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PC spells.

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

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Yuthirin

#30
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.
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

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.
<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?

Yuthirin

I based it off the same CR as a Solar. So, I did what I could with what I had.
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

Epic spell tutorial added to the first post.
<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

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.
<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?

Yuthirin

Updated Storm of Ruin.
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

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.
<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

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).
<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

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.
<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?

Yuthirin

#39
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.
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

I'll take Emptyquotes for 200, Alex.
<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?

Yuthirin

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

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?
<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

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.
<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

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.
<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?