DM Nagging: It's pretty much my job

Started by Anastasia, April 12, 2018, 12:35:58 PM

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Iron Dragoon

It's nice for a quick reference, for sure.
This is not the greatest post in the world, no... this is just a tribute.

Yuthirin

Force of Will: ShowHide
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.


Examine Astral Reverberations: ShowHide
Examine Astral Reverberations
Clairsentience
Level: Psion/wilder 9
Display: Mental and visual
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 17

This power taps information stored in the astral, such as a creature's movements or location, if that creature or object fails a Will save. This power shows the movements of said creature and all of their actions taken within the last week, as well as who and what they interacted with.

This power does not work on any plane that is not connected in some way to the astral plane. This power only functions on creatures and objects with an astral presence; a mind. Inert, non-magical objects such as walls or non-thinking creatures such as non-intelligent oozes and mindless undead are invisible to this power.

Augment
If an additional 5 power points are spent, the power also attempts to postulate a likely future outcome. This provides a benefit similar to that of a divination, but less cryptic. Any information conveyed would concern one single action or possible action regarding that creature, and the question must be phrased to outline the direction for the power to take. Information conveyed can be contained in no more than one single sentence.

If an additional 10 power points are spent, the manifestor may make an opposed caster level check to reveal information about a target that has or had an active mind blank spell.

For every 2 power points spent in either of the above augmentations, the power's DC increases by 1.


Astral Ingress: ShowHide
Astral Ingress
Psychoportation
Level: Psion/wilder 9
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Willing creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous or concentration (up to 1 round/level)
Power Points: 17

This power creates an interdimensional connection between your current plane of existence and a plane you specify, allowing travel between those two planes in either direction. The ingress itself is a circular hoop or disk from 5 to 20 feet in diameter (manifestor'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 manifesting the power, and anyone or anything that moves through is shunted instantly to the other side.

Augment
If you spend an additional 4 power points, the duration of this power becomes minutes/level.


Echoing Implosion: ShowHide
Echoing Implosion
Psychokinesis
Level: Psion/wilder 10, Kineticist 10
Display: Auditory and material
Mainfesting time: 1 standard round
Range: Medium :100 ft. + 10 ft./level)
Area: One explosion in a 20 ft. radius.
Duration: Instantaneous.
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 21

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a single implosion, pulling said energy out of the surrounding area toward the power's epicenter. This implosion deals 10d10 damage to every creature and object in the specified area. The implosion creates a strong inward pressure, pulling loose objects and even creatures into the epicenter from up to 40 ft. away from the epicenter. Any creature or object that fails a reflex save to grab onto something to anchor it is pulled into the center of the implosion.

Augment
For every 4 additional power points you spend, the implosion occurs again. Any creature or object that has failed its Reflex save or was caught at the epicenter is expelled violently from the epicenter in a random direction, only to be immediately pulled back inside. The violent motion causes any creatures to become nauseated. Additionally, the power's DC increases by 1 for every echo caused.


Greater Dispel Psionics: ShowHide
Greater Dispel Psionics
Psychokinesis
Level: Psion/wilder 10
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area:   One manifester, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Power Resistance: No
Power Points: 21

This power functions like dispel psionics, except as shown in the augment below.

Augment
For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +40 for a 10-point expenditure).

Additionally, if 10 or more power points are spent, greater dispel psionics can dispel any effect that remove curse can remove.


FIXED EM
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Anastasia

<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, these are going into the Spell Collection as written, posting them here as final drafts for heads up. Few notes: Red Knight's Skill is a bit less exclusive, Queen's Movement keeps the name purely for the chess symbolism (which is a thing for the Red Knight) and the gambits are being Jarem's personal spells for now, see how they shake out at that. Consider them in playtesting with Jarem being the playtester.

Red Knight's Skill
Evocation
Level: Clr 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

When you call on this blessing, the martial knowledge of the Red Knight grants you great combat ability. You are proficient with all weapons and armor, including exotic weapons and armor. You gain a competence bonus to attack rolls, weapon damage rolls and armor class equal to your caster level divided by 5 (minimum 1, maximum of +5).

This spell is known to select members of the Red Knight's clergy and is kept to that faith, though a few others have obtained the spell.

Queen's Movement
Transmutation
Level: Clr 3
Components: V, S, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You gain a +8 bonus to armor class against attacks of opportunity.

Pawn's Gambit
Transmutation
Level: Clr 3
Components: V, S, DF
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

You can only cast this spell when a creature provokes an attack of opportunity from you. If you do, you may take a 5ft step in place of the attack of opportunity.

This spell was developed by Jarem Aruwood of The Red Knight and is not known beyond him.

Knight's Gambit
Conjuration (Teleportation)
Level: Clr 8

As Pawn's Gambit, except that you may instead move as if affected by a Knight's Move spell.

This spell was developed by Jarem Aruwood of The Red Knight and is not known beyond him.
<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

Donald's new spell, the name changed to better fit the theme of sanctified magic.

Lathander's Touch
Evocation [Fire, Good]
Level: Sanctified 8
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

By calling on the purifying light of the sun, your hand erupts in flames. Your touch deals 1d6 fire damage per caster level (maximum 20d6) to evil creatures. Half of this damage is fire damage and half of this damage is divine damage and thus not subject to resistance or immunity to fire. Creatures vulnerable to fire or bright light take 1d8 fire damage per caster level (maximum 20d80) instead.

Sacrifice

1 point of Constitution 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?

Corwin

It ended up pretty weak, sadly. It's like a single-person Flame Strike (for damage division between fire and divine)/Fire Storm (for dice cap). We could say the sanctified part of sacrificing 1 con (!) ensures the damage is only vs evil people. Though since it's a touch spell, the caster better know what he's touching with that spell anyway and the most important aspect of this feature avoiding harming innocents with AoEs doesn't come into play.
<Steph> I might have made a terrible mistake

Anastasia

Quote from: Yuthirin on July 09, 2018, 12:58:52 AM
Force of Will: ShowHide
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.

Adding to the spell collection, though I'll add a bit of text to clarity how it works for my personal clarity.

Quote
Examine Astral Reverberations: ShowHide
Examine Astral Reverberations
Clairsentience
Level: Psion/wilder 9
Display: Mental and visual
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 17

This power taps information stored in the astral, such as a creature's movements or location, if that creature or object fails a Will save. This power shows the movements of said creature and all of their actions taken within the last week, as well as who and what they interacted with.

This power does not work on any plane that is not connected in some way to the astral plane. This power only functions on creatures and objects with an astral presence; a mind. Inert, non-magical objects such as walls or non-thinking creatures such as non-intelligent oozes and mindless undead are invisible to this power.

Augment
If an additional 5 power points are spent, the power also attempts to postulate a likely future outcome. This provides a benefit similar to that of a divination, but less cryptic. Any information conveyed would concern one single action or possible action regarding that creature, and the question must be phrased to outline the direction for the power to take. Information conveyed can be contained in no more than one single sentence.

If an additional 10 power points are spent, the manifestor may make an opposed caster level check to reveal information about a target that has or had an active mind blank spell.

For every 2 power points spent in either of the above augmentations, the power's DC increases by 1.

Adding.

Quote
Astral Ingress: ShowHide
Astral Ingress
Psychoportation
Level: Psion/wilder 9
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Willing creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous or concentration (up to 1 round/level)
Power Points: 17

This power creates an interdimensional connection between your current plane of existence and a plane you specify, allowing travel between those two planes in either direction. The ingress itself is a circular hoop or disk from 5 to 20 feet in diameter (manifestor'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 manifesting the power, and anyone or anything that moves through is shunted instantly to the other side.

Augment
If you spend an additional 4 power points, the duration of this power becomes minutes/level.

Adding.

Quote
Echoing Implosion: ShowHide
Echoing Implosion
Psychokinesis
Level: Psion/wilder 10, Kineticist 10
Display: Auditory and material
Mainfesting time: 1 standard round
Range: Medium :100 ft. + 10 ft./level)
Area: One explosion in a 20 ft. radius.
Duration: Instantaneous.
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 21

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a single implosion, pulling said energy out of the surrounding area toward the power's epicenter. This implosion deals 10d10 damage to every creature and object in the specified area. The implosion creates a strong inward pressure, pulling loose objects and even creatures into the epicenter from up to 40 ft. away from the epicenter. Any creature or object that fails a reflex save to grab onto something to anchor it is pulled into the center of the implosion.

Augment
For every 4 additional power points you spend, the implosion occurs again. Any creature or object that has failed its Reflex save or was caught at the epicenter is expelled violently from the epicenter in a random direction, only to be immediately pulled back inside. The violent motion causes any creatures to become nauseated. Additionally, the power's DC increases by 1 for every echo caused.

Adding.

Quote
Greater Dispel Psionics: ShowHide
Greater Dispel Psionics
Psychokinesis
Level: Psion/wilder 10
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area:   One manifester, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Power Resistance: No
Power Points: 21

This power functions like dispel psionics, except as shown in the augment below.

Augment
For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +40 for a 10-point expenditure).

Additionally, if 10 or more power points are spent, greater dispel psionics can dispel any effect that remove curse can remove.


FIXED EM

Adding.
<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

Quote from: Corwin on July 09, 2018, 11:35:51 AM
It ended up pretty weak, sadly. It's like a single-person Flame Strike (for damage division between fire and divine)/Fire Storm (for dice cap). We could say the sanctified part of sacrificing 1 con (!) ensures the damage is only vs evil people. Though since it's a touch spell, the caster better know what he's touching with that spell anyway and the most important aspect of this feature avoiding harming innocents with AoEs doesn't come into play.

Mmm, I'll bump up the damage to 25d6 max, I was going back and forth on it in prep. I'm basically okay with the spell otherwise - not dealing damage to non evil is more of a sanctified thing than an intentional feature of the spell - but I wasn't sure about 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?

Anastasia

Hee's a couple of first draft examples of maps, Iddy. What do you think?

(Note: These are -really- first drafty so bear that in mind.)



   
   
   
TaskDC
Zoom Map45
Animated Map65

Zoom Map

You can make a map that zooms in and shows fine detail. A map made zooms in up to 300%, allowing you to see sections of the map in higher detail. The details are roughly accurate as to when the map was made, the map does not update. This map does not reveal things that are hidden from sight through mundane means or magic, though you may be able to see such details with a Spot check (if applicable as normal).

Animated Map

Your next step is to make maps that both zoom in and show things as they happen. An animated map can zoom in as a zoom map, plus the map is animated to show current conditions. It shows the weather, movement within the map (as much as the zoom allows seeing such details) and other such things. The map updates over time, showing changes. Creatures or locations protected against divinations (such as a creature under a mind blank spell) do not show on the map. In the case of a creature, the creature is simply not seen. In the case of a location, is a blank space within the map.
<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?

Iron Dragoon

Quote from: Anastasia on July 09, 2018, 12:08:58 PM
Hee's a couple of first draft examples of maps, Iddy. What do you think?

(Note: These are -really- first drafty so bear that in mind.)



   
   
   
TaskDC
Zoom Map45
Animated Map65

Zoom Map

You can make a map that zooms in and shows fine detail. A map made zooms in up to 300%, allowing you to see sections of the map in higher detail. The details are roughly accurate as to when the map was made, the map does not update. This map does not reveal things that are hidden from sight through mundane means or magic, though you may be able to see such details with a Spot check (if applicable as normal).

Animated Map

Your next step is to make maps that both zoom in and show things as they happen. An animated map can zoom in as a zoom map, plus the map is animated to show current conditions. It shows the weather, movement within the map (as much as the zoom allows seeing such details) and other such things. The map updates over time, showing changes. Creatures or locations protected against divinations (such as a creature under a mind blank spell) do not show on the map. In the case of a creature, the creature is simply not seen. In the case of a location, is a blank space within the map.

Not bad and sorta what I had in mind. What about helping with discovery or the like?
This is not the greatest post in the world, no... this is just a tribute.

Anastasia

Quote from: Iron Dragoon on July 09, 2018, 11:29:00 PM
Quote from: Anastasia on July 09, 2018, 12:08:58 PM
Hee's a couple of first draft examples of maps, Iddy. What do you think?

(Note: These are -really- first drafty so bear that in mind.)



   
   
   
TaskDC
Zoom Map45
Animated Map65

Zoom Map

You can make a map that zooms in and shows fine detail. A map made zooms in up to 300%, allowing you to see sections of the map in higher detail. The details are roughly accurate as to when the map was made, the map does not update. This map does not reveal things that are hidden from sight through mundane means or magic, though you may be able to see such details with a Spot check (if applicable as normal).

Animated Map

Your next step is to make maps that both zoom in and show things as they happen. An animated map can zoom in as a zoom map, plus the map is animated to show current conditions. It shows the weather, movement within the map (as much as the zoom allows seeing such details) and other such things. The map updates over time, showing changes. Creatures or locations protected against divinations (such as a creature under a mind blank spell) do not show on the map. In the case of a creature, the creature is simply not seen. In the case of a location, is a blank space within the map.

Not bad and sorta what I had in mind. What about helping with discovery or the like?

I'll work on that next time, then.
<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 y'all, spell summaries for sor/wiz spells in the spell collection is done. Let me know how it looks to you and if it's helpful, please.

Clerics are next.
<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


Anastasia

New spell going up in the collection.

Elle's Deceptive Bolt
Evocation/Illusion (Figment) [Electricity]
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes

This spell overlays a momentary illusion over the target, so that they do not realize they are struck by lightning until it is too late. Instead of seeing and hearing a lightning bolt striking them, the creature perceives nothing is wrong until the bolt hits them. This makes it much harder to dodge, resulting in a -10 penalty to the Reflex save. Creatures under true seeing or immune to illusions do not suffer this penalty, as they see through the illusion.

Regardless, this bolt deals 1d6 points of electricity damage per caster level (maximum 30d6).
<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

Tentative weekend to-do list.

1. Weekly Roundup, naturally. This is really my gateway to the weekend and is ideally done Friday evening.
2. Finish up spell summaries, rework in domain spells, ect ect ect. Spell Collection work, basically.
3. More homebrew spells, I see gaps I'd like to expand.
4. A few of the easy knockouts on the to do list.
5. A weekend session with Yuth.

Suggestions welcome for things beyond that.
<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?