Eel Sphere:
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Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
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Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
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Summon Leech (SL=N): Summon a DL N Leech (DM has table)
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Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
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Powerleech (SL=2): Whenever an enemy activates an item, be cured 10 hp.
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Thoughtleech (SL=2): Whenever an enemy uses a psionic ability, be cured N hp, where N=SL of the effect.
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Blessing of Leeches (SL=3): Target regenerates at CL hp/s.
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Drainheal (SL=3, also Incantatrix): Drain the local MF by 1: Heal self.
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Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
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Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
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Steal Summon (SL=4, also Incantatrix): Steal someone's summon (your summon slot needs to be open to do this)
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Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
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Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
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Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
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Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
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Mindleech Mass (SL=8): Acts as a DL VII Leech summon (counts as 100 leeches); steals 1 spell (and puts in your memorization) per attack
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Robe of Eeling (SL=8): Get 2d10 random SL=1d6 Eel effects (self or other) every round for 1h
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iHeel (SL=9): Remove CL idmg and remove CL [C] section effects
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Virus Sphere:
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Detect [Disease] (SL=0): Detects diseases of one particular type
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Detect Disease (SL=1): Detects diseases of any type
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Cause [Disease] 1 (SL=1): Cure/cause disease in one target (PPD save), material componenting does two targets (or the same target twice, but not a group)
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Virus Summoning N (SL=N): Summons a DL=N Virus
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Cause [Disease] 2 (SL=2): Cure/cause disease in one target (PPD save), material componenting does a group
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Cure Disease (SL=3)
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Contagion (SL=3)
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Cause [Disease] N (SL=N, starting at SL=3): Cure/cause disease in N-2 groups (PPD save), material componenting does N-1 groups (can hit same group multiple times)
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Virus [Disease] N (SL=N, starting at SL=3): As per Cure or Inflict Disease N-2; for each infected person, check CL% per segment, if made, travels to another person in the room
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Inflict [Disease] 4 (SL=4): Cure/cause disease in one target (no save, aNR to resist), material componenting does two targets (or the same target twice, but not a group)
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Inflict [Disease] 5 (SL=5): Cure/cause disease in one target (no save, aNR to resist), material componenting does a group
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Cause [Lycanthropy] 5 (SL=5): Cure/cause lycanthropy in one target (PPD save, even when curing), material componenting does two targets, each type of Lycanthropy is a spell slot
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Mummy Rot (SL=5): Your touch is Mummy Rot branded
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Cause [Undead status] 6 (SL=6): Cure/cause undead status in one target (PPD save, even when curing), material componenting does two targets, each type of Undead is a spell slot
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Heal (SL=6)
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Inflict [Disease] N (SL=N, starting at SL=6): Cure/cause disease in N-5 groups (no save, aNR to resist), material componenting does N-4 groups (can hit same group multiple times)
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Cureall (SL=7)
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Cause [Unlive status] 8 (SL=8): Cure/cause unlive status in one target (PPD save, even when curing), material componenting does two targets, each type of Unlive is a spell slot
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Virus Charm (SL=9)
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Magical Plague (SL=10): [x2 Terrain Feature] Does a random SL 0-9 Virus spell /segment
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