[HR: Spells] Golan's Spells

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golan2072
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[HR: Spells] Golan's Spells

Here I'll post some of the spells I am making for my own use; some of which might end up in Barbarian Conqueror King.

I'll start with Mage Fingers, a weak telekinesis spell. This is a Movement spell, Caster can move target any direction 20'/round (40), affects 1 willing creature or object (x1), Only objects can be targeted (x0.8), Target must weigh 2 stone/caster level or less (x0.8), range 10' (x1.1), duration 1 rounds (x0.1), arcane (x1). Total 2.816 points, a moderately weak level 1 spell.

Mage Fingers
Arcane 1
Range: 10'
Duration: 1 round

This spell allows the caster to move, by the force of his mind, a single inanimate object weighting, at most, 2 stone per caster level, at a speed of 20' per round, for a single round. Any single object within range may be targeted. This allows the pulling of distant levels and grabbing treasures without upsetting nearby pressure plates.

golan2072
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Blink - a weak, short-range teleportation spell. This is a Movement spell, caster teleports target any place within 360' (300), target 1 willing creature or object (x1), Only creatures can be targeted (x0.8), range - self (x0.75), duration - 1 round (instantaneous) (x0.1), arcane (x1). Total 18. This is a relatively strong level 2 spell.

Blink
Arcane 2
Range Self
Duration: Instantaneous

By casting this spell, the caster "blinks" - he travels through space without moving, warping space to appear, immediately and without error, in any spot he chooses within a 360' range.

bobloblah
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Man! I'm starting to feel like a Negative Nelly...okay, too strong. Look at the nearest equivalent, Dimension Door: the main difference is the ability to target others, and it's a 4th level spell. I think the problem is in the "only creatures can be targeted" modifier when you're already limiting it to "self" (and I'd expect similar problems with any mutually exclusive constraints). I'd say this rates (weak) 3rd level.

golan2072
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OK, level 3 it is.

Another option is to make it level 2, BUT give it the possibility of errors. This way it won't be an accurate way to jump between points, but more of an escape hatch for Mages... Maybe even make it random (i.e. you roll 1d6 to determine direction, then 5d6x10 to determine range in feet).

golan2072
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UPDATE!

Blink - a weak, short-range teleportation spell. This is a Movement spell, caster teleports target any place within 360' (300), target 1 willing creature or object (x1), range - self (x0.75), duration - 1 round (instantaneous) (x0.1), teleport effect has chance of error (x0.5), arcane (x1). Total 11.2. This is a level 2 spell.

Blink
Arcane 2
Range Self
Duration: Instantaneous

By casting this spell, the caster "blinks" - he travels through space without moving, warping space to appear, immediately, in any spot he chooses within a 360' range. However, this spell is subject to errors as per the Teleport spell (ACKS p.88).

golan2072
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Blob of Goo - a noxious low-level blast spell. This is a Blast spell, damaging effect 1d6 per level (27), Nausea Inducing (10), maximum 3d6 damage (x0.33), 15' diameter sphere (x1.5), 60' range (x0.7), duration - instantaneous (x1), saving throw reduces damage by half (x0.75), arcane (x1). Total 9.62. This is a strong level 1 spell.

Blob of Goo
Arcane 1
Range 60'
Duration: Instantaneous

The caster conjures, from the nether-realms of chaos and decay, a blob of utterly disgusting goo. This blob he then throws, without error, to a designated spot within 60' range, where it explodes, exposing all within a 15' diameter sphere to its stomach-retching effect; all within range suffer 1d6 damage per caster level (save vs. spells for half damage), to a maximum of 3d6 damage at level 3. Also, any creature caught within this blast must save vs. poison or be rendered helpless from nausea for 1d4+1 rounds.

bobloblah
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This strikes me as a little too strong for 1st level.

jedavis
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I dunno; it's stronger than sleep in that it can affect targets of any HD and all targets within a radius, but weaker in that it allows saves and incapacitates for a much shorter duration. Given that a coup de grace requires that you not move prior (and I assume that there's no cleave on a coup de grace?), 1d4+1 rounds of helplessness yields a substantial chance that some foes will be back in the fight before they can be beheaded.

jedavis
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The combination of damage and short-duration incapacitation with saves also means that this is a somewhat more merciful spell for a DM to deploy against a low-level party than sleep, too...

golan2072
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Much weaker than Sleep in many respects, in fact:
1) It allows saves.
2) Not only that, BUT there is one save for the damage (for half damage), AND a separate save for the incapacitation.
3) Duration is MUCH shorter.

Damage is also pretty limited - up to 3d6 at caster level 3.

Sure, this isn't limited by HD, and you have a chance of knocking out powerful creatures (though they typically have good saves), but in the typical level 1 situation of several PCs vs. several goblins, this is weaker than Sleep.

bobloblah
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There are a few problems with that: First is that it both damages, and incapacitates. There may be two separate saves for these effects, but saves of most low-level creatures are quite poor (~60% chance of failing both for many creatures). Plus, even if they make the Save vs. Spells (most creatures' worst save), they still take damage. Second, the damage is phenomenal. Other d6/level multi-target damage spells are not gained until 5th level (i.e. 3rd level spells). It may not scale to upper levels, but it only uses a 1st level spell slot. Third, incapacitation for 2 rounds at this spell's range can easily allow the party to coup de grace as many enemies as there are party members. Not quite as powerful as Sleep, but then Sleep doesn't do any damage. On area effect damage alone I would choose this over anything but Sleep. Lastly, if you're comparing your new spells to Sleep, you're doing it wrong. Sleep is utterly broken, and exists in its current form for legacy reasons (not that I don't love it). Compare your offensive 1st level spells to Magic Missile. I have immense difficulty imagining taking Magic Missile over Blob of Goo if given the choice.

Tom Hudson
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It seems like part of the problem here is the level-limited-damage multiplier on spell cost.

At 5th level, it makes sense to consider a spell that does 5d6 instead of one that topped out at 3d6. But at first level, it makes no difference at all.

Contrastingly, Magic Missile comes across as (quoted from the PC):

» Magic Missile: 1d6+1 damage per level capped at 1d
(33x0.1=3.3), target 1 creature +2 per additional 5
levels (x3), range 150' (x1), duration instantaneous
(x1), no saving throw (x1), arcane (x1), total cost 10

... which is also highly dependent on the capping multiplier.

bobloblah
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Yeah, it's the nature of the system. Full points to Alex for the reverse engineering work that went into what I consider a brilliant tool. But, like any tool, you have to use it properly. It's not some kind of bullet-proof, uber-balanced, point-buy system for creating new spells - it's a framework for getting you in the ballpark.

jedavis
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And even those uncapped d6/level 3rd level spells have the downside of easy friendly fire, with expand-to-volume and bounce-off-surfaces. I suppose a better spell than sleep for comparison would be Burning Hands, which is weaker both in die type (d4 vs d6) and area/range type (cone, which means you need a gap in the front line to fire through, vs burst).

golan2072
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*UPDATED VERSION*

Blob of Goo - a noxious low-level blast spell. This is a Blast spell, damaging effect 1d4 per level (20), Nausea Inducing (10), maximum 3d4 damage (x0.33), 15' diameter sphere (x1.5), 60' range (x0.7), duration - instantaneous (x1), saving throw avoids spell affect (x0.5), arcane (x1). Total 5.2 points. This is a level 1 spell.

Blob of Goo
Arcane 1
Range 60'
Duration: Instantaneous

The caster conjures, from the nether-realms of chaos and decay, a blob of utterly disgusting goo. This blob he then throws, without error, to a designated spot within 60' range, where it explodes, exposing all within a 15' diameter sphere to its stomach-retching effect; all within range suffer 1d4 damage per caster level (save vs. spells to avoid all damage), to a maximum of 3d4 damage at level 3. Also, any creature caught within this blast must save vs. poison or be rendered helpless from nausea for 1d4+1 rounds.

Aryxymaraki
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The limited damage applies only to the cost for the actual damage effect. All other effects are added on afterward. See the Dismember effect example (page 113) in the Player's Companion for an example of how this is done in the book.

The result is that this spell has a cost of (20 * .33) + 10 = 16.6 * 1.5 * .7 *.5 = 8.715. This version is still a 1st level spell so my post makes no difference, but I thought I'd mention it anyway.

golan2072
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Thanks for the clarification! :)

Alex
The Autarch
Joined: 2011-06-30 18:10

Where did the duration for the nausea come from?

Aryxymaraki
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Ego is my prime requisite, so I feel qualified to answer your questions about rules.

The Blast spell construction: Nausea-inducing (as Stinking Cloud), 10 points.

Stinking Cloud can be built as the following:
Nausea-inducing (10)
20x20x20 cube (x2.25)
1 round per level (x4)
30' range (x.6)
Save negates (x.5)
Total 27 - a breakthrough'd 2nd level spell.

For Stinking Cloud, the actual cloud lasts 1 round per level, and the nausea lasts 1d4+1 rounds after a failed saving throw. (Actually d4+1 rounds after the creature leaves the cloud, but as a more generic form, d4+1 rounds after failed saving throw seems to make sense).

If the nausea lasting d4+1 rounds increases the cost of the spell by more than 3 points, then this spell is not legal even with a maximum breakthrough. Therefore, the nausea inducing effect must come with d4+1 rounds of duration after a failed save on its own.

If there is a cost involved in the d4+1 round duration: in order to make Stinking Cloud a legal spell, given the multipliers involved (x2.7 net), the base cost of d4+1 round duration must be no more than 1.11~ points (or, alternately, a multiplier of 1.11~, much more likely 1.1). In either case, the Blast of Goo spell would remain first level, with a total cost of 9.something (the something depending on which one it is).

That's been my interpretation, anyway, and I assume Golan agrees with it (because as said previously, ego, etc :P).

Aryxymaraki
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Amended because for some reason, my brain told me +1 level was max breakthrough. It is, in fact, +2 levels.

This means that the maximum cost for the d4+1 round duration is either (40 - 27)/2.7 = 4.815 flat or 40/27 = 1.48 multiplier. (Realistically rounding would make it 5 points and x1.5 multiplier).

Applying these to the goo spell, we would get a final spell cost of 11.34 with the 5 flat, or 13.0725; low end of 2nd level, or 1st with a breakthrough.

golan2072
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TOAD! - a low-level curse. This is a Transmogrification spell, transforms the subject to the form of a living being (35), gain new form’s physical characteristics (10), gain new form’s physical attacks (10), gain new form’s special abilities, form limited to particular type of creature (x0.75), mental characteristics replaced by new form’s (x0.2), targets 1 living corporeal creature (x1), range - 60' (x1), duration 6 turns (x1), saving throw avoids spell effect (x1), arcane (x1). Total 11.25, making it a weak level 2 spell; but I'd say that in my setting this was invented using a minor breakthrough, making it a level 1 spell!

TOAD!
Arcane 1
Range 60'
Duration 6 turns

The caster points at one living, corporeal target within range, and utters this terrible curse, turning the target, for six whole turns, into a tiny, filthy toad! A save vs. spells negates this effect. While in toad form, the subject is nothing but a slimy amphibian, and also has the physical and mental characteristics of one; once the duration ends, he returns to his normal self.

Jard
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First, thank you for sharing your spells, and I apologize if I come off as overly critical. My intent is merely to offer constructive feedback :-)

With that out of the way... this seems to be not properly costed, and I think the underlying problem is why later editions felt the need to differentiate between regular and baleful polymorph. In particular, I think cost being reduced by 80% for further hindering the target is not a correct interpretation of the spell cost modifiers.

jedavis
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On the other hand, that also means you can't turn the thief into a toad to sneak into somewhere, or turn yourself into a toad to swim to shore instead of drowning... It does not significantly reduce the spell's combat utility, but does significantly reduce its out-of-combat utility.

golan2072
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Exactly. I might put this back to level 2, but keep in mind that this spell has far less out-of-combat utility than Polymorph Other, for the reasons stated by jedavis.

This is a "strong" spell, but it is also limited:
1) only one target per casting (unlike the much more deadly Sleep).
2) Target gets to save.
3) Relatively little out-of-combat use.
4) It isn't permanent; if target doesn't get stomped (coup de grace), in an hour he'll be back in his human form.

The main reason for this spell is thematic - I want my low-level mage to be able to turn people into toads, as in fairy tales.

bobloblah
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I think this one is also busted. The modifiers for "gaining" the new form's mental abilities, and being "limited" to a single form don't make a lot of sense (how are they limiting what this spell was intended to do?) in this case. Once again I think it's a mistake to compare this to Sleep as a baseline. A better comparison might be Command, and I'd rate this as strictly better, even just based on duration. Lack of out-of-combat utility isn't much of a limitation (not to say that it's no limitation) for what is essentially an offensive spell. Personally, I'd rather see less combat effectiveness and more utility. For this particular spell I'd just say it really needs to be higher level.

By the way, I really like the ideas you're coming up with (and looking forward to BCKS)! I'm just trying to look at these with a critical eye.

Alex
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I don't know. All things considered if you face off against an ogre, you are probably better off with Charm Person than with Toad, no?

bobloblah
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Debatable. Charm Person definitely has more out-of-combat utility, but during combat the Ogre's loyalty is torn; it might just try and stop you from fighting its original friends.

bobloblah
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Oh, and the other thing is that Charm Person doesn't render the Ogre helpless; it can still defend itself from you.

Really, I think some of the costing problem is solved if you stop applying multipliers inappropriately. For example, why should mental characteristics replaced by new form’s (x0.2) make your spell so much cheaper when it's actually making it a way more effective spell? To me, that's clearly not what that multiplier was intended for. I mean, correct me if I'm wrong, Alex.

Tom Hudson
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Is it more effective? I'd argue that it makes it roughly equally effective in combat but far less useful out-of-combat; my players can't toad a scout and send them into the bullywug lair, for instance.

nDervish
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It does make it less effective as a friendly spell, certainly, but I expect the primary use in most parties would be as a hostile spell, in which case dumbing the target down to the level of a common frog is, at worst, irrelevant (the target is neutralized regardless of its mental state) and, at best, a benefit (an intelligent target might be able to figure out something useful to do even as a frog; giving them a frog's mind prevents that).

bobloblah
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One more thing...do the "Dragon Test": How does this spell stack up when cast against an old dragon? If a 1st level spell could eliminate an old dragon on a failed saving throw, something is wrong. What are the long term implications of this, and what would those do to the campaign world?

golan2072
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*UPDATED VERSION* (shorter duration)

TOAD! - a low-level curse. This is a Transmogrification spell, transforms the subject to the form of a living being (35), gain new form’s physical characteristics (10), gain new form’s physical attacks (10), gain new form’s special abilities (20), form limited to particular type of creature (x0.75), mental characteristics replaced by new form’s (x0.2), targets 1 living corporeal creature (x1), range - 60' (x1), duration 1 turns (x0.7), saving throw avoids spell effect (x1), arcane (x1). Total 6.825, making it a level 1 spell.

TOAD!
Arcane 1
Range 60'
Duration 1 turn

The caster points at one living, corporeal target within range, and utters this terrible curse, turning the target, for six whole turns, into a tiny, filthy toad! A save vs. spells negates this effect. While in toad form, the subject is nothing but a slimy amphibian, and also has the physical and mental characteristics of one; once the duration ends, he returns to his normal self.

golan2072
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Mind Blast - a low-level incapacitating spell. This is a Blast spell, "nausea inducing" with no damage (10 - actually dazes the targets, but same rules), affects a 10' diameter sphere (x1.25), range - 0 (centred on caster) (x0.4), duration instantaneous (x1), no saving throw permitted (x1), arcane (x1). Total 5 points. This is a "classical" level 1 spell.

Mind Blast
Arcane 1
Range 0 (centred on caster)
Duration instantaneous

This spell allows its caster to emit a psychic "scream" in all directions around him, dazing friends and foe alike. The caster himself is immune to this effect; but all creatures within a 10' sphere centred on him must save vs. poison [or petrification? or spells? which is more appropriate?] or be psionically knocked out for 1d4+1 rounds, fully incapacitated during that time.

golan2072
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Corrected version - NO SAVING THROW ALLOWED:

Mind Blast
Arcane 1
Range 0 (centred on caster)
Duration instantaneous

This spell allows its caster to emit a psychic "scream" in all directions around him, dazing friends and foe alike. The caster himself is immune to this effect; but all creatures within a 10' sphere centred on him are psionically knocked out for 1d4+1 rounds, fully incapacitated during that time; no saving throw is allowed to avoid this effect.

bobloblah
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Sorry for this...overpowered. It's probably okay under a lot of circumstances (perhaps even weak) at low level, but no save, for anyone, ever? I'll just wait until the ancient dragon attacks me, and, if I win initiative, we coup de grace and take its hoard. Basically there needs to be either a save, a limit to who it can effect, or a shorter duration.

golan2072
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You have a point here - I will give it back its save.

jedavis
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I kinda like this one - it's a good escape spell for a selfish wizard when the front line is down or if you're isolated, but its use in more standard dungeon-formation fighting is pretty limited.

golan2072
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*UPDATED VERSION*

Mind Blast - a low-level incapacitating spell. This is a Blast spell, "nausea inducing" with no damage (10 - actually dazes the targets, but same rules), affects a 20' diameter sphere (x2), range - 0 (centred on caster) (x0.4), duration instantaneous (x1), saving throw avoids spell effect (x0.5), arcane (x1). Total 4 points. This is a "classical" level 1 spell.

Mind Blast
Arcane 1
Range 0 (centred on caster)
Duration instantaneous

This spell allows its caster to emit a psychic "scream" in all directions around him, dazing friends and foe alike. The caster himself is immune to this effect; but all creatures within a 20' sphere centred on him must save vs. spells or be psionically knocked out for 1d4+1 rounds, fully incapacitated during that time.

golan2072
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Psychic Assault - a targeted damage spell. This is a Death spell, 1d6 damage per level (33), no maximum damage (x1.5), targets 1 creature (x1), range 30' (x0.6), duration instantaneous (x1), no saving throw (x1), arcane (x1). Total 29.7 points - this is a level 3 spell.

Psychic Assault
Arcane 3
Range 30'
Duration instantaneous

The caster concentrates at a single target within 30' range and lashes out at him with his mind, slashing and burning at the victim's psyche and scarring his brain tissue. The spell does not allow for a saving throw and causes 1d6 damage per caster level, with no upper limit to the number of dice rolled (so a level 14 caster will cause 14d6 damage).

jedavis
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This one actually concerns me, based in part on a post I wrote some time ago on ( http://wanderinggamist.blogspot.com/2013/02/of-reliability-and-house-rul... ). This is the epitome of reliable damage. This will win wizard-duels between mages of similar level outright, in one shot, as long as the range is short and the dice roll at or just below expectation. I have very little doubt that my players would prioritize this up near fireball; same damage potential to high-value targets, but no save and no backblast in close quarters, and most dungeon or urban engagements take place within its range anyway.

Kamard
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Agreed. My players are already way too crazy without being able to snipe down whoever they want.

jedavis
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Actually, the post where I talked about a very similar spell was http://wanderinggamist.blogspot.com/2013/02/pc-spells-vs-dm-spells.html - the one I mentioned above was the follow-up to this post.

Alex
The Autarch
Joined: 2011-06-30 18:10

I hadn't read that post. Very insightful.

jedavis
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Thanks!

golan2072
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Joined: 2012-01-14 14:14

*UPDATED VERSION*

Psychic Assault - a targeted damage spell. This is a Death spell, 1d6 damage per level (33), no maximum damage (x1.5), targets 1 creature (x1), range 90' (x0.8), duration instantaneous (x1), saving throw avoids spell effect (x0.5), arcane (x1). Total 19.8 points - this is a VERY strong level 2 spell which I'll "bump" to level 3.

Psychic Assault
Arcane 3
Range 90'
Duration instantaneous

The caster concentrates at a single target within 90' range and lashes out at him with his mind, slashing and burning at the victim's psyche and scarring his brain tissue. The target must save vs. spells or suffer 1d6 damage per caster level, with no upper limit to the number of dice rolled (so a level 14 caster will cause 14d6 damage); a successful save vs. spells allows the target to avoid this damage.

golan2072
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Joined: 2012-01-14 14:14

I think I'll just give every spell a saving throw... As the non-save spells appear to be VERY underpriced.

golan2072
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Joined: 2012-01-14 14:14

Spiritual Armour (conversion of a spell from Barrowmaze to ACKS). This is a Protection spell, +2 to AC (10), Protection applies only against "Evil" (undead in this case) (x0.9), target 1 creature (x1), range self (x0.75), duration 1 turn per level (x1.33), beneficial effect (x1), divine (x1). Total 8.98. This is a level 1 spell. Note that initially this had the duration of 2d4+1 round/level but 1 turn/level seems fair enough to me.

Spiritual Armour
Divine 1
Range self
Duration 1 turn/level

The caster gains a +2 bonus to AC vs. undead.

golan2072
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Joined: 2012-01-14 14:14

Vitharia's Vengeful Visage (semi-conversion of a spell from Barrowmaze to ACKS). This is an Enchantment spell, target flees in panic (40), affects 1d4 creatures up to 4 HD (x1.2), range 15' (x0.6), duration 1 round/level (x1.1), saving throw avoids affect (x0.5), arcane source (x1). Total 15.84. This is a level 2 spell.

Vitharia's Vengeful Visage
Arcane 2
Range 15'
Duration 1 round/level

The caster creates an illusion distorting his or her face into a monstrous horror, causing the 1d4 nearest creatures of 4 HD or less to save vs. spells or flee in panic for one round per caster's level. Blind creatures, undead and constructs are not affected by this spell.

golan2072
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Joined: 2012-01-14 14:14

*ATTEMPTING A MORE ACCURATE CONVERSION*

THANKS to Jard for his help here:
http://www.autarch.co/forums/ask-autarchs/some-questions-about-enchantme...

Vitharia's Vengeful Visage (semi-conversion of a spell from Barrowmaze to ACKS). This is an Enchantment spell, target flees in panic (34), creatures within effect up to 4 HD (x3), area of effect cone 20' by 15' (x3*) range 0' (x0.4), duration 1 round/2 levels (x1.1), saving throw avoids affect (x0.5), arcane source (x1). Total 67.32 points. This is a level 7 (!!!!!!) spell.

* Guesstimate.

I think my less accurate version above fits the spell's 'spirit' better.

golan2072
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Joined: 2012-01-14 14:14

Animate Statue (inspired by a similar spell from Barrowmaze II) - temporarily give 'life' to a statue and allow it to fight on the caster's behalf. This is a "guesstimation" of this kind of spell, but the basic idea is temporarily transforming a physical statue into an animated statue as given in ACKS p.196.

This is a Transmogrification spell, transforms the subject to the form of a living being (35), gain new form’s physical characteristics (10), gain new form’s physical attacks (10), gain new form’s special abilities (20), form limited to particular type of creature (x0.75), HD limited to caster level (at most an animated statue can have 5 HD and this is at least a level 3 spell) (x0.75), targets 1 statue (x1? no costs given for inanimate objects), range touch (x0.6), duration 1 turn/level (x0.8), beneficial effect (x1), arcane (x1) or divine (x1.25). Total 20.25 for an arcane spell, 25.3 for a divine spell. This is a level 3 spell in both cases.

Animate Statue
Arcane 3, Divine 3
Range touch
Duration 1 turn/level

The caster touches one ordinary (inanimate) statue, and, by the power of arcane incantations, or by the power of a god, gives it a semblance of life for one turn per caster level. Animated statues follow the stats given in ACKS p.196, based on the material of the original statue (crystal, stone or iron; treat any metal as "iron" for this purpose), though their alignment in this case is always that of the caster. Once the spell duration expires, the statue returns to an inanimate state in the position and stance it had in its last action. Note that if the caster dies or becomes unconscious during this spell, the statue becomes uncontrolled and attacks the nearest target.

golan2072
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Baltron's Effusive Bloodboil (converted from Barrowmaze II). This is a death spell, "1d6" damage per level (average damage) (33), 1d per round for 3 rounds (x0.25*), target 1 creature (x1), range 30' (x0.6), duration 3 rounds (x3*), Saving throw reduces spell effect by half (x0.75), Arcane (x1). Total 11.14. This is a weak level 2 spell (I might make this a level 1 spell).

* Guesstimations.

Baltron's Effusive Bloodboil
Arcane 2
Range 30'
Duration 3 rounds

The caster points at one target within 30' and causes its blood to boil in its veins, causing 1d4 damage on the first round, 1d8 on the second and 1d4 on the third. A successful save vs. spells reduces the damage by half.

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