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PC spells.

Started by Anastasia, March 05, 2012, 01:26:41 PM

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Corwin

It would probably help to list just what cures the leg damage. Also, it's not a very good spell.
<Steph> I might have made a terrible mistake

Ebiris

Just aim for the legs, this stuff about the space below is really finicky and confusing. Aim at target, burn legs. Simple! Then rather than farting about with this 'save of fall prone, move half speed anyway' stuff every round, just say that if the save (just one!) is failed then the target has to crawl or fly. Then say how much healing/time is required to be able to walk again.

Other than that, just having decent damage with no save to half it seems fair for 8th level.

Anastasia

Quote from: Corwin on May 18, 2012, 07:16:50 PM
It would probably help to list just what cures the leg damage. Also, it's not a very good spell.

Why isn't it a good spell? Just saying something isn't good isn't terribly helpful, what makes it not good to you? Seriously, I'd like to know.

Quote from: Ebiris on May 18, 2012, 07:17:50 PM
Just aim for the legs, this stuff about the space below is really finicky and confusing. Aim at target, burn legs. Simple! Then rather than farting about with this 'save of fall prone, move half speed anyway' stuff every round, just say that if the save (just one!) is failed then the target has to crawl or fly. Then say how much healing/time is required to be able to walk again.

Other than that, just having decent damage with no save to half it seems fair for 8th level.

Mmm, that's probably simpler. How about this?

Simmer's Surprise
Evocation [Fire]
Level: Sor/Wis 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text.
Spell Resistance: Yes.

This spell conjures a sudden surge of fire just below the target. These flames require a ranged touch attack to strike the target. On success, these flames deal 1d6 points of damage per caster level (maximum 20d6) and the target's legs are painfully burnt, rendering them useless. A successful fortitude save at this point negates this secondary effect, but does not reduce the fire damage taken. If the fortitude save is failed, the creature cannot walk or move with his legs. He must crawl, fly or use another form of movement. This persists until the target receives a heal, regenerate or greater magic to repair the damage.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Ebiris


Merc

#49
Ithea's Misery Bottle
Conjuration (Teleportation)
Level: Duskblade 5
Components: V, F
Casting Time: 1 immediate action
Range: Personal; See text
Target: Attacks within melee reach; See text
Duration: See text
Saving Throw: Reflex negates
Spell Resistance: No

As an immediate action, the caster may create a number of portals around themselves equal to their intelligence bonus. These portals can be directed to intercept attacks made that travel within the caster's melee reach, and redirect them towards their enemies.

An interception attempt must be declared before the enemy's attack roll is made, but can be made after the enemy's target and attack are declared. Only attacks that target a single target may be intercepted (cone, burst, and area attacks, for example, could not be intercepted by the Misery Bottle).

Targets may avoid having their attacks intercepted by making a reflex save, though the spell's Difficulty Class gets a bonus equal to 1/2 the caster's base attack bonus (rounded down).

The caster may make any number of interception attempts while the spell is in effect, however portals appear to close once they successfully intercepts an attack. The spell continues to be in effect until the Misery Bottle is filled with intercepted attacks, or up to a number of rounds equal to 1/2 the caster's intelligence bonus (rounded down).

When the bottle is filled or the duration expires, on the caster's next turn all portals re-open as part of a full round action, with all intercepted attacks flying towards any target of the caster's choosing within 30ft of them. Following this, the caster becomes dazed for 1 round, as the strain of holding the Misery Bottle spell catches up with them.

Arcane Focus: A bottle made of gold and chaos stuff, worth no less than 1,000 gold.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Merc

Some minor commentary on spell:

[19:41] <Ithea> Yuth, any comment on the spell also?
[19:43] <Muirfinn> It looks like it has good potential
[19:44] <Muirfinn> It's dependent on the damage your enemies are dishing out, yes?
[19:48] <Ithea> Yes. It's also a good 'don't die' card in general, since I could try to intercept an attack that would kill me or someone close enough to me.
[19:49] <Ithea> It wouldn't have saved Elrisa, noticeably. Could have saved Kascha though.
[19:50] * Muirfinn nods.
[20:03] <Ithea> Actually...hrm. Meteor Swarm -can- target a person, which implies it can be intercepted...but it's also an area spell, which implies not.
[20:04] <Ithea> What would be your opinion on target+splash spells there, Ko?
[20:05] <Ithea> I'd think Elrisa would still be screwed, but might as well clarify that.
[20:07] <Kotono> If it was the targeted version yes, if it was the radius burst only version on.
[20:07] <Kotono> No.
[20:08] <Ithea> Ah.
[20:08] <Ithea> Did Xantara aim for Elrisa, or she just try to catch both of us? I forget.
[20:09] <Ithea> As an aside, I -was- thinking of Elrisa and Kascha when thinking up spell.
[20:12] <Kotono> I forget too.
[20:18] <Ithea> To the logs~
[20:20] <Ithea> "At this four spheres come forth again, landing just besides Elrisa and Ithea, exploding around them!"
[20:21] <Kotono> Wouldn't have saved her then.
[20:23] * Ithea nods.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Anastasia

I really like the theme and the idea of this spell. The actual use of it I've ping-ponged on. I think it's worthwhile as an option, though I think it needs playtesting to really figure out how it bears out. The reflex save is a reasonable defense against it, as is simply using non-targeted attacks.

Any of the rest of you have opinions?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Okay, barring any feedback in the next few hours I'll add this to the spell collection.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#53
I've been working on a stat block for Sharess. As a result several new spells have been created. Feedback welcome.

Compare/contrast Might of the Solar at the same level. This spell does less overall, but is touch instead of personal/you.

Power of the Huntress
Transmutation
Level: Sor/Wiz 11, Drd 11
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell channels the fell instincts, speed and power of a stalking dire tiger into the spell's targets. The target gains a +10 enhancement bonus to strength, dexterity and constitution, a +8 enhancement bonus to natural armor, a +20 competence bonus to hide and move silently checks and a +6 bonus to initiative checks. You cannot be flatfooted for the duration of the spell and you gain the benefits of the Combat Reflexes feat. Finally, you gain the scent special quality.

Material Component

A hair from a feline of at least 20 hit dice.

This spell should be familiar.

Legion's Gates
Conjuration (Teleportation)
Level: Sor/Wis 12, Clr 12
Duration: Concentration, up to 1 round/level.

This spell functions as the planar travel version of Gate, except that you create one gate per three caster levels you possess. Each Gate may to be a different location, but all must go to the same plane (and layer of that plane, if appropriate).

From the category of useful but unremarkable.

Mass Energy Immunity
Abjuration
Level: Clr 13, Drd 13, Sor/Wiz 13
Range: Close (25ft + 5ft 2/levels)
Targets: One creature/level, no two of which can be more than 30 ft apart

This spell functions as Energy Immunity, except that it affects multiple targets.

I don't care for dual school spells, but in this case I feel it's unavoidable. This spell brings pleasure to the good and punishment to the wicked, all in a flavor that suits Sharess.

Purr of Sharess
Abjuration/Evocation [Good, Sonic]
Level: Sor/Wiz 14, Brd 11
Components: V
Casting Time: 1 standard action
Range: 100ft radius emanation
Area: 100ft
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

You emit a gentle purr that soothes the righteous and torments the wicked. Using Purr of Sharess is a standard action, and requires concentration to maintain each round. Good aligned creatures here a beautiful, soft purr that banishes worries and soothes them, granting them the benefits of Sublime Revelry for 1 round. Neutral creatures hear it as a cat's purr, loud but otherwise unremarkable. Evil creatures find it to be a devastating cacophony of growls, causing massive bursts of sonic damage. Each evil creature within the radius of Purr of Sharess takes 1d6 points of sonic damage per caster level (max 40d4) and is permanently deafened. A successful fortitude save halves the sonic damage and negates the deafening. Creatures who enter the radius are immediately affected. A creature cannot be affected by Purr of Sharess more than once per round.

See above except it's a mass spell.

Mass Power of the Huntress
Transmutation
Level: Sor/Wiz 14, Drd 14
Range: Close (25ft + 5ft 2/levels)
Targets: One creature/level, no two of which can be more than 30 ft apart

This spell functions as Power of the Huntress, except that it affects multiple targets.

This is a horrible joke and I apologize. It's a souped up bestow greater curse that's harder to resist, and also not necromantic. I've always felt that bestow curse being necromantic was really rather thin, and curse-like mind spells easily fall into enchantment. This isn't strictly bestow curse so I went with enchantment.

Curse of Inadequacy
Enchantment [Mind-Affecting]
Level: Sor/Wiz 10, Clr 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates; see text
Spell Resistance: Yes

This potent curse destroys the confidence of the target, leaving them a tattered shell of their former selves. The target suffers a -10 morale penalty to attack rolls, ability checks, skill checks and saving throws against fear, despair, hopelessness or other negative emotional effects, including spells that mimic these effects. The power of this spell is difficult to resist, will saves to negate this spell are made at a -5 penalty.

Curse of Inadequacy can only be removed by a remove curse, wish or miracle cast by a 24th level spellcaster. 

---

Hunk two of 'em.

This one's tentative since it's the first 16th level spell I've made. It'll probably end up revised down the road once I have more context on what a 16th level spell should be.


Fifty Little Deaths
Evocation [Force]
Level: Sor/Wiz 16, Drd 16
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 60ft radius spread
Duration: Instantaneous
Saving Throw: Reflex halves
Spell Resistance: Yes

This spell creates a vortex of tiny slashing claws, resembling a cat's claws. Any creature within the radius takes 50d6 points of force damage as the claws rip them apart.  Creatures that have dealt damage to a cat or other feline creature in the last 24 hours suffer a -7 penalty to the reflex save and take 50d10 points of damage instead.

This one's hard to place, but it's basically a spell an Ardent Dilettante would love. Sharess wouldn't quite fit the mold, as they value both good and bad sensations.

Sensual Blessing
Transmutation
Level: Brd 10, Clr 12, Sor/Wiz 12
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell sharpens the senses of the target, selectively enhancing pleasurable and beneficial sensations. The target gains a +25 competence bonus to spot and listen checks, as well as scent, low-light vision, darkvision 60ft, blindsight 60ft and tremorsense 60ft. The target is so attuned to positive sensations that they double any magical healing they receive, such as from a spell of cure light wounds.

Focus

A phoenix feather, magically preserved to be forever burning and worth no less than 3,000 gold.

In case you needed another reason not to offend a deity with the Travel domain. This is inspired by Teleportitis, if you know what that is.

Cast to the Malicious Fates
Conjuration (Teleportation)
Level: Sor/Wiz 15
Components: V, S, M
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This wrathful spell plagues the target with uncontrollable, randomized and unfavorable teleports. Every hour the target is teleported to a new, random location. This location is one that unfavorable and unpleasant to the target, though not one that is immediately fatal. These locations range from the embarrassing (a man appearing in the woman's baths) to dangerous (appearing in the arctic wearing summer clothes) to extremely hazardous (appearing in the path of a raging dragon). No matter where the target is teleported, they will never teleport anywhere within 100 miles of what they consider home or a steadfast friend or ally. In addition, if the target finds that any attempts to teleport on his own, such as by casting teleport, using a greater teleport SLA or stepping through a portal instead cause another instance of unfavorable teleportation.  This includes planar teleportation, such as plane shift, but not the direct action of deities or passing over a planar boundary.

Cast to the Malicious Fates can be dispelled as normal, but it treats its caster level as 20 higher for the sake of being dispelled. Anti magic or dead magic areas suppress this spell, though wild magic does not. A wish or miracle cast by 21st level caster can immediately dispel Cast to the Malicious Fates.

Material Component

A scroll of greater teleport.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Beta version, comments welcome. The parts in bold are the changes. The special condition is to simply provide a connection to Aurora and explain how this works.

Gate
Conjuration (Creation or Calling)
Components: V, S, special; see text
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Effect: See text
Duration: Instantaneous or concentration (up to 1 round/level); see text
Saving Throw: None
Spell Resistance: No

Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.

Second, you may then call a particular individual or kind of being through the gate.

The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.

A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.

Planar Travel

As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.

You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.

Calling Allies

The second effect of the Gate spell is to call an ally from Aurora. You must name this ally as you cast the spell and this ally must be within Aurora at the time of the casting. They appear fully equipped and prepared to battle (though wounds and conditions are not restored). They are under no compulsion to aid you, though your allies will barring exceptional circumstances. Each casting of Gate may summon one ally in this manner. As this is an instantaneous calling effect, allies summoned are there and are not sent back by dispel magic or other effects.

Special

To use this variant of Gate, you must be attuned to Aurora by Elena or Galariel. This ceremony takes 1 hour and must be done within Aurora.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?