A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Resistance Spells

    These spells aren't "silver bullets" in the way that remove fear, remove paralysis, etc. are, but I see them being used more often due to their versatile targets/durations.

    Agility
    Abjuration
    Level: Bard 2, Cleric 2, Druid 2, Freedom 2, Protection 2, Ranger 2, Sor/Wiz 2, Travel 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creatures touched
    Duration: 2 hours/level; see text
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Your allies gain lightning-fast reflexes. The traps of this malevolent maze should be a little less dangerous, now.

    The target creatures gain a +4 resistance bonus on Reflex saves. Divide the duration evenly among all the creatures you touch.

    Health
    Conjuration (Healing)
    Level: Cleric 2, Druid 2, Healing 2, Paladin 2, Protection 2, Ranger 2, Sor/Wiz 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creatures touched
    Duration: 2 hours/level; see text
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Your touch protects against venom and plague. Your party has slightly less to fear from the Yuan-Ti temple.

    The target creatures gain a +4 resistance bonus on Fortitude saves. Divide the duration evenly among all the creatures you touch.

    Willpower
    Abjuration
    Level: Bard 2, Cleric 2, Druid 2, Freedom 2, Paladin 2, Protection 2, Ranger 2, Sor/Wiz 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creatures touched
    Duration: 2 hours/level; see text
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Your power protects the minds of your allies. You stride through the castle gates, prepared to face the Countess.

    The target creatures gain a +4 resistance bonus on Will saves. Divide the duration evenly among all the creatures you touch.

    Resistance, Improved
    Abjuration
    Level: Cleric 4, Druid 4, Paladin 4, Protection 4, Sor/Wiz 4
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creatures touched
    Duration: 2 hours/level; see text
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Your allies are warded against harm.

    The target creatures gain a +5 resistance bonus on saving throws. Divide the duration evenly among all the creatures you touch.
    Last edited by rferries; 2018-04-19 at 05:37 PM.

  2. - Top - End - #2
    Orc in the Playground
     
    WhiteWizardGirl

    Join Date
    Sep 2010
    Location
    In a field of starlight
    Gender
    Female

    Default Re: Resistance Spells

    Um... this removes the need for Cloaks of Resistance entirely, which while I'm not necessarily opposed to that, it also is double the benefit of already lacking feats as a 1st level spell that lasts a long time. Given the ubiquity of these spells, and their likeness to, say, Bull's Strength, I would move all of them up a level.

    I believe that the darkness reminds us what light can be


    My Extended Homebrew Signature

  3. - Top - End - #3
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Resistance Spells

    Quote Originally Posted by ObliviMancer View Post
    Um... this removes the need for Cloaks of Resistance entirely, which while I'm not necessarily opposed to that, it also is double the benefit of already lacking feats as a 1st level spell that lasts a long time. Given the ubiquity of these spells, and their likeness to, say, Bull's Strength, I would move all of them up a level.
    Done and done!

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