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The Demented One
2006-08-15, 10:26 AM
Ally’s Summons
Conjuration (Teleportation)
Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target: Willing creature touched
Duration: 1 day/level or until discharged

You imbue the target with the ability to summon you. If he says your name three times, you are immediately teleported to his side. You may choose not to attend the call, but the spell is still discharged. You gain no special knowledge of where you are going to be teleported before you arrive there.

Material Components:
50 gp of rare inks, used to ink a tattoo on the target’s skin.

Concordant Mantle
Abjuration
Level: Cleric 8
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text

The targets of this spell are surrounded in a metallic grey aura. They gain a +4 deflection bonus to AC. In addition, each creature gains SR 25 against spells with an alignment descriptor. Thirdly, each creature is immune to possession and mental influence, as with the protection from (alignment) spells. Finally, any creature without a neutral aspect in its alignment (such as a lawful good or chaotic evil creature) that succeeds on a melee attack against one of this spell’s targets must make a Will save or become exhausted.

Deva Spark
Transmutation [Good]
Level: Cleric 9
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes

The target of this spell takes on some traits of an angel. Two feathery wings grow from his back, granting him a fly speed of 60 ft. with good manueverability. It gains darkvision out to 60 ft. and low-light vision, become immune to acid, cold, and petrification, gains resistance to electricity 10 and fire 10, and gains a +4 racial bonus on poison. It gains a personalized version of an angel’s protective aura, granting it a +4 deflection bonus to armor class and a +4 resistance bonus on all saves. Finally, it gains the ability to speak in all languages. If an evil creature is the subject of this spell, it must make a Will save each round of the spell’s duration or be nauseated that round by the overwhelming goodness.

Emotion Lock
Enchantment [Mind-Affecting]
Level: Bard 2, Sorcerer/Wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Area: 20 ft. radius spread
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This spell creates a burst of grey light that blocks off those it touches from their emotions. All creatures in the burst that fail their save lose any and all emotion. They take a -4 penalty to Charisma (Though this cannot reduce them below 1), and cannot be affected by morale bonuses or penalties, rage, or gain the benefits of any other effect based on emotion. They also become immune to fear effects. Only a remove curse spell or similar effects can restore their emotions.

Necromantic Detonation
Necromancy
Level: Cleric 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One controlled undead
Duration: Instantaneous
Saving Throw: Will half (see text)
Spell Resistance: Yes (see text)

A single undead under your control is destroyed and explodes in a 30 ft. radius burst of negative energy. All living creatures caught in the burst take 1d6 points of negative energy damage per HD of the undead, maximum 10d6. They may attempt a Will save for half damage, and spell resistance applies to the damage. Undead creatures are healed, rather than harmed, by the burst.

Rot Flesh
Necromancy
Level: Cleric 1, Sorcerer/Wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes

With a successful melee touch attack, you cause the target’s flesh to rot, causing him to take 1d6 points of Constitution damage with no save. In addition, every hour later, he must make a Fortitude save or take an additional point of Constitution damage. The remove disease spell can halt the rotting, but it does not heal what damage has already been done.

Material Component:
Hair taken from a mandrill baboon and the corpses of two snakes.

Scry Alarm
Divination (Scrying)
Level: Bard 2, Sorcerer/Wizard 3
Components: V, S, F, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on a point in space
Duration: 2 hours/level (D) then 1 minute/level
Saving Throw: Will partial
Spell Resistance: Yes

This spell functions like alarm except as noted above, and that if the creature that triggered the alarm fails a will save, a magical sensor is created that allows the caster of the spell to scry on that creature, as the spell.

Focus
A mirror-plated bell, worth 100 gp.

Seal of Suleiman
Abjuration
Level: Cleric 5, Sorcerer/Wizard 6
Components: V, S, F, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One outsider
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

If the target of this spell fails its save, its body is converted into an incorporeal mist, and it is trapped within the glass sphere used as the focus of this spell. Because this spell is of instantaneous duration, the only way to free the trapped outsider is to shatter the sphere. However, the spell magically enforces the glass sphere, giving it a hardness of 10 and 15 hit points.

Focus
A sphere of spun glass engraved with mystic sigils, worth 50 gp.

Six-Fingered Grasp
Transmutation
Level: Cleric 2, Sorcerer/Wizard 3
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

You grow a sixth finger on each hand. These extra digits give you a +2 circumstance bonus on all Climb, Disable Device, Open Lock, and Sleight of Hand checks. In addition, all spells of 2nd level or lower you cast during the duration of this spell are automatically stilled. Spells with the evil descriptor of up to 4th level are also stilled.

Material Components:
Two severed fingers taken from a spellcaster.

Song of Enslavement
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Bard 6, Sorcerer/Wizard 7
Components: V, S, M
Casting Time: 1 round
Area: 20 ft. radius spread, centered on you
Range: 20 ft.
Duration: 1 round/level
Save: Will negates
Spell Resistance: Yes

All creatures within the area of the Song of Enslavement that fail their saves stop whatever they are doing, and dedicate all their action toward coming closer to you, ignoring even the most dangerous of hazards–they will walk through fire and over cliffs to reach you. Once they reach you, they stand still, helpless, until the end of the spell. If you take any hostile action against a creature under the effects of this spell, it is immediately freed from the compulsion.

Material Component:
The vocal chords of a whale.

Strike of the Three Brothers
Transmutation
Level: Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level

The touched weapon overcomes damage reduction as if it were made of adamantine, cold iron, and silver for the duration of the spell.

Material Component
Shavings of adamantine, cold iron, and alchemical silver, worth a total of 25 gp.

Strike of the Three Brothers, Swift
Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 swift action
Range: Touch
Target: Weapon touched
Duration: 1 round

As strike of the three brothers, except as above.

Sword of Shadows
Illusion (Shadow)
Level: Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: One shadowstuff sword
Duration: 1 min./level
Saving Throw: Will half (see text)
Spell Resistance: Yes (see text)

You call on the Plane of Shadow, shaping the essence of darkness into either a bastard sword, a longsword, or a pair of short swords, which appear in your hand. The blades have an enhancement bonus equal to one quarter your caster level, rounded down, unless you chose to create a pair of short swords, in which case each has an enhancement bonus equal to one quarter your caster level minues one. If a sword leaves your hand, it evaporates into nothingness. A creature struck by a sword may attempt a Will save. If he succeeds, he takes only half damage from that attack, and from all subsequent attacks made with the sword of shadows. In addition, if you strike a creature with spell resistance, you must make a caster level check to beat its spell resistance or else it takes no damage.

Unkindness of Ravens
Conjuration (Summoning)
Level: Druid 2
Components V, S, M, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 minute/level (D)

Upon the completion of this spell, 1d6 Ravens are summoned. In the next round, 1d8 more Ravens appears. In the third round, a Giant RavenFB appears. The birds obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the birds. You can dismiss them singly or in groups at any time.

Material Component:
An eye plucked from the corpse of a dead animal.

Waterskin
Illusion [Water]
Level: Druid 3
Components: V, S,DF
Casting Time: 1 standard action
Range: Personal or touch
Target: You or touched creature
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target of this spell is surrounded in a shimmering blue aura. When he enters a body of water, as long as his body is fully immersed, the aura permeates through his body, causing it to take on the exact appearance of the water. This renders him invisibile for as long as he remains in the body of water.

Lord Iames Osari
2006-08-15, 11:39 AM
I think that you shouldn't be able to just refuse to be affected by Ally's Summons. If you don't want to be teleported, you should have to make a Will save or something.

Also, you forgot to list a maneuverability rating for the fly speed granted by Deva's Spark.

And for Six-Fingered Grasp, all I can say is, "Hello. My name is Inigo Montoya. You killed my father. Prepare to die."

The Demented One
2006-08-15, 12:00 PM
I think that you shouldn't be able to just refuse to be affected by Ally's Summons. If you don't want to be teleported, you should have to make a Will save or something.
But the thing is, it's you're spell. You get to decide whether you go or not.

Lord Iames Osari
2006-08-15, 12:15 PM
Oh, right. I was thinking it worked the other way.

NullAshton
2006-08-15, 12:42 PM
Love the raven spell. All rogues should get an item of that 3 times a day for flanking. :)

The Demented One
2006-08-15, 02:36 PM
Love the raven spell. All rogues should get an item of that 3 times a day for flanking. :)
Just hope the enemy casters haven't prepared fireballs. Otherwise, its going to be KFR time.

Fax Celestis
2006-08-15, 02:46 PM
Just hope the enemy casters haven't prepared fireballs. Otherwise, its going to be KFR time.
KFR. Hah.

NullAshton
2006-08-15, 05:08 PM
Sure. Like a caster is going to fireball their own allies.

Of course, wizard players tend to be a little absentminded at times, and do really stupid things... so nevermind then.

Krimm_Blackleaf
2006-08-15, 05:31 PM
I have no sense of game balance when it comes to dnd, but I do like these spells quite a bit.

martyboy74
2006-08-15, 09:11 PM
For six-fingered grasp, it doesn't say anything about what happens if you don't have 5 fingers normally. Otherwise, you could use your own fingers as the component. :P

The Demented One
2006-08-15, 09:17 PM
For six-fingered grasp, it doesn't say anything about what happens if you don't have 5 fingers normally.
You change the name.


Otherwise, you could use your own fingers as the component. :P
That's an amazingly good idea.

martyboy74
2006-08-15, 09:29 PM
Does that mean that that's what you intended for the spellcaster to use?

The Demented One
2006-08-15, 09:51 PM
Does that mean that that's what you intended for the spellcaster to use?
No, it started off as an eeeevil spell, but I decided to take that descriptor off. The macabre component, however, I liked, and decided to let the casters find a creative way to get their fingers on the fingers.