ENG SPELLS

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Each spell or talent is cast to a certain Caster Level also called CL

This depends directly on the level of the class that has cast the spell and the CAP is set at 140 LC (you can get there by combining the CDV)

Focusing feats are used exclusively for the calculation of the salvage DC(difficulty class). The SR (spell resistance) is equal to the charatcter/mob level.

Spells cast by scroll or any other object (other than potions) do not count caster class levels. The CL taken into consideration is the highest one in 1+ (character Level/3) or 1+ (Use Magc Device/2). The calculation of the CL of the potions has not been modified compared to that of the original game

All spells not shown in the following list have not changed from the original game

SPELL LIST

  • Acid fog acid damage: 1D6 every 2 CL + CL at the entrance (1D10 for pure wizards and pure sorcerers) slowness, 2D20 acid damage every round (no SR, yes save)
  • Aid gives an attack bonus of +1 every 10 CL (max +5), 1D6 x CL hit points bonus
  • Aura of glory In addition to the normal charisma bonus, it provides a concealment of 10% + LC / 2 (max 66%)
  • Aura of vitality gives a concealment of 10% + (CL / 2) + Bonus Focusing illusion (+ 3 / + 6 / + 9) + wisdom bonus, for a maximum concealment of 90%
  • Aura versus alignment Gives a reduction to physical damage equal to the wisdom bonus
  • Balagarn's iron horn Throw on the ground for 1 round who does not pass a save on discipline with DC = CL
  • Ball lightning create 1+ (CL /2) darts, each dart deals 4D6 electrical damage (yes SP, yes save), the stormy arcane inflicts 4D12 electrical damage for each dart
  • Barkskin Increase natural AC by 1+(CL/12) +3 for each transmutation focus (max +10)
  • Bigby's clenched fist Damage equal to 1D6 each round, duration 1 round every 5LC (max 24 rounds), NO stunned, (yes SR, yes fortitude save)
  • Bigby's crushing hand Damage equal to 1D6 every 2 CL each round, duration 1 round every 5LC (max 12 rounds), NO stunned, (yes SR, yes reflex save)
  • Bigby's forceful hand Will save with DC equal to LC/2, dazed for 1D4 + 1 round (yes SR, yes save)
  • Bigby's grasping hand Refles save or blocked x 1d4 round, DC equal to LC/2 (yes SR, yes save)
  • Blade barrier physical damage equal to 1D12 x CL (yes SR, yes save), Divine Agent caste without save and has a damage bonus equal to CL
  • Blade thirst The character gets an attack bonus equal to +1 every 6 CL (max +20). It has an 18 CL bonus with the Bane of enemies feat
  • Bless gives an attack bonus of +1 every 12 CL and +1 every 16 CL to the save
  • Blood frenzy gives an attack bonus equal to +1 for every 6 CL (max +20), + 1D6 HP x CL
  • Bombardment bludgeoning damages equal to 1D6 x CL + 1 for CL, fire damage equal to 1D6 x CL +1 for CL (yes SR, yes save) (Improved evasion does not affect the save, ie damage can only be halved)
  • Bull's strength (spell) CL/bonus: 40/1D10+1 30/1D8+1 15/1D6+1 1/1D4+1
  • Burning hands fire damage equal to 1D4 for every 2 CL (yes SR, yes save)
  • Call lightning electrical damage equal to 1D6 x CL (yes SR, yes save), the Master of the Shroud caste without save and has a damage bonus equal to the CL
  • Camouflage Creates a concealment effect equal to 10 + half the minimum value between hide and moving silently (Max 66%). Duration 1 round x CL
  • Cat's grace CL/bonus: 40/1D10+1 30/1D8+1 15/1D6+1 1/1D4+1
  • Chain lightning Electrical damage equal to 1D6 x CL + 1 for each CL (yes SR, yes save)
  • Circle of doom negative damage equal to 1D6 x CL +1 for each CL (yes SR, yes save)
  • Clarity it makes you immune to mental spells, duration 60 rounds + 1 for CL
  • Cloudkill 1D10 every 2 CL + CL cold damage (no SR, no save) slows down with fortitude save (pure wizards and pure sorcerers deal 1D10 x LC + LC), duration 6 rounds, deals 2D12 damage each round of permanence (wizards and the pure wizards do 2D20)
  • Combust fire damage equal to 1D4 every 2 CL + 1 for each CL / round (if save fails) (yes SR, yes save)
  • Cone of cold cold damage equal to 1D6 x CL (yes SR, yes save)
  • Confusion Duration 1D6 round + 1 every 20 CL
  • Contagion applies a permanent malus to the Strength, Constitution and Dexterity characteristics equal to 1 every 10 CL (yes SR, yes save)
  • Crumble sound damage equal to 1D8 x CL (no SR, no save), for pure Druids works on all types of creatures
  • Cure critical wounds 4D8 + 1 for each CL + heal ability
  • Cure light wounds 1D8 + 1 for each CL + heal ability
  • Cure moderate wounds 2D8 + 1 for each CL + heal ability
  • Cure serious wounds 3D8 + 1 for each CL + heal ability
  • Darkfire gives the weapon 1D4 x CL onhit fire damage, Duration 10 rounds +1 x CL
  • Deafening clang gives the weapon a damage bonus of 1D4, the damage increases with CL up to 2D12 with LC> = 60. Only for the pure Paladin (min 40 liv) adds sound onhit damage equal to 1 for each CL
  • Death armor damage equal to 1D4 every 2 CL (no cap) (no SR, no save) (1D4 x CL pure wizards)
  • Delayed blast fireball Fire damage equal to 1D8 x CL+1 for each CL (yes SR, yes save), acts without save for the Arcane Mistifier
  • Destruction divine damage equal to 1D8 x CL, death only under 15 HP x CL (yes SR, yes save)
  • Displacement creates a concealment of 40%
  • Divine favor gives an attack bonus of +1 every 8 CL
  • Divine power (spell) 2 HP extra x CL
  • Dominate animal Duration 1D10 round + 1 every 2 CL
  • Dominate person Duration 1D10 round + 1 every 2 CL
  • Doom assigns a malus of 1 point every 20 LC to the following characteristics: TS, Attack, Damage, Skill, duration 1D4 + CL / 20 ( yes SR, yes save)
  • Drown physical damage equal to 1D12 x CL +1 for each CLC (yes SR, yes save). The pure Druid performs damage on every type of creature, the Oak's Son casts without save
  • Eagle's splendor CL/bonus: 40/1D10+1 30/1D8+1 15/1D6+1 1/1D4+1
  • Earthquake bludgeoning damages equal to 1D8 x CL (no SR, no save)
  • Elemental shield deals 1 fire damage x CL, 25% fire immunity + 25% cold immunity (no SR, no save)
  • Elemental swarm 1D4 x CL for each type of elemental damage (fire, cold, sound, acid, electric) (yes SR, no save) 1D6 x CLr LC for the pure Druid
  • Endure elements Reduces 1 damage every 6 CL, for an amount od damage equal to 5 x CL Each focus in transmutation adds 5 points to the reduction and respectively 100, 200 and 400 points to total damage
  • Energy buffer Reduces 1 damage every 3 CL for a maximum of 30 damage points for CL, each focus in transmutation adds 5 points to the reduction and respectively 400, 800 and 1600 points to the total damage, the pure sorcerers have a bonus for the reduction and damage equal to 50
  • Entropic shield Creates a concealment effect of 10% + 1 every 2 CL (max 66%)
  • Ethereal visage Creates a concealment effect of 20% + 1 every 2 CL (max 80%)
  • Evard's black tentacles Bludgeoning damage equal to 1D6 x CL + negative damage equal to 1D6 x CL to all creatures of average size or higher (no SR, yes save)
  • Fear Duration 1D6 round + 1 every 20 CL
  • Finger of death cold damage equal to 1D8 x CLC +1 x CL, death below 15 HP x CL (yes SR, yes save),the Oak's Son deals positive damage
  • Fire storm fire damage equal to 1D8 x CL (yes SR, yes save)
  • Fireball fire damage equal to 1D6 x CL (yes SR, yes save)
  • Firebrand 2 darts each LC, each dart deals 1D6 fire damages (yes SR, yes save)
  • Flame arrow one arrow for every 4 CL, 4D6 fire damage for each arrow (yes SR, yes save)
  • Flame lash fire damage equal to 1D8 + 1D4 for CL (yes SR, yes save)
  • Flame strike 1D6 fire damage x CL (yes SR yes save), Clerics and Druids add 1 divine damage x LC (yes SR, no save), with maximized spells the divine damage becomes 2 x CL, the divine class Oak's Son inflicts 1D12 divine damage x LC
  • Flame weapon gives the weapon 1D4 x CL onhit fire damage, Duration 10 rounds +1 x CL
  • Fox's cunning CL/bonus: 40/1D10+1 30/1D8+1 15/1D6+1 1/1D4+1
  • Gedlee's electric loop electrical damage equal to 1D4 each CL + stunned for 1 round (yes SR, yes save)
  • Ghostly visage Creates a concealment effect of 10% + 1 every 2 CL (max 80%)
  • Ghoul touch If you successfully make a touch attack deals 1D4 x CL cold damage, the Undead Defender adds 1D4 negative damage x CL, the Undead Defender adds a CL/ 3 vulnerability to cold damage to the target.
  • Globe of invulnerability It has effect only with CL greater than or equal to 80
  • Great thunderclap Sonic damage equal to 1D4 x CL, Wizard, sorcerer, stormy arcane and artist deal 1D8 x CL
  • Greater magic fang It has effect directly on the caster and not on the animal companion, gives a reduction to the physical damage equal to the sum of the strength + constitution, gives immunity to magic damages equal to 1% every 8 points in strength
  • Greater magic weapon +1 every 8 CL (max +10), if the LC is less than the character level, the character is used in calculating the CL, the spell does not fall if you are resurrected after death and therefore must not be recasted on the weapon
  • Greater sanctuary acts within a radius of 5 meters from the point where it was cast. If the character exceeds this limit the spell vanishes, the duration varies depending on the CL: 0-99 2 rounds, 100-119 3 rounds, 120-140 4 rounds
  • Greater stoneskin Reduces physical damage equal to 1 every 2 CL (max 20) for an amount of 20 damage x CL, (the reduction and max of damage increases by 3 for each transmutation focus), gives immunity to magic damage equal to 1% every 8 strength points
  • Hammer of the gods divine damage equal to 1D6 for each CL, daze duration 1D4 round (yes SR, yes save),Divine Agent casts without save
  • Harm negative damage equal to 1D6 x CL LC +1 for each CL (yes SR, no save)
  • Heal deals positive damage equal to 1D6 x CL +1 for each CL (yes SR, no save)
  • Healing circle Bard: heals 1D8 + 1 for each CL. Cleric: deals 1D4 damage x CL to undead and heals party for 1D4 PF x CL
  • Holy sword Beyond normal effects, add 1D4 divine, the damage increases with increasing CL up to 2D12 with CL> = 60, only for CDV Divine Herald and Templar adds onhit damage equal to 1 for each CL. Only for the pure Paladin (min 40 liv) adds onhit damage equal to 2 for each LC.
  • Horizikaul's boom sonic damage equal to 1D4 every 2 CL + deaf for 1D4 round (yes SR, yes save)
  • Horrid wilting magical damage equal to 1D8 x CL (yes SR, yes save)
  • Ice dagger cold damage equal to 1 x CL (yes SR, yes save)
  • Ice storm 3D6 bludgeoning + 2D6 cold + 1D6 cold every 2 CL (yes SR, no SAVE) pure Bard: 5D6 bludgeoning + 4D6 cold + 1D6 cold every 2 CL + CL
  • Implosion positive damage equal to 1D10 x CL +1 for each CL, death creatures under 15 HP x CL (yes SR, yes save)
  • Improved invisibility Creates a concealment effect of 1% + 1 every 2 CL
  • Incendiary cloud Divine damage equal to 1D6 x CL (yes SR, yes fortitude save), acts without save for the Arcane Mistifier
  • Inferno divine damage equal to 1D4 every 2 CL x round (yes SR, no save), warning! He also has affection for his friends
  • Infestation of maggots deals damage equal to 1D4 x CL (yes SR, yes save), decreases the constitution of 1 point every round if the target does not pass the save
  • Inflict critical wounds deals damage equal to 4D8 + 1 for each CL
  • Inflict light wounds deals damage equal to 1D8 + 1 for each CL
  • Inflict moderate wounds deals damage equal to 2D8 + 1 for each CL
  • Inflict serious wounds deals damage equal to 3D8 + 1 for each CL
  • Isaac's greater missile storm 1 dart every 2 CL, 1D12 magic damage for each dart (yes SR, no save), 2D8 damage for each dart with CL> = 100 (yes RI no TS), the stormy arcane deals 2D10 +10 for each dard
  • Isaac's lesser missile storm 1 dart every 2 CL, 1D8 magic damage for each dart (yes SR, no save), 1D10 damage for each dart with CL> = 100 (yes RI no TS), the stormy arcane deals 1D12 + 5 for each dard
  • Keen edge increases the critical range equal to the current range, works on all types of weapons
  • Lightning bolt Electrical damage equal to 1D6 x CL (yes SR, yes save) (1D8 for pure sorceres and pure wizards)
  • Mage armor +1 for each type of AC every 20 CL (minimum +1)
  • Magic fang It has effect directly on the caster and not on the animal companion. It gives a natural AC bonus of 1 + 1 for every 8 CL. Pure Ranger (120 liv) receives the same bonus for the Deviation and Armor type AC and the effect can not be striped
  • Magic missile 1 dart every 2 CL, 1D4 damage per dart (yes SR no save), the Stormy Arcane deals 1D8 + 1 for each dart
  • Magic vestment AC bonus (armor) 1 + 1 every 10 LC (max +10), duration 1 round x CL
  • Mass camouflage Adds onhit magic damage equal to the CL, duration 10 rounds +1 x CL
  • Mass heal only against undead inflicts positive damage equal to 1D8 x CL (yes SR, no save)
  • Melf's acid arrow Acid damage onhit equal to 3D6 +1 x CL + CL/2 each round (si SR, no save)
  • Mestil's acid breath acid damage equal to 1D6 x CL (yes SR, yes save)
  • Mestil's acid shield 1 acid damage x CL (no SR, no save), pure wizard and pure sorcerer deals 1D3 x CL
  • Meteor swarm Fire damages equal to 1D6 x CL + Bludgeoning damages equal to 1D6 x CL (yes SR, yes save)
  • Mind fog the enemy suffers a penalty of -10 on save will, duration 1D10 rounds + 1 every 2 CL
  • Minor globe of invulnerability It has effect only with CL greater than or equal to 80
  • Negative energy burst negative damage equal to 1D6 x CL (yse SR, yes save)
  • Negative energy ray deals 1D4 negative damage x CL (yes SR, yes save)
  • One with the land +1 every 4 CL to move silently and hide (max +10), AC bonus (armor) against chosen enemies of 1 +1 every 6 CL (max +20), takes +18 CL if in possession of Bane of enemies feat
  • Owl's wisdom CL/bonus: 40/1D10+1 30/1D8+1 15/1D6+1 1/1D4+1
  • Phantasmal killer magical damage equal to 1D6 x CL (yes SR, yes save) death creatures under 10 HP x CL (yes SR yes save)
  • Polymorph self Only for the pure ranger acts as Tenser Transformation
  • Power word, kill single target, electrical damage equal to 1D10 x CL +1 x CL. (1D12 for pure wizards), death with less than 15 HP x CL (yes SR, yes save)
  • Prayer 1 points every 25 CL of: attack bonus, save, damage, skill
  • Premonition Reduces physical damage equal to 1 every 2 CL (max 30) for an amount of 40 damage x CL, (the reduction and max of damage increases by 3 for each transmutation focus), The reduction can go beyond the maximum allowed of 1 point every 10 of the concentration skill, gives immunity to magic damage equal to 1% every 5 strength points
  • Prismatic spray 1D4 x CL from cold / fire / acid / electric (yes SR, yes save)
  • Protection from elements  Reduces 1 damage every 4 CL for a maximum of 20 damage points for CL, each focus in transmutation adds 5 points to the reduction and respectively 300, 600 and 1200 points to the total damage, only for the Ranger adds on itself a resistance to all types of elemental damage equal to 2/3 of the CL (so for the Ranger it provides both a reduction and a resistance)
  • Quillfire deals magical damage equal to 2D10 + 1 x CL + poison (no SR, yes save), save has been moved to fortitude, with maximized spells damage becomes 20 + CL + (CL / 3)
  • Regenerate Regenerate 1 point every 5 CL, duration 1 round x CL
  • Scintillating sphere Electrical damage equal to 1D6 x CL (yes SR, yes save), Stormy Arcane acts wihtout save
  • Searing light 1D6 divine damage for each CL on the undead, 1D4 divine damage x CL for each other type of creature (yes SR, no save)
  • See invisibility with CL> 60 it works as true seeing
  • Shadow shield The reduction to physical damage has been eliminated
  • Shield of faith AC bonus (deflection) of 1 +1 per 10 CL (max +10). Duration 1 round x CL
  • Silence it works only on mobs of level <40
  • Slay living Negative damage equal to 1D6 x CL, death only under 15 HP x CL (yes SR, yes save), Shadow's Adept caste without melee touch attack and without save
  • Sound burst 1D4 sound damage for CL, stuns 2 rounds (save will),  the artist deals 1D4xCL + CL
  • Spike growth physical damage equal to 1D4 x CL (yes SR, no save), slows down the target for 1D4 round (yes SR, yes reflex save)
  • Stoneskin Reduces physical damage equal to 1 every 2 CL (max 10) for an amount of 10 damage x CL, (the reduction and max of damage increases by 3 for each transmutation focus), gives immunity to magic damage equal to 1% every 8 strength points
  • Storm of vengeance Instant, always perform 1D8 x CL of acid damage and under save electrical damage equal to 1D8 x CL
  • Sunbeam vs undead divine damage equal to 1D8 x CL, the other creatures 1D6 x CL + blinded (yes SR, no save), the save is performed only for blindness
  • Tenser's transformation Attack bonus equal to 1 + LC/ 4 (max + 10), HP + 1d6 x CL, +1 extra attack
  • True strike gives an attack bonus of +1 every 6 CL (max +20)
  • Ultravision Only for the Druid works as clarity and can be cast also on other characters
  • Undeath to death deals positive damage to the undead equal to 1D6 x CL +1 for each CL (yes SR, yes save) (colossal area)
  • Vampiric touch negative damage equal to 1D6 every 2 CL (yes SR, no save) + HP bonus equal to 1D6 every 2 CL
  • Wail of the banshee Sonic damage equal to 1D10 x CL, 1D6 if the save is successful, only pure wizards 1D12 x CL (1D8 if save successful), death with less than 15 HP x CL (yes SR, yes save)
  • Wall of fire fire damage equal to 1D6 x CL + 1 for each CL (yes SR, yes save)
  • War cry bonus attack of +1 every 16 CL (min +1), +1 damage every 8 CL perf (no fear effect)
  • Weird Magical damage equal to 6 x CL (yes RS, yes save), will save + fortitude save: if failed death per. If failed death creatures under 15 HP x CL
  • Word of faith Sonic damage equal to 1D4 x CL +1 for each CL. All summoned creatures are returned to the original plane. Kills all creatures with less than 500 HP, (yes SR, no save)
  • Wounding whispers Deals sound damage equal to1D4 + 1D4 x CL, for pure Bard, deals sound damage amounting to 1D6 + 1D6 x CL + CL, for pure Bard, makes it immune to 25% sonic damage