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Angry Tree-Huggers Unite! Here's a spell for you:
Angry Tree-Huggers Unite! Here's a spell for you:
Vine Mine
Caster Level(s): Druid 5
Innate Level: 5
School: Conjuration
Descriptor(s): Nature
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 3 + 1 Round / 2 Levels
Additional Counter Spells:
Save: Yes (Entangle)
Spell Resistance: Yes
When casting vine mine, you must select one of the following:
- Entangle (as the spell)
- Hamper movement (movement speed is halved)
- Camouflage (add +4 competence bonus on Hide checks)
Vine Mine
Caster Level(s): Druid 5
Innate Level: 5
School: Conjuration
Descriptor(s): Nature
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 3 + 1 Round / 2 Levels
Additional Counter Spells:
Save: Yes (Entangle)
Spell Resistance: Yes
When casting vine mine, you must select one of the following:
- Entangle (as the spell)
- Hamper movement (movement speed is halved)
- Camouflage (add +4 competence bonus on Hide checks)
Joy eyeballs :)
Eyeball
AC: 17
Hit Points: 5
Abilities:
Str 6
Dex 16
Con 9
Int 3
Wis 10
Char 10
CR: 2
Alignment: Neutral Evil
Class: 1 Aberration
Special Abilities: Eyestalk ray attack
Known for causing a lot of embarrassing running and screaming in seasoned adventures who mistake this monster for its soul-devouring older cousin the Beholder, it is much less powerful and should not be feared by veterans of the deep dungeon. Intrepid mages can even take along an Eyeball as a familiar!
AC: 17
Hit Points: 5
Abilities:
Str 6
Dex 16
Con 9
Int 3
Wis 10
Char 10
CR: 2
Alignment: Neutral Evil
Class: 1 Aberration
Special Abilities: Eyestalk ray attack
Known for causing a lot of embarrassing running and screaming in seasoned adventures who mistake this monster for its soul-devouring older cousin the Beholder, it is much less powerful and should not be feared by veterans of the deep dungeon. Intrepid mages can even take along an Eyeball as a familiar!
- Vanor
- Team Member; Retired with Honors
- Posts: 8376
- Joined: Thu Aug 15, 2002 7:46 pm
- Location: Wisconsin (GMT -5)
Same way someone dodges a bullet, which Does in fact happen from time to time.Jeffi0 wrote:Like, how the hell are you supposed to dodge a bolt of lightning?
You don't actually dodge the bullet, you rather are not where the person firing the bullet is aiming at. Same with lighting bolts. You can't do dodge lightning, it's to fast, but you can be some where other then where the mage is aiming at.
Almost all spells have some sort of save, it's part of the balance of D&D, spells without saves are almost always much higher level then a spell that does simular damage is, that offers a save.
Magic missle is one spell that breaks this rule, but most people agree it should in truth be a 3rd lvl spell, not a 1st.
For example Ice Storm does 5d6 damage no save, and it's a 4th lvl spell. A fireball cast by the same mage does 7d6 damage, but it's only a 3rd lvl spell.
Re: Joy eyeballs :)
All I have to say is Yeah! I like that they are going to differant and cooler familiars. I might even start a mage just to try it out.terryrayc wrote:Eyeball
AC: 17
Hit Points: 5
Abilities:
Str 6
Dex 16
Con 9
Int 3
Wis 10
Char 10
CR: 2
Alignment: Neutral Evil
Class: 1 Aberration
Special Abilities: Eyestalk ray attack
Known for causing a lot of embarrassing running and screaming in seasoned adventures who mistake this monster for its soul-devouring older cousin the Beholder, it is much less powerful and should not be feared by veterans of the deep dungeon. Intrepid mages can even take along an Eyeball as a familiar!
I wonder what the ray attack is?
Captain Friday Alibar of The Good Ship Clandestine
Privateer Extraordinaire of Privateer Enterprises
Sales Representative of FeatherFinger Trading
South Avlis Trade Federation (SATF) Member
Privateer Extraordinaire of Privateer Enterprises
Sales Representative of FeatherFinger Trading
South Avlis Trade Federation (SATF) Member
"Hey, I don't make the crazy rules, I just twist them to my purpose." Celia OOTS 278
- Lafferty
- Scholar
- Posts: 1129
- Joined: Tue Feb 11, 2003 5:08 pm
- Location: look at my hands... they are HUGE. And they cant touch themselves...
- Contact:
Whoa
Overwhelming Critical
Type of Feat: Combat
Prerequisite: 21st level, 23+ Strength, Cleave, Great Cleave, Improved Critical (in chosen weapon), Power Attack and Weapon Focus (in weapon chosen).
Specifics: When using the weapon chosen, the character deals +1d6 points of damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d6, and if the multiplier is x4, add 3d6.
Use: Automatic.
Tool for crafters Do you want some human to your salt? nomanisanisland.monolar.de
- Lafferty
- Scholar
- Posts: 1129
- Joined: Tue Feb 11, 2003 5:08 pm
- Location: look at my hands... they are HUGE. And they cant touch themselves...
- Contact:


at least there is a ton of prerequisites...
Tool for crafters Do you want some human to your salt? nomanisanisland.monolar.de
last 2 know spells:
Hordes of the Underdark - Death Armor Spell
Bioware, after the announcement that Hordes of the Underdark has gone gold,
announced a deadly new spell for all to consider:
behold: Death Armor
What you need to know:
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Descriptor(s): Magical Armor
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 round / level
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes
What you want to know:
You are surrounded with a magical aura that injures creatures that contact it. Any creature striking you with its body or handheld weapon takes 1d4 points of damage +1 point per 2 caster levels (maximum +5).
-------------------------------------------
NWN Spell: Shelgarns Persistant Blade
There is nothing more fearsome than battle with an overpowering foe. And, while you may look at your opponent with daggers for eyes, Shelgarn's Persistant Blade will turn those daggers into more than just a glare.
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Summoned Item
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: None
Spell Resistance: No
The caster summons a dagger that acts as a faithful and loyal servant.
Hordes of the Underdark - Death Armor Spell
Bioware, after the announcement that Hordes of the Underdark has gone gold,
announced a deadly new spell for all to consider:
behold: Death Armor
What you need to know:
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Descriptor(s): Magical Armor
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 round / level
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes
What you want to know:
You are surrounded with a magical aura that injures creatures that contact it. Any creature striking you with its body or handheld weapon takes 1d4 points of damage +1 point per 2 caster levels (maximum +5).
-------------------------------------------
NWN Spell: Shelgarns Persistant Blade
There is nothing more fearsome than battle with an overpowering foe. And, while you may look at your opponent with daggers for eyes, Shelgarn's Persistant Blade will turn those daggers into more than just a glare.
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Summoned Item
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: None
Spell Resistance: No
The caster summons a dagger that acts as a faithful and loyal servant.
- FunkOdyssey
- Sage
- Posts: 1954
- Joined: Wed Jan 22, 2003 2:46 pm
- Location: Newington, CT (GMT -5)
- Contact:
*grumble* Black Blade of Disaster and that Acid Sheath are opposition school spells..
Then again, I get to turn a mundane rapier into a +5 , keen, +11-14 fire poker. W00t.
Edit : Sunscream, the epic spells they DO list (all 4 of them at this point) are under feats.
Then again, I get to turn a mundane rapier into a +5 , keen, +11-14 fire poker. W00t.
Edit : Sunscream, the epic spells they DO list (all 4 of them at this point) are under feats.
Last edited by Emprod on Tue Dec 02, 2003 8:31 pm, edited 1 time in total.
- FunkOdyssey
- Sage
- Posts: 1954
- Joined: Wed Jan 22, 2003 2:46 pm
- Location: Newington, CT (GMT -5)
- Contact:
Hmm, thats kind of surprising. Ah well, I'm playing a multiclass wimp anyway, so no matter. Pure casters look a bit boring though. Getting three epic levels just to get one of those spells and a feat seems like waaay too much effort. Won't matter so much on Avlis, as with the low magic, casters are still powerful. Also, interesting to note that a lot of the spells dismissed by the general NWN community ( the weapon enhancing ones ) will actually be really useful on Avlis. I'm not too bothered, I mainly wanted Hordes to be able to spawn in buffed up beholders and adamantium golems on the high level people. 

- Titanium Dragon
- Sage
- Posts: 2916
- Joined: Sun Apr 27, 2003 5:18 pm
- Location: Corvallis, OR (GMT - 7)
- Contact:
Epic level characters can get REALLY powerful. That epic damage reduction kinda nullifies the point of barbarians though.
And complaining about wizards not getting to be uberpowerful is dumb; they already can be. And those four spells aren't something to be sneezed at.
EDIT: Improved Ki Strike +5 - the bane of mages everywhere.
And complaining about wizards not getting to be uberpowerful is dumb; they already can be. And those four spells aren't something to be sneezed at.
EDIT: Improved Ki Strike +5 - the bane of mages everywhere.
- Titanium Dragon
- Sage
- Posts: 2916
- Joined: Sun Apr 27, 2003 5:18 pm
- Location: Corvallis, OR (GMT - 7)
- Contact: