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Magic Spells

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1 Magic Spells on Mon Sep 15, 2014 2:05 pm

Mister Dicey

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Yellow Wizard
Here's a spell I was thinking of:

Quibbler's Confounding Locomotion

School Enchantment (Compulsion) [Mind-affecting]; Level Wizard/Sorcerer 2, Magus 2, Witch 1, Bard 1
Casting Time 1 standard action.
Components V, S, M (two pieces of string tied together)
Range Short (25 ft + 5 ft/two caster levels)
Duration 1 round/level
Saving throw Will negates; Spell Resistance Yes

The target loses control over their legs, and they jiggle around madly. Each round, the target moves half their movement speed as a move action in a random direction. The chaotic movement may require spellcasters to make concentration checks from the vigourous motion. The target can make a new saving throw each round to end the effect.



Last edited by Quark on Wed Oct 01, 2014 12:23 am; edited 3 times in total


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2 Re: Magic Spells on Mon Sep 15, 2014 4:34 pm

Einstein

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Adventurer
Adventurer
Have seen this spell in action while visiting the next club here^^

3 Re: Magic Spells on Mon Sep 15, 2014 5:30 pm

Mister Dicey

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Yellow Wizard
Quibbler's Exploratory Tongue

School Divination; Level Bard 0, Wizard/Sorcerer 0, Magus 0
Casting Time 1 standard action
Component: V, S, M (a frog's tongue)
Range Close (25 ft. + 5 ft./2 levels)
Duration Concentration, up to 1 min./level (D)
Saving Throw None; Spell Resistance no

This spell allows you to remotely taste things with an invisible tongue. The tongue is extremely sensitive and provides a +4 to Perception checks based on taste. The tounge can taste an area of up to one square foot per round.


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4 Re: Magic Spells on Wed Oct 01, 2014 12:21 am

Mister Dicey

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Yellow Wizard
Quibbler's Electrostatic Cow

School Conjuration Level Wizard/Sorcerer 5
Casting Time 1 round
Component: V, S, M (A piece of cowhide and a copper wire)
Range Close (25 ft. + 5 ft./2 levels) and Long (400 ft. + 40 ft./2 levels), see text.
Effect One Electrostatic Cow
Duration 1 round/level or instantaneous
Saving throw Reflex half; Spell Resistance Yes, see text

This spell summons an electrically charged cow (Use the stats for Bison). Each round, the cow crackles with electricity, dealing 1d6 Electricity damage in a 10 ft. burst (Reflex halves). The spell can be ended prematurely, allowing the user to make a ranged touch attack at long range, dealing 1d6 Bludgeoning/Level (max 10d6) and causing the cow to explode with electricity in a 20 ft. burst dealing 1d6 Electric/Level (max 5d6, reflex halves). This damage is reduced by 1d6 for each round the spell continues, to a minimum of 1d6 bludgeoning and 1d6 electrical.


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5 Re: Magic Spells on Thu Oct 09, 2014 5:47 pm

Mister Dicey

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Yellow Wizard
Quibbler's Erratic Arm

School Transmuation [Polymorph] Level Sorcerer/Wizard 3?
Casting Time 1 standard action
Component: V, S, M (A small carved wooden arm)
Range Close (25 ft. + 5 ft./2 level)
Effect One arm
Duration 1 round/level
Saving Throw Fortitude Negates Spell Resistance Yes

This spell makes the target grow an extra arm that whacks the target repeatedly and generally gets in the way. Each round on the target's turn, the arm makes an attack on the target that automatically hits, dealing damage suitable for the target's unarmed attack. It waves erratically during spellcasting, giving a -4 penalty to concentration checks. It also grabs limbs that make attacks, applying a penalty to hit and damage equal to half the creature's Strength modifier.
The extra arm can be pulled off with a full round action, and it pops out of existance.



{This wants its level tested}



Last edited by Quark on Mon Nov 17, 2014 6:05 pm; edited 1 time in total


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6 Re: Magic Spells on Thu Oct 09, 2014 6:43 pm

The Black Vegetable

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Great Adventurer
Great Adventurer
The only thing that would realistically get good use out of this would be a level 17+ Monk or a huge (or bigger) creature, or both.
And monks don't like to multiclass, so level 1 is reasonably fair.

7 Re: Magic Spells on Fri Oct 10, 2014 9:01 am

Mister Dicey

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Yellow Wizard
Would you like it tested on your character to see how it works and see if you still think that? That'd be, what, 1d4+2 damage per round on you and forced concentration checks of an average DC of 20 with a -4 penalty. From memory, you have about +8 to concentration checks normally, so you'd be unlikely to succeed at the moment.


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8 Re: Magic Spells on Fri Oct 10, 2014 9:26 am

The Black Vegetable

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Great Adventurer
Great Adventurer
My answer to that:
I already have a telekinetic fist attack which does more damage and doesn't expend a spell slot
I see no real reason to take this spell unless I can cast it on someone else, the way that it is written maybe

(+13 to concentration)

Aaaaand, realised that you use it on someone else, not yourself.
This spell seems closest to Black Tentacles which is a lvl 4 spell, but this allows a save, so lvl 3 is probably ok.
And you'd have to keep track of a component that size.

9 Re: Magic Spells on Fri Oct 10, 2014 10:27 am

Mister Dicey

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Yellow Wizard
Obviously needs some clarification if you were contemplating casting it on yourself :P
With that level of concentration bonus, it'd still be roughly a 50% spell failure chance for its duration, which is still annoying.
You're right, it is sort of similar to black tentacles. Given that this is a single target spell rather than an area effect, it allows a save and can be ended prematurely, I might be inclined to drop it down to level 2 even. The damage is variable enough that I don't think it should be a large consideration.
Checking the Final Boss of Kingmaker, the spell would do nothing. It'd probably be handy against things like Trolls, where it could easily do 1d6+6 per turn (if it worked), and the -3 to hit would be appealing.
Come to think of it, it might be better suited to being a transmutation spell...


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10 Re: Magic Spells on Fri Oct 10, 2014 12:28 pm

The Black Vegetable

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Great Adventurer
Great Adventurer
Well you are growing an arm on a non-willing subject, and there aren't many transmutation spells like this. I consider this to be more of a debuff than a direct effect spell and think it could work as a necromancy spell.
Imagine this spell succeeding on a colossal target. Deals 12d8 damage...

11 Re: Magic Spells on Fri Oct 10, 2014 2:09 pm

Mister Dicey

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Yellow Wizard
2d8 damage each round (until it pulls it off it or the duration expires). If we take something such as, say, the Tarrasque, it's 2d8+15 (And should probably overcome its damage reduction). The penalty to hit is probably just as pleasant as the damage, really.
It's an effective spell against low-level casters and martial creatures, but given that casters fairly quickly get enough concentration to ignore it and martial creatures typically have good fortitude saves, it'd lose effectiveness after a little while.
I think, actually, it should be Transmutation with the Polymorph subschool.


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12 Re: Magic Spells on Fri Nov 28, 2014 8:33 pm

Mister Dicey

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Yellow Wizard
Quibbler's Baalistic Missiles

School Conjuration [Creation] Level Sorcerer/Wizard 3
Casting Time 1 standard action
Component: V, S, M (A stone wrapped in wool)
Range Close (25 ft. + 5 ft./2 level)
Effect One to many Sheep
Duration Instantaneous
Saving Throw None Spell Resistance No

This spell can have one of two effects:
Lambunition: Creates 1 Lamb/2 levels (To a maximum of 5 at 10th level). These lambs are launched as a ranged touch attack doing 2d6 Bludgeoning damage each. Each lamb requires a separate attack roll, and multiple lambs can be launched at a single target.
Woolitzer: Creates a large sheep that is launched, doing 1d6 bludgeoning/level (Max 15d6) to every creature in a 30 ft. line.



Last edited by Quark on Sat Feb 14, 2015 3:05 pm; edited 2 times in total (Reason for editing : Adjusted Spell Level)


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13 Re: Magic Spells on Thu Dec 04, 2014 5:06 pm

Mister Dicey

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Yellow Wizard
Quibbler's Evil Onion

School Necromancy [Pain] Level Sorcerer/Wizard 3
Casting Time 1 standard action
Component: V, S, M (A freshly sliced onion)
Range Close (25 ft. + 5 ft./2 level)
Duration 1 round/Level
Saving Throw Fortitude negates Spell Resistance Yes

This spell causes heavy irritation of the eyes. While the spell is in effect, the target is staggered and takes a -4 penalty to attack rolls, skill checks and ability checks.


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14 Re: Magic Spells on Wed Dec 10, 2014 6:30 am

Onions

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Golden Cat Lord
Golden Cat Lord
Swamp Ear's Horrible Hunger
School Enchantment [Compulsion] Level-Witch/Shaman/Oracle Only-3
Component V, S, M (A piece of whatever is to be eaten (see below))
Range 25 x 25 foot cubed area (caster's choice of targets within)
Duration 1 Round/3 Levels
Saving Throw Will negates Spell Resistance Yes

This spell was created by witch doctors of the United Tribes in the Southern Swamp Ear Forests before their home was destroyed. Originally intended to make non-compliant or spoiled children eat portions of a meal they would not eat (like veggies), more sinister uses were then discovered. The material component is a piece of whatever the intended targets are supposed to eat, which is used up in the casting of the spell. The target(s) of the spell will make every effort to eat whatever the caster of the spell intends for the target(s) to eat. This could be a living creature or an actual prepared food, or any other inanimate or animated object.

Each round the spell is active, the target(s) can make a Will Saving Throw to resist the effects of the spell. This spell can be cast on an area as well, preemptively, though the spell will only last as long as the duration would normally last and targets can no longer be selected by the caster.

Modifiers to Will Saving Throws could be used at the Dungeon Master's discretion:
Object is something precious to the Target(s) : +5 (or greater)
Object is obviously toxic or harmful to the Target(s): +2
Object is something the Target(s) know will obviously kill them: +10 (or there abouts)

This spell will usually bypass most targets' apprehensions and incite hunger in whatever the conditions may be.

15 Re: Magic Spells on Mon Feb 09, 2015 6:51 pm

Mister Dicey

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Yellow Wizard
Quibbler's Last Stand
School Enchantment(Compulsi­on) [mind-affecting] Level Cleric 1, Paladin 1, Inquisitor 1, Bard 1
Casting Time 1 standard action
Components V, S, M/Df (Wolverine's claw)
Range Personal
Target You
Duration 10 min/level
Saving Throw Will negates (Harmless) Spell Resistance yes (harmless)

Quibbler's Last Stand strengthens the target creature's resolve as its allies fall. You gain a +1 morale bonus +1 per five levels on attack rolls, damage rolls, armour class and saving throws for each dead or otherwise disabled ally within 30 ft.




Quibbler's Glacial Encroachment
School Conjuration (Creation) [cold] Level Wizard/Sorcerer 8, Witch 8, Druid 8
Casting Time 1 Standard Action
Components V, S
Range Medium (100 ft. + 10 ft./level)
Effect One 5 ft. cube of ice/level, all of which must be adjacent
Duration 1 round/level
Saving Throw Reflex negates; See text Spell Resistance No

This spell instantly conjures a great field of animated ice that wraps around whatever it forms around, trapping them and grinding at them. Creatures and objects within the field take 2d6 cold damage and 2d6 bludgeoning damage for each round they remain within the ice.
Creatures at the edge of barrier may attempt a reflex save; success moves the creature into the closest free space.
Creatures held within the ice are immobile and unable to speak or breathe. Melting the ice from within negates the damage and may allow creatures to move, but the water created may still render creatures speachless and unable to breathe.

*for reference*
Ice has 180 HP per 5 ft..
Pathfinder RPG Core Rulebook, p445 wrote:Suffocation
A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.
When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.




High level spells are a pain to balance. I've drawn on wall of ice, wall of lava, force cage, Incendiary cloud, mass hold monster and tsunami to help balance it. It's a tough call between level 8 and 9.

Comparisons:
More effective than mass hold monster (lv 9) in that it has no save. But, you can't coup de grace trapped things, and it doesn't have anywhere near such a large area.
Wall of lava (lv 8) has a smaller size than wall of ice (lv 4), which the spell is more similar to, but the damaging aspect of wall of lava is probably a better indication.
Tsunami (lv 9) does much more damage in a larger area, and can trap things. It would trap smaller creatures, but fail on bigger things, much as this spell.
Incendiary cloud (lv 8) does more damage in a larger area. Allows a reflex for half, and effectively blinds things in it. It doesn't trap things.
force cage (lv 7) traps for as long in a similar area, but doesn't immobilise and silence, or do damage. It is substantially harder to escape from a force cage, however.

Other considerations:
By the time you get this spell, most monsters will simply laugh at the damage. 2d6 won't beat even DR or cold resist 10 very often, and not many will have neither of these. Certainly in the case of creatures with regeneration, this spell would be a horrible choice.
The trapping aspect is good, but you are effectively unable to damage something when there's that much ice in the way.
In practice, you'd use this spell to give you a breather, or maybe to make a handy staircase, but that would be about it.


My Judgement:
It's stronger than force cage (lv 7), but doesn't seem as strong as Tsunami (lv 9), both of which are probably closest to the spell I have in mind. I'm calling it a level 8 spell largely since it does some insignificant damage. A lesser version might remove the damage, in which case I think it would probably be a level 7 spell.

Open, naturally, to adjustment. High level spells suck to balance, particuarly when there's nothing much to compare it to.


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16 Re: Magic Spells on Wed Feb 11, 2015 10:50 am

Mister Dicey

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Yellow Wizard
Yet more spells...

Quibbler's Many Happy Returns

School Enchantment (Compulsion) [Mind-effecting, Emotion] Level Sorcerer/Wizard 7, Bard 6, Cleric 7, Witch 7
Casting Time Immediate Action
Component V, Df
Range Long (400 ft. + 40 ft./level)
Target See Text
Duration Variable, See Text
Saving throw Will Negates Spell Resistance Yes

When you are the target of any spell, you may cast Quibbler's Many Happy Returns upon the creature or creatures that cast the spell, so long as they are in range. Creatures that fail their saving throws are thrown into a state of euphoria from their own power and are dazed for one round per level of the spell cast.
Creatures with 4 or more HD than you are uneffected by this spell.
Area effect spells or spells that do not target one creature specifically cannot be subject to Quibbler's Many Happy Returns.

Comments on this spell:

There's not a whole lot like this spell, which makes it tough to balance. Vengeful Comets (lv 3) is about as close as I've spotted, but that merely does damage. Daze Monster (lv 2) is the other guideline.
Immediate actions are worth a lot, so it needs to be at least 3 levels higher than Vengeful Comets, taking it to level 6. Compared to Daze Monster, it has a higher HD effected cap that also scales, but that's simply to make the spell useable by the time you get it (And it is at least 4 levels higher than Daze Monster, so it's entitled to be better). The variable duration, but notably longer in many instances when compared to Daze Monster probably makes the spell worth an extra level, so that's why I've called this a 7th level spell.


Quibbler's Resistance Reversal
School Transmutation Level Wizard/Sorcerer 5, Witch 5
Casting Time 1 Standard Action
Components V, S
Range Short (25 ft. + 5 ft./2 levels)
Target One Creature
Duration 10 min./level
Saving Throw fortitude negates Spell Resistance Yes

A target influenced by this spell has its resistances and immunities reversed. An immunity becomes a vulnerability, and a vulnerability becomes an immunity. Bonuses to saving throws become penalties.
Each 5 points of elemental resistance become a -1 penalty on saving throws and Armour class dealing with the element in question.Vulnerability to poison or disease become a -10 to saving throws against the poison or disease. If the spell wears off during an ongoing effect, the effect continues.
Mindless creatures do not become vulnerable to mind-effecting effects.
If this spell would cause immediate harm to the target creature (Such as removing fire immunity in the elemental plane of fire), the creature recieves a +5 bonus on its saving throw.
Whenever the creature is exposed to something that would take advantage of its new vulnerability, it may make another saving throw to end the effect.


Comments on this spell:

Another spell that doesn't have much in the way of similarity. I've used protection from energy (lv 3) as my main source of comparison, but the Linorm Death Curse Rage Powers (Effectively lv 3) are another source. It is from Protection from energy that I've derived the duration.
The spell has debatable utility, but usually as a surprise more than anything else. finding a White Dragon that's immune to fire but vulnerable to cold would confuse a lot of people.
for certain monsters, it's an excellent defensive spell, since it makes them immune to their traditional weaknesses with no disadvantages. for others, it is utterly debilitating, and makes them hugely vulnerable to what they used to ignore.
The possible protection from multiple elements I feel is probably worth 2 levels over protection from energy, and the possible vulnerability from multiple elements is worth 2 over the Death Curses. Both of these together would normally increase the level by a further 2, but I feel as if this cancels out with the extra saving throw to end the effect prematurely.


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17 Re: Magic Spells on Tue Mar 10, 2015 12:56 pm

Mister Dicey

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Yellow Wizard
Quibbler's Psychadelic Wallpaper, Lesser
School Illusion (Patern) [Mind-affecting] Level Sorcerer/Wizard 5, Bard 5, Witch 5
Casting time 10 minutes
Components V, S, M (Rare paints and pigments worth 1,000 gp)
Range 0 ft., see text
Target one 10 ft. square/level of wall
Effect Brightly coloured illusory wall paper
Duration Permanent
Saving Throw Will negates; see text Spell Resistance Yes

This spell creates a moving, brightly coloured illusion that is placed on walls for "Decoration". It is so overwhelming to visual senses viewers who fail a Will save are staggered for as long as they can see it.
Creatures that leave line of sight of the wall and return may make another save against the effect.
Creatures that pass their saves are immune to the wallpaper's effects for 24 hours.


Quibbler's Psychadelic Wallpaper
School Illusion (Patern) [Mind-affecting] Level Sorcerer/Wizard 7, Bard 6, Witch 7
Components V, S, M (Rare paints and pigments worth 5,000 gp)

This spell functions as the lesser version, but creatures must make an additional save or be confused. Creatures in a room covered in the wall paper are not immune by closing their eyes; the illusion seems to creep in by means of other senses. They instead recieve a +5 circumstance bonus to resist its effects.
Creatures that pass a save against an effect are immune to that aspect of the spell for 24 hours (So a creature that saves against confusion could still be staggered)

Quibbler's Psychadelic Wallpaper, greater
School Illusion (Patern) [Mind-affecting] Level Sorcerer/Wizard 9, Witch 9

This spell functions as Quibbler's Psychadelic Wallpaper but creatures must make an additional save or be Nauseated.  Creatures in a room covered in the wall paper take a -5 penalty on their saves if they can see it. Creatures in a room covered in the wall paper are not immune by closing their eyes; the illusion seems to creep in by means of other senses.
Creatures that pass a save against an effect are immune to that aspect of the spell for 24 hours (So a creature that saves against confusion could still be staggered or nauseated)


Balancing judgments:

The various symbol spells are the major influence here.

Starting with symbol of insanity (8th). In short, save or be permanently confused. The middle version is weaker in that the effect isn't permanent, and it's much, much easier to avoid. On the other hand, it can also stagger. On the whole, it's probably weaker than symbol of insanity, but not 2 spell levels weaker (It's better than symbol of fear)

The lesser version is almost like a permanent symbol of slow (4th), but doesn't give additional penalties and, like the middle version, is a lot easier to bypass. Permanancy should boost it to maybe 6th, but its less good aspects drop it down to 5th.

The greater version gives the very powerful Nauseated effect, rendering things inside completely helpless forever, in essence. It's not death or even damage, but if you fail your save, you're gone. In that regard, it's better than symbol of death (8th). No HP limit, penalty to save, and even if you do save, you've still got the confusion and stagger effects to deal with. That said, it's easy to avoid, if you see it coming. I'm calling it 9th, but it's a bit of a toss up. The drawbacks are there.


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18 Re: Magic Spells on Wed Apr 29, 2015 11:31 pm

Quark

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Great Adventurer
Great Adventurer
Pocket Shadow
School Evocation [Darkness] Level Antipaladin 4, Bard 4, Cleric/Oracle 4, Inquisitor 4
Casting time 1 standard action
Components V, S, M/DF (Bat fur and a piece of coal)
Range Personal
Target You
Duration 1 min./level
Saving Throw No Spell Resistance No

This spell functions as darkness, except that the darkness radiates only far enough to fill your squares and the light level is lowered by three steps. Bright light becomes darkness. Areas of normal light, dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell's confines. You can see through your own darkness.

This spell does not stack with itself. Pocket Shadow can be used to counter or dispel any light spell of equal or lower spell level.

Balancing Considerations:

Obviously Deeper Darkness and Darkness are considerations here, but so is Displacement.
Compared to Deeper Darkness, the range and effected area are substantially worse. On the other hand, unless you're outside at high noon, nothing's going to be able to hit you, even with darkvision, which normally doesn't happen, and you can see through your effect. At this point, Displacement comes in: It's got the flat 50% miss chance just like this does in effect, but has a substantially shorter duration and has a better range. In other effects, Pocket shadow's going to give a bonus to stealth, make it hard to be targeted and it can be dispelled or counteracted with relative ease.
Simply because it is so clearly better than Displacement, even though it's personal, I'm going to have to make it a higher level spell. I'm calling this 4th.


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Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
If you would like to GM on the forum, please let me know

19 Re: Magic Spells on Tue May 19, 2015 12:57 pm

Quark

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Great Adventurer
Great Adventurer
Polymorph Plague
School Transmutation (Polymorph) [Evil, Disease, Curse] Level Alchemist 5, Witch 5, Druid 5, Cleric/Oracle 5, Sorcerer/Wizard 6
Casting time 1 standard action
Components V, S
Range Close (25 ft. + 5 ft/2 levels)
Target One living creature
Duration Instantaneous
Saving Throw fortitude negates Spell Resistance Yes

The subject contracts Polymorph Plague (See Below) with the listed frequency. The disease is contracted immediately (The onset period does not apply). The save DC is equal to this spell's DC.
As an Alchemist Extract, this spell can be injected as part of a 2 hour long operation.

Polymorph Plague
Type: Curse and Disease - Injested or Injury; Save fortitude at spell's DC; see text
Onset: 1 day; frequency: 1/day
Effect 1d3 Str damage or 1d3 Int damage, see text Cure: --


Polymorph Plague deals Strength damage until Strength equals 1, then it deals Intelligence damage. Polymorph Plague cannot reduce Strength or Intelligence below 1. Instead, once Strength has been reduced to 1, the subject turns into a tiny, harmless animal, as Baleful Polymorph. Once Intelligence has been reduced to 1, the subject is treated as if it had failed its will save against Baleful Polymorph.

Once Polymorph Plague has performed its transformation, the damage heals naturally up to the creature's new base form's value. Any creature that eats a creature transformed by Polymorph Plague is exposed to the disease at the same DC.

Polymorph Plague is similar to Mummy Rot: it is both a curse and a disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of Polymorph Plague is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a caster level check with DC equal to the save DC, or the spell is wasted and the healing has no effect.

Once the disease has been removed, the creature reverts to its previous form with its Strength and Intelligence at 1 and regains all missing class features.



Balancing Considerations:

Mummy Rot (Scroll down a little way) is a major consideration with the disease aspect. Also used are Baleful Polymorph and (Greater) Contagion.
This is as hard to remove as Greater Contagion in that it needs magic to cure, and is probably actually harder to remove since that extra +5 to the removal DC is likely nastier than needing two spells. Similarly, it's actually rather worse than any of the other diseases available, since it's only 1d3 damage at a time as opposed to the more standard 2d4 across multiple attributes or 1d4 plus extra nasty effect each time.
On the other hand, it's still just a time delayed baleful polymorph. It loses most of the practicallity of BP because the whole reason BP is good is because it's basically a save or suck, but it's still sort of replicating that.
Ultimately, I think even if it's a slower version of Baleful Polymorph, it's much, much more like greater contagion. So, I'm making it the same level as Greater Contagion (but with an alchemist option for kicks)



Polymorph Epidemic
School Transmutation (Polymorph) [Evil, Disease, Curse] Level Alchemist 6, Witch 6, Druid 6, Cleric/Oracle 7, Sorcerer/Wizard 7
Casting time 1 standard action
Components V, S
Range Close (25 ft. + 5 ft/2 levels)
Target One living creature
Duration Instantaneous
Saving Throw fortitude negates Spell Resistance Yes

This functions as [url=http://www.d20pfsrd.com/magic/all-spells/e/epidemic]epidemic[/i], but the target instead contacts Polymorph Plague (See above).

balancing considerations:

Well, since regular polymorph plague is basically a variant of greater contagion, an epidemic version should be about the same level as just a plain old epidemic. Tempted to boost it because polymorph plague still keeps the spell's DC, but for now it's probably fine as it is.



Last edited by Quark on Fri Jan 29, 2016 11:28 pm; edited 4 times in total


_________________
Practitioner of Do-It-Yourself surgery and supplier of black market livers.
Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
If you would like to GM on the forum, please let me know

20 Re: Magic Spells on Tue May 19, 2015 9:14 pm

The Sunbound

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Adventurer
Adventurer

Animal transformation tables for Polymorph Plague.

Aaaaaand transformation quirks. Wouldn't be a Quibbler spell without the side effects.

21 Re: Magic Spells on Fri Oct 23, 2015 9:48 pm

Quark

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Great Adventurer
Great Adventurer
Designed upon request! A spell to hide yourself from the future! Starting from the very broad and effective hiding to the not fantastic.


Veil Legend
School Abjuration Level Sorcerer/Wizard 8, Cleric/Oracle 8, Witch 8, Psychic 8, Bard 6, Occultist 6
Casting time varies; see text
Components V, S, M (emerald dust; see text)
Range Touch
Target Creature or object or area up to 1 square mile/level touched
Duration Instantaneous
Saving Throw Will negates (harmless) Spell Resistance No

This spell obscures the history of the creature, object or area touched. All memories and records of the target are adapted so that no meaningful information can be obtained. Divination magic used to determine the history of the target automatically fails. Only direct intervention by a deity can restore the information; wish and miracle are insufficient.

Two versions of this spell exist: one for obscuring a certain timeframe of history from the target and another for hiding all history up until the time of casting. Regardless of the version chosen, the caster is unaffected by this spell. During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth.

  Veil a timeframe: This version of the spell hides up to 1 year per caster level of history. The time period can be of any length up to this limit, but must be used in 1 day intervals. The casting time for this version is 1 day per year of history obscured and the material component is 500 gp worth of emerald dust per year of history obscured, rounded up to the nearest year for both casting time and material component.

  Veil an entire history: This version veils all history of the target up until the time the casting of the spell is complete and one day longer. Casting this version takes one month to cast and costs 25,000 gp worth of emerald dust as a material component.




Balancing considerations:

Well, this was a pain to balance.

Legend Lore (6) and Mind Blank (8) seemed like good starting points.

The effect needs to be permanent or instantaneous; a set duration is useless for hiding a history. To a large extent at any rate. I ended up going for instantaneous so it wouldn't be killed by dispel magic or an antimagic field (which would frankly be dumb).

I used the stupidly long casting time an heavy material component that turned up from Legend Lore as part of a balancing thing.

I... sort of wanted to give a save for this, but then you'd need to get EVERYTHING IN THE MULTIVERSE to make a save. Maybe things that know about the target really, really well. Maybe.

This is really pushing 8th level, honestly. Mostly with the Wish and Miracle part though.


Veil of mystery
School Enchantment (compulsion) [mind-affecting] Level Sorcerer/Wizard 6, Cleric/Oracle 6, Witch 6, Psychic 6, Bard 4, Occultist 4, Inquisitor 4, Medium 4
Casting time 1 minute
Components V, S, M (500 gp worth of emerald dust)
Range Touch
Target Creature, object or area up to 5 square feet/level touched
Duration See text
Saving Throw Will negates; See text Spell Resistance Yes

This spell can obscure the memories of the target for a short, pre-defined time period. At the time of casting, you select a period of time up to 1 day/level in the future; at this time memories of the target are obscured for up to 1 minute/level, with the duration set at time of casting. The duration must be in 1 minute intervals.

Creatures that fail their saves cannot remember any meaningful details about the activities or features of the target if a creature, actions involving or features of the target if an object or events within the area if an area. However, for each round in which a creature interacts with the target if a creature or an object or for each minute they remain within the area, they may make an additional saving throw to negate the effect. This does not prevent a creature from functioning normally; the memory changes do no occur until the duration of the spell has expired. A creature that dies while the spell is in effect is considered to have failed its save, even if it had previously succeeded.

If all creatures involved fail their checks, divination magic such as legend lore used to gather information about the target during this time period automatically fail, however a wish or miracle can overcome this.


Balancing considerations:

Legend Lore (6) and Modify Memory (6 equivalent) come into play here.

Heavy saves! Unless you've got good DCs it's going to be tough to get it to work effectively if you've got lots of creatures or you can kill them all. Killing them is an effect I hadn't thought about until I realised that it's fantasy and speaking to the dead is easy, but I think it works.

The pre-defined time period and time for it to trigger was intended to make it worse, but it just makes it... different.

I'm still calling it 6th level because it's a strong effect. I'm not sure I can push it any lower. The massive, massive saves push it down to 6th, but this is about as good as it can get.


And now, the one that he actually wanted!

Foil History
School Abjuration Level alchemist 3, antipaladin 3, inquisitor 3, ranger 4, sorcerer/wizard 3, summoner/unchained summoner 3, medium 2, mesmerist 3, occultist 3, psychic 3, spiritualist 3;
Casting time 1 Standard Action
Components V, S, M (emerald dust worth 50gp)
Range Touch
Target Creature or object touched
Duration 1 hour/level
Saving Throw Will negates (harmless, object); Spell Resistance Yes (harmless, object)

The warded creature or object becomes difficult to find information on by retroactively cast divination spells such as legend lore, commune and augury in a manner similar to that of nondetection. If a divination is attempted against the warded creature or item about the time during which they were under the effects of foil history, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast foil history. If you cast foil history on yourself or on an item currently in your possession, the DC is 15 + your caster level.

If cast on a creature, foil history wards the creature's gear as well as the creature itself.

Balancing considerations:

Can you say copycat? Because this is nondetection in disguise. Duh huh.


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22 Re: Magic Spells on Mon Oct 26, 2015 12:06 am

Quark

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Great Adventurer
Great Adventurer
And one of my own that isn't comissioned

Quibbler's Wobbly Wall
School Conjuration (creation) Level Sorcerer/Wizard 1, Summoner 1
Casting time 1 standard action
Components V, S, M (a pinch of gelatine)
Range close (25 ft. + 5 ft/2 levels)
Effect four 5-ft. cubes of jelly + one 5-ft. cube/level, each of which must touch at least one other
Duration 1 minute/level
Saving Throw No Spell Resistance No

Upon casting this spell, several large, transparent cubes of a wet, jiggly and slimy material appear. You cannot conjure these so that they occupy the same space as another creature. These cubes do not hinder sight and they are immediately obvious to any creature that has line of sight to them.

The cubes do not block line of effect, and ranged attacks such as arrows and rays may target creatures on the other side as normal. However, any damage dealt is first dealt to any cubes that the attack passes through.

While the cubes prevent creatures moving through them, a creature may make an overrun manoeuvre against a CMD equal to the save of this spell to destroy a cube.

Each cube has hardness 0 and hit points equal to half your caster level (minimum 1). Each cube can support a maximum weight of 5 lbs times their current hit points; any additional weight destroys the cube.


Balancing considerations:

Wall spells are quite good in general. Using the words of power sub-system, a wall spell can't be below level 3. I take that as a challenge!

The main thing to compare this to is the Kineticist ability Kinetic Cover. This is basically a 1st level spell that creates effectively a tower shield. A very easily destroyed tower shield. It has 2 HP per level (4 times this!), is just one side, may be opaque and last indefinitely. This is better, marginally, but of course this is fine because it's not an at will ability. I'm fine with calling this a 1st level spell.


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23 Re: Magic Spells on Sun Nov 08, 2015 12:06 pm

Quark

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Great Adventurer
Great Adventurer
Thank you wizardry for the inspiration for this spell. Even if it's actually really dull.

Reactive cure light wounds
School Conjuration (healing) Level Cleric/Oracle 2, Alchemist 2, Witch 3, Druid 3, Shaman 2, Ranger 2, Paladin 2, Inquisitor 2, Bard 2
Casting time 1 round
Components V, S, M (a use from a healer's kit worth 5 gp)
Range touch
Target creature touched
Duration 1 minute/level or until discharged (D)
Saving Throw Will halves (harmless) Spell Resistance Yes

This spell leaves a small patch of healing energy on the target's body that heals the next wound received. One round after the recipient of this spell is next damaged, they are healed 1d8 hit points + 1 per caster level (maximum +10). This healing cannot exceed the amount of damage taken from the attack.

This spell counts as a contingency spell for the purpose of having multiple contingent effects on a creature at the same time.

Balancing considerations:

It's cure light wounds with a delayed effect. Contingencies are good effects, so I've included a longer casting time, an 'expensive' material component and made it so it's not immediately effective (so you can still die). And also made it unable to exceed the damage from the attack.
A plus 1 spell level of cure light seems fair for this I think.

And of course, the same thing could equally well apply to pretty much any other cure spell.


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Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
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24 Re: Magic Spells on Tue Jan 26, 2016 12:19 am

Quark

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Great Adventurer
Great Adventurer
Crushing Flames
School Evocation [Fire, Force] Level Sorcerer/Wizard 7, Psychic 7
Casting time 1 standard action
Components V, S, M (powdered rubies worth 25 gp)
Range medium (100 ft. + 10 ft./level)
Effect solid sheet of moving flame whose area is up to 10-ft. square/level
Duration 1 round/level (D)
Saving Throw none Spell Resistance Yes

Combining both the incredible strength of a wall of force and the burning capacity of a wall of fire, crushing flames improves on both by being movable
Crushing flames functions as a wall of fire, except that once per round as a move action, you can move the wall in a straight line up to 30 feet. Any creatures in the wall's path are subject to a bull rush attempt, using your Caster Level in place of your BAB and your casting ability score in place of your strength. The wall has a +4 size bonus to this check. If the wall fails to bull rush a creature, its movement stops. Success on the bull rush attempt also deals damage as if the creature had walked through the wall.
The wall is exceptionally solid, and creatures must make a strength check as a full-round action with DC equal to the DC of this spell in order to pass through it. Failure on the strength check deals damage to the creature as if it had passed through it.

Balancing considerations:

It's a wall of fire that also pushes people around. Dealing damage and blocking things off (to an extent), what more could you ask for?
It's been a weird combination of spells like Flaming Sphere, Telekinesis, Wall of Force and Wall of Fire.
Since it's largely a wall of fire (lv 4) that moves, I've mostly based it around that. You can move it like a flaming sphere, which seemed like a good compromise.
I called it a 7th level spell because it's largely just a limited version (-1 lvl) of telekinesis (lv 6), with a tiny damage rider (+1 lvl), a slightly larger potential list of creatures it can effect in one round (+2 lvl) and an easy destruction mechanism (-1 lvl), totalling level 7 all up for the spell.
It might be worth changing its duration to concentration (up to 1 round/level), as telekinesis.


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25 Re: Magic Spells on Tue Jan 26, 2016 2:29 pm

Onions

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Golden Cat Lord
Golden Cat Lord
On the material component, what about raising the cost up a little perhaps? That's really the only thing I could see that I'd be pondering over.

26 Re: Magic Spells on Tue Jan 26, 2016 7:51 pm

Quark

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Great Adventurer
Great Adventurer
Hm, interesting. I was basing it off wall of force, which used quartz dust, and converted it to rubies for the flavour. Call me unimaginative I suppose. I just included a cost because it was strange not to have cost for rubies. Perhaps a chili, a rock and a hard place... thing. Chili and quartz? Oil and quartz? I'm more inclined to drop the price to nothing than increase it.


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27 Re: Magic Spells on Wed Jan 27, 2016 12:30 pm

Onions

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Golden Cat Lord
Golden Cat Lord
I'm more inclined to go fishing at Lake Silverstep than argue about it XD Meow!

28 Re: Magic Spells on Wed Feb 03, 2016 11:55 am

Quark

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Great Adventurer
Great Adventurer
Vermin Infestation
School Conjuration (Summoning) Level Druid 9
Casting time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level
Saving Throw Fortitude partial, see text; Spell Resistance Yes

This spell summons a ravenous swarm of insects directly inside the target creature. The insects rapidly eat their way out, dealing 1d6 constitution damage per round and causing the target to vomit a centipede swarm each round. These swarms are identical to the centipede swarms from creeping doom for all purposes.

The target is entitled to a fortitude each round to negate the constitution damage for that round, but the swarm appears regardless. A creature reduced to 0 Constitution by this spell explodes in a gruesome mess, creating 4 additional swarms.

Balancing Considerations:

It's a 9th level spell, so I've got no qualms about making it awesome. It's like creeping doom, but makes even more swarms and also deals horrific amounts of damage to a single creature. To practical purposes, this is a death sentence for one creature.
Probably its closest power level equivalent is Polar Midnight in that once you're hit, if you don't move out, you're probably dead. This can be nastier because it's single target instead. Otherwise, sheesh, this is one nasty spell. Almost too good.



Last edited by Quark on Thu Feb 04, 2016 10:48 pm; edited 2 times in total


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29 Re: Magic Spells on Wed Feb 03, 2016 12:29 pm

Onions

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Golden Cat Lord
Golden Cat Lord
Oo, yucky Quark.


Prodi's Vicious Hallucination

Wizard 3
School Enchantment / Illusion
Casting Time 1 minute
Components Verbal, Somatic, Material -- Material component being a small rock {See below}
Range and Target Any 1 target seen within the last five days up to one mile away.
Duration 24 hours
Saving Throw Will

Once cast, the spell overtakes the mind of the target, causing them to suddenly begin hallucinating. The first hour of the spell usually begins somewhat much more mildly then after that, as the target starts chuckling, and seeing shapes distort just on the corners of their field of vision. After the first hour of hallucinating, the target becomes gripped with an enormous fear of being smashed under the weight of whatever they are wearing. Some targets respond by removing their armor or clothing and curling into a fetal position others become too scared of what somebody may think when they take their armor off and just lay down trying to get away from being smashed. The target laughs uncontrollably a number of the 24 hours of effect minus their wisdom modifier plus their intelligence modifier. This spell has a 25% chance of rendering the target extremely paranoid for a number of days equal to the charisma modifier of the caster. The material component of the spell is a rock that must be decorated with a smiling face, which turns to dust during the casting of the spell.

30 Re: Magic Spells on Thu Feb 04, 2016 11:11 pm

Quark

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Great Adventurer
Great Adventurer
Let's see how my feedback goes for this:

I think what you're trying to do is some sort of long-distance curse on someone you've recently seen. For the first hour they start seeing things, then they become afraid of their clothes for the next hour and finally laugh madly for the rest of the day. There's a small chance that they become paranoid for a few days afterwards.

The effects are sort of all over the place and hard to properly describe mechanically, but trying to keep in the spirit of it:
While hallucinating, the victim is easily distracted and cannot focus. They take a -4 penalty to ability checks, skill checks and concentration checks.
While afraid of their clothes, they gain the frightened condition for a long as they wear their clothes. This means they either perpetually cower in fear, run as fast as they can in a random direction or remove all their clothes.
While laughing, the victim cannot talk and is effectively sickened.

I sort of like the idea of making these variant options for bestow curse. I also feel that probably just the one option for each casting would make it easier to work with. As far as power levels, since it's too long a casting time to be used in battle and it only lasts a day, it certainly shouldn't be as high a level as bestow curse. 3rd level is probably actually reasonable, since it's about on par with what you can do with suggestion. Would work well as a witch spell, too. Maybe a cleric one? Definitely for most of the flavours of occult classes.

Otherwise, it's definitely enchantment rather than illusion, probably a compulsion with the Mind-affecting and Curse descriptors.


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31 Re: Magic Spells on Fri Feb 05, 2016 1:36 pm

Onions

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Golden Cat Lord
Golden Cat Lord
Well, the guy who made the spell is a pretty devious guy, who did hang out with a demon worshiping witch. Who also made some bizarre bookends I should stop being lazy about writing about. > _ >

But not really knowing how Pathfinder ticks, I just banged out what I thought seemed kinda right, the enchantment part is the last 23 hours, the illusion kinda described the first hour of it to me, but yeah, I like how you put it. The fear of being smashed by whatever is worn is the primary aspect, soul gripping fear, like you know those clothes are going to smash you, TO DEATH. Forever. Well, at least while you're hallucinating. And like most 'trippin' you can't stop laughing. At all. Ever. At least while you're trippin. Unless you're flipping out about being smashed by your shirt. Or whatever you're hallucinating about. Then you go fetal, and cry about it. Maybe.. a little. Meow. I'm mostly making some things to kind of add a little insight into the lives of the characters I'm fixing to write about. Maybe. MEOW.

32 Re: Magic Spells on Fri Feb 05, 2016 4:55 pm

Quark

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Great Adventurer
Great Adventurer
Sounds like Prodi should look at the Psychic class with the Psychedelia discipline. So much fun.

You've got some good ideas, so if you come up with stuff, I'm happy to try and balance it and try to make it clear what the spell is doing mechanically (Since this is the whole purpose of this thread). Having had a think about it, here's my take on it:

Prodi's Vicious Hallucination
School Enchantment (compulsion) [mind-affecting, fear, curse]; Level Sorcerer/Wizard 5, Psychic 5, Mesmerist 4, Witch 5, Bard 4, Druid 5
Casting time 10 minutes
Components V, S
Range infinite
Target one living creature
Duration 24 hours
Saving Throw Will negates, see text; Spell Resistance yes

You induce a state of hallucination in the target creature as if it had taken a heavy dose of drugs [or insert Onion's description here].
Each hour of the spell's duration, roll randomly to determine which one of the following effects occurs to the victim:

  • Creature sees extremely distracting colours and shapes, imposing a -4 penalty to attack rolls, saves, ability checks, concentration checks and skill checks.
  • Creature has the frightened condition for as long as it wears any clothes
  • Creature laughs madly and is staggered


Other options may be included, but they should be no more powerful than the above effects or those in bestow curse.

The difficulty of the save depends on your knowledge and the physical connection (if any) you have to the target creature (see table in nightmare


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33 Re: Magic Spells on Sat Feb 06, 2016 1:18 am

Onions

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Golden Cat Lord
Golden Cat Lord
Hmm, I don't think bard druid or sorcerer should be capable of casting that spell, but I do think a psychic a mesmerist a witch and wizard definitely should. As far as just being distracting and -4 on rolls, I dunno, maybe that should be a first hour thing? Or maybe if it comes around you have to spend your talk actions (if any) trying to convince everybody else to get away from their clothes because they are TOTALLY going to crush you. And the little part at the end about causing paranoia should also be in there. XD

34 Re: Magic Spells on Sat Aug 13, 2016 1:32 pm

Quark

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Great Adventurer
Great Adventurer
Quibbler's Restraining Pickle
School Conjuration; Level Sorcerer/Wizard 4, Summoner 4, Druid 4
Casting time 1 standard action
Components V, S, M (a pickle)
Range close (25 + 5ft/2 levels)
Effect 1-ft-diameter/level hollow pickle, centred around a creature
Duration 1 minute/level
Saving Throw Reflex negates; Spell Resistance no

Calling on the great arts of culinary magic, you encase a creature within an enormous pickle, provided the creature is small enough to fit within the diameter of the pickle. The pickle immediately falls over once summoned unless nearby creatures hold it upright. The pickle contains the subject for the spell's duration, or until destroyed. The pickle has hardness 0, 5 hp per inch of thickness and 1 inch of thickness/level. The pickle rolls easily, and provides no nutritional value if consumed.


_________________
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35 Spells of Arcane Abjuration on Sun Mar 19, 2017 6:29 pm

Quark

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Great Adventurer
Great Adventurer
Arcane Erasure
School Abjuration; Level Sorcerer/Wizard 6, Bard 6, Magus 6, Cleric 6, Druid 6, Witch 6, Psychic 6, Occultist 6, Spiritualist 6, Inquisitor 6, Summoner 6
Casting time 1 standard action
Components V, S
Range close (25 + 5ft/2 levels)
Target one spell or spell-like ability possessed by a creature
Duration instantaneous or 1 round/level, see text
Saving Throw None or Will Negates, see text; Spell Resistance Yes

Seizing upon a specific magical energy contained within the target creature, this spell forcefully separates it and disperses it, rendering it useless.
On casting this spell, select one spell: if the creature has that spell prepared or has a limited number of uses of the spell as a spell like ability, it loses all preparations of that spell or uses for the day of the spell-like ability with no save. If the creature has the spell known or an unlimited number of uses of the spell-like ability per day, it instead needs to make a will save or lose the ability to cast the spell for 1 round per caster level.
If a creature has a spell as both a spell prepared or known, resolve both effects separately. This spell has no effect if cast on a creature without that spell known or prepared. Despite its name, this spell can affect spells other than arcane ones.

Design notes:

I took the idea of spell level for this from Greater Dispel Magic and Spellcrash; was tempted to make it 7th level for all those classes. It's kind of a combination between the two, destroying spells before they're cast, but in this case specific spells rather than just high level ones. Was also kind of tempted to include a dispel check.
The balancing reason is thus: prepared spell-casters are likely to have just one or two copies of a spell prepared, and may not have the spell prepared at all on any particular day, which might upset plans. Spontaneous casters however have the spell known as part of their very existence, and this will definitely hit a spontaneous caster if they've been well researched, so a mere inhibition seems like a suitable translation to such beings.



Arcane Erasure, Greater

School Abjuration; Level Sorcerer/Wizard 9, Cleric 9, Druid 9, Witch 9, Psychic 9,
Casting time 1 full-round action

This functions as Arcane Erasure, except it affects all spells belonging to a specific school of magic rather than a single spell.

Design notes:

Well, this could hardly be anything but a 9th level spell now, 'cos it's really good.


Spell Discharge
School Abjuration; Level Sorcerer/Wizard 6, Cleric 6, Witch 6, Psychic 6
Casting time 1 standard action
Components V, S
Range close (25 + 5ft/2 levels)
Target one creature
Duration instantaneous, then see text
Saving Throw Will Negates, then see text; Spell Resistance yes

This spell utilises the magic stored within a creature and completes it, discharging the spell violently. If the target prepares spells, a random one of its prepared 4th-level spells is immediately cast upon it, expending the spell slot as if they had cast it, including utilising the target's caster level and save DCs, and allowing the caster of this spell to make any decisions of the spell; if the target has no 4th-level spells prepared, it a random 3rd-level spell it has prepared is used (progressing down a spell level if it has no spells of a level prepared). The target also takes 1d6 points of damage per level of the spell discharged.
If the target is a spontaneous spellcaster, it uses a random spell known of the appropriate slot instead.
If the target has more than one spellcasting class, choose one at random to be affected. This spell has no effect on spell-like abilities.

Design Decisions:

This is basically spellcrash, except it has a shorter range, doesn't hit as many spells or as high level, and actually uses the spell. And doesn't necessarily work very well (Oh, cure critical wounds. Thanks!)


Spell Discharge, Greater
School Abjuration; Level Sorcerer/Wizard 8, Cleric 8, Witch 8, Psychic 8

This functions as spell discharge, but it affects spells of up to 6th level.

Spell Discharge, Continuous
School Abjuration; Level Sorcerer/Wizard 9, Cleric 9, Witch 9, Psychic 9
Duration 1 round/level

This functions as Spell Discharge, but it affects spells of up to 7th level, and the target must continue to make a save every round or have another spell discharged. Making any one save against this spell ends the effect.


_________________
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