Planning - networkingguru/incursion-roguelike GitHub Wiki
PLANNING
Granted Power: You are able to prepare buff spells more effectively than most spellcasters -- every even priest level reduces the mana cost of buffs by 5%, to a maximum of 25% reduction at 10th level. You also receive the Extend Spell feat for free at 1st level.
Offered By: Aiswin, Asherath, Kysul, Xavias.
Planning Domain Spells:
1: Call Companions (Weavecraft)
Level: Druid 1, Priest 1, Mage 1, Planning 1, Bard 1, Ranger 1
Mana: 2. Base Success: 95%.
This spell teleports your companions or followers (if you currently have any) to the area surrounding the target empty square. This spell is useful for helping wayward summoned monsters and animal companions navigate difficult terrain or for encouraging them to face a particular challenges on your behalf.
2: Detect Objects (Divination)
Level: Mage 2, Planning 2, Craft 2, Bard 2
Mana: 15. Persistant. Base Success: 100%.
Reveals all items, seen or unseen, within (25 + [caster level x 2]) squares of you.
3: Detect Monsters (Divination)
Level: Mage 3, Planning 3, Bard 2, Diviner 2, Ranger 4
Mana: 30. Persistant. Base Success: 100%.
Reveals all creatures, seen or unseen, within (15 + caster level) squares of the caster; specialist Diviners have an exceptional facility with this magic, and instead gain a range of 30 + [caster level x 2]) squares.
4: Insightful Stroke (Divination)
Level: Mage 3, Planning 4, Twilight Huntsman 3
Mana: 10. Long duration. Base Success: 90%.
Casting this spell reveals the hidden weaknesses of a target and the most perfect pattern of attack specific to a given target in a given instant, granting the caster a bonus to her next single physical attack's damage equal to her caster level plus her Wisdom modifier.
5: Lower Resistance (Enchantment/Weavecraft)
Level: Priest 5, Mage 5, Planning 5, Assassin 5, Twilight Huntsman 5
Mana: 9. Base Success: 90%.
This dwenomer strips outsiders, creatures of the Underdark and powerful supernatural horrors like hags of their inherent resistance to magic. The spell must first penetrate that resistance to take effect, but once it does no saving throw applies and the creature's Magic Resistance is halved; this is a damage penalty. The spell is targeted on a point, affecting all creatures within 60 feet of that point, but is selective and excludes the caster and her allies.