All ideas tagged "monster spellcasting"

Several potential additions for the clerical spell school:

  • Bless: this could either be a low-level spell that works like it does in D&D where it gives you a to-hit and damage bonus, or it could be a high-level spell that blesses an item. Possibly it could bless items when cast at Skilled or above.
  • Sanctuary: a medium-level spell that effectively makes monsters treat the 3x3 area around you like a coaligned temple for a limited time, unless you take a hostile action which ends the spell.
  • Command: Drop: forces a monster to drop its weapon.
  • Inflict Wounds: medium-level spell that deals damage while being in the clerical school. Damage should probably scale with skill.
  • Hold Person: paralyzes a monster (or more strictly, a humanoid); fits right in since enemy priests can already cast this.
  • Silence: Temporarily stops a monster from reading a scroll or casting a spell. Not specified if this should be a debuff or create a region of silence.
  • Dispel Magic: Removes magical effects from a monster or multiple monsters. May be of limited use unless added to a variant where monster magic buffs are significant.
  • Freedom of Movement: Grants temporary intrinsic free action, allowing you to free up a ring slot.

Implement antimagic fields as a region. They are a static, possibly invisible region inside which magical effects cannot function, including all of the following effects:

  • Completely disables spellcasting both for the player and for monsters.
  • Monsters behave as if cancelled, as do you if you are polymorphed.
  • Enchantments do not add to AC or weapon to-hit or damage.
  • Magical extrinsics are suppressed.
  • Potions have no magic effects (so non-magic potions like acid work the same, but e.g. drinking a potion of object detection would consume the potion and do nothing else).
  • Scrolls do nothing; they won’t disintegrate when read but won’t do anything else either. “You pronounce the formula, but nothing happens.”
  • Wands do nothing; they won’t consume a charge when zapped or engraved with, and can only engrave in the dust.
  • Artifacts have no special powers.

The anti-magic field trap could be repurposed into casting one of these rather than draining energy, which could be split off into a different trap type.