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Shaman Spells

Discussion in 'BG:EE - Siege of Dragonspear' started by xosmi, May 10, 2016.

  1. xosmi Gems: 20/31
    Latest gem: Garnet


    Resourceful Adored Veteran

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    While making a shaman, the new class for BG:EE, i was looking for a place with the details on the new shaman-specific spells that were added, but couldn't find one.
    So i thought i'd post the spells and their statistics in a thread here for easy future reference.

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    Spirit Ward (Abjuration)

    Level: 1
    Sphere: Wards
    Range: Touch
    Duration: 3 rounds/level
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: None

    This spell surrounds the recipient with a magical barrier at a distance of one foot. Spirits, fey creatures, elementals, and spectral undead receive a penalty of -2 to hit when attacking the protected creature. In addition, the recipient gains a +3 bonus to Saving Throws against all spells that belong to the Enchantment school. This spell cannot be cast on spirits, fey creatures, elementals, or spectral undead.

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    Writhing Fog (Conjuration)

    Level: 2
    Sphere: Summoning
    Range: Visual range of the caster
    Duration: 1 turn
    Casting Time: 2
    Area of Effect: 30-ft. radius
    Saving Throw: Special

    This spell conjures a cloud of writhing fog that chills and hinders anyone within its area other than the caster. Creatures in the fog take 1d3 points of cold damage per round. In addition, there is a 20% chance that they must save vs. Death or be slowed for 1 round. Creatures immune to cold damage do not suffer any adverse effects from this spell.

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    Spiritual Clarity (Abjuration)

    Level: 3
    Sphere: Protection
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 9
    Area of Effect: 1 creature
    Saving Throw: None

    With this spell, the shaman strengthens a creature's spiritual resolve and purges the creature's mind of negative influences. The spell removes the effects of fear, charm, confusion, and feeblemind from a single creature.

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    Spirit Fire (Conjuration)

    Level: 4
    Sphere: Summoning
    Range: 40 ft.
    Duration: Instant
    Casting Time: 4
    Area of Effect: 30-ft. radius
    Saving Throw: Special

    As the Shaman casts this spell, energies gather together from the spirit world and form a pale blue sphere. The Shaman can throw the sphere so that it explodes into a burst of ghostly, azure flames, which deliver 1d4 points of magic damage per level of the Shaman (up to a maximum of 10d4). There is also a 33% chance that every enemy within the area of effect will be afflicted by the Doom spell (-2 penalty to Saving Throws and attack rolls for 1 turn). A successful Save vs. Spell halves the damage and negates the Doom effect. Spirits, fey creatures, elementals, and spectral undead take double damage.

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    Recall Spirit (Necromancy)

    Level: 5
    Sphere: Summoning
    Range: Visual range of the caster
    Duration: Permanent
    Casting Time: 9
    Area of Effect: 1 person
    Saving Throw: None

    The shaman calls back a deceased person's spirit if it still lingers near the body. By casting this spell, the Shaman reconnects the spirit to its body and restores the person to life with 1 Hit Point. Natural healing or curative magic can restore the rest of the target's vitality.

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    Spiritual Lock (Enchantment)

    Level: 6
    Sphere: Wards
    Range: 40 ft.
    Duration: 1 turn + 1 round/level
    Casting Time: 6
    Area of Effect: 1 creature
    Saving Throw: Negates

    The target of Spiritual Lock must Save vs. Spell with a -2 penalty or have its mind temporarily sealed away within the spirit world. During this time, the victim is unable to perform any actions that require conscious thought such as attacking, using items, or casting spells. Spirits, fey creatures, elementals, and spectral undead Save vs. Spell with a -4 penalty instead of -2. Spiritual Lock is blocked by spells and abilities that protect against feeblemind effects.

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    Ether Gate (Alteration)

    Level: 7
    Sphere: Travelers
    Range: Touch
    Duration: 5 rounds
    Casting Time: 3
    Area of Effect: 1 creature
    Saving Throw: None

    This spell transports one creature, chosen by the caster, to the Ethereal Plane. The creature vanishes for the spell's duration, at which point it returns to the physical world in the exact same spot where it was before. While in the Ethereal Plane, the victim cannot interact with anyone or anything that resides on the Prime Material Plane. There is no saving throw against this spell, though it is subject to magic resistance. Friendly creatures can lower their magic resistance so that the shaman can target them with this spell. In addition, Ether Gate is blocked by spells and abilities that protect against maze effects.
     
    Eyebreaker7 and Taluntain like this.
  2. Eyebreaker7

    Eyebreaker7 Someone clean my litter box ★ SPS Account Holder New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    Nice. Thanks xosmi!
     
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