wayfare
2011-07-30, 09:03 AM
Hey all. I am creating a divination based spellcaster, and wanted to give it a bit of combat effectiveness. So here I am, give me your critiques.
Pattern Shock
Divination
Level: Arcane Oracle 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: Single
Duration: 1 round/level
Saving Throw: Will Negates
Spell Resistance: Yes
For an instant, you grant an enemy a small fraction of the insight you possess, overwhelming its mind with the myriad possibilities tied up in every action.
When you cast this spell, your opponent is Dazed for 1 round by the chaotic swirl of probability racing through its mind. The following round, the opponent is Nauseated for 1 round per level you possess. A successful Will save cancels the daze effect and halves the duration of the Nausea (round down). Mindless creatures are immune to this effect.
Destiny Mirror
Divination
Level: Arcane Oracle 2
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target or Targets: Self
Duration: 1 minute/level or until discharged
Saving Throw: Will Halves or Will Negates
Spell Resistance: Yes
You surround yourself with an invisible cloud of negative destiny, a baleful aura that waits to lash out at those who would oppose you.
After casting this spell, you have the option of subjecting any opponent you can see to a harmful effect that befalls you. For example, if you are struck by a damaging attack, you may discharge this spell as a free action to cause an opponent to take equivalent damage. If you suffer a status ailment, you can end this effect to visit that status ailment upon an opponent. Either way, this spell has no effect upon you -- Destiny Mirror does not cancel or end an effect that targets you.
A successful Will save halves any damage that is inflicted by this attack or Negates a status effect manifested by this attack. Status ailments transferred in this way last for their normal, listed duration. Damage inflicted in this way is untyped, and thus bypasses all Damage Reduction.
If you are subject to an attack that inflicts damage and a status ailment, Destiny Mirror can only transfer one
Portent of Doom
Divination
Level: Arcane Oracle 2
Components: V
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target or Targets: Single
Duration: 6 rounds
Saving Throw: Will halves duration
Spell Resistance: Yes
A baleful utterance reveals the inevitability to an opponents own failure, a destiny that grows more certain as the curse progresses.
Upon casting this spell, your opponent suffers a -1 penalty to all d20 rolls he makes. This penalty increases by 1 for each round the spell progresses.
Awful Wisdom
Divination
Level: Arcane Oracle 3
Components: V, S
Casting Time: 1 full action
Range: Touch
Target or Targets: Single
Duration: 1 minute/level
Saving Throw: Will Negates
Spell Resistance: Yes
The victim of this spell becomes certain that you are privy to its deepest, darkest, most shameful secrets. Depending on the creatures strength of will, it may attack your or may act meekly and assist you in a bid to keep its secret safe.
This spell is somewhat dangerous, as the exact effect is randomly determined by a d20 roll, but influenced by the creatures Wisdom Score, as below:
Wisdom Flee Cowed Rage
10 1-10 11-19 20
11-15 1-9 10-18 19-20
16-20 1-8 9-17 18-20
21-25 1-7 8-16 17-20
26+ 1-6 7-15 16-20
A creature who wishes to flee is panicked, and flees your sight at the earliest opportunity. A creature that is cowed takes a -2 penalty to attack, skill, and damage rolls, but will attempt to assist you for the duration of the spell. A creature that is enraged will attempt to attack you, but still takes a -2 penalty to his attack, skill and damage rolls for the duration of the effect.
After this spell wears off, the target is aware that its thoughts were invaded and reacts accordingly.
Mindless creatures are immune to this effect, as are creatures immune to fear.
Confounding Revelation
Divination
Level: Arcane Oracle 3
Components: V
Casting Time: 1 Standard action
Range: Close (25ft + 5ft/2 levels)
Target or Targets: Single
Duration: Instant
Saving Throw: Will halves
Spell Resistance: Yes
You speak a transcendent truth that echoes in the mind of your opponent, a sanity blasting revelation that can shatter even the strongest of minds. Those who survive this attack cannot ever reconcile the truth they have, for such a brief period, perceived. Most simply forget the awesome secret they are privy too. The remainder are rendered insensate by madness.
Your opponent takes 1d8 points of damage per 2 levels you possess as his mind struggles to comprehend the mystery you have unveiled. Additionally, for every 4 points of damage inflicted by this attack, your opponent takes 1 point of Wisdom Damage. A successful will saves halves the damage inflicted.
Mindless creatures are unaffected by this spell.
Reckoning
Divination
Level: Arcane Oracle 4
Components: None
Casting Time: 1 Full action
Range: Personal
Target or Targets: Self
Duration: 1 round/level
Saving Throw: Will halves
Spell Resistance: No
Those who would oppose you find their fates tied to your own, suffering the same pain inflicted upon you.
While this spell is active, whenever you take damage, you may indicate an opponent within 30 feet who takes equivalent damage as a free action. This damage is untyped, and is thus unaffected damage or energy resistance. A Will save halves the damage inflicted.
Apocalypse
Divination
Level: Arcane Oracle 5
Components: V, S
Casting Time: 1 Full Action
Range: 20 feet
Target or Targets: All creatures within a 20 foot burst, centered on you
Duration: Varies
Saving Throw: Will halves
Spell Resistance: Yes
For a brief moment you sunder the veil between worlds, allowing those around you to witness the chaos and perfection of the planes -- the transcendent clash of Fundament and Firmament that informs mortal action.
The exact effect of this spell is determined by the targets Wisdom score, as below:
Wisdom Damage
10 or less 5d12
11-15 5d10
16-20 5d8
21-25 5d6
26+ 5d4
Any target who takes damage from this spell is Dazed for 1 round for every 4 points of damage inflicted by this spell. Any creature reduced to 0 hp by this attack vanishes, his spirit bursting free from his mortal shell in a flash of light. The Spellcaster is immune to the effects of her own Apocalypse spell.
Creatures with an Intelligence score of 3 or lower are immune to this effect.
Note: The Apocalypse spell does not create a Gate or Portal to another plane -- it simply allows the victims to perceive the multiverse without the filter of mortal senses.
Pattern Shock
Divination
Level: Arcane Oracle 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: Single
Duration: 1 round/level
Saving Throw: Will Negates
Spell Resistance: Yes
For an instant, you grant an enemy a small fraction of the insight you possess, overwhelming its mind with the myriad possibilities tied up in every action.
When you cast this spell, your opponent is Dazed for 1 round by the chaotic swirl of probability racing through its mind. The following round, the opponent is Nauseated for 1 round per level you possess. A successful Will save cancels the daze effect and halves the duration of the Nausea (round down). Mindless creatures are immune to this effect.
Destiny Mirror
Divination
Level: Arcane Oracle 2
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target or Targets: Self
Duration: 1 minute/level or until discharged
Saving Throw: Will Halves or Will Negates
Spell Resistance: Yes
You surround yourself with an invisible cloud of negative destiny, a baleful aura that waits to lash out at those who would oppose you.
After casting this spell, you have the option of subjecting any opponent you can see to a harmful effect that befalls you. For example, if you are struck by a damaging attack, you may discharge this spell as a free action to cause an opponent to take equivalent damage. If you suffer a status ailment, you can end this effect to visit that status ailment upon an opponent. Either way, this spell has no effect upon you -- Destiny Mirror does not cancel or end an effect that targets you.
A successful Will save halves any damage that is inflicted by this attack or Negates a status effect manifested by this attack. Status ailments transferred in this way last for their normal, listed duration. Damage inflicted in this way is untyped, and thus bypasses all Damage Reduction.
If you are subject to an attack that inflicts damage and a status ailment, Destiny Mirror can only transfer one
Portent of Doom
Divination
Level: Arcane Oracle 2
Components: V
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target or Targets: Single
Duration: 6 rounds
Saving Throw: Will halves duration
Spell Resistance: Yes
A baleful utterance reveals the inevitability to an opponents own failure, a destiny that grows more certain as the curse progresses.
Upon casting this spell, your opponent suffers a -1 penalty to all d20 rolls he makes. This penalty increases by 1 for each round the spell progresses.
Awful Wisdom
Divination
Level: Arcane Oracle 3
Components: V, S
Casting Time: 1 full action
Range: Touch
Target or Targets: Single
Duration: 1 minute/level
Saving Throw: Will Negates
Spell Resistance: Yes
The victim of this spell becomes certain that you are privy to its deepest, darkest, most shameful secrets. Depending on the creatures strength of will, it may attack your or may act meekly and assist you in a bid to keep its secret safe.
This spell is somewhat dangerous, as the exact effect is randomly determined by a d20 roll, but influenced by the creatures Wisdom Score, as below:
Wisdom Flee Cowed Rage
10 1-10 11-19 20
11-15 1-9 10-18 19-20
16-20 1-8 9-17 18-20
21-25 1-7 8-16 17-20
26+ 1-6 7-15 16-20
A creature who wishes to flee is panicked, and flees your sight at the earliest opportunity. A creature that is cowed takes a -2 penalty to attack, skill, and damage rolls, but will attempt to assist you for the duration of the spell. A creature that is enraged will attempt to attack you, but still takes a -2 penalty to his attack, skill and damage rolls for the duration of the effect.
After this spell wears off, the target is aware that its thoughts were invaded and reacts accordingly.
Mindless creatures are immune to this effect, as are creatures immune to fear.
Confounding Revelation
Divination
Level: Arcane Oracle 3
Components: V
Casting Time: 1 Standard action
Range: Close (25ft + 5ft/2 levels)
Target or Targets: Single
Duration: Instant
Saving Throw: Will halves
Spell Resistance: Yes
You speak a transcendent truth that echoes in the mind of your opponent, a sanity blasting revelation that can shatter even the strongest of minds. Those who survive this attack cannot ever reconcile the truth they have, for such a brief period, perceived. Most simply forget the awesome secret they are privy too. The remainder are rendered insensate by madness.
Your opponent takes 1d8 points of damage per 2 levels you possess as his mind struggles to comprehend the mystery you have unveiled. Additionally, for every 4 points of damage inflicted by this attack, your opponent takes 1 point of Wisdom Damage. A successful will saves halves the damage inflicted.
Mindless creatures are unaffected by this spell.
Reckoning
Divination
Level: Arcane Oracle 4
Components: None
Casting Time: 1 Full action
Range: Personal
Target or Targets: Self
Duration: 1 round/level
Saving Throw: Will halves
Spell Resistance: No
Those who would oppose you find their fates tied to your own, suffering the same pain inflicted upon you.
While this spell is active, whenever you take damage, you may indicate an opponent within 30 feet who takes equivalent damage as a free action. This damage is untyped, and is thus unaffected damage or energy resistance. A Will save halves the damage inflicted.
Apocalypse
Divination
Level: Arcane Oracle 5
Components: V, S
Casting Time: 1 Full Action
Range: 20 feet
Target or Targets: All creatures within a 20 foot burst, centered on you
Duration: Varies
Saving Throw: Will halves
Spell Resistance: Yes
For a brief moment you sunder the veil between worlds, allowing those around you to witness the chaos and perfection of the planes -- the transcendent clash of Fundament and Firmament that informs mortal action.
The exact effect of this spell is determined by the targets Wisdom score, as below:
Wisdom Damage
10 or less 5d12
11-15 5d10
16-20 5d8
21-25 5d6
26+ 5d4
Any target who takes damage from this spell is Dazed for 1 round for every 4 points of damage inflicted by this spell. Any creature reduced to 0 hp by this attack vanishes, his spirit bursting free from his mortal shell in a flash of light. The Spellcaster is immune to the effects of her own Apocalypse spell.
Creatures with an Intelligence score of 3 or lower are immune to this effect.
Note: The Apocalypse spell does not create a Gate or Portal to another plane -- it simply allows the victims to perceive the multiverse without the filter of mortal senses.