direction in a cone from the caster, up to 30 feet away. The quills tear foes asunder, dealing 2d4 damage per caster level, up to 48d4 points of magic damage. Targets may roll for reflex, should they succeed against the save, they only would suffer 1/2 of the damage. Should targets fail their reflex, they must roll for fortitude against poison. Should they fail their poison, they will be stunned for 2 rounds and suffer -4 DEX ability point damage.

Evil: You temporarily gain the aspect of several evils at once. Compiled of several of the deadly sins. Lust grants you +6 to attack, Gluttony grants you +4 to CON, Wrath grants +4 to damage but. This aspect lasts for 5 rounds.
##Nerfed duration and effects
###Splashed effects due to short duration

Arcane

Marvelous Jest
Caster Level: Wizard 5, Sorcerer 5, Bard 4
Innate Level: 5
School: Illusion
Descriptor(s): Mind-effecting
Component(s): Verbal, Somatic
Range: 5 feet around the caster
Area of Effect / Target: All those within 5 feet of the caster
Duration: 10 rounds
Save: Will
Spell Resistance: none

The caster causes those effected to spawn a clone of each creature with a Hit Dice of 6 or less. Each spawn mocks the original version of themselves, and each have 1/10 of the health, attack, and damage of the original. But the clones can cast no spells, use no items, or use any non-automatic feat.

##Removed due to relevance
**I'll be honest, it sounded a lot better in my head.

Negative Saturation
Caster Level: Wizard 8, Sorcerer 8
Innate Level: 8
School: Necromancy
Descriptor(s): [Evil]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 60 seconds / level
Save: none (harmless)
Spell Resistance: none (harmless)

The caster evokes and bathes himself/herself in negative energies, essentially reversing their biology to be healed through negative energy, and damaged by positive. During this effect, the user gains many traits of an undead, with less of the weaknesses. Becoming immune to sneak attacks, but not critical hits, a 5 DR /slashing, immunity to poison and disease. Though they suffer decreased movement speed by roughly 25%, -2 Dex due to sluggish nature, and vulnerability to fire by 25%. Necromancy spells cast while in this state increase the DCs by +2 due to their temporary affinity to negative energy. Should the caster fall below 0, they die, regardless of the -10 bleed out damage.

##Removed due to relavence
**Sorry, completely forgot about Pale Master

Invocation

Pactful Imbune
Invocation Type: Dark
Spell Level Equivalent: 10
You temporarily bind yourself, your pact, and a single item together. The effected item gains your strength. Depending on the item determines the effect. You can only have one of these effects in place.

Armor: Your armor bathes in eldritch energies, and lashes out against those that would do you harm. Upon receiving a successful melee attack from a hostile enemy, they receive 2d4 + (your CHA modifier/2) in magic damage.

Weapon: Your weapon loses itself in a near-sentiant bloodlust. Gaining an attack bonus of 5 + (your CHA modifier/2).

Shield: Your shield becomes fixated on your protection, acting not just against physical blows, but magic as well. Your shield gains 20 + (your CHA modifier/2) in spell resistance.

Rings/ Necklaces: Your jewelry binds themselves to you, in an oddly affectionate manor. Should your health fall below 25%, your jewelry immediately heals you as per the spell cure critical wounds (with a caster level equal to half of your warlock levels). Your jewelry can only do this once every 5 minutes.

Boots/ Gloves: Your equipment attains a near-sentient fear of combat, effectively performing better at a distance, but terribly as enemies close in. When enemies are farther than 5 feet, you gain 5 + (your CHA modifier/2) to attack. When enemies are within 5 feet, you gain -8 to attack and are effected with fear for each round a foe is within 5 feet of you.

Helm/ Cloak: Your equipment gains a questionable awareness of your surroundings. Giving you +5 to reflex, the ability to deflect some arrows, and the ability to fight in total darkness.
##Lowered spell failure and changed one of the effects
###Lowered penalty and modified effects

Devil's Charm
Invocation Type: Dark
Spell Level Equivalent: 10
Your body gleams with a facade of trickery and guile. You gain +6 to diplomacy, bluff, intimidate, and disguise. In addition, you may deal sneak attack damage while this is in effect. Lasts for 60 seconds per 2 caster levels.

##Removed due to relevance
**Actually didn't remember that one, always forget it when I make a Warlock

Re: New Arcane, Divine, and Invocation Suggestions

Posted: Fri Mar 11, 2016 3:38 pm
by Karond
Wisps: Pretty bad. If taunt succeeds, it's -2 AC. It's essentially like casting mass curse of impending blades, but at a higher level and lower duration.

Call alignment: The good version should at most do 5 per round. The neutral is fine, although inferior to the good version. The evil version is way OP. It's like giving the caster everything they want in one casting.

Marvelous jest: What's the usefulness of this?

Negative saturation: The switch seems impossible to create, but nevermind that. The bonuses are way too OP. It's like the caster gets the best bonuses of two of the best PRCs we've (SA and PM), for a fantastic duration. Even if it was just one or the other, it's not ever close to be balanced. It's also bad to circumvent earning class abilities with a single spell.

Pactful imbune: 30% is too harsh. Just 5% hits the note. Even so, most of these benefits? Definitely not worth the penalty. I mean, only the helm/cloak is actually worth it for the effect, but then again warlocks already get a +2 AC with sneak immunity invocation without a penalty. This is just not a useful invocation at all.

Devil's Charm: There is an invocation that gives +6 to some of those stats already. What's the second effect? That all their attacks always do sneak attack damage? It seems exploitable, even if its somewhat restricted due it being a dark invocation.

Re: New Arcane, Divine, and Invocation Suggestions

Posted: Fri Mar 11, 2016 3:57 pm
by BlueAce417
All updated

Re: New Arcane, Divine, and Invocation Suggestions

Posted: Fri Mar 11, 2016 5:50 pm
by Karond
Wisps: It's not so much the spell level either, it's the usefulness. Taunt has a save you know. Mass curse doesn't. Maybe you could skip taunt, and have it do more healing. That way, you're summoning a few minor healbots. That could at least serve a niche.

Call alignment: Hrm...I meant the damage at 5, but if you're going for a short duration like this, then you can splash a bit. You could take away the penalties on the evil one, and probably increase all 3 in power a bit if you're going for that short duration.

Pactful imbune: See, the effects are quite bad. A fairly decent warlock going the DC route might end up with 30 charisma. That's a modifier of 10. So your abilities give like 15 damage shield, 20 SR, 10 HP, a poor healing spell, +10 spot or the attack bonuses. Is this a pnp spell or something?

You could reduce the options, and make them half-decent at least. Might even go without a penalty with things like your shield, 20+modifier on SR, maybe skipping bonus HP, AB bonus and the contingency heal and change the awareness thing a bit. Warlocks can get the see invisibility effect, which is all true sight is good for, and +10 spot might be too much. Already there are talks about bringing down amplify/C&C and other spells down to reasonable bonuses, and +10 is too much. I think you should do a third option here that also plays on cha modifier for its bonus. So all the abilities have that same theme. Maybe it could help the combat warlocks somehow. (Cha modifier/2) to melee damage?

Re: New Arcane, Divine, and Invocation Suggestions

Posted: Sat Mar 12, 2016 6:45 pm
by BlueAce417
Alrighty, all updated again!

Re: New Arcane, Divine, and Invocation Suggestions

Posted: Mon Mar 14, 2016 1:40 pm
by BlueAce417
A couple more suggestions for the grind. Once more, all suggestions are subject to change by way of expressed opinion. Should something be deemed unbalanced, unfair, or inconsistent, make a statement, and I will edit accordingly.

Divine

Tainted Holy Water
Caster level: Cleric 1, Paladin 1
Innate Level: 1
School: Necromancy
Descriptor(s): [Evil]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Item
Duration: Permanent
Save: none (harmless)
Spell Resistance: none (harmless)

The caster reverses the effects of traditional holy water, creating a vile concoction which harms living creatures. Much like the creation of holy water, Tainted Holy Water creates an item proportional to your level, both in cost and effectiveness.
((Use the same cost/potion formula used in the blessed water spell))

Purge the Corruption
Caster Level: Cleric 8, Favored Soul 8
Innate Level: 8
School: Evocation
Descriptor(s): [Good]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Burst of Positive Energy that extends 30 feet
Save: Reflex and Partial Will
Spell Resistance: none

The caster calls to the heavens, and the heavens answers with a burst of light. The caster blows up the area around him/herself in 1d6 points of divine damage per level, up to 28d6. Targets who fail their reflex and will saves suffer full damage and 3 round blindness. Targets who fail their reflex but succeed their will save are dealt 75% damage and only suffer - 2 to attack for 3 rounds. Targets who succeed their reflex are dealt 50% damage and do not have to roll their will.


Arcane

Manipulate Lesser Orbs
Caster Level: Wizard 3, Sorcerer 3
Innate Level: 4
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Point
Duration: 24 hours
Save: none (harmless)
Spell Resistance: none (harmless)

The caster creates 10 orbs of a specified magical energy, which hover around them, and ready themselves to be used. The orbs can inhibit the elements: Fire, Ice, Acid, Electric, and Sound.This spell works in-tandem with only a few select spells which specify this one and will not perform any function other than spinning around the caster. These orbs are lesser, and as such deal the appropriate damage of lesser orbs. The orbs can be dispelled.

Manipulate Orbs
Caster Level: Wizard 7, Sorcerer 7
Innate Level: 4
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Point
Duration: 24 hours
Save: none (harmless)
Spell Resistance: none (harmless)

The caster creates 10 orbs of a specified magical energy, which hover around them, and ready themselves to be used. The orbs can inhibit the elements: Fire, Ice, Acid, Electric, and Sound.This spell works in-tandem with only a few select spells which specify this one and will not perform any function other than spinning around the caster. The orbs can be dispelled.

Hurl Orb
Caster Level: Wizard 5, Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s):
Component(s): Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude partial
Spell Resistance: none

The caster hurls one or many orbs at a target, such orbs must be created via the spell Manipulate Lesser Orbs or Manipulate Orbs. The caster can specify one orb or many (3 orbs) to be hurled, but each must make a ranged touch attack in order to land. Hurling many reduces the accuracy of the attack by -3. Damage is proportionate to the Manipulate spell cast beforehand. If no Manipulate spell was cast, this spell fizzles. Saves and spell resistance function similar to the singular Orb spells. Hurling an orb this way functions as if it were cast via the Quicken metamagic, because you have created the orb prior to hurling it.

Siphon Orbs
Caster Level: Wizard 8, Sorcerer 8
Innate Level: 8
School Conjuration
Descriptor(s):
Component(s): Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 round / 2 caster levels
Save: none (harmless)
Spell Resistance: none (harmless)

The caster drains the energy of the orbs he/she created to fuel themselves. This spell drains all 10, or the remaining orbs that are left on the caster. For each orb drained, the caster gains +5 Temporary hitpoints and +1 saves to Will. They also gain +1 DC to their spells per 5 orbs.

Orb Storm
Caster Level: Wizard 9, Sorcerer 9
Innate Level: 9
School: Conjuration
Cast Time: 3 casts
Descriptor(s):
Component(s):
Range: Long
Area of Effect / Target: Vast (60 ft)
Duration: Instant
Save: Reflex and Partial Fortitude
Spell Resistance: none

The caster compresses all of their orbs into one large orb, and launches it into the sky. The large orb breaks up into shards of energy and rain down upon wherever the caster targeted. The caster must have 10 orbs before using this ability or it fizzles. It takes time to compress the orbs together, meaning that the caster is open while preparing. Targets within the blast zone suffer 40d6 points of damage proportionate to the element of orb that was chosen. Manipulate Lesser Orbs cannot be used for this spell or this spell will fizzle. Should a target fail their Reflex and Fortitude save, they are dealt full damage. Should a target fail their Reflex but succeed their Fortitude save, they are dealt 50% of the damage and suffer no side effects. Should a target Succeed their Reflex save, they are dealt no damage. Should a target Fail their Reflex and Fortitude BUT has the evasion feat, they are dealt 50% damage as if they had succeeded their Fortitude save. Should the caster be lose concentration while casting this spell, it explodes in their face and deals 10d6 damage to everyone within 5 feet, even the caster. The first cast gathers the orbs, the second cast compresses them, and the last cast hurls it into the air.

Invocations

Fall from Grace
Invocation Type: Greater
Spell Level Equivalent: 8
The caster imbues a curse unto a target which lowers the effected targets ability points by 2 each, their saves by 4 and their attack by 3. The curse lasts until removed, the target dies, or an hour, whichever is first.

Re: New Arcane, Divine, and Invocation Suggestions

Posted: Mon Mar 14, 2016 3:38 pm
by Lockonnow
BlueAce417 maybe we sould give them a rest if we ge the bugs don

Re: New Arcane, Divine, and Invocation Suggestions

Posted: Mon Mar 14, 2016 5:18 pm
by BlueAce417
Alright, alright. I'll wait a while... '^FT^