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Bastard Maestro
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Join Date: Apr 2004
Posts: 8,862
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Re: The Circle of Eight Modpack Explained
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Co8 Line-Item New Content
SPELLS
BARDS- 5th LEVEL
Cure Light Wounds, Mass*
Dispel Magic, Greater | Description: This spell functions like Dispel Magic, except that the maximum caster level on your dispel check is +20 instead of +10.
Eyebite | Description: Each round, you may target a single living creature, striking it with waves of evil power. Depending on the target's HD, this attack has as many as three effects. HD 10 or more: Sickened. HD 5-9: Panicked, sickened. HD 4 or less: Comatose, panicked, sickened. The effects are cumulative and concurrent. Co8 note: The "sickened" condition has been implemented as "despaired", as per the Crushing Despair spell.
Heroism, Greater | Description: This spell imbues a single creature with great bravery and morale in battle. The target gains a +4 morale bonus on attack rolls, saves, and skill checks.
Summon Monster V*
- 6th LEVEL
Analyze Dweomer | Description: You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level. An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. Analyze dweomer does not function when used on an artifact. Focus: A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp.
Cat's Grace, Mass | Description: This spell functions like Cat's Grace, except that it affects multiple creatures.
Charm Monster, Mass | Description: This spell functions like Charm Monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD.
Cure Moderate Wounds, Mass | Description: This spell functions like Cure Light Wounds, Mass, except that it cures 2d8 points of damage + 1 point per caster level (maximum +30).
Eagle's Splendor, Mass | Description: This spell functions like Eagle's Splendor, except that it affects multiple creatures.
Fox's Cunning, Mass | Description: This spell functions like Fox's Cunning, except that it affects multiple creatures.
Heroes' Feast | Description: You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.
Summon Monster VI | Description: This spell functions like Summon Monster I, except that the monsters are much more powerful. As with Summon Monster I, you select a monster from the radial menu in the game. The list of monsters that you are allowed to choose for Summon Monster VI includes the following: Bralani, Celestial Polar Bear, Chain Devil, Elemental, large (any), Fiendish Giant Constrictor Snake, Fiendish Huge Monstrous Spider, Janni.
CLERICS- 2nd LEVEL
Gentle Repose | Description: You preserve the remains of a dead creature so that they do not decay. When cast on a living creature, that creature will not decay upon its death.
- 6th LEVEL
Bear's Endurance, Mass | Description: Mass Bear's Endurance works like Bear's Endurance, except that it affects multiple creatures.
Bull's Strength, Mass | Description: This spell functions like Bull's Strength, except that it affects multiple creatures.
Cure Moderate Wounds, Mass | Description: This spell functions like Cure Light Wounds, Mass, except that it cures 2d8 points of damage + 1 point per caster level (maximum +30).
Dispel Magic, Greater | Description: This spell functions like Dispel Magic, except that the maximum caster level on your dispel check is +20 instead of +10.
Heroes' Feast | Description: You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.
Inflict Moderate Wounds, Mass | Description: This spell functions like Inflict Light Wounds, Mass, except that it inflicts 2d8 points of damage + 1 point per caster level (maximum +30).
Owl's Wisdom, Mass | Description: This spell functions like Owl's Wisdom, except that it affects multiple creatures.
Summon Monster VI | Description: This spell functions like Summon Monster I, except that the monsters are much more powerful. As with Summon Monster I, you select a monster from the radial menu in the game. The list of monsters that you are allowed to choose for Summon Monster VI includes the following: Bralani, Celestial Polar Bear, Chain Devil, Elemental, large (any), Fiendish Giant Constrictor Snake, Fiendish Huge Monstrous Spider, Janni.
Undeath to Death | Description: This spell functions like Circle of Death, except that it destroys undead creatures. Cost: 500 GP.
- DOMAIN 6th
Cone of Cold* | Domain: Water
Heal* | Domain: Healing | Description: Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, exhausted, fatigued, feeble-minded, nauseated, sickened, stunned, and poisoned. It also cure 10 hit points of damage per level of the caster, to a maximum of 100 points at 10th level. Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.
Hold Monster | Domain: Law | Description: This spell functions like Hold Person, except that it affects any living creature that fails its Will save.
- 7th LEVEL
Blasphemy | Description: Any nonevil creature within the area of a blasphemy spell suffers the following ill effects: HD equal to caster level: dazed; HD up to caster level –1: weakened, dazed; HD up to caster level –5: paralyzed, weakened, dazed; HD up to caster level –10: killed, paralyzed, weakened, dazed. The effects are cumulative and concurrent. No saving throw is allowed against these effects. Dazed: The creature can take no actions for 1 round, though it defends itself normally. Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Killed: Living creatures die. Undead creatures are destroyed. Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.
Cure Serious Wounds, Mass | Description: This spell functions like Cure Light Wounds, Mass, except that it cures 3d8 points of damage + 1 point per caster level (maximum +35).
Holy Word | Description: Any nongood creature within the area that hears the holy word suffers the following ill effects. HD equal to caster level: Deafened. HD up to caster level - 1: Blinded, defeaned. HD up to caster level -5: Paralyzed, blinded, deafened. HD up to caster level -10: Killed, paralyzed, blinded, deafened. The effects are cumulative and concurrent. No saving throw is allowed against these effects. Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the holy word. The banishment effect allows a Will save (at a -4 penalty) to negate. Creatures whose HD exceed your caster level are unaffected by Holy Word.
Inflict Serious Wounds, Mass | Description: This spell functions like Inflict Light Wounds, Mass, except that it inflicts 3d8 points of damage + 1 point per caster level (maximum +35).
Summon Monster VII | Description: This spell functions like Summon Monster I, except that the monsters are much more powerful. As with Summon Monster I, you select a monster from the radial menu in the game. The list of monsters that you are allowed to choose for Summon Monster VII includes the following: Avoral, Djinni, Elemental, huge (any), Invisible Stalker
- DOMAIN 7th
Blasphemy | Domain: Evil | Description: Any nonevil creature within the area of a blasphemy spell suffers the following ill effects: HD equal to caster level: dazed; HD up to caster level –1: weakened, dazed; HD up to caster level –5: paralyzed, weakened, dazed; HD up to caster level –10: killed, paralyzed, weakened, dazed. The effects are cumulative and concurrent. No saving throw is allowed against these effects. Dazed: The creature can take no actions for 1 round, though it defends itself normally. Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Killed: Living creatures die. Undead creatures are destroyed. Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.
Disintegrate | Domain: Destruction | Description: A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Holy Word | Domain: Good | Description: Any nongood creature within the area that hears the holy word suffers the following ill effects. HD equal to caster level: Deafened. HD up to caster level - 1: Blinded, defeaned. HD up to caster level -5: Paralyzed, blinded, deafened. HD up to caster level -10: Killed, paralyzed, blinded, deafened. The effects are cumulative and concurrent. No saving throw is allowed against these effects. Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the holy word. The banishment effect allows a Will save (at a -4 penalty) to negate. Creatures whose HD exceed your caster level are unaffected by Holy Word.
Power Word Blind | Domain: War | Description: You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by Power Word Blind. 50 or less HP: duration permamnent. 51 - 100 HP: duration 1d4+1 minutes. 101 - 200 HP: duration 1d4+1 rounds.
- 8th LEVEL
Cure Critical Wounds, Mass | Description: This spell functions like Cure Light Wounds, Mass, except that it cures 4d8 points of damage + 1 point per caster level (maximum +40).
Inflict Critical Wounds, Mass | Description: This spell functions like Inflict Light Wounds, Mass, except that it inflicts 4d8 points of damage + 1 point per caster level (maximum +40).
Summon Monster VIII | Description: This spell functions like Summon Monster I, except that the monsters are much more powerful. As with Summon Monster I, you select a monster from the radial menu in the game. The list of monsters that you are allowed to choose for Summon Monster VIII includes the following: Celestial Dire Bear, Elemental, greater (any), Fiendish Gargantuan Monstrous Spider, Vrock
- DOMAIN 8th
Cure Critical Wounds, Mass | Domain: Healing | Description: This spell functions like Cure Light Wounds, Mass, except that it cures 4d8 points of damage + 1 point per caster level (maximum +40).
Horrid Wilting | Domain: Water | Description: This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).
Power Word Stun | Domain: War | Description: You utter a single word of power that causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by Power Word Stun. 50 or less HP: duration 4d4 rounds. 51 - 100 HP: duration 2d4 rounds. 101 - 150 HP: duration 1d4 rounds.
Summon Nature's Ally VIII | Domain: Animal | Description: This spell functions like Summon Nature's Ally I, except that you can summon nature's ally creatures of a higher level and greater number of Hit Dice. These creatures are selected from the radial menu found in the game. The creatures you can choose from are: Galeb Duhr, Salamander, Noble.
- 9th LEVEL
Heal, Mass | Description: This spell functions like Heal, except as noted. The maximum number of hit points restored to each creature is 250.
Miracle | Description: Miracle raises one friend per caster level from the dead, fully healed.
Summon Monster IX | Description: This spell functions like Summon Monster I, except that the monsters are much more powerful. As with Summon Monster I, you select a monster from the radial menu in the game. The list of monsters that you are allowed to choose for Summon Monster IX includes the following: Bebilith, Elemental, elder (any), Fiendish Colossal Monstrous Spider, Hezrou, Leonal, Night Hag.
- DOMAIN 9th
Heal, Mass | Domain: Healing | Description: This spell functions like Heal, except as noted. The maximum number of hit points restored to each creature is 250.
Miracle | Domain: Luck | Description: Miracle raises one friend per caster level from the dead, fully healed.
Power Word Kill | Domain: War | Description: You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by Power Word Kill.
Summon Monster IX | Domains: Chaos, Evil, Good, law | Description: This spell functions like Summon Monster I, except that the monsters are much more powerful. As with Summon Monster I, you select a monster from the radial menu in the game. The list of monsters that you are allowed to choose for Summon Monster IX includes the following: Bebilith, Elemental, elder (any), Fiendish Colossal Monstrous Spider, Hezrou, Leonal, Night Hag.
DRUIDS- 2nd LEVEL
Warp Wood | Description: You cause wood to bend and warp, permanently destroying its straightness, form, and strength. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls. A warped door or chest will be able to be opened.
- 6th LEVEL
Bear's Endurance, Mass | Description: Mass Bear's Endurance works like Bear's Endurance, except that it affects multiple creatures.
Bull's Strength, Mass | Description: This spell functions like Bull's Strength, except that it affects multiple creatures.
Cat's Grace, Mass | Description: This spell functions like Cat's Grace, except that it affects multiple creatures.
Cure Light Wounds, Mass*
Dispel Magic, Greater | Description: This spell functions like Dispel Magic, except that the maximum caster level on your dispel check is +20 instead of +10.
Owl's Wisdom, Mass | Description: This spell functions like Owl's Wisdom, except that it affects multiple creatures.
Summon Nature's Ally VI | Description: This spell functions like Summon Nature's Ally I, except that you can summon nature's ally creatures of a higher level and greater number of Hit Dice. These creatures are selected from the radial menu found in the game. The creatures you can choose from are: Dire Bear, Elemental, huge (any), Pixie, Salamander.
- 7th LEVEL
Cure Moderate Wounds, Mass | Description: This spell functions like Cure Light Wounds, Mass, except that it cures 2d8 points of damage + 1 point per caster level (maximum +30).
Heal* | Description: Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, exhausted, fatigued, feeble-minded, nauseated, sickened, stunned, and poisoned. It also cure 10 hit points of damage per level of the caster, to a maximum of 100 points at 10th level. Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.
Summon Nature's Ally VII | Description: This spell functions like Summon Nature's Ally I, except that you can summon nature's ally creatures of a higher level and greater number of Hit Dice. These creatures are selected from the radial menu found in the game. The creatures you can choose from are: Djinni, Elemental, Greater (any), Invisible Stalker.
- 8th LEVEL
Cure Serious Wounds, Mass | Description: This spell functions like Cure Light Wounds, Mass, except that it cures 3d8 points of damage + 1 point per caster level (maximum +35).
Finger of Death | Description: You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25). The subject might die from damage even if it succeeds on its saving throw.
Summon Nature's Ally VIII | Description: This spell functions like Summon Nature's Ally I, except that you can summon nature's ally creatures of a higher level and greater number of Hit Dice. These creatures are selected from the radial menu found in the game. The creatures you can choose from are: Galeb Duhr, Salamander, Noble.
- 9th LEVEL
Cure Critical Wounds, Mass | Description: This spell functions like Cure Light Wounds, Mass, except that it cures 4d8 points of damage + 1 point per caster level (maximum +40).
Summon Nature's Ally IX | Description: This spell functions like Summon Nature's Ally I, except that you can summon nature's ally creatures of a higher level and greater number of Hit Dice. These creatures are selected from the radial menu found in the game. The creatures you can choose from are: Elemental, Elder (any).
* pre-existing spell, made available to higher class levels by Co8
Last edited by Gaear; January 12th, 2011 at 08:50 PM.
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