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Though it might become required for optimal play and it might break end of screen scene triggers and such. Plus it would require UI work,I don't know if Owlcat has the manpower to spare for just 1 spell. Hopeful but doubtful.
Wracking Ray
Range touch attack 1d4 every 3 levels damage to Str and Dex. Cannot reduce below zero. Fort save for half. Draining 5-15 str and dex from range touch attack is sexy as.
I want more power at rank 5 spells because traditionally its a big jump in power and utility for casters in PnP that I don't think is really reflected in game.
- Fly (basically giving you the same benefit than wings)
- Overland Flight/Shadow walk (basically moving on the map at higher speed and possibly having the opportunity to easily skip random encounters)
- Image series (with a basic features selection at casting like walls, pits, creatures)
- Hallucinatory Terrain and superior (basically influencing terrain)
- Omen/augury/commune (with) series: giving you insight about an area (creatures, difficulty, treasures etc), and about future events/opportunities and/or bonus to solve them) and also extra option during "book stories" or dialogues
- Clairvoyance/scrying (on the map but also in specific areas, as throne room, to have insight on what's happening even outside your kingdom)
- Speak with Dead/blood biography (could work casting it after specific creatures death to have insight about them, their past and whats going on)
- Transport via Plants, Teleport with and without error (error moving you at a random known or unknown location could be fun)
- Shadow of conjuration series (shadow monsters, yeah!)
- Shadow Enchantment and Shadow Trasmutation (so to better rapresent illusion school as more flexible but more unreliable)
- Wall spells (why not already implemented?)
- Magic weapon and greater
- Some bard melee spell, as dance of thousand cuts or bladed dash
- Some bardic music related spell, as deadly finale
- Virtuoso Performance and Shadowbard (to have up to 3 bardic music active every round)
- Fumbletongue
- Time Stop
- Resilient Sphere
- Control weather
- Charm/Charm monster (could grant also extra dialogues option/bonus to persuasion checks)
- Reverse gravity
- Source Severance
- Antilife Shell
- Tears to wine
- Blazing Rainbow
- Caustic Blood
- "Swarm" spells (mad monkeys, fangs, frogs etc)
- Channel the Gift
- Fungal Infestation
- Sebaceous twin
- Siphon Might
- Virulent Miasma
- Polar Midnight
- Envious Urge
- Frozen Note
- Umbral Weapon
- Heightened Reflexes
- Cacophonous Call
- Spellcrash series
- Particulate Form
- Obscuring Mist and mist/fog spells
- Darkness spells
- Chains of Light
- Fractions of Heal and Harm
- Fear the Sun
- Arrow Eruption
- Mage Sword
- Twilight Knife
- Pilfering Hand
- Battering Blast
- Moment of Prescience
- Prismatic Sphere
- Gate
- Maze / Maze Of Madness And Suffering
- "Hands" spell (crushing, interposing)
- Meteor Swarm
- Canopic Conversion
- Massacre
- Trasmute Blood to Acid
- Preying Eyes and greater
- Irresistible Dance
- Life of Crime
- Antipathy/Sympathy
- Other "pattern" illusion spells
- Bestow Curse greater
- Iron Body
- Undead Anatomy series
-Limited wish/miracle/wish: duplicate spells, special effects, get bonus on event resolution, and have inherent bonus if implemented)
- Etc etc.. XD
- Are Detect Alignement, Fire seeds, Incendiary cloud, Zone of Truth, Shadow Tentacles, Thirsting, Burning and Thorning Entanglement, Implosion and Silence present? If not, all o f them!
Continue with wishlists please.
echolocation and Firestorm *are* in the game! :)
If a remember well they all have one st (Will doubt) more than "normal" spell. Even if the original spell has not a st. If so they basically don't work very well against casters and other good will classes (and that could be a problem for fortitude/reflex save spells)...
Edited! XD
Give me more time and my pnp sheets archive, and i'll add more spells!
Antimahic field. Reverse gravity.
http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/
But if I wanted a priority:
- Time stop
- Teleport (seriously, it takes more than a week to get to Varnhold and back)
- Mage's disjunction
- Paralisys and mass paralisys
- Prismatic wall / sphere
- Magic weapon
- Charm person / monster
- Permanent effects