Post by gatalis on Mar 3, 2012 20:59:52 GMT -5
Please note before reading any further that spells are considered Evil because they typically have horrible effects, have something about them that is considered gruesome by society, or cause more pain/suffering than the spell should require to do its job. Some of these spells are definetly horrible, some of them are just slightly evil in nature.
Reader discretion is advised.
I've decided to start up a spot on the forums to fill with tabletop spells regarded as "unholy" or "evil" by the general masses. It should let people do some of the research directly from the forums for some spells, and allow them to go search for more if they want to. If people want to help me update this, feel free to pop in a spell in a reply or PM and I'll add it to the list.
Please don't get annoyed if the list starts out small. I'm a player like you guys, so I try and balance things I do on the forums in terms of research/character updates and gameplay IG. This list -will- grow over time. I also suggest that those planning to use a specific spell from here simply copy/paste the effects to their journal so they can pull it up at any time.
I will include some spells that are higher than level 6 in here simply because in rare circumstances, with DM approval, a group-spell can be cast (such as wish).
The following items will be tagged as follows for use with Ctrl+F to go straight to that section
If a person suggests further tabletop classes that they'd like the dark spells included from, I'll create a group for them in here, but they'll need to provide me with at least three "evil" spells from their casting-list. This is to ensure that said player actually wants them added, and that said class really does have a good few "evil" spells making it worth my time to look.
[splcftDC]
Lets start with how others determine what the spell is. This isn't necesarily -just- for counter spelling or for saying "hey, I know that spell!" it's actually used for a number of purposes.
To determine the Spellcraft DC, you use the following.
15+Spell Level (-your- spell level if its a multi-class spell)
If the spell wasn't seen, (I.E. if the character was facing the other way, if it was a still spell, or there were no somatic components) than add +5 to the DC
If the spell wasn't heard (I.E. if the character is deaf, if it was a silent spell, or there were no verbal components) than add +5 to the DC
If the spell was neither seen nor heard (silent+still) than the spell -cannot- be identified. (exception to this is if the player tries to identify it once more after its been cast on them, more information found in the link below.)
Some other examples Spellcraft DCs can be used can be found here: www.d20srd.org/srd/skills/spellcraft.htm
Note: Spellcraft is always at DM discretion. In a circumstance they may change how spellcraft works.
[splcstDC]
Next we should cover the basic rules of spellcasting DCs. You're probably familiar with this, but if you aren't than the following should be a few things you ask yourself before attempting to cast a spell.
Does the spell -have- a save?
Some spells such as Word of Faith are instantaneous against low level players
Does the target have SR?
If you can answer yes to this one, than you are better off rolling to break the spell's Spell Resistance first before even going into the details of will saves and DCs and such.
Are you being Counter Spelled?
If you are, than make the other person roll a spellcraft to determine if they know the spell followed by them telling which spell they're using to counter.
Is the spell friendly or hostile?
If the spell is friendly, than you typically won't need to roll a save unless the person on purposely tries to -not- allow you to cast it on them. Most friendly spells or harmless spells still get a save if the person doesn't want you casting them on em.
Other?
Is there anything else that could interfere with the spell? Such as a dimensional anchor, or silence spell in effect?
After determining the above questions, feel free to cast/continue casting the spell, the DC for a spell is determined as follows.
DC 10 + the spell level + the bonus from your relevant ability + specializations + bonus feats + other = total DC
The spell level is -your- spell level for it. If your using a spell that is 2nd level for mages, 3rd level for clerics, and you're a mage, than you use the 2 for your DC bonus NOT the 3.
What if the spell level is say... 4 for your domain, but 5 for a cleric? If you cast it as a level 4 spell, it's DC is 4, if you cast it as the level 5 cleric spell, it's DC is 5.
The bonus from your relevant ability is -not- the highest mental one, its the one relating to your class. If a Wizard had a charisma twice as high as their int modifier, they would -still- use their INT modifier.
Specializations give a +2 if its your preferred class. This is only subject for wizards, who can specialize in a school.
Bonus Feats provide an additional bonus. For the most part PRC feats and such are only attainable on ascension, so the only thing this will usually imply is if you've taken the spell focus feats. The description of DC bonuses is in said feats, so you should know you them on your own.
Other is because some spells get a natural bonus such as "if the person is an outsider" or "If the person is chaotic good" etc.
To defend against a spell, you use the following:
Base save + special saves + feats + D20
Special saves are things such as racial modifiers, special saves vs *insert spell/spell-type,* and the other category.
Feats are for the most part just bonuses like defensive modifiers from the defense against spell school feats.
[splcstSR]
Spell resistance works rather simply for the most part.
Spell resistance is like an AC but for spells. Thus, spell resistance doesn't get any modifiers.
It cannot stack, so the only SR that applies is the highest-ranking one.
According to standard DnD rules, a creature or character can lower its spell-resistance as a standard action. It returns to normal on the next round unless the player/creature focuses on lowering it.
It only applies if the spell says Spell Resistance: Yes. If it says partial, than look over the definition to figure it out.
Spell Resistance is -NOT- transferable if you are extremely close to another target. Items/Creatures that transfer spell resistance are very, very rare. (I.E. Only a DM-made creature or an item by DM-approval can transfer spell-resistance to another person.)
The equation to bypass SR as a mage is very simple:
1D20 + caster level + other
the 1d20 acts like the attack roll, the caster level acts as the AB, and the other effect can be from things such as Spell Penetration feats.
Note: Spell focus only helps with DCs and such, not Spell Resistance.
[splcstCS]
Counter-Spells work rather simply. When countering a spell, its considered a combat mode, and any attacks of opportunity you make, actions you take, etc. cancels counter-spelling. For this purpose a caster should rarely if ever have to deal with counter-spelling unless Dice-fighting another caster. (Due to NWN's glitches, a caster can still cast spells/attack in melee while countering in a fight.)
To counter a spell, all you do is role spellcraft to identify the spell, and if you do, choose a spell that counters it.
For instance:
Mage 1 wants to get away, casts haste.
Mage 2 counter-spells and passes the spellcraft check.
Mage 2 automatically uses a spell if this was a real fight, but can choose to counter/what spell to counter with if it is a dice fight.
Mage 2 can choose to counter haste with either a haste spell, slow spell, disjunction spell, or dispel magic spell.
Mage 1 is countered, and thus his spell has no affect.
If you do not have the spell the caster casted, you can ask them for the description of counter-spells. If it says none, than only dispel magic counters will work.
Dispel Magic can only counter a spell of equal or lower level. For instance, lesser dispel cannot counter ice storm.
[splcmp]
Some spells require spell components. These usually are easy to work with. Something to be noted though, is that there are three types of components: Arcane Material components, Divine Material Components and simply Material Components.
Usually if a spell is used by both mages and clerics, it will have Material Components, but not always.
If it says Arcane Material Components, then a cleric need not worry about the component while a mage would have to have said component to cast the spell. Likewise, a mage would be unnaffected, but a cleric would need to have the material if it's a Divine Material Component. If it's simply a material component, all forms of casters must have it to cast the spell.
A good example is the scrying spell:
A Wizard/Sorcerer/Bard needs to have The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc. component as well as a mirror of finely wrought and highly polished silver costing not less than 1,000 gp focus to cast a scry spell
While a Cleric needs a holy/unholy water font costing not less than 100 gp focus
and a Druid needs a natural pool of water focus.
As it can be seen, an arcane spellcaster has a much harder time casting the spell compared to a cleric/druid, but a druid, for instance, is limited by only being able to use a "natural" pool of water, while a cleric could bless even a bath tub with the proper spells and use it.
Back on the topic of components though...
If the spell component is an item that can be found in-game, then you must use that item. Example: Gold.
If the spell component is not an item in-game, and has either a vague description, price listed, or is rather common, you can typically use it with the proper "services." If the price of the component is over 500 GP, you should check with a DM about it.
Examples:
If the price is very high, or it requires special/rare components (such as a flawless diamond, or a ruby figurine in the shape of a goddess) you should most definitely get DM permission to have such an item/apply for the item, though usually spells that require advanced components like these are out of reach or barely in reach for high-level mages and would require DM permission either way.
Components Vs. Focuses: If it's a Component, then it is lost in the casting of the spell. If it's a Focus, then it is not lost.
[Disclaimer]
Everything contained in this compendium is up to DM scrutiny as the spells are tabletop in nature. If a DM wishes for me to remove a spell, I'll remove it without question. (Assuming the post hasn't been edited to remove it.)
It should be noted for Bards/Sorcerers that the number of spells they learn is very narrow, and thus any tabletop spells, as stated by Avvy, replace a currently known spell.
On a personal standpoint, while wizards can learn as many tabletop spells as they want, the number learned should be
A. Proportional to your level (a level 1 Wizard wouldn't know half the tabletop spells in the level 1 category)
B. Proportional to the time you take to learn them (you don't need an RP reason to know a tabletop spell as a Wizard, but it gives more leeway for more spells if you've spent a great deal of time RPing and/or searching for said spells.)
Domain Disclaimer: Many of the darker-natured spells for Clerics are subject to specific Domains. Make sure to check and see if you have the proper domains (or in cases where the domain doesn't exist, that your deity has said domain) before attempting to use them.
Alignment Disclaimer: Casting an unholy spell doesn't necesarily imply an evil intention. Unlike holy spells though, evil spells have less practicality for neutral-alignment purposes, and some spells are just inherently evil (such as wrack). For this reason, you should check with a DM if you think you should get "Evil Points" for casting spells listed in here.
One final Disclaimer: Some of these spells are bound to specific races or are very hard to learn (For instance: Few non-drow Wizards/Sorcerers would know spells from the source "The Quintessential Drow"). Thus, an aspiring Evil Mage/Cleric, while not required to, would probably need to have a good RP reason for knowing some of the spells listed in here.
Reader discretion is advised.
The Unholy Spell Compendium
I've decided to start up a spot on the forums to fill with tabletop spells regarded as "unholy" or "evil" by the general masses. It should let people do some of the research directly from the forums for some spells, and allow them to go search for more if they want to. If people want to help me update this, feel free to pop in a spell in a reply or PM and I'll add it to the list.
Please don't get annoyed if the list starts out small. I'm a player like you guys, so I try and balance things I do on the forums in terms of research/character updates and gameplay IG. This list -will- grow over time. I also suggest that those planning to use a specific spell from here simply copy/paste the effects to their journal so they can pull it up at any time.
I will include some spells that are higher than level 6 in here simply because in rare circumstances, with DM approval, a group-spell can be cast (such as wish).
The following items will be tagged as follows for use with Ctrl+F to go straight to that section
- How to determine Spellcraft DC: [splcftDC]
- How to determine DC: [splcstDC]
- How to determine Spell Resistance: [splcstSR]
- How to determine Counter Spelling: [splcstCS]
- Spell Components and You: [splcmp]
- Disclaimer: [disclaimer]
- Wizard/Sorcerer Spells: [arc00X] where X is a number from 1-9 to reflect the spell's level.
- Bard Spells: [sgn00X] where X is a number from 1-6 to reflect the spell's level.
- Cleric Spells: [div00X] Where X is a number from 1-9 to reflect the spell's level.
- Druid Spells: [drd00X] Where X is a number from 1-9 to reflect the spell's level.
- Investiture Spells: [invest00X] Where X is a number from 2-9 to reflect the spell's level.
- Blackguard Spells: [bkgrd00X] Where X is a number from 1-4 to reflect the spell's level.
- Assassin Spells: [Assit00X] where X is a number from 1-4 to reflect the spell's level.
- Latest Update: [recup]
If a person suggests further tabletop classes that they'd like the dark spells included from, I'll create a group for them in here, but they'll need to provide me with at least three "evil" spells from their casting-list. This is to ensure that said player actually wants them added, and that said class really does have a good few "evil" spells making it worth my time to look.
[splcftDC]
Lets start with how others determine what the spell is. This isn't necesarily -just- for counter spelling or for saying "hey, I know that spell!" it's actually used for a number of purposes.
To determine the Spellcraft DC, you use the following.
15+Spell Level (-your- spell level if its a multi-class spell)
If the spell wasn't seen, (I.E. if the character was facing the other way, if it was a still spell, or there were no somatic components) than add +5 to the DC
If the spell wasn't heard (I.E. if the character is deaf, if it was a silent spell, or there were no verbal components) than add +5 to the DC
If the spell was neither seen nor heard (silent+still) than the spell -cannot- be identified. (exception to this is if the player tries to identify it once more after its been cast on them, more information found in the link below.)
Some other examples Spellcraft DCs can be used can be found here: www.d20srd.org/srd/skills/spellcraft.htm
Note: Spellcraft is always at DM discretion. In a circumstance they may change how spellcraft works.
[splcstDC]
Next we should cover the basic rules of spellcasting DCs. You're probably familiar with this, but if you aren't than the following should be a few things you ask yourself before attempting to cast a spell.
Does the spell -have- a save?
Some spells such as Word of Faith are instantaneous against low level players
Does the target have SR?
If you can answer yes to this one, than you are better off rolling to break the spell's Spell Resistance first before even going into the details of will saves and DCs and such.
Are you being Counter Spelled?
If you are, than make the other person roll a spellcraft to determine if they know the spell followed by them telling which spell they're using to counter.
Is the spell friendly or hostile?
If the spell is friendly, than you typically won't need to roll a save unless the person on purposely tries to -not- allow you to cast it on them. Most friendly spells or harmless spells still get a save if the person doesn't want you casting them on em.
Other?
Is there anything else that could interfere with the spell? Such as a dimensional anchor, or silence spell in effect?
After determining the above questions, feel free to cast/continue casting the spell, the DC for a spell is determined as follows.
DC 10 + the spell level + the bonus from your relevant ability + specializations + bonus feats + other = total DC
The spell level is -your- spell level for it. If your using a spell that is 2nd level for mages, 3rd level for clerics, and you're a mage, than you use the 2 for your DC bonus NOT the 3.
What if the spell level is say... 4 for your domain, but 5 for a cleric? If you cast it as a level 4 spell, it's DC is 4, if you cast it as the level 5 cleric spell, it's DC is 5.
The bonus from your relevant ability is -not- the highest mental one, its the one relating to your class. If a Wizard had a charisma twice as high as their int modifier, they would -still- use their INT modifier.
Specializations give a +2 if its your preferred class. This is only subject for wizards, who can specialize in a school.
Bonus Feats provide an additional bonus. For the most part PRC feats and such are only attainable on ascension, so the only thing this will usually imply is if you've taken the spell focus feats. The description of DC bonuses is in said feats, so you should know you them on your own.
Other is because some spells get a natural bonus such as "if the person is an outsider" or "If the person is chaotic good" etc.
To defend against a spell, you use the following:
Base save + special saves + feats + D20
Special saves are things such as racial modifiers, special saves vs *insert spell/spell-type,* and the other category.
Feats are for the most part just bonuses like defensive modifiers from the defense against spell school feats.
[splcstSR]
Spell resistance works rather simply for the most part.
Spell resistance is like an AC but for spells. Thus, spell resistance doesn't get any modifiers.
It cannot stack, so the only SR that applies is the highest-ranking one.
According to standard DnD rules, a creature or character can lower its spell-resistance as a standard action. It returns to normal on the next round unless the player/creature focuses on lowering it.
It only applies if the spell says Spell Resistance: Yes. If it says partial, than look over the definition to figure it out.
Spell Resistance is -NOT- transferable if you are extremely close to another target. Items/Creatures that transfer spell resistance are very, very rare. (I.E. Only a DM-made creature or an item by DM-approval can transfer spell-resistance to another person.)
The equation to bypass SR as a mage is very simple:
1D20 + caster level + other
the 1d20 acts like the attack roll, the caster level acts as the AB, and the other effect can be from things such as Spell Penetration feats.
Note: Spell focus only helps with DCs and such, not Spell Resistance.
[splcstCS]
Counter-Spells work rather simply. When countering a spell, its considered a combat mode, and any attacks of opportunity you make, actions you take, etc. cancels counter-spelling. For this purpose a caster should rarely if ever have to deal with counter-spelling unless Dice-fighting another caster. (Due to NWN's glitches, a caster can still cast spells/attack in melee while countering in a fight.)
To counter a spell, all you do is role spellcraft to identify the spell, and if you do, choose a spell that counters it.
For instance:
Mage 1 wants to get away, casts haste.
Mage 2 counter-spells and passes the spellcraft check.
Mage 2 automatically uses a spell if this was a real fight, but can choose to counter/what spell to counter with if it is a dice fight.
Mage 2 can choose to counter haste with either a haste spell, slow spell, disjunction spell, or dispel magic spell.
Mage 1 is countered, and thus his spell has no affect.
If you do not have the spell the caster casted, you can ask them for the description of counter-spells. If it says none, than only dispel magic counters will work.
Dispel Magic can only counter a spell of equal or lower level. For instance, lesser dispel cannot counter ice storm.
[splcmp]
Some spells require spell components. These usually are easy to work with. Something to be noted though, is that there are three types of components: Arcane Material components, Divine Material Components and simply Material Components.
Usually if a spell is used by both mages and clerics, it will have Material Components, but not always.
If it says Arcane Material Components, then a cleric need not worry about the component while a mage would have to have said component to cast the spell. Likewise, a mage would be unnaffected, but a cleric would need to have the material if it's a Divine Material Component. If it's simply a material component, all forms of casters must have it to cast the spell.
A good example is the scrying spell:
A Wizard/Sorcerer/Bard needs to have The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc. component as well as a mirror of finely wrought and highly polished silver costing not less than 1,000 gp focus to cast a scry spell
While a Cleric needs a holy/unholy water font costing not less than 100 gp focus
and a Druid needs a natural pool of water focus.
As it can be seen, an arcane spellcaster has a much harder time casting the spell compared to a cleric/druid, but a druid, for instance, is limited by only being able to use a "natural" pool of water, while a cleric could bless even a bath tub with the proper spells and use it.
Back on the topic of components though...
If the spell component is an item that can be found in-game, then you must use that item. Example: Gold.
If the spell component is not an item in-game, and has either a vague description, price listed, or is rather common, you can typically use it with the proper "services." If the price of the component is over 500 GP, you should check with a DM about it.
Examples:
- Shadow Spray requires a handful of black ribbons, any character could RP having found these at a tailoring shop in-game.
- Bless Water requires 5 pounds of silver worth 25 GP, a player could sacrifice 25 GP and claim that it was silver because silver is a form of currency in DnD.
- Unhallow requires "herbs, oils, ointments, and incense" worth 1000 GP. +1000 GP per level of the spell added to it. It's vague enough to acquire the materials, but you'd want to check with a DM due to the price.
If the price is very high, or it requires special/rare components (such as a flawless diamond, or a ruby figurine in the shape of a goddess) you should most definitely get DM permission to have such an item/apply for the item, though usually spells that require advanced components like these are out of reach or barely in reach for high-level mages and would require DM permission either way.
Components Vs. Focuses: If it's a Component, then it is lost in the casting of the spell. If it's a Focus, then it is not lost.
[Disclaimer]
Everything contained in this compendium is up to DM scrutiny as the spells are tabletop in nature. If a DM wishes for me to remove a spell, I'll remove it without question. (Assuming the post hasn't been edited to remove it.)
It should be noted for Bards/Sorcerers that the number of spells they learn is very narrow, and thus any tabletop spells, as stated by Avvy, replace a currently known spell.
On a personal standpoint, while wizards can learn as many tabletop spells as they want, the number learned should be
A. Proportional to your level (a level 1 Wizard wouldn't know half the tabletop spells in the level 1 category)
B. Proportional to the time you take to learn them (you don't need an RP reason to know a tabletop spell as a Wizard, but it gives more leeway for more spells if you've spent a great deal of time RPing and/or searching for said spells.)
Domain Disclaimer: Many of the darker-natured spells for Clerics are subject to specific Domains. Make sure to check and see if you have the proper domains (or in cases where the domain doesn't exist, that your deity has said domain) before attempting to use them.
Alignment Disclaimer: Casting an unholy spell doesn't necesarily imply an evil intention. Unlike holy spells though, evil spells have less practicality for neutral-alignment purposes, and some spells are just inherently evil (such as wrack). For this reason, you should check with a DM if you think you should get "Evil Points" for casting spells listed in here.
One final Disclaimer: Some of these spells are bound to specific races or are very hard to learn (For instance: Few non-drow Wizards/Sorcerers would know spells from the source "The Quintessential Drow"). Thus, an aspiring Evil Mage/Cleric, while not required to, would probably need to have a good RP reason for knowing some of the spells listed in here.