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Post by Acaos on May 7, 2007 0:11:08 GMT
Updated with Strength bonus improvement to Bigby's Forceful Hand.
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Post by Acaos on May 15, 2007 17:59:20 GMT
Updated to note change to Sound Burst.
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Post by Acaos on Jun 14, 2007 19:09:18 GMT
Updated with changes to Expeditious Retreat, Freedom of Movement, and ranger Invisibility Purge.
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Post by Acaos on Jun 27, 2007 6:22:22 GMT
Updated to note that Divine Power and Tenser's Transformation grant Fighter LBAB if the caster has at least 3 levels in a Tier 1 AB class.
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Post by Acaos on Jun 30, 2007 21:16:35 GMT
Added changes to Aura vs Alignment for clerics, Death Ward for paladins (and blackguards; coming soon), and Polymorph Self for rangers.
Altered scaling on ranger Invisibility Purge slightly to reward purity more.
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Post by Acaos on Jun 30, 2007 22:21:07 GMT
This book lists all blackguard spells in this module by level. Blackguards can acquire special spellcasting items which they may use to cast spells at a pedestal in the north end of the Docks. Each item has a 'Talk To' function which allows the blackguard to change his memorized spells.
Blackguard spellcasting follows normal spellcasting rules, including the ability to cast two spells per round if hasted and incurring attacks of opportunity if near enemies.
Blackguards must have a base Wisdom of at least 10 + spell level to memorize a spell. They use Wisdom to determine DCs. They receive bonus spells from base Wisdom only. Legendary blackguards with at least 40 base Strength may exchange Strength points for Wisdom points on a 1-for-2 basis using the PC Scry, to a maximum of 14 base Wisdom.
Blackguards can memorize 0 1st-level spells at blackguard level 1 and 1 additional 1st-level spell for every 6 additional levels or fraction thereof to a maximum of 3 at blackguard level 14.
Blackguards can memorize 0 2nd-level spells at blackguard level 3 and 1 additional 2nd-level spell for every 6 additional levels or fraction thereof to a maximum of 3 at blackguard level 16.
Blackguards can memorize 0 3rd-level spells at blackguard level 5 and 1 additional 3rd-level spell for every 6 additional levels or fraction thereof to a maximum of 3 at blackguard level 18.
Blackguards can memorize 0 4th-level spells at blackguard level 7 and 1 additional 4th-level spell for every 6 additional levels or fraction thereof to a maximum of 3 at blackguard level 20.
Blackguards with insufficient wisdom to cast spells of a level automatically receive one spell of each level as follows to make up for their loss of the inherent feat spells:
4th level: Death Ward 3rd level: Bestow Curse 2nd level: Bull's Strength 1st level: Death's Kiss
Epic Spells: ------------------------- Call of the Grave: The inherent Contagion ability of a blackguard casts Call of the Grave at blackguard level 11 and higher. Call of the Grave casts Vampiric Touch on every enemy in a Huge radius around the target creature at the blackguard's casterlevel, with a +15 bonus to spell penetration.
4th Level Spells: ------------------------- Death Ward: When cast by a character with Blackguard as control class on himself, if the caster has at least 40 base Strength and already possesses immunity to death magic, he will receive immunity to critical hits for 1 round per casterlevel (note that this duration will decrease once blackguard spell slot gear is in-game)
Freedom of Movement: at casterlevel 20, adds .5m/s to base run rate; adds an additional .5m/s at casterlevel 33, 46, and 59
Inflict Serious Wounds: damages 3d8 hp per every 4 points of heal skill (including item/spell bonuses) possessed by the caster, minimum of 3d8 points, plus 1 point per casterlevel up to +15, cures same amount to undead
Poison: at casterlevel 21 and up, the spell ignores spell resistance and paralyzes the victim on a successful touch attack, if they fail a fortitude save vs poison
Summon Creature IV: (as standard)
3rd Level Spells: ------------------------- Bestow Curse: penalties scale up to -12 clvl20 = -4 25 = -6 30 = -8 35 = -10 40 = -12 subtracts 1 from target's attack bonus for every 4 legendary casterlevels, capped at -5 at casterlevel 60; in addition, the targets spell resistance is dropped by 1 per 6 casterlevels for 10 rounds, regardless of spell resistance or save success; blackguards cast this spell at +10 spell penetration
Contagion: (as standard)
Greater Magic Weapon: raised bonus scale cap to max of +10, at 30; this spell disappears when the weapon is transferred; the bonus and max bonus increase by 1 for each focus (regular, greater, epic, legendary) in enchantment, to a maximum of +14
Inflict Moderate Wounds: damages 1d8 hp per every 2 points of heal skill (including item/spell bonuses) possessed by the caster, minimum of 2d8 points, plus 1 point per casterlevel up to +10, cures same amount to undead
Protection from Elements: progression changed to absorb 10 points of damage per casterlevel, that doubles to 20 points of damage per casterlevel at casterlevel 41, for a max of 1200 at casterlevel 60
Summon Creature III: (as standard)
2nd Level Spells: ------------------------- Bull's Strength: at casterlevel 20 and up this spell adds 2d4 +2 to strength at casterlevel 40 and up this spell adds 3d4 +3 to strength, capped at 12
Darkness: (as standard)
Eagle's Splendor: at casterlevel 20 and up this spell adds 2d4 +2 to charisma at casterlevel 40 and up this spell adds 3d4 +3 to charisma, capped at 12
Negative Energy Ray: damage progression resumes at casterlevel 21, doing 11d6 + 1d6 for every two casterlevels after 21
Summon Creature II: (as standard)
1st Level Spells: ------------------------- Bless Weapon: casts Corrupt Weapon, which functions as Bless Weapon other than adding 2d6 damage vs Good (the Slay Rakshasa ability will be replaced with an appropriate Slay good-aligned creature ability in the future)
Doom: all penalties are double at casterlevel 21 and up, and triple at casterlevel 41 and up
Flame Weapon: casts Death's Kiss, which functions as a cold version of Flame Weapon; damage scaled to 1 point of cold damage per 2 casterlevels +1d4, up to 25 +1d4 at casterlevel 50; this spell disappears when the weapon is transferred; in addition, if cast on the blackguard's own weapon, adds onhit vampiric regeneration of 2 points per 5 casterlevels NOTE: The properties created on the weapon will look a little strange, because some changes had to be made to allow all onhit damage effects to work together. The weapon affected will always say it has a level 1 intelligent weapon and 1 point of cold damage added, but the actual effects are as described above.
Inflict Light Wounds: damages 1d8 hp per every 4 points of heal skill (including item/spell bonuses) possessed by the caster, minimum of 1d8 points, plus 1 point per casterlevel up to +5, cures same amount to undead
Magic Weapon: (as standard)
Scare: (as standard)
Summon Creature I (as standard)
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Post by Acaos on Nov 10, 2007 19:58:49 GMT
Documents updated from journal and class changes documents. Please report errors or omissions in the Bug Reports forum.
Acaos
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Post by Acaos on Jun 16, 2008 4:32:00 GMT
Updated with new spells coming in 2008-06-15 update:
-- Bards may now learn Energy Immunity (6), Shout (4), Stone Shatter (4), Treasure Scent (3), Wail of Doom (5). -- Clerics may now learn Corona of Cold (3), Energy Immunity (6), Foundation of Stone (1), Heartbane (4), Mass Greater Sanctuary (9), Mass Restoration (7). -- Druids may now learn Call of Stone (4), Cast in Stone (9), Energy Immunity (6), Foundation of Stone (1). -- Paladins may now learn Lionheart (1). -- Rangers may now learn Inquisitive Eye (1). -- Sorcerers and Wizards may now learn Disintegrate (6), Energy Immunity (7), Eyebite (6), Shout (5), Soul Bind (9). Soul Bind requires 10 levels of Pale Master to cast. Wizards with HG Enhanced and 10 levels of Pale Master may click the Spell Pedestal in the docks to learn Soul Bind if they know Energy Drain.
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Post by FunkySwerve on Dec 29, 2020 22:22:50 GMT
Updated with most recent edits.
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