With epic coming up, creating spells is going to become more common. I'd rather have all the discussion about new spells centralized in one topic, so post 'em here.
First try and writing up a mini-guide to making epic level spells. How is this? Do you guys find it helpful?
Epic spell creation tutorial.
Before anything else, the DMG has a section on creating new magical spells. It's on page 35 and it's not in the SRD, so go find your DMG and read it. Done? Good. Read it again. I'll be waiting. Done? Alright then. Epic magic works largely the same way - the spells continue at 10th level and beyond magic. There's no massive paradigm shift like in ELH epic magic. However, things aren't precisely the same, either.
First of all, each spell level is 'bigger'. Instead of two levels long, spell levels are 3 or 4 levels long, depending on the class. A wizard gets access to a higher level of spells every two levels, right? In epic he gets a new spell level every three levels instead. So what does that mean? There's more room to work with in each spell level. There's stretching room in design to make a concept work. Bear in this mind.
Second is that I make a concerned effort to make epic magic, for lack of a better word, epic. I aim for interesting and distinct magic when possible; things that have a certain style or new angles rather than just another 5d6 damage tossed on top of it. Whenever I make an epic spell, I ask myself on question. That question is: What makes this spell epic? I aim for a certain flare with them, a certain vibe that makes them more than the common fireball.
Third is that balance should be maintained. Some ideas aren't suitable, such as things that mimic the Celerity line of spells. Keep things along the same guidelines as lower levels, this isn't an invitation to do crazy-broken shit. I don't think you guys are likely to do this, but it bears repeating. This all gets filtered through the lens of DM approval, so anything particularly out of line won't make it past that in the first place.
Finally, have fun. Come up with ideas, throw ideas to together and go for it.
Designing a spell.
Once you have a spell in mind, you need to stat it out. I recommend that you at least write a beta version of the spell out first, so you have something to refer to. This isn't required, but I find it to be helpful.
First is the name of the spell. Take some time and come up with a decent name. We don't need literary gold here, but something that doesn't sound too horrible is preferred. If you developed the spell yourself, you may prefix it with your own name. For example, Melf's Acid Arrow. This isn't mandatory and is more akin to asserting your work and ego than anything else.
From here, I recommend that you read down this list and follow it. http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm This provides a basic overview and explains what a spell is made of and how it is expressed. I'd recommend keeping a few spells open in another tab so you can refer to them and see how things look in practice.
Once you have all that done, polish up your spell, balance it out and present it to me. Once we get this going, I'll make a topic for spell posting and discussion, so we can keep it all focused in one place. In any case, I'll either accept it, reject it if it is completely out of hand or unsuitable, or offer suggestions on how to revise and clarify the spell and tell you to work on it some more. Most of the time it will be the first or third, I don't foresee having to reject many spells.
So this has been bouncing around in my head for the last couple of days. I wasn't sure what spell level to assign to it, but I figured sonic damage with no save + deafness + Shatter = at least 9th level. Someone give me some feedback on this and tell me if it's as cool as I think it is.
Ring the Bell
Evocation [sonic]
Level: Sorcerer/Wizard 9
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
As you shake the bell and speak the words, a ball of warped air appears before you, filling the air with a harsh buzzing noise. At your mental command, it blasts forth to strike at your enemies.
The ball will proceed to the target at great speed, provided it does not impact with any object in the intervening space, and then explode, dealing 16d6 sonic damage.
Any creature within the area of effect when the ball explodes must make a fortitude save or be permanently deafened. A successful fortitude save also halves the damage done by this spell.
Any inanimate object, crystalline creature, or objects held by a creature at the epicenter of the blast must make a Fortitude save or be destroyed, as the Shatter spell. This effect only affects creatures in a 5 foot radius from the epicenter of the blast.
Arcane Focus: A delicate and ornate spherical bell made of glass and mithral worth no less than 1000g
Okay, so it's a fireball like spell, but sonic with some add ons? Sonic spells usually do low damage for the spell level but have secondary effects. For instance, Greater Shout stuns and deafens, while Lion's Roar throws in some boosts and temporary HP. Let's look at all of them.
15d6 sonic + deafening + shatter.
Technically shatter doesn't destroy animated objects to begin with, as an animated object is a creature and not subject to that function of shatter while animated. The damage is fine - a bit of a jump from Greater Shout, but nothing unreasonable at this point I think. The destruction clause is unclear - is it supposed to be limited to non-magical items like shatter is?
This got edited, so lemme give it a look over and hit all the little things.
QuoteRing the Bell, or Yuth's Aural Bomb
I prefer Ring the Bell. FYI, if you wanna name a spell after someone, do it for a character, not a player. >_>
QuoteEvocation
Needs the sonic descriptor. Should be Evocation [Sonic].
QuoteComponents: V, S, M
If you're using an arcane focus, it should be V, S, F and not V, S, M. M is a material component that's expended each time you cast the spell. An arcane focus is not expended.
QuoteThe ball will proceed to the target at great speed, provided it does not impact with any object in the intervening space, and then explode, dealing 15d6 sonic damage.
Does this sonic damage offer a saving throw? If so, it should probably tie in with the deafness effect. A failed save is full damage + deafness, a passed save is half damage + no deafness.
QuoteAny inanimate objects or objects held by a creature at the epicenter of the blast must make a Fortitude save or be destroyed, as the Shatter spell.
Do you mean just the single target in the center of the blast, or the entire blast range? I presume the former the way it's written, but let's be clear.
The spell's generally fine, as long as you don't mind potential item destruction. Let me know when you've edited it again with a post.
Spell clarified, damage increased and save added for the damage.
Looks fine, approved. Adding to house rules.
This is a simple exercise. Read the spell and answer the questions. I'm curious as to what you think of it and how you'd place it, plus it's a good learning exercise if you're going to be designing your own spells too.
The spell:
Stone Skewers
??? [Earth]
Level: ?
Components: V, S, M.
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: See text.
Spell Resistance: Yes.
On intoning the final word of power, the caster causes dozens of long stone spikes to grow out of the target's skeleton. This skewers the target from the inside and out, dealing 1d6 points of damage per caster level (maximum 35d6). A fortitude save is allowed for half damage. The skewers that erupt from the target's body go out for ten feet in all directions. If they come in contact with a solid surface such as the ground or a wall, they burrow into it and hold the target fast. The target is treated as being paralyzed. As a full round action the target may attempt a DC 30 strength check or Escape Artist check to free himself of the skewers. Doing so ends the paralysis. Otherwise, the paralysis lasts indefinitely. If there are no solid surfaces within 10ft of the target, this aspect of the spell fails and the target is not paralyzed.
Any creature within 10ft of the target suffers 5d6 points of damage, with a reflex save to negate. A creature who takes damage from the skewers is unable to move and is effectively stuck in place. As a full round action, a creature trapped by a skewer may attempt to escape by a DC 30 strength check or Escape Artist check.
This spell is ineffective against creatures that lack a discernible skeleton, such as oozes.
Arcane Material Component
A set of four miniature stone spikes.
1. The school for the spell is omitted. What school would you place it in and why? Does it need any other descriptors besides the Earth descriptor?
2. The class and level of the spell is omitted. What classes should gain access to this spell and at what level?
3. Do you feel the spell is clearly written?
4. Would you make any changes to the spell? Why or why not?
5. How do you like the style of the spell?
Bonus: If you know of a spell that does the same thing, speak up.
1: I'd put it as transmutation or necromancy, since the target's body is being changed directly rather than having stuff thrown at it or conjured into it. No other descriptor is needed.
2: I'd put it for Druids and Sorcerer/Wizards. Spell level 9th - the damage has a high cap but it's no better than polar ray well into epic. The paralysis effect is neat but doesn't affect a lot of creature types, and the radius is pretty small with minor damage.
3: It raises a question, if the paralysis from being struck by this is indefinite, does that mean the big 10 foot skewers sticking out of the target's skeleton are stuck there forever? I can think of this having quite a few ramifications on the targets life...
4: I'd say that a passed fort save also negates the paralysis. Maybe even negate the damage to creatures within 10 feet, fluff it as the change being confined to inside the body?
5: It's very stylish. I approve.
1. Transmutation. If you were creating them out of nothing, you could argue Conjuration, but since you're growing them from the target's skeleton specifically (and even have an exception stating characters without skeletons can't be affected), it really seems more transmutation. Necromancy -might- be a secondary school, but only if the spikes don't vanish since Eb interprets them to be permanent, and they're treated as maybe some sort of curse or permanent wound. The spell is a little unclear regarding the duration and the paralysis. More in 3+4.
Adding a necromancy class also just makes it more complicated needlessly, so I'd probably stick with just transmutation.
Earth's the only descriptor that's needed.
2. Level 9 as well, for much the same reasons as Eb. I do think it needs some reworking based on what it actually does, which might shift it's level. It's probably still roughly that level after my rework attempts, I think.
I'd also only give it to the druid, and not the sorceror or wizard. The wu jen and shugenja could also get it due to their flavor/abilities, but nobody really uses those classes...so dunno if it's worth bothering to do so? Sucky reason not to give a class a spell, but meh.
3+4. I just don't think it's as clear as it should be, particularly about the paralysis and the duration of the stone spikes.
Also, the paralysis effect just bugs me, partly for the reasons mentioned in part 1, but also the fact that getting out of it involves strength checks or escape artist checks makes it hard to see them as really helpless, and paralysis induces that. It actually makes them feel more like they're pinned and they're making checks to escape a pin. The paralysis occuring if there's a surface but nothing happening if there isn't also just feels really weird.
They have all these spikes coming out of them from pretty much everywhere, it should be making it hard for them to move even if there are no surfaces to get stuck to. There's an entangled condition, should apply that to them then?
The duration part kinda makes it kind of weird too. It says instantaneous, but then it sticks around if it's near a surface or if there's somebody within the radius? And does it vanishes otherwise (that really points to conjuration)? It -looks- like the stone skewers actually stay stuck on the target's skeleton
5. I like it for the most part, it's a cool mental image, I just think the effect is weirdly written and doesn't quite work with paralysis.
Bonus: There's actually a somewhat similar druid spell, level 5, from PHBII called Blood Creepers (thorny vines erupt from body and entangle+do continuous damage). It's actually conjuration too, though for reasons mentioned, I still think this particular spell is transmutation.
Rewrite attempt:
Stone Skewers
Transmutation [Earth]
Level: Druid 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: 1 day/caster level.
Saving Throw: See text.
Spell Resistance: Yes.
On intoning the final word of power, the caster causes dozens of long stone spikes to grow out of the target's skeleton. This skewers the target from the inside as the spikes erupt out to 10ft from the target's body in all directions. This deals 1d6 points of damage per caster level (maximum 35d6) to the target and causes it to become sickened (http://www.d20srd.org/srd/conditionSummary.htm#sickened) for 1 round, as well as entangled (http://www.d20srd.org/srd/conditionSummary.htm#entangled). On a successful fortitude save, the target only takes half damage and no longer becomes sickened, though it still become entangled. The target remains entangled for as long as the stone spikes remain all over their body.
At the time the spikes erupt, if there are any solid surfaces (such as the ground or walls) within a 10ft radius from the target, the target also becomes pinned (http://www.d20srd.org/srd/combat/specialAttacks.htm#ifYourePinnedbyanOpponent) in place, as the spikes burrow into that surface, holding the target in place. On the target's turn, attempts to free itself from the pin are done against a CMB of 25 (assuming the target is normal size, otherwise modify opposed CMB by the target's size).
Any creature caught within this radius at the time the spikes erupt takes 5d6 damage from the spikes and also becomes pinned. On a successful reflex save, the creature escapes both effects, and is instead entangled, at least while it remains within a 10ft radius of the target. If pinned, either the target or the creature may attempt to free themselves on their turn by making an opposed check against a CMB of 25 (again modified by the target's size, if it is not normal size).
Characters moving through the space occupied by the stone skewers treat it as difficult terrain, but do not become entangled or pinned (including creatures that were initially caught in the radius and had moved away, then back inside the space) by them.
The target can break the stone spikes so that it is no longer considered entangled, though it takes a few minutes to do so, and stony portrusions remain to scar its body. The stone portrusions (or spikes if they were never broken to aid the target's mobility) eventually vanish though, as they only remain 1 day/caster level. Over the course of that time, any remaining stone slowly breaks off or gets absorbed back into the skeleton.
This spell is ineffective against creatures that lack a discernible skeleton, such as oozes.
Arcane Material Component: A set of four miniature stone spikes.
1. Transmutation with an Earth descriptor, definately. I can kinda see Necromancy, but you're not actually manipulating the life force of the target, just growing stone out of its bones. Really, you're turning its bones into stone. Stonebones, if you will. Probably Sorc/Wiz 9, Druid 9, and Earth 9 maybe as an option to what already exists.
2. This is a 9th level spell, with that damage cap plus the effects. Especially if you use the stuff below.
3&4. This should actually have a handful of effects. Firstly, the paralysis spell isn't really paralysis, as you can still yell and move thy arms. Effectively, it's the same though, so it'll work. I'd add on an entanglement feature to creatures not paralyzed, as stone spikes coming out of your skin everywhere would make everything gosh-darn difficult to do. Furthermore, if you're sprouting stone spikes out of your bones, that sould include wings as well. I'd say that this would also ground any non-magical flyer, whether by weight or simple inability to fly. Yay physics in D&D!
5. I like it. Very stylish and cool. I'd want to use this to abruptly ruin someone's day.
So. Spell ideas. First of all, Dire Winter in the11th level list ought to be Druid 11 as well. It's so Druid it smells like plants.
I had a spell idea similar to an 8th level spell that I can't recall at the moment. Basically:
You hear an incredible blast from off in the distance. Moments later, a huge block of stone hurtles from the sky and slams into your foes.
Level 9, Conjuration (Creation)
Ranged Touch
4d8+1d8/level (max 24d8) bludgeoning damage + stunned 1d4 rounds
Reflex halves damage and negates stunning.
Spell component: jagged piece of stone from the plane of earth
It's something along the lines of reaching across the elemental barriers to the inner planes and yanking back a chunk of elemental stone. Tra-la.
Then, I had this idea for an epic druid spell that would give anyone who cast it a massive headache!
Furious Call of the Wild
Level ??
All animals in a half-mile radius are transformed into dire versions of their former selves and are considered to be under the control of the caster as though they were Animal Companions. They receive benefits of the Animal Companion bonuses as based on their listing on the Druid Advanced Animal Companion scale. They are also considered to be under the effects of an Augmented Summoning spell. They proceed immediately toward the druid at top speed.
Round 1: 1d10 dire badgers
Round 2: 1d10 dire wolves
Round 3: 1d10 dire bears
Round 4: 1d10 dire tigers
The flavor on that one needs to be adjusted. It kind of grew as I wrote it. Anywho, I'm posting them here to generate a bit of feedback. Tell me if I'm crazy or not.
1.
School. I agree with the rest. Transmutation works for me, considering it changes your target. I don't know if I see Necromancy or Conjuration, and why bother trying to make it fit there when a school for transformations already exists?
Additional descriptors. It's pretty subjective, but I cringed when I read the description of a body horror spell, the way it seems to be permanent and the incapacitation factor. I'd go with Evil. Take Death by Thorns from the BoVD. Sure, it's a save or die, but so is Power Word Kill or (effectively) Disintegrate, and they don't have the Evil descriptor. So fluff/the condition the person is put into probably accounts for it.
2.
Level. Hmm. The only single target direct damage spells I can think of up to lvl9 that do ~35d6 damage, even conditionally (such as 'vampires only') are Moonbow (3x10d6 elec, sorc/wiz lvl5) and Disintegrate (http://www.d20srd.org/srd/spells/disintegrate.htm) (sorc/wiz lvl6).
Disintegrate
Transmutation
Level: Destruction 7, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes
It's transmutation and the range/target/saving throw/SR are the same and the damage is not from energy, so let's go with Disintegrate. It gives you everything at lvl6 already, and has the nice secondary effect of nuking walls of force, which you can't dispel or normally bypass (plus it tunnels through stuff if you really need it to).
Stone Skewers is better, assuming high enough CL, since it:
-autohits
-has secondary damage to others
-has secondary effect
-the secondary effect isn't negated by the save
I'm ignoring the 'if there is earth nearby' part as irrelevant. If it's not there, you won't use it. Web isn't any less good since there are conceivably chances you won't get to anchor it, and holy avengers don't use a +2 cold iron longsword as the baseline for their price. I also disagree that the damage is not better than Polar Ray's. Although it's true enough that if your CL is near 20-25 the actual damage output is comparable, Polar Ray is an energy that's easily immuned/resisted. Also, I think the key word is 'treated as being paralyzed'. Even if you are normally immune to paralysis, if you have a spine and there was a floor nearby, you would still be pinned to it and need an unfair Str check to get out. I think the only ones excluded here are oozes/intangibles/elementals?
Anyway, spells that deal paralysis are the Hold X line. What we need is a spell that can paralyze multiple targets within a 10ft burst, offers no save for the main target and a save to the others. Here's Hold Monster (http://www.d20srd.org/srd/spells/holdMonster.htm) (sorc/wiz lvl5) and Mass Hold Monster (http://www.d20srd.org/srd/spells/holdMonsterMass.htm) (sorc/wiz lvl9). I'm really inclined to go with the latter despite the larger radius (30ft opposed to 10ft) because Hold Monster offer a save to shake it off, and since their target is just '1 living creature' while Stone Skewers is '1 creature'. In fact, Hold Monster offers a new save each round to shake it off, and that DC is both easier to make and autopasses on a natural 20. Hitting Str DC 30 is probably impossible for most people, even at our level, however. I guess some people use Escape Artist....
So we have effects better or comparable to a lvl6 spell and a lvl9 spell together, all wrapped into one. Let's go for epic level?
Oh, and I'd go for Sorc/Wiz since they get all the cool spells. I don't really mind Druid being there, either at the same level or one higher than the sorc/wiz one (they tend to go either way).
3.
That the condition persists indefinitely is implied rather than stated. I vote for clarity in a spell with conditions to set it up, potential immunities, and different saves/escape rolls for different effects.
Also, you explicitly state 'This spell is ineffective against creatures that lack a discernible skeleton, such as oozes' and this is how I took it, but if you read Eb's response you'll see that he reacted to the 'as paralyzed' clause differently from me. We can't both be right and I would law the blame on the spell for not being sufficiently clear for that.
Can you teleport out? Paralysis would preclude that, unless you could do it as a mental action, but you are not quite paralyzed if you can make escape artist or strength checks. So can you cast at all while pinned down like a butterfly?
4.
It's not a cleric spell, I don't have even potential access to the Earth domain. I don't think it's my place to comment on spells that have no effect on me.
5.
I agree with the others that it is stylish, but I also find it creepy. I would not use it even if I could, and if I had to, I would refluff it to not be a body horror/alteration spell. I would also prefer not to have it used on me.
Bonus.
Well, I listed spells that do similar direct damage, similar secondary effect and that have the same sense of creepiness to them. You can also toss in Wall of Thorns if you want something that immobilizes and hurts people. But I can't really think of another spell that does it all. I hardly have encyclopedic knowledge of spells, however.
Quote from: Yuthirin on March 07, 2012, 02:54:44 PM
So. Spell ideas. First of all, Dire Winter in the11th level list ought to be Druid 11 as well. It's so Druid it smells like plants.
Makes sense. Added.
QuoteYou hear an incredible blast from off in the distance. Moments later, a huge block of stone hurtles from the sky and slams into your foes.
Level 9, Conjuration (Creation)
Ranged Touch
4d8+1d8/level (max 24d8) bludgeoning damage + stunned 1d4 rounds
Reflex halves damage and negates stunning.
Spell component: jagged piece of stone from the plane of earth
It's something along the lines of reaching across the elemental barriers to the inner planes and yanking back a chunk of elemental stone. Tra-la.
I had the image of the sky shitting stones. It's not a bad idea, my comment aside.
QuoteThen, I had this idea for an epic druid spell that would give anyone who cast it a massive headache!
Furious Call of the Wild
Level ??
All animals in a half-mile radius are transformed into dire versions of their former selves and are considered to be under the control of the caster as though they were Animal Companions. They receive benefits of the Animal Companion bonuses as based on their listing on the Druid Advanced Animal Companion scale. They are also considered to be under the effects of an Augmented Summoning spell. They proceed immediately toward the druid at top speed.
Round 1: 1d10 dire badgers
Round 2: 1d10 dire wolves
Round 3: 1d10 dire bears
Round 4: 1d10 dire tigers
The flavor on that one needs to be adjusted. It kind of grew as I wrote it. Anywho, I'm posting them here to generate a bit of feedback. Tell me if I'm crazy or not.
[/spoiler]
Hm. For what it's worth, Annalise has a similar spell coming down the pipe that's somewhat related. The basic concept of summoning a hoard of dire animals is good. Adding in the animal companion stuff isn't really needed. I'd accomplish the same thing by having them advance in hit dice and/or having a template gained for the duration of the spell, as well as being treated as charmed or commanded by the caster.
Quote from: Anastasia on March 07, 2012, 03:06:03 PM
Hm. For what it's worth, Annalise has a similar spell coming down the pipe that's somewhat related. The basic concept of summoning a hoard of dire animals is good. Adding in the animal companion stuff isn't really needed. I'd accomplish the same thing by having them advance in hit dice and/or having a template gained for the duration of the spell, as well as being treated as charmed or commanded by the caster.
That makes much more sense. I'll see what you do and maybe abandon if yours is better? Or pivot off of it in my own way. Who knows?
QuoteI had the image of the sky shitting stones.
My idea was more along the lines of: BOOM! "What the hell was tha-OHSHI-" WHAM! GIANT FLYING BOULDER.
Replies to Stone Skewers.
1. Yep, it's Transmutation. I toyed with Necromancy for the reasons you guys noted, but Transmutation fits the best. Applying the evil descriptor to it is an interesting interpretation. It's nasty, but I don't see it as any nastier as burning someone alive with a fireball or freezing them solid with a cone of cold - or close to this, shredding them with a blade barrier. The damage isn't meant to be sadistic as much as effective.
2. I was thinking level 9 or 10 and sor/wiz as well as druid, and maybe a domain or two its relevant to. Everyone got that just about right. The difference between the levels depends on how you interpret the spell.
3+4 Yes, I intentionally wrote in several unclear points and places where clarity was both desirable and lacking. I think most of you picked up on that. An instantaneous spell plus those stone skewers being left is plain nasty. Merc addressed this in rewriting the spell with a duration, which I agree with, and the rest of you also picked up on and addressed them. Well done.
5 Glad to hear that the style of it worked well.
I'd probably just use Merc's revision since it hammers out a lot of the language issues.
You're so damn lazy! =p
Oh sure, I am. It's also a compliment since you went to the hassle to write it all out.
Borrowing this (http://dndtools.eu/spells/miniatures-handbook--75/righteous-aura--1944/) to make a cleric Not Righteous Aura spell
Righteous Halo
Abjuration [Good, Light]
Level: Cleric 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D) or until discharged
Holy light washes over you as you call upon your patron deity's power. This nimbus of divine power coalescing around your form shines brightly, as if daylight had been cast upon your person.
You get a +4 sacred bonus to your Charisma score.
As an immediate action, you can discharge the magic to gain a +8 Sacred bonus to Charisma for 1 round. The spell ends after you use it in this manner.
Focus: The holy symbol of your deity.
Okay, let's take a look at this.
QuoteAbjuration [Good, Light]
Stat boosting spells are Transmutations. See the basic ones in the SRD, as well as Divine Agility and other such spells. Daylight could be argued to make it Evocation, but I'd stick with Transmutation. To save myself the follow up question, the spell you linked is 3.0 and a weird spell that I wouldn't make as an Abjuration in any case.
QuoteHoly light washes over you as you call upon your patron deity's power. This nimbus of divine power coalescing around your form shines brightly, as if daylight had been cast upon your person.
You get a +4 sacred bonus to your Charisma score.
As an immediate action, you can discharge the magic to gain a +8 Sacred bonus to Charisma for 1 round. The spell ends after you use it in this manner.
I don't have any problem with the spell as written. I do have a concern past the spell itself - I don't want to see huge ability score bloat. I'm not overwhelmingly concerned about it, but it's fair to mention it now. Anyway it's fine, I'll apply the change above and add it to spells.
Adding this version to custom spells. I might bump it up to 10 later tonight, I need to compare it around to some other spells. I'll let you know if I do.
Stone Skewers
Transmutation [Earth]
Level: Druid 9
Components: V, S, DF.
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: 1 day/caster level.
Saving Throw: See text.
Spell Resistance: Yes.
On intoning the final word of power, the caster causes dozens of long stone spikes to grow out of the target's skeleton. This skewers the target from the inside as the spikes erupt out to 10ft from the target's body in all directions. This deals 1d6 points of damage per caster level (maximum 35d6) to the target and causes it to become sickened (http://www.d20srd.org/srd/conditionSummary.htm#sickened) for 1 round, as well as entangled (http://www.d20srd.org/srd/conditionSummary.htm#entangled). On a successful fortitude save, the target only takes half damage and no longer becomes sickened, though it still become entangled. The target remains entangled for as long as the stone spikes remain all over their body.
At the time the spikes erupt, if there are any solid surfaces (such as the ground or walls) within a 10ft radius from the target, the target also becomes pinned (http://www.d20srd.org/srd/combat/specialAttacks.htm#ifYourePinnedbyanOpponent) in place, as the spikes burrow into that surface, holding the target in place. On the target's turn, attempts to free itself from the pin are done against a CMB of 25 (assuming the target is normal size, otherwise modify opposed CMB by the target's size).
Any creature caught within this radius at the time the spikes erupt takes 5d6 damage from the spikes and also becomes pinned. On a successful reflex save, the creature escapes both effects, and is instead entangled, at least while it remains within a 10ft radius of the target. If pinned, either the target or the creature may attempt to free themselves on their turn by making an opposed check against a CMB of 25 (again modified by the target's size, if it is not normal size).
Characters moving through the space occupied by the stone skewers treat it as difficult terrain, but do not become entangled or pinned (including creatures that were initially caught in the radius and had moved away, then back inside the space) by them.
The target can break the stone spikes so that it is no longer considered entangled, though it takes a few minutes to do so, and stony protrusions remain to scar its body. The stone protrusions (or spikes if they were never broken to aid the target's mobility) eventually vanish though, as they only remain 1 day/caster level. Over the course of that time, any remaining stone slowly breaks off or gets absorbed back into the skeleton.
This spell is ineffective against creatures that lack a discernible skeleton, such as oozes.
Note that I did not include Sor/Wiz 9 for who gets it on my rewrite attempt, and I think I'm the only one that really suggested druid only. I don't know if you still want to give it to them or not, but figured I'd mention it in case you missed it.
If you bump it to 10, I'd probably say increase the CMB from 25 to 30, btw?
Quote from: Merc on March 07, 2012, 11:12:39 PM
Note that I did not include Sor/Wiz 9 for who gets it on my rewrite attempt, and I think I'm the only one that really suggested druid only. I don't know if you still want to give it to them or not, but figured I'd mention it in case you missed it.
If you bump it to 10, I'd probably say increase the CMB from 25 to 30, btw?
I'm gonna tweak it tonight, yeah. I had 9-5 coming up so I just wanted it in there for the moment.
QuoteOn the target's turn, attempts to free itself from the pin are done against a CMB of 25 (assuming the target is normal size, otherwise modify opposed CMB by the target's size).
We're using CMB/CMD, which are not opposed checks, but checks against a DC. So I think it should be a CMB check against a CMD of ??? (35? However high you want to make it)
Also, Fireball and Acid Arrow and the rest of the nasty-sounding spells don't list horrific scarring left for days on the target in their writeup. And spells that fuck you up with curses usually say 'can be undone with Greater Dispel/Wish/Miracle/Break Enchantment/whichever', so it'd be nice to have that listed.
Quote from: Corwin on March 08, 2012, 07:25:50 AMWe're using CMB/CMD, which are not opposed checks, but checks against a DC. So I think it should be a CMB check against a CMD of ??? (35? However high you want to make it)
Oh hah, I'd remembered to adjust terminology partially for pathfinder's there, but didn't even get it right anyway. Whoops!
Moved Stone Skewers to Druid 10. On reflection it's a bit too good for 9th.
It kind of is, yeah. Does a bit too much all at once for it to be 9th.
Yep, basically my logic.
A lot of epic spells I design you guys don't see. That's normal enough, the bad guys don't reveal their hand. Still, some I design for the sake of it or to express certain mechanical possibilities within the system. Further, establishing a baseline of what level of power can achieve a certain effect is essential to further development. These spells can sometimes be shared and give you ideas.
Soul Harvest is the weakest of the spells. It needs to be rewritten and tidied up, but the concept shines through. Soul Collection is the logical extension of the previous spell, allowing the souls trapped within to be used. Finally, Shape Soul offers the caster a chance to play at being a deity, passing judgment on a soul directly. Such does not come without grievous risks, but it is possible. Shape Soul runs counter to how most souls are processed; as mentioned in Balmuria, most souls becomes what their became in their lives and the gods merely guide the souls along.
Note that none of the spells have the [Evil] descriptor. This is taking a page from Trap the Soul, which is essentially the precursor to these spells. Merely trapping a soul is not automatically good or evil. This is a great and terrible power to have available, and like any great power it can easily be abused. Greater magics than these are possible higher in epic magic, this is merely where I feel the basic potential to do acts of this caliber should be.
Soul Harvest
Necromancy
Level: Sor/Wiz 11
Components: V, S, F
Casting Time: 1 minute
Target: 1 gemstone focus
Area: 300ft radius centered on the focus
Duration: 1 min/level
Saving Throw: See text
Spell Resistance: No
This spell transforms a large gemstone into the prison of many souls. The gem holds the trapped entities indefinitely or until the gem is broken and the life force is released, which allows the souls to pass on. When Soul Harvest is cast, the gemstone used as a focus turns an empty black. Any creature that is slain within the radius and that possesses a soul must make a will save one round after death or have its soul trapped within the gemstone. Note that as the material body has been left behind, any saving throw bonuses from equipment is lost, as well as any spells that were active on the deceased. Once absorbed, a soul is aware of nothing but a dim, hazy passing of sensationless time. This spell is not subtle, as each absorbed soul can be seen passing into the gem.
The gem can absorb a number of souls determined by its value. The gem can absorb 1 hit die worth of souls per 1,000 gold of its value. For example, a diamond worth 25,000 gold can absorb up to 25 hit dice of souls. To absorb a soul, the gem must be able to absorb all of the hit dice of the creature. If the value of a soul is higher than the remaining value of the gem, the soul cannot be absorbed and passes on safely. Unlike Trap the Soul, a soul that the gem is unable to absorb does not shatter the gem.
Once trapped within the gemstone, the souls can retrieved in a few ways. Shattering the gem will free the souls, allowing them to pass on. A Freedom spell cast on the gem can free one soul trapped within, the name and background of the soul must be stated at the time of casting. Finally, the spell Soul Collection can extract a soul from the gem into another vessel or into the hands of a creature capable of handling souls.
Resurrection attempts fail, as does reincarnation. A wish or miracle cannot free the soul, though a properly worded one can provide information on the location and fate of the trapped soul.
A gem used as a focus for this spell can be reused so long as it still has space to absorb souls.
Focus
The gem that is to be used to store the souls.
Soul Collection
Necromancy
Level: Sor/Wiz 11
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: 1 gemstone focus
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell allows souls to be trapped within the gem focus of a Soul Harvest spell to be extracted without shattering the gemstone. The caster may elect to collect as many or as few souls within the gemstone as he chooses. Once these souls are extracted, the caster has several options. He may deal with the souls one by one or at once as he sees fit. At any time he may choose to return to return the souls into the gemstone focus.
Imprison Soul
The caster may elect to imprison the soul in question within a single gemstone, identical to Trap the Soul. Note that as no material body was retained, the shattering of this gemstone allows the soul to pass on instead of reforming a material body.
Collect Soul
The caster, if capable by magic or personal power, may do what he wishes with the soul. This usually involves absorbing the soul into themselves, molding it into an outsider, or consuming it in certain vile rituals. A soul that is absorbed into an entity is considered lost beyond recovery, short of slaying the absorbing entity. A soul transformed into an outsider is likewise beyond recall, as is a consumed soul.
Demand Service
The collected soul may be called on to complete a service for the caster. They must agree to the service of their own will. Should the soul refuse, the caster may return the soul into the gem focus or do something else with it. If the soul is that of an outsider, they manifest a physical body and are bound to complete the service demanded. If the creature is mortal, they become a ghost and are bound to the Mortal Coil until this service is complete. Note that a mortal is aware of the fate they invite by accepting this demand and makes their own informed choice. Once this service is complete, the soul is freed to pass on as normal.
Free Soul
If the caster wishes, they may free the soul. Doing so allows it to pass on as normal.
Note
Deities do not need this spell to extract souls from a gemstone focus they touch. This spell is meant for powerful mortal spellcasters and outsiders who lack divinity.
Focus
The gemstone from Soul Harvest that contains the souls to be collected.
Shape Soul
Transmutation
Level: Clr 11, Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: 1 deceased mortal soul
Duration: Instantaneous
Saving Throw: Will negates; see text.
Spell Resistance: No
This mighty spell allows a spellcaster to shape a soul into a form of his choosing. On casting this spell, he chooses one of the following forms to shape the soul into: Lantern Archon, Cherub, Courre Eladrin, Formian Worker, Colorless Slaad, Lemure, Larvae or Dretch. A transformation that matches the alignment of a soul allows no saving throw; for example, a lawful good soul may be transformed into a Lantern Archon automatically. If the soul's alignment and the alignment of the new form do not match, the soul is allowed a will save to negate. For each step removed from its alignment, the soul receives a +3 bonus to the saving throw; these steps stack.
This spell gains the alignment descriptors matching the form the soul is to be shaped into. For instance, changing a soul into a Dretch makes this an evil and chaotic spell.
While this spell is not intrinsically evil, it is at best meddling in affairs that mortals have no business in. Deities take an extremely wrathful view of souls destined for them being stolen and twisted into forms that does not match the form it should have taken. The use of this spell has a 75% chance of alerting the deity or power the soul was destined to of the caster's meddling and his current location. On rare occasions a power grants this spell and permission to use it to one of his most faithful. In these cases no wrath is incurred as long as the use is in keeping with the deity's will.
Material Component
The soul to be shaped.
This was something else that I was working on for a shifting PrC, but it was entirely too weird for it. I decided to turn it into a spell instead. Spell level is the same as the Solar summoning spell. Not sure it qualifies for that level, but eh.
EDIT: Added the Creation subschool. Added range calculation. Added further restrictions on the optional meterial component to account for new effects. Shouldn't be a problem for an epic caster of that level to either hunt down or acquire from an apothecary. Edited optional and regular death throes.
Storm of Ruin
Conjuration (Creation)
Level: Sorc/Wiz 14, Druid 14
Components: V, S, F, M
Casting Time: 1 round
Range: Close (25 + 5ft 2/levels)
Duration: Concentration, 1 round/level +1 round
Saving Throw: None
Spell Resistance: No
Conjures a ruin swarm, as listed in the SRD. This swarm acts as though it has a hive mind, with the caster as the controller. The swarm is summoned to a place of your discretion and acts immediately, spreading across the area at your direction. The swarm follows all mental commands of the caster to the best of its ability. When slain, the swarm bursts into a cloud of beige, foul dust that obscures all vision for 1 round, as both an Obscuring Mist spell. The area is further considered to be under the effects of a Cloudkill spell. This effect occurs in any area which the swarm occupied. This is a non-magical effect and cannot be pierced with True Seeing, but it does not obscure blind-sight or blindsense.
If the optional material component is included, the swarm does an additional 2d6 acid damage. On death, the cloud also deals 2d6 acid damage to all inside of it as though the area is also under the effects of an Acid Fog spell.
Arcane Focus: The picked-clean skull of a small or larger sentient creature that has been devoured by vermin.
Optional Material Component: The preserved heart of an acid-producing creature of no less than 15 HD.
That's probably fine - a level 14 spell also summons a solar, so it's the same level of power roughly.
Granted, if I used a ruin swarm I'd redesign it. I redesign any ELH handbook monster I use since I think they dropped the ball on the mechanics.
I based it off the same CR as a Solar. So, I did what I could with what I had.
Epic spell tutorial added to the first post.
This all assumes I don't ever tinker with Ruin Swarms. If I do, we can re-evaluate this spell then.
QuoteConjuration
Is this supposed to summon a swarm, call a swarm or create one from thin air?
QuoteRange: Close
Needs (25 + 5ft 2/levels) added.
QuoteWhen slain, the swarm bursts into a cloud of beige, foul dust that obscures all vision for 1 round, as an Obscuring Mist spell. This effect occurs in any area which the swarm occupied. This is a non-magical effect and cannot be pierced with True Seeing, but it does not obscure blind-sight or blindsense.
I'd consider Acid Fog or Cloudkill, based on the rest of the flavor and the spell level. Better than Obscuring Mists here and fits better.
Updated Storm of Ruin.
Storm of Ruin is basically fine. I'm waiting on really looking at Ruin Swarms and likely rewriting them. It's on my agenda now but I've not gotten to it. This is a 14th level spell so it's not a rush as of right this moment.
Some spells I was working on awhile back. Let's get them in here and worked on, people. Feel free to comment on them, and if all goes well, they'll be added to new spells tomorrow.
Note: Angelskin is a spell from the SpC. You may want to reference it for the next two spells
Greater Angelskin
Abjuration [Good]
Level: Pal 4
Components: V, S, DF.
Casting Time: 1 standard action.
Range: Touch.
Target: 1 good creature touched.
Duration 1 round/level.
Saving Throw: None.
Spell Resistance: No.
This spell functions much like Angelskin, except that the target gains damage reduction 10/evil and magic.
Mass Angelskin
Abjuration [Good]
Level: Pal 6
Components: V, S, DF
Casting Time: 1 standard action.
Range: Close (25ft + 5ft 2/levels.)
Target: One good creature/level, none of which can be more than 30ft apart.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: No.
This spell functions much like Angelskin, except that the targets gain damage reduction 15/evil and epic.
Rallying Touch
Conjuration (Healing)
Level: Pal 5
Components: V, S, F/DF
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: No.
By supercharging your hands with positive energy, you make them natural amplifiers for your healing energies. Whenever you lay on hands, the target heals as normal. In the next round, they heal additional hit points equal to 50% of the hit points you healed them for the round before. This takes no further expenditure of your lay on hands pool.
Focus
A white, transparent diamond filled with positive energy. This diamond must be filled on the Positive Energy Plane and can be worth no less than 5,000 gold.
Barachiel's Smite
Evocation [Electricity, Good]
Level: Pal 6
Components: V, S, DF
Casting Time: 1 swift action.
Range: Personal.
Target: You.
Duration: 1 round or until expended.
Saving Throw: None.
Spell Resistance: No.
You channel the wrath and glory of the Herald of Celestia into your blade, which resonates when you smite evil. If you smite evil with this spell in effect, your blade explodes in heavenly lightning. Your smite deals an extra 5d6 points of lightning damage. The lightning damage produced by this spell ignores the lightning resistance and immunity of the target. In addition, the target hears an overwhelming burst from a trumpet, like thunder. They must succeed on a fortitude save or be paralyzed for 1d4 rounds.
If you attempt to smite evil and miss, this spell is not expended. Once you successfully smite evil once, the spell is expended. If you do not smite a target within the duration, the spell fades and is wasted. In addition, if you smite a creature that is not evil, the spell is likewise wasted with no effect.
Eyes of Truth
Evocation [Good]
Level: Pal 7
Components: V, S, DF
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: 10 min/level.
Saving Throw: None.
Spell Resistance: No.
You channel the pure light of Chronias, revealing all lies. Your detect evil ability is treated seven levels higher to defeat opposed caster level checks against spells that would hide the alignment of a creature, such as nondetection. You also have a chance to overcome spells, abilities and magical items that hide alignment and do not normally allow a check to be overcome, such as mind blank or a ring of mind shielding. You make an opposed caster level check with a +7 bonus, if you match or exceed the caster level of the effect, it is overcome. For effects that do not have a caster level, use the total hit dice of the creature using it. In addition, the true form of disguised, polymorphed or otherwise altered evil creatures is seen as a ghostly image above the creature.
Prismatic Touch
Evocation
Level: Duskblade 5, Sor/Wiz 5
Components: V, S.
Casting Time: 1 standard action.
Range: Touch.
Target: Creature touched.
Duration: Instantaneous.
Saving Throw: See text.
Spell Resistance: Yes.
On casting this spell, your hand is surrounded with rainbow light. A successful melee touch attack blinds a creature of six or less hit dice for 2d4 rounds. In addition, they are affected as if targeted by a Prismatic Spray spell. Roll the results as normal and apply that to the target.
Black Ice Touch
Necromancy
Level: Duskblade 6
Components: V, S.
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Calling on the sigil of portals, you transform your hand into a momentary conduit to the quasi-elemental plane of Vacuum. Your touch attack deals 1d6 points of cold damage per level (maximum 15d6) and deals 1d4 negative levels to the target. These negative levels fade in one hour per caster level (maximum 15 hours).
Greater Ghoul Touch
Necromancy
Level: Duskblade 6
Components: V, S, M
Range: Touch.
Target: Creature touched.
Duration: Permanent.
Saving Throw: Fortitude negates.
Spell Resistance: Yes.
This spell functions as Ghoul Touch, except as noted here. The paralysis and carrion stench are permanent. The carrion stench affects creatures in a 60ft radius of the target (except you).
No, it doesn't come with a stat block. While it needs it, one can roughly guestimate the power of a great wyrm red vs a mature red by taking a look at the stat blocks. That'll come last since it's a fair bit of effort. What I'm curious about is the level of the spell and the temp HP given.
Greater Dragonshape
Transmutation (Polymorph)
Level: Sor/Wiz 13
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)
You take on the form and abilities of a great wyrm red dragon. You gain 250 temporary hit points when you assume this form, these hit points vanish when you leave this form. This spell otherwise functions as the the spell Dragonshape.
Quote from: Anastasia on April 23, 2012, 07:38:21 PM
No, it doesn't come with a stat block. While it needs it, one can roughly guestimate the power of a great wyrm red vs a mature red by taking a look at the stat blocks. That'll come last since it's a fair bit of effort. What I'm curious about is the level of the spell and the temp HP given.
Greater Dragonshape
Transmutation (Polymorph)
Level: Sor/Wiz 13
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)
You take on the form and abilities of a great wyrm red dragon. You gain 250 temporary hit points when you assume this form, these hit points vanish when you leave this form. This spell otherwise functions as the the spell Dragonshape.
I'd actually think this would be a level 11 or 12 spell, as while it's good, it doesn't create an extra combatant on the battlefield. It changes the caster. It depends on whether or not the caster can still cast spells while in dragon form, I suppose. I think 13 is a bit of a stretch.
I'll take Emptyquotes for 200, Alex.
>_> Fixed.
Right. I aimed a bit high here rather than aiming low. There's several age ranks between mature and great wyrm, so I was guesstimating on the distance. What do the rest of you think?
Some questions about this spell that I'd like you guys to answer.
1. Does this spell work properly as written? Does it need any mechanical tweaks?
2. What level should this spell be and what classes/categories should it fall into?
3. Is this spell stylish and memorable?
Heart's Betrayal
Necromancy [Evil]
Level: ?
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One living creature
Duration: Instantaneous and 1 round/level; see text.
Saving Throw: Fortitude partial; see text.
Spell Resistance: Yes.
With a word of hideous power, the target's chest splits open and part of his heart is bloodily torn out. This deals 1d4+1 points of damage per level (maximum 35d4+35) and 2d6 points of constitution damage. A successful fortitude save halves both the damage and the constitution damage. Thereafter, the torn bloody pieces of heart surround the caster as a red shield of blood and flesh. This provides a +10 shield bonus to armor class and lasts for 1 round per caster level. In addition, if the target of this spell attacks the caster while this shield is up, he takes an equal amount of damage as the caster. This damage is of no particular type and not subject to damage reduction or energy resistance, no matter what the original type of damage the target used on the caster. A successful fortitude save for each instance of damage halves this damage. Distance is no object to this damage being inflicted, though it cannot deal damage across planar boundaries.
The caster may only have one shield active at any given time. If he casts Heart's Betrayal while a shield is active, the previous shield is dismissed.
Creatures that lack a heart or similar organ are immune to this spell.
Focus
The heart of a child.
Comments? Opinions? Simmer is always developing new ways to make things burn.
Simmer's Surprise
Evocation [Fire]
Level: Sor/Wis 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: Space 5ft beneath one creature.
Duration: Instantaneous
Saving Throw: Fortitude partial; see text.
Spell Resistance: Yes.
This spell conjures a sudden surge of fire just below the chosen spot. This melts dirt, lights grass afire, scorches metal and so forth, though the ground (or lack thereof) does not impede the spell in any way. 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, reducing mobility. 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 land movement speed of the target by half. In addition, another fortitude save is required each time the target uses their legs to move. Failure results in them falling prone and in pain, the action wasted.
It would probably help to list just what cures the leg damage. Also, it's not a very good spell.
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.
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.
Seems fine, now.
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.
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.
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?
Okay, barring any feedback in the next few hours I'll add this to the spell collection.
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.
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.