Axe Spells adds three new spells to the game: Bone Clone, Single Bound, and Blink.
Bone Clone
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Caster Level(s): Bard, Cleric, Druid, Wiz/Sorc 4
Innate Level: 4
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large. object or ground
Affects: Humanoid creatures within a 5 meter sphere centered at the spell target that are enemies of the caster.
Duration: 5 Rounds, 1 Turn with Metamagic Extend. Undead and Palemaster casters get an additional +5 Rounds.
Metamagic: Extend only.
Additional Counter Spells:
Save: Will vs a type determined by the caster's class negates the spell.
Cleric, Druid - vs Divine
Red Dragon Disciple - vs Fear
Harper - vs Mind Spells
Sorc, Wiz - vs Spell
Palemaster, Undead - vs Death
Spell Resistance: Yes
Bone Clone causes the bones of the creature(s) affected, the host(s), to be duplicated, then step out of the body of the host, and commence attacking the host. Once the bone clone's host has been killed or the spell duration expires, it crumbles to the ground in a heap.
The host subject(s) are immobilized for 4 seconds while the bones are cloning.
Single Bound
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Caster Level(s): Wiz/Sorc 6
Paladin, Ranger 4
Innate Level: 6
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Caster
Duration: Short
Metamagic: None
Additional Counter Spells:
Save: None
Spell Resistance: No
Single Bound causes the caster to leap high into the air and land at the targetted location.
Blink
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Caster Level(s): Wiz/Sorc 3
Innate Level: 3
School: Enchantment
Descriptor(s):
Component(s): Somatic
Range: Short
Area of Effect / Target: Caster
Duration: Instant
Metamagic: None
Additional Counter Spells:
Save: None
Spell Resistance: No
Blink causes the caster to vanish and reappear at a random nearby location 8-15 meters away. The caster has no control over where he blinks to.
V1.1 Added another 9 spells plus unique spell and scroll icons.
- Battle Echo
- Blood Leech
- Flash
- Magic Bandage
- Herbal Remedy
- Death Bind
- Camaraderie
- Solidarity
- Congregate
V1.2 Added another 7 spells plus unique spell and scroll icons.
- Mending
- Legendary Tale (untested)
- Detect Good/Evil
- Detect Law/Chaos
- Know Alignment
- Knockdown
- Fire Seeds
Added 4 blueprints and a grenade spell script all req'd for Fire Seeds.
Added special instructions readme documentation for Fire Seeds spell.
See comments below for spell descriptions and details.
This is v1.1 of Axe Spells. It contains all the files you'll need to add 12 new spells to the game: Bone Clone, Single Bound, Blink, Battle Echo, Blood Leech, Flash, Magic Bandage, Herbal Remedy, Death Bind, Camaraderie, Solidarity, and Congregate.
Be sure to follow the instructions in the readme file and special Death Bind instructions if you expect it to work.
v1.1 added 9 more spells and spell/scroll icons for all the spells.
This package includes everything v1.0 had plus the new stuff.
This is v1.0 of Axe Spells. It contains all the files you'll need to add three new spells to the game: Bone Clone, Single Bound, and Blink. Be sure to follow the instructions in the readme file if you expect it to work.
This is v1.2 of Axe Spells. It contains all the files you'll need to add 19 new spells to the game: Bone Clone, Single Bound, Blink, Battle Echo, Blood Leech, Flash, Magic Bandage, Herbal Remedy, Death Bind, Camaraderie, Solidarity, Congregate, Mending, Legendary Tale, Detect Good/Evil, Detect Law/Chaos, Know Alignment, Knockdown, and Fire Seeds.
Be sure to follow the instructions in the readme file, the special Death Bind instructions, and special Fire Seeds instructions if you expect it to work.
v1.1 added 9 more spells and spell/scroll icons for all the spells.
v1.2 added 7 more spells and spell/scroll icons for all the spells.
This package includes everything v1.1 had plus the new stuff.
Mending allows the caster to absorb some of the physical damage suffered by the creature touched. Every 3 seconds the creature touched will receive 1d2 HP and the caster will lose 1 HP. This will continue for the duration of the spell or until the creature touched is completely healed.
Metamagic Extend lengthens the spell duration from 5 to 8 rounds.
Note: "completely healed" as far as Mending is concerned, means the amount of HP the creature touched is wounded from his maximum when the spell is cast on him. Additional damage taken during the Mending spell duration does not get counted or healed by this spell
Legendary Tale
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Caster Level: Bard 2
Innate Level: 2
School: Conjuration
Descriptor(s):
Components: Verbal
Range: Short
Area of Effect: Targetted PC (cannot be the caster)
Duration: 4 Turns
Metamagic: None
Counter Spells:
Save: None
Spell Resistance: No
Legendary Tale so affects both the bard relaying it and the person enthralled by it that the very lore, teachings, and traditions the bard has accumulated throughout his life seep away along with the verse, where the listener eagerly drinks them up like water into a parched landscape. Even hours after the story is chronicled, the listener remains captivated, unable to cease an incessant pondering over what was divulged, and continues discovering new revelations through his rampaging imaginings.
The bard will lose a small amount of experience, then, throughout the duration of the spell, the targetted PC will slowly gain part of what the bard lost. Metamagic extend causes extra experience (1-1/2 times as much) to transfer during half again as long a time span (6 Turns). The amount of experience lost by the bard and that gained by the listener is dependent on the bard's level, the target's level, how close the bard is to reaching the next level, and a random factor.
The bard can lose a level by casting this spell, but never more than one level per casting. The listener will never gain more than one level from a single casting.
Note that logging out or a server reset before the duration expires will cancel this spell on the recipient. When he returns the experience gain will not resume. The bard, however, loses all the XP he's going to when the spell is cast.
Detect Good/Evil
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Caster Level: Wiz/Sorc 1, Cleric 1, Paladin 1
Innate Level: 1
School: Divination
Descriptor(s):
Components: Somatic
Range: Short
Area of Effect: Targetted Creature
Duration: 1 Round
Metamagic: Still
Counter Spells:
Save: Will vs Magic negates
Spell Resistance: Yes
Detect Good/Evil, if successful, will cause a pulsating glow to appear about the targetted creature for a short time. Those aligned with Good will glow green. Evil creatures glow red, and neutrals glow yellow.
Detect Law/Chaos
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Caster Level: Wiz/Sorc 1, Cleric 1, Paladin 1
Innate Level: 1
School: Divination
Descriptor(s):
Components: Somatic
Range: Short
Area of Effect: Targetted Creature
Duration: 1 Round
Metamagic: Still
Counter Spells:
Save: Will vs Magic negates
Spell Resistance: Yes
Detect Law/Chaos, if successful, will cause a pulsating glow to appear about the targetted creature for a short time. Those aligned with Law will glow blue. Chaotic creatures glow purple, and neutrals glow white.
Know Alignment
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Caster Level: Wiz/Sorc 2, Cleric 2, Druid 3, Paladin 1
Innate Level: 2
School: Divination
Descriptor(s):
Components: Somatic
Range: Short
Area of Effect: Targetted Creature
Duration: 1 Round
Metamagic: Still
Counter Spells:
Save: Will vs Magic negates
Spell Resistance: Yes
Know Alignment, if successful, will cause a pulsating glow to appear about the targetted creature for a short time. The color of the effect will fluxuate while it pulses based on the alignment of the targetted creature as follows:
Lawful Good - blue to green
Lawful Neutral - blue to yellow
Lawful Evil - blue to red
Chaotic Good - purple to green
Chaotic Neutral - purple to yellow
Chaotic Evil - purple to red
Neutral Good - white to green
Neutral Neutral - white to yellow
Neutral Evil - white to red
Knockdown
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Caster Level: Wiz/Sorc 6
Innate Level: 6
School: Enchantment
Descriptor(s):
Components: Verbal, Somatic
Range: Medium
Area of Effect: Targetted Creature
Duration: 1d2 Rounds
Metamagic: Extend
Counter Spells:
Save: Reflex vs Magic negates
Spell Resistance: Yes
Knockdown causes the target to fall down as per the Knockdown feat unless the spell is resisted or a reflex save vs magic is made. The target will be knocked down for 1 or 2 rounds (randomly determined).
Metamagic Extend lengthens the duration by one round.
Fire Seeds
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Caster Level: Wiz/Sorc 6, Druid 6, Ranger 3
Innate Level: 6
School: Conjuration
Descriptor(s):
Components: Verbal, Somatic
Range: Touch
Area of Effect: Targetted Item (Holly Berries or Acorns)
Duration: Instant, 2 rounds to speak berry bomb command word
Metamagic: None
Counter Spells:
Save: Reflex vs Fire when bomb/grenade explodes halves damage
Spell Resistance: No
Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate by voice command.
Acorn Grenades- As many as four acorns turn into special splash weapons that can be hurled. A ranged touch attack roll is required to strike each target. All together, the grenades created will do 1d6 direct fire damage for every caster level up to a max of 20d6. These damage die are randomly allocated to the acorn grenades created.
Each acorn grenade explodes in a 3 meter radius blast upon striking a targetted creature or the ground. In addition to its regular fire damage, it deals 1 point of splash damage per die allocated to it at creation time, and ignites all combustible materials caught in the blast. All creatures hit by the blast who don't avoid the ranged touch attack are burned, but can make a successful Reflex saving throw vs fire to reduce the damage by one half. A creature directly targetted and hit by the ranged touch attack, is not afforded the saving throw.
Acorn grenades damage indiscriminately (hurt friends and foes).
Berry Bombs- The caster turns as many as eight holly berries into special berry bombs. Casters get 2 rounds to speak a command word (in the chat window) to associate with the berry bombs that are created. If the caster doesn't speak before the 2 rounds expire, the command word "inferno" will be used. The berry bombs are placed by hand (dropped on the ground), since they are too light to make effective thrown weapons. Any player can do this. If the caster is within 60 meters and speaks the command word, the berry bomb instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 1.5 meter radius from the burst and igniting all combustible materials caught in the blast. A creature in the burst area that makes a successful Reflex save vs fire takes only half damage.
Although any player can carry a berry bomb, once they are placed on the ground, should anybody other than the caster who created the bomb attempt to pick one up, the bomb will immediately explode as if the command word was spoken. The caster who created a bomb will never trigger an explosion when picking it up from the ground. It is always safe to exchange berry bombs in the barter window with other players or with merchants.
Only the caster who created a berry bomb can trigger it to explode by speaking the command word. When a caster speaks a command word, all berry bombs within 60m created by that caster, that were associated with the command word spoken, and are laying on the ground, will explode simultaneously.
Berry bombs will not cause other nearby berry bombs to explode and they will never explode from inside a container or inventory, even if the container is a bag lying on the ground.
Berry bombs damage indiscriminately (hurt friends and foes).
Material Component: Acorns or Holly Berries.
Posted by Winterhawk99 at 2010-04-28 20:37:58 Voted 10.00 on 04/28/10
Tested it and its wonderful.
Posted by Winterhawk99 at 2010-04-28 15:27:33 Voted 10.00 on 04/28/10
ill download and test this Axe thanks for the contribution.
as for suggestions i have a list if you want to take a look at it.
cleric
1rst level
Detect evil
2nd level
enthrall
know alignment
spirital hammer
3rd level
cloudburst (effect should be like grease with different vfx)
Don't like that name change because it implies that the target creature is cloned, but it's just his bones that get cloned. And they are considerably weaker than a complete clone would be and don't scale up with levels like a clone would. If you're gonna rename it to include the target's name, I'd think up something better...maybe 's Bones.
By the way, that name change can be easily accomplished by editing the as_bc_onspawn script to SetName on OBJECT_SELF. GetLocalObject( OBJECT_SELF, "HostCreature" ) should give you the bone-clone's target in as_bc_onspawn (it may not get set until onspawn completes so you might have to use a 0.1 delay to get it). Or, alternatively, you can edit the CloneBones function in _axe_spells_inc to accomplish the same thing.
Posted by ollebroc at 2010-04-23 11:13:14 Voted 10.00 on 04/23/10
The spells are cool!
I made a slight variation to the Bone Clone for 1 specific NPC.
Added the script to the Death Pulse. Those that get cloned take a Little damage as they lose part of themselves. Change the name of the clone to "PlayerName" Clone.
The visual VFX_COM_CHUNK_RED_MEDIUM looks good when the cloning starts.
Posted by Gonzo_og at 2010-04-23 09:14:10 Voted 10.00 on 04/23/10
Battle Echo accelerates the attack speed of the target slightly resulting in an extra attack per round for the duration of the spell.
Blood Leech
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Innate Level: 6th
School: Necromancy
Descriptor(s): Evil
Components: Verbal, Somatic
Range: Medium
Area of Effect: Enemies within a 6 meter sphere centered at the location or object targetted.
Duration: Instant
Metamagic: Empower, Maximize
Counter Spells:
Save: Fortitude vs Negative Energy negates
Spell Resistance: Yes, negates.
Blood Leech drains 1d3 per 3 caster levels > 8 (max 5d3) life energy (HP) from each of those affected by the spell and transfers it to the caster. Energy in excess of the caster's maximum becomes temporary hit points (maximum 20). Creatures making their fortitude save or resisting the spell are unaffected and transfer no energy to the caster.
Flash
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Innate Level: 5th
School: Enchantment
Descriptor(s):
Components: Somatic
Range: Short
Area of Effect: Caster
Duration: Instant
Metamagic: Still
Counter Spells:
Save: None
Spell Resistance: No
Flash is a more advanced form of the Blink spell which affords the caster slightly more control over the destination of the relocation. By concentrating on a specific location, the caster can vanish and reappear at a random location within 4 meters of that spot.
Magic Bandage temporarily bestows extended natural healing effects to the creature touched, giving them +1 HP every 10.5 seconds for the duration of the spell.
Herbal Remedy temporarily bestows extended natural healing effects to the creature touched, giving them a regen rate of either +1 or +2 (randomly determined) every 7.5 seconds for the duration of the spell.
Death Bind
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Caster Level: 0
Innate Level: 0
School: Transmutation
Descriptor(s):
Components: Verbal, Somatic
Range: Short
Area of Effect: Party member targetted. Must be a PC (can be the caster).
Duration: Instant
Metamagic: None
Counter Spells:
Save: None
Spell Resistance: No
Death Bind roots the target PC's spirit to his present location. The character will respawn at this location until bound to another.
Camaraderie
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Caster Level: 0
Innate Level: 0
School: Conjuration
Descriptor(s):
Components: Verbal, Somatic
Range: Personal
Area of Effect: Caster
Duration: 3 rounds
Metamagic: None
Counter Spells:
Save: None
Spell Resistance: No
Camaraderie allows the caster to transport one of his party members to his location by speaking his name before the spell duration expires.
Solidarity
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Caster Level: 0
Innate Level: 0
School: Conjuration
Descriptor(s):
Components: Verbal, Somatic
Range: Short
Area of Effect: Member of caster's party (can be the caster).
Duration: Instant
Metamagic: None
Counter Spells:
Save: None
Spell Resistance: No
Solidarity transports the targetted party member to the party leader's location.
Congregate
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Caster Level: 0
Innate Level: 0
School: Conjuration
Descriptor(s):
Components: Verbal, Somatic
Range: Personal
Area of Effect: Caster
Duration: Instant
Metamagic: None
Counter Spells:
Save: None
Spell Resistance: No
Congregate transports the caster's entire party to the party leader's location.
Sorry not interested in abandoned projects. Looks like that one is pretty much done anyway, and if 420 is workin it you'll get them -- he's good. Spells that don't exist anywhere would make a better suggestion.
Posted by Raven_Blood at 2010-04-07 10:53:35 Voted 10.00 on 04/07/10
hmm how about one that can bring characters to the pc (like a dm command, but only a spell version) one with an effect, or perhaps a party teleport spell (mass teleport). Mayhaps a version of your blink spell, but can be directed by the pc instead of it being random.
if i can think of anymore ill definitly let you know :D
Found these when cleaning up my HDD last week. Two is all I found, and I threw in the Single Bound thing cuz it was trivial.
If you want more, suggest some.
If you want unique images for them, contribute them cuz I got no skills in that. I can probably convert some existing thing into the right format, but can't create them from scratch. I'll be more than happy to add some in.
I had this idea but didn't work it all out:
Death Bind
Innate Level: 0
Range: Short
Affects: Targetted PC (can be Caster)
Save: None
Spell Resist: No
Death Bind roots the target's spirit to his present location. The character will respawn at this location until bound to another.
Not sure how many will want that one tho. It won't fit with all worlds.
Posted by Raven_Blood at 2010-04-06 12:27:59 Voted 10.00 on 04/07/10
these are pretty cool. i honestly dont have much of a reason to use them, but perhaps more in the future would definitly convince me other wise ;] im giving this a 10 for there completion and creativity.
id like to see more though if i ever want to use any of them. i do like the blink spell, that was definitly a nice touch, perhaps another spell type that could control where he/ she is going as an idea
Posted by jdeavila at 2010-04-06 11:19:30 Voted 10.00 on 04/06/10
Very nicely done. I would only go one step further..make the scrolls original looking..rather than the default invis, charm, etc...but very well done..more..more..you should contribute this to the CEP project. _________________________ Imtherealthing