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Cipherthe3vil
2011-06-22, 04:13 AM
Is it just me or is the D&D world just really lacking in this department :3 Its always Black Tentacles this and black tentacles that. Well! I'm bored of just Black Tentacles.

Ideas:

Tentacle Slave
Conjuration (Creation) [Tentacle, Mind-affecting]
Level: Sor/Wiz 7, Tentacle 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 1 living creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: No
Cause a tentacle to appear that attaches itself to the spine of a host, controlling it until removed or duration ends and tentacle leaves. The tentacle is diminutive and requires a spot of 15 or a search of 5 to notice. The Tentacle's influence is absolute, you must beat a reflex to avoid getting touched by the tentacle. If the tentacle would force the creature to do something self damaging or largely out of character they may get a Will save. DC's are typical spell save 10+Mod+Spell level.

Tentacle Wrath
Conjuration (Creation) [Tentacle]
Level: Sor/Wiz 8, Tentacle 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 50ft+5/level spread
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: No
Three large viciously spiked tentacles appear taking up a 10x10ft square each within 50ft +5ft/level they can make individual melee attacks, and make opportunity attacks. They can attack within 30ft of them using your BAB +12, and their attacks are 30ft lines 5ft wide dealing 1d8 +casters main modifier slashing damage. they can also make grapple checks to grab foes with a CL+12 modifier, the spikes dealing 1d6+4 piercing damage a round on maintained pins. The tentacles can also throw medium or smaller creatures 50ft -10ft per size category starting at -0 at tiny size.

Tentacle Lure
Transmutation [Tentacle]
Level: Sor/Wiz 4, Tentacle 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 50ft burst +5ft/level
Duration: 1 round/level (D)
Saving Throw: none (harmless)
Spell Resistance: No
You infuse any active [tentacle] spell to release attractive mind effecting pheromones almost magical in nature. Creatures must make a will save (as normal DC for a spell) or move half they're speed and otherwise take no action but to defend against attackers besides the tentacles. When effected, they may not save against grapples from the tentacle. New save each round (as obviously the tentacles plan to harm them in some way)

Tentacle Monster
Conjuration (Summoning) [Tentacle]
Level: Sor/Wiz 6, Tentacle 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: No
You summon a Tentacle monster, a living, mobile creature covered in many tentacles.
[insert stats probably similar to a Hydra in the effect of tentacles rather then heads]

Tentacle Friend:
Conjuration (Creation) [Tentacle]
Level: Sor/Wiz 1-9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: No
summon a single tentacle of given size that can attack, clumsily manipulate objects, or perform a variety of things the caster desires so long as its physically possible. One such thing is Opening a lock with a smaller tentacle, as tentacles can compact their form to fit into tight spaces, such as going into a key hole and releasing all the little pins, opening a door with less complex locks. Meanwhile bigger tentacles can do more brute things, and even make an attack at your highest attack bonus +2 per size category larger them medium it is. Tentacles size depends on the level cast at. 1 being Fine 9 being colossal. Medium sized gains no benefits, but can do many things you could do (so long as they don't require fine manipulation with more then one finger..) But for every higher category, they gain +4 Str, for every lower, +4 dex
It can be used at a higher level to produce a higher effect, with a lower size. Effects can be mimicking "Mage Hand" (Tentacle moves it for you) or "Hold Portal" (Tentacle holds it for you) for some.

Tentastical Implantation
Conjuration (creation) [Tentacle]
Level: Sor/Wiz 5, Tentacle 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 1 creature
Duration: 3 rounds
Saving Throw: none
Spell Resistance: No
You conjure a thin, whip like tentacle thats surprisingly strong. It makes a grapple check at +4 modifier. If it succeeds, target is grappled. its slime coating is infused with a paralysis agent that starts to take effect, they take a -4 penalty to Str, Dex, wis and Int.and are shaken for 2d6 rounds
Round 2. New grapple check, In a fail, target takes -8 penalty to Str, Dex, Wiz, and Int. and become Frightened for 2d6 rounds
Round 3, another grapple check. If failed, victim becomes Helpless for 1d4 rounds, becomes panicked for 2d6 rounds and is implanted with an egg that hatches 3d3 days later (Notice check DC 20 after half time passed, unnoticeable until then) On a notice, or if someone knew (whether it be through watching or otherwise) they can make a DC 15+2 per day after implantation Heal check to remove the egg.
When it hatches, it deals 1 point of constitution drain (1d4 if victim is male), and releases a small sized permanent Tentacle Friend thats loyal to whoever it hatched from... for 1d12 weeks before it tries to do as it would normally in the wild and eat the mother (gaining 1/4th their levels as temporary levels, and growing 1 character level, and becoming Medium sized) and go out on its own.
Those who witness the Implantation in 2n'd stage are Nauseated Those who witness the 3'rd stage are Sickened and Shaken for 1d3 rounds on a successful will save. On a fail, they are Sickened/Shaken for 1 day per point they failed by. A person who witnessed or Experienced Tentastical Implantation before suffers only half the effects of fear, Nausea, or sickening. On a third time, they suffer no ill Fear, Nausea or Sickening effectively having immunity against this spell besides the grapple, helplessness (and its previous stages), and the implantation itself.

DoomHat
2011-06-22, 04:33 AM
Need some clarification. Tentacle Slave, just to what or whom is this tentacle attached?
Also, you know what, why not just drop all pretense…:smallfrown:

Molesting Tentacles
As Black Tentacles but does no damage. The tentacles tend to probe for… certain anatomical features of any living creature they successfully grapple. Grappled creatures must make a Will save each turn or pass out from… lets say ‘over stimulation’.:smalleek:

Matar
2011-06-22, 04:46 AM
Doh-ho-ho. Tentacles do indeed need a little more love. I don't know much about homebrew but I think I'll try making a spell or two, should be fun. I shall think of something!

Know what else we need? A discipline focused around the power fluid motion of the tentacle. That'd be great.

Cipherthe3vil
2011-06-22, 07:01 AM
added some fairly usable stats to my ideas.

Zaydos
2011-06-22, 10:37 AM
Tentacle Slave should be higher level (it's Dominate Monster with a shorter duration and a Reflex save which tends to be lower on high level monsters), and should either be even higher level or mind-affecting.

Tentacle Wrath needs its attack bonus defined. And is its total grapple modifier +12 or is it (like black tentacles) X + 12 where X is based on something of yours (in black tentacles' case CL)?

Tentacle Friend needs damage clarified and the attack bonus needs to define whether it's at your BAB + 2/size category or your BAB with all modifiers (not good design) +2/size category and even then it remains odd (Str 18 at Colossal with a -8 size penalty to hit, so it's BAB is +12 more than yours at that point).

As for my own additions:

http://www.giantitp.com/forums/showthread.php?t=137043 an old work from mine when I was playing a chaos (tentacle) mage. He'd had a Lovecraftian trip through the non-existence that surrounded his world and it left him... odd.

Another one I never got around to posting at the time:

(Tom’s) Single Tentacle:
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 1 tentacle
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You summon a single large tentacle. This functions as Black Tentacles except the tentacle can only grapple one creature at a time which must be within 10-ft of where the tentacle was placed. It will grapple whatever creature you designate when you cast it and may change its target as a move action. The tentacle must make a melee touch attack to initiate grapple (bonus is caster level +4 [Str] -1 [size]).

Another that he was going to make in game (my friends tried to make me make it chains instead of tentacles):

(Tom’s) Tripping Tentacles:
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action.
Range: 20-ft burst centered on yourself.
Targets: Enemies within area and within 1-ft of the ground.
Duration: Instantaneous
Saving Throw: Reflex negates.
Spell Resistance: No.
You create dozens tentacles that spring out from your body. These chains stretch 20-ft away from you and pull any opponents within range prone. A successful reflex save negates this effect, and any creature more than 1 foot above the ground is immune.

SynissterSyster
2011-06-22, 10:44 AM
Hentacle
Prerequisites: Able to cast black tentacles, or any spell that creates tentacles, caster level 12.
Benefit: As long as you have a black tentacles or similar spell available to cast, you may create a lesser baleful polymorph effect on any humanoid or monstrous humanoid that polymorphs them into a (Rierdran/Japanese/Asian) schoolgirl in a short school uniform (treat as 1st-level human commoner) with no save. So long as you cast black tentacles or similar in the following round, the duration of this polymorph is 1 minute per spell level, otherwise it ends on the target's following initiative count.

As a secondary benefit, your black tentacles or similar spells are no longer impeded by freedom of movement or similar effects.

Brought to you by Relentless Imp from brilliant gameologists. I think it is a great reserve feat.

DracoDei
2011-06-22, 10:57 AM
Wikipedia-like cross-indexing: Begetter of the Black Bothria (http://www.giantitp.com/forums/showpost.php?p=11196903&postcount=25)

GeekGirl
2011-06-22, 02:32 PM
Wikipedia-like cross-indexing: Begetter of the Black Bothria (http://www.giantitp.com/forums/showpost.php?p=11196903&postcount=25)

I would honestly be terrified if a DM put this in a campaign with me. It's got interesting flavor, but i can only imagine what some one would plan with this :smalleek:

Cipherthe3vil
2011-06-22, 04:34 PM
Tentacle Slam
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action.
Range: Cone 25-ft+5ft/level
Targets: All in cone
Duration: Instantaneous
Saving Throw: Reflex negates.
Spell Resistance: No.
You summon a long tentacle covered in spikes that protrudes from you chest to attack those before you dealing 1d4/caster level slashing damage to each. Tentacle then disappears back into your body, vanishing back to wherever it may have come from.

Thieving Tentacle
Conjuration (Creation)
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action.
Range: Close 25-ft+5ft/level
Targets: single creature
Duration: Instantaneous
Saving Throw: Reflex negates.
Spell Resistance: No.
You summon a long tentacle with powerful suction cups that protrudes from you chest to attack, it makes a grapple attempt (caster level+5). If it succeeded, it pulls the victim back with it as it disappears back to where it came from. (effectively killing it). Cannot pull creatures larger then you are.
If a PC gets caught in this spell it could lead to an interesting quest to the Tentacular Plane where PC's must rescue they're friend who is otherwise eternally being used as a hold for the tentacles to carry they're eggs until the day the character dies.

DracoDei
2011-06-22, 07:24 PM
I would honestly be terrified if a DM put this in a campaign with me. It's got interesting flavor, but i can only imagine what some one would plan with this :smalleek:
Eh, there are some options that are squickier than others with that PrC.
I actually find the PrC more "Eldritch Horror", while this thread is more "Naughty Tentacles".
I prefer the PrC.

Owrtho
2011-06-22, 09:37 PM
Well, this thread seems interesting. I wonder if there are enough tentacle spell to make a grouping of about 2 per spell level. I'm not seeing much in the way of level 1 spells here, and the tentacle friend is a little vague (for example, does it have a move speed or what sizes are required to do certain actions).

Owrtho

Zaydos
2011-06-22, 09:53 PM
This is making me think of a joke class I made one Saturday evening, around the time I joined these forums. Might have to find where I saved it.

Cipherthe3vil
2011-06-22, 09:56 PM
Well, this thread seems interesting. I wonder if there are enough tentacle spell to make a grouping of about 2 per spell level. I'm not seeing much in the way of level 1 spells here, and the tentacle friend is a little vague (for example, does it have a move speed or what sizes are required to do certain actions).

Owrtho


Ya, I tried to make a list of things for each level. I just copied spell names and effects, pasted them at the effective Tentacle Friend level. Didn't actually turn out so swell...
I can retry, and as said it these are just Ideas, I don't necessarily claim them as my own so if some one else wants to give it a go thats fine.

here, I'll give a level 1 tentacle attempt:
Helpful Tentacle
Conjuration (Creation)
Level: Sor/Wiz 1, Tentacle 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless servant
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Tentacle performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The tentacle can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 8 (so it can lift 60 pounds or drag 300 pounds). It can trigger traps and such, but it can exert only 60 pounds of force, which is enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. It has a burrow speed of 20ft, but no land speed. from where it appears it has a reach within 10ft of where it pops up. Its "Burrowing" is special, and extraordinary as it leaves no trail, or sign that it was ever there as it passed, and can "burrow" in as little as 1inch of any solid material.

The tentacle cannot attack in any way; it is never allowed an attack roll. It can be killed, and it disappears into the ground if it takes 6 points of damage. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the tentacle assumes its job is done and disappears back into the ground.

Material component: diminutive piece of squid, or octopus, condition is of no consequence.

panaikhan
2011-06-23, 07:40 AM
I'm surprised no-one's mentioned Vaarsuvius' tentacle spell... :smallamused:

Vent Reynolt
2011-06-23, 09:21 AM
While I'm sure that someone else has done this better, Here goes:

Evan's Spiked Tentacles of Forced Intrusion
Conjuration(Creation)
Level: Sor/Wiz 5

This spell functions like Black Tentacles except as follows:

The tentacles have an effective strength score of 20 (grapple modifier of Caster Level plus 9).

Once the tentacles have grappled an opponent, they may make a grapple check each round to *censored* dealing 1d4 points of Intelligence and Wisdom damage in addition to 1d6+5 points of piercing damage.

The tentacles do not distinguish friend from foe, and will attempt to *censored* anyone within its area.



Wait a minute, didn't V ban conjuration? :smallconfused:

Cipherthe3vil
2011-06-23, 07:15 PM
Tentastical Autohypnosis
Conjuration (Creation) [mind-effecting]
Level: Sor/Wiz 0, Tentacle 0
Components: V, S
Casting Time: swift Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 living creature in range
Duration: 1 min /level
Saving Throw: Reflex (harmless)
Spell Resistance: No
You conjure a small tentacle that attaches itself somewhere on you or another. The tentacle then tightens or focuses your thoughts, even guides them. They gain Autohypnosis with a score of Caster level + spellcasting modifier.

Cipherthe3vil
2011-06-23, 08:24 PM
Tentacle of Might
Conjuration (Creation)
Level: Sor/Wiz/tentacle 1-9
Components: V, S
Casting Time: Full-round action
Range: Personal
Target: You
Duration: 1 min /level
Saving Throw: None (harmless)
Spell Resistance: No
This strong, muscular tentacle inserts itself into the body, connecting itself to nerve systems, traveling along under your skin to stack over your own muscle. +1 Str per spell level, starting at +2 at level spell level 1. This bonus is untyped. The tentacle leaves the body once your magic ceases to be enough to sustain its existence away from its homeland. (once the Duration expires)

Tentacle of Skill
Conjuration (Creation)
Level: Sor/Wiz/tentacle 1-9
Components: V, S
Casting Time: Full-round action
Range: Personal
Target: You
Duration: 1 min /level
Saving Throw: None (harmless)
Spell Resistance: No
This thin, wiry, but incredibly long and spry tentacle inserts itself into the body, connecting with nerves and traveling along under your skin to ingrain itself into muscular tissue and recommending links to better thought-to-deed action. You gain +1 Dex per spell level, starting at +2 at Spell level 1. This bonus is untyped. The tentacle leaves the body once your magic ceases to be enough to sustain its existence away from its homeland. (once the Duration expires)


Tentacle of Health
Conjuration (Creation)
Level: Sor/Wiz/Tentacle 1-9
Components: V, S
Casting Time: Full-round action
Range: Personal
Target: You
Duration: 1 min /level
Saving Throw: None (harmless)
Spell Resistance: No
This fishing wire thin tentacle inserts itself into the body, connecting itself to all flesh. The pattern it makes covers enough, and each segment strengthens the normal tissue around it. You gain +1 Con per spell level, starting at +2 at level 1. This bonus is untyped. The tentacle leaves the body once your magic ceases to be enough to sustain its existence away from its homeland. (once the Duration expires)

Tentacle of Knowledge
Conjuration (Creation)
Level: Sor/Wiz/Tentacle 1-9
Components: V, S
Casting Time: Full-round action
Range: Personal
Target: You
Duration: 1 min /level
Saving Throw: None (harmless)
Spell Resistance: No
This small, but stocky tentacle inserts itself into the body and works its way to the brain. From there it makes a connection to your mind and aids in the recollection of memory, and offers its own knowledge to aid in your quest. You gain +1 Intelligence per spell level, starting at +2 at level one. This bonus is untyped. The tentacle leaves the body once your magic ceases to be enough to sustain its existence away from its homeland. (once the Duration expires)

Tentacle of Insight
Conjuration (Creation)
Level: Sor/Wiz/Tentacle 1-9
Components: V, S
Casting Time: Full-round action
Range: Personal
Target: You
Duration: 1 min /level
Saving Throw: None (harmless)
Spell Resistance: No
This small, but lengthy tentacle inserts itself into the body and works its way to the brain. From there it makes a connection to your mind and subtly alters the subconscious mind, connecting it to the conscious mind, and aiding in deep thought. You gain +1 Wisdom per spell level, starting at +2 at level one. This bonus is untyped. The tentacle leaves the body once your magic ceases to be enough to sustain its existence away from its homeland. (once the Duration expires)

Tentacle of Presence
Conjuration (Creation)
Level: Sor/Wiz/Tentacle 1-9
Components: V, S
Casting Time: Full-round action
Range: Personal
Target: You
Duration: 1 min /level
Saving Throw: None (harmless)
Spell Resistance: No
This wiry, somewhat stocky small tentacle seems to give off an aura of confidence. The tentacle inserts itself into the body, and seeks out the brain. from there it makes a connection to your Habits, Memories, and general sense of self. It even gives a few modifications it things are nice. Tentacle gives you a +1 Charisma per spell level, starting at +2 at level 1. This bonus is untyped. The tentacle leaves the body once your magic ceases to be enough to sustain its existence away from its homeland. (once the Duration expires)

Tentacle of Attraction
Conjuration (Creation)
Level: Sor/Wiz/tentacle 1-9
Components: V, S
Casting Time: Full-round action
Range: Personal
Target: You
Duration: 1 min /level
Saving Throw: None (harmless)
Spell Resistance: No
This tentacle looks similar to the Tentacle of Health, but thicker, and a bit shorter. This tentacle inserts itself into the body and immediately fills itself out, spreads around the body to modify your physical appearance to make you look more attractive to other members of your race. You gain a +1 per spell level bonus to Appearance per spell level, starting at +2. This bonus is untyped. The tentacle leaves the body once your magic ceases to be enough to sustain its existence away from its homeland. (once the Duration expires)

Tentacle of Perfection
Conjuration (Creation)
Level: Sor/Wiz/Tentacle 9
Components: V, S
Casting Time: 20 minutes
Range: Personal
Target: You
Duration: 1 hour /level
Saving Throw: None (harmless)
Spell Resistance: No
This magnificent tentacle is large, and on the outside appears to be a writhing mass of tentacles. The tentacles bring you in where the Seven tentacles all work on you at once. You gain a +5 untyped bonus to each ability score. These tentacles however are more potent then they're brothers due to the unique commander behind them, The tentacles need not linger. Instead, the effect wears off after a certain time on its own.
In addition to the seven ability tentacles, You gain +5 natural armor, Fast healing 5, and Your base attack bonus equals 1/3rd your character level which may give you multiple attacks.

bloodtide
2011-06-23, 11:44 PM
Quick Tentacle
Transmutation
Level:Sor/Wiz 1
Components: V, S, M
Casting time:1 swift action
Range: Self
Target:Caster
Duration: 1 round
Saving Throw: none
Spell Resistance: no

This spell swiftly changes one of the casters limbs into a long rubbery tentacle. The tentacle has a reach of 15 feet, a +2 to initiative, a strength of 20, does 1d8+5 damage on a strike and possesses the feats Improved Grab and Improved Trip.

Other then making a quick grapple, trip, or attack, this spell is most often used as a 'rope' by the caster. For example one could use the tentacle to grab a tree branch and swing over a pit.

Material Component-a small tentacle

NeoSeraphi
2011-06-24, 12:00 AM
Quick Tentacle
Transmutation
Level:Sor/Wiz 1
Components: V, S, M
Casting time:1 swift action
Range: Self
Target:Caster
Duration: 1 round
Saving Throw: none
Spell Resistance: no

This spell swiftly changes one of the casters limbs into a long rubbery tentacle. The tentacle has a reach of 15 feet, a +2 to initiative, a strength of 20, does 1d8+4 damage on a strike and possesses the feats Improved Grab and Improved Trip.


Other then making a quick grapple, trip, or attack, this spell is most often used as a 'rope' by the caster. For example one could use the tentacle to grab a tree branch and swing over a pit.

Material Component-a small tentacle

I don't get it. The tentacle has a Str of 20, but it does +4 damage? Shouldn't it either be +5 or +2?

bloodtide
2011-06-24, 12:10 AM
I don't get it. The tentacle has a Str of 20, but it does +4 damage? Shouldn't it either be +5 or +2?

Minor typo...

Cipherthe3vil
2011-06-24, 04:09 AM
Hundred hands of Death
Conjuration (Creation)
Level: Sor/Wiz/tentacle 9
Components: V, S
Casting Time: Full-round action
Range: Personal
Target: You
Duration: 1 min /level
Saving Throw: None (harmless)
Spell Resistance: No
You spend some time to concentrate, chant the Lost Words of power, and upon completion your body seems to be composed completely of darkness, only your now glowing eyes and a twisted smile remain visible in the black mass. Then, finally, no matter where one is looking from Tentacles of darkness seem to spring from behind you. Hundreds of tentacles come forth to strike at those around you. Make an attack roll (3/4ths Caster Level+ Casting Modifier+ 1d20) to deal 1d8 piercing damage per caster level to every foe within 30ft +5ft/casting modifier. Repeat attack roll until you miss against the target (s).

Cipherthe3vil
2011-06-24, 05:00 AM
Puppeteer Tentacle
Conjuration (Creation)
Level: Sor/Wiz/tentacle 7
Components: V, S, M
Casting Time: Standard Action
Range: One creature in close contact
Target: One creature
Duration: --
Saving Throw: None (harmless)
Spell Resistance: No
You place a small piece of tentacle inside the mouth of a dead creature. Chanting a few words, you place your hands over the mouth and the tentacle sparks to life, growing, and filling out the body until it has total control of the corpse.
This spell functions mostly like Animate Dead, but does not gain the undead template, it instead games the aberration template, and cannot be killed unless totally destroyed. Otherwise the tentacle continues to grow around remaining bone. If you cut off a limb, it regenerates as pure tentacle mass 1d4 rounds later This regeneration is stopped by Electric damage. You can only command 1 of these per 4 caster levels.

================================================== ===========
{Scrubbed}
^- Mybad... wrong version was posted.

NeoSeraphi
2011-06-25, 04:55 PM
Tentacle Thief
Conjuration (Creation)
Level: Sorc/Wiz 2, tentacle 2
Components: V, S
Casting Time: Standard Action
Range: Close
Target: Area of Effect
Saving Throw: None
Spell Resistance: No
Duration: 1 round/2 levels (maximum 10 rounds)

You create a long, whipping tentacle arm somewhere near you that protects you by taking a creature's weapon before it even hits you. The tentacle is a Large sized creature with a Strength score of 19. It threatens the squares within its reach and may make one attack of opportunity per round. The tentacle is incapable of dealing damage, but makes Disarm checks with a bonus of 8+your caster level, +4 if you have the Improved Disarm feat, and +4 if you are wielding a two-handed weapon. (There is no penalty if you are wielding a light or no weapon). On your turn, you may direct it to attempt to disarm any creature within its reach as a free action, otherwise it will remain motionless. If the tentacle successfully disarms a creature, it throws the weapon in the opposite direction, 10 feet plus 10 feet per 2 caster levels, (maximum 100 feet away).

Cipherthe3vil
2011-06-26, 11:29 AM
Tricky Tentacles
Conjuration (Creation)
Level: Sor/Wiz/tentacle 2
Components: V, S
Casting Time: Standard Action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None (harmless)
Spell Resistance: No
You cause tentacles to appear in your square. They know your thoughts and act for your benefit. They give you a +2 to all modes of combat you attempt to perform, from Feinting to Intimidating. They even hinder your foes, giving them a -2 to hit you.

NeoSeraphi
2011-06-26, 11:52 AM
Because you keep posting Tentacle as a spell list, I figured I'd make a Tentacle Domain

Tentacle Domain
Deities: Lolth, Ceres, Any Stormwrack Deity
Granted Power: Tentacles you call or summon have a +2 bonus to their Strength score per spell level (Max +18 to 9th level tentacles)
Spell List
1-Quick Tentacle
2-Tentacle Thief
3-Tentacle Lure
4-Black Tentacles
5-Tentacle Monster
6-Tentacle Slave
7-Tentacle Wrath
8-Tentacle Friend
9-Tentacle of Perfection

Fera Tian
2011-06-26, 01:44 PM
Chilling Tentacles

Spell level: Innate level: 5, Warlock: Greater
Components: Verbal and Somatic
Range: Medium
Target/Area: Large, 1d4 Tentacles
Duration: 6 sec.*cLevel
1 Round (cLevel).
Save: Fortitude partial
Spell resistance: No

This invocation allows you to conjure forth a field of soul-chilling black tentacles that ooze from the ground, groping for victims. For every round that a creature is caught in the area of effect, it suffers attacks from 1d4 tentacles, each capable of doing 1d6+4 points bludgeoning damage. With each hit the target must also make a fortitude save or be paralyzed for one round. In addition, each creature within the area of the invocation takes 2d6 points of cold damage each round regardless of whether they are struck by any tentacles. The tentacles last for 6 seconds per caster level.

The secondary effect of 2d6 cold damage is applied for each casting of Chilling Tentacles, and cannot be avoided except by resistance to cold damage, so it can be surprisingly effective when stacked with itself multiple times.

This happens to be one of the most broken spells in nwn2 since you can stack it and deal hundreds of damage a round and prevent people from moving/actions.

Edit: nevermind, you said no black tentacles

Cipherthe3vil
2011-06-26, 07:49 PM
This happens to be one of the most broken spells in nwn2 since you can stack it and deal hundreds of damage a round and prevent people from moving/actions.

Edit: nevermind, you said no black tentacles

Chilling Tentacles

Spell level: sorcerer/wizard 5
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Area: 20ft Spread
Duration: 1 round/ level
Save: Fortitude partial
Spell resistance: No

This invocation allows you to conjure forth a field of soul-chilling black tentacles that ooze from the ground, groping for victims. For every round that a creature is caught in the area of effect, it suffers attacks from 1d4 tentacles, each capable of doing 1d6+4 points bludgeoning damage. With each hit the target must also make a fortitude save or be paralyzed for one round. In addition, each creature within the area of the invocation takes 2d6 points of cold damage each round regardless of whether they are struck by any tentacles. The tentacles last for one round per caster level.

You can cast Chilling tentacles in an area more then once at a time, for each additional casting you add half the previous ones effect. Meaning a second casting would be 1d6 cold, with 1d2 tentacles capable of doing 1d3+2 that stun on a hit, To a minimum of 1 cold damage, 1 tentacle dealing 1 damage, and no special effect on a hit.

Demidos
2011-06-27, 12:26 AM
Tentacle Monster[/B]
Conjuration (Summoning) [Tentacle]
Level: Sor/Wiz 6, Tentacle 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: No
You summon a Tentacle monster, a living, mobile creature covered in many tentacles.
[insert stats probably similar to a Hydra in the effect of tentacles rather then heads]

Reflex save?

Cipherthe3vil
2011-06-27, 12:37 AM
Reflex save?

notice how that spell isn't even close to being done :smalltongue:

Cipherthe3vil
2011-06-27, 01:03 AM
Tentacle Monster
Conjuration (Summoning) [Tentacle]
Level: Sor/Wiz 6, Tentacle 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: No
You summon a Tentacle monster, a living, mobile creature covered in many tentacles.
[insert stats probably similar to a Hydra in the effect of tentacles rather then heads]


Tentacle Monster
Large thingamajig
12d12+58
Initiative: +1
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 22 (-2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +11/+25
Attack: 12 slams +17 melee (2d8+6)
Full Attack: 12 slams +17 melee (2d8+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: —
Special Qualities: fast healing 10, Blindsight 30ft, Tremorsense 60ft, Compaction (Tentacle Monster can fit anywhere a diminutive creature may fit.)
Saves: Fort +13, Ref +9, Will +6
Abilities: Str 23, Dex 12, Con 20, Int 6, Wis 10, Cha 9
Skills: Listen +9, Spot +9, Swim +14
Feats: Combat ReflexesB, Improved Natural Attack (slam), Iron Will, Toughness, Weapon Focus (slam), Improved Grapple
Environment: Temperate marshes, Sewers, Basements, Closets, Bathroom Stalls.
Alignment: Usually chaotic neutral

Dawn-Dusk
2011-06-27, 01:36 AM
Does it look like this?

http://fc03.deviantart.net/fs71/f/2011/166/c/6/ghatanothoa_by_boscopenciller-d3iyurh.jpg

I hope is is at least nicer...

Cipherthe3vil
2011-06-27, 01:39 AM
Does it look like this?

http://fc03.deviantart.net/fs71/f/2011/166/c/6/ghatanothoa_by_boscopenciller-d3iyurh.jpg

I hope is is at least nicer...

I was thinking more like this
http://3.bp.blogspot.com/_7ktzqvLUg1U/TN1i-YZmFKI/AAAAAAAABu0/V5kyJy7JgAA/s1600/Shinryaku-Ika-Musume-Squid-Girl.jpg
But that works too.
(joking)

Bhu
2011-06-27, 02:21 AM
ooh tentacle spells "must peruse"

Cipherthe3vil
2011-06-27, 02:36 AM
Tentabeast
Conjuration (Summoning)
Level: Sor/Wiz/tentacle 8
Components: V, S
Casting Time: Standard Action
Range: Personal
Target: You
Duration: 1 round/level, or until caster is dead. which ever comes first.
Saving Throw: None
Spell Resistance: No
You summon a Tentabeast. a powerful creature that feeds off the caster as it rampages against your foes. If all enemies are gone, it turns on the innocent. if all innocent are gone, it turns on your allies. To prevent it from turning, you can make a will save DC = Caster level + 10. If you succeed, the Tentabeast is dismissed. If you fail, you take extra damages (double non lethal, and 2 con damage), and are Helpless for 1d4 rounds.
On the turn the Tentabeast is summoned, the creature swallows the caster into a chest cavity. Tentacles then insert themselves into the casters body, attaching to nerves and connecting to the brain. It feeds off your memories to get an idea of what its supposed to do. You and the Tentabeast can communicate telepathically and you can see what it sees, however, the Tentabeast is only loosely in your control, meaning; It hears you, and decides if it likes what you say or not. Due to the connection, you can cast spells through the Tentabeast as long as they are Stilled, Silent, and don't require material components.
Each round starting on the next after summons, you take 1d4 non-lethal piercing damage for every 5 levels you have., and 1 point of constitution damage.

The Tentabeast
Gargantuan thingamajig
20d12+126+Summoner's level
Initiative: +3+Summoner's level
Speed: 20+Caster level ft. (4 squares), burrow 20+Caster level ft.
Armor Class: 22 (-4 size, +3 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +26/+40
Attack: 15 slams +26 melee (1d8+Summoner's level)
Full Attack: 15 slams +26 melee (1d8+Summoner's level)
Space/Reach: 25 ft./50 ft.
Special Attacks: Swallow Whole, Breath Weapon (Acid. 1d6 per Summoner's, 60ft line. once every 1d4 rounds)
Special Qualities: fast healing 10+Caster level, Blindsight 30ft, Tremorsense 60ft, Compaction (Tentacle Monster can fit anywhere a medium creature may fit.) Damage Reduction 5+Caster level/-
Saves: Fort + ---, Ref +15, Will +16
Abilities: Str 31, Dex 16, Con 22, Int 1, Wis 14, Cha 18
Skills: Listen +15, Spot +20, Swim +20
Feats: Combat ReflexesB, Improved Natural Attack (slam), Iron Will, Toughness, Weapon Focus (slam), Improved Grapple,
Environment: Temperate marshes, Sewers, Basements, Closets, Bathroom Stalls.
Alignment: Usually chaotic neutral

Owrtho
2011-06-27, 03:44 AM
I think you mean piercing damage, rather than penetrating. Also, I'd recommend the aberration type for the monster.

Owrtho

Cipherthe3vil
2011-06-27, 04:32 AM
I think you mean piercing damage, rather than penetrating. Also, I'd recommend the aberration type for the monster.

Owrtho

oh, yes. My mind was a bit out of sorts at the time.
Thingamajig isn't functional?

Owrtho
2011-06-27, 11:45 AM
Thingamajig isn't functional?
Well, actually looking at the numbers you used, aberration wouldn't work. Saves, BAB, & HD are off that I can see off hand.
Also, some of your numbers seem wrong. Size mod for Gargantuan is 4.
Dex mod is 3, which impacts Initiative, AC (should be 21, 9 touch, 18 flatfooted) & reflex (9 if bad, 15 if good).
Str mod is 10, so attacks should have +26 to attack (taking into account the -4 size modifier).
Con mod is 6. Bonus hp should be 123 (accounting for toughness). Fort should be 12 if bad, 18 if good.
Wis mod is 2. Will should be 10 if bad, 16 if good (taking into account iron will)
With 20 HD, can have up to 7 feats.
Caster level doesn't effect such stats on a creature.
May be more that I missed.

You may want to make it a new creature type to account for some of those things. Example.
Thingamajig
d12 HD
Full BAB
Good ? Saves
Bad ? Saves
Is only proficient with weapons and armour mentioned in the description.
Counts as an aberration for spells and abilities.
If summoned gains a bonus to hp, initiative, movement speeds (in feet, rounded down to increments of 5), damage rolls, and other specified special abilities equal to the caster level of the summoner.

Owrtho

NeoSeraphi
2011-06-27, 12:17 PM
Well, actually looking at the numbers you used, aberration wouldn't work. Saves, BAB, & HD are off that I can see off hand.
Also, some of your numbers seem wrong. Size mod for Gargantuan is 4.
Dex mod is 3, which impacts Initiative, AC (should be 21, 9 touch, 18 flatfooted) & reflex (9 if bad, 15 if good).
Str mod is 10, so attacks should have +26 to attack (taking into account the -4 size modifier).
Con mod is 6. Bonus hp should be 123 (accounting for toughness). Fort should be 12 if bad, 18 if good.
Wis mod is 2. Will should be 10 if bad, 16 if good (taking into account iron will)
With 20 HD, can have up to 7 feats.
Caster level doesn't effect such stats on a creature.
May be more that I missed.

You may want to make it a new creature type to account for some of those things. Example.
Thingamajig
d12 HD
Full BAB
Good ? Saves
Bad ? Saves
Is only proficient with weapons and armour mentioned in the description.
Counts as an aberration for spells and abilities.
If summoned gains a bonus to hp, initiative, movement speeds (in feet, rounded down to increments of 5), damage rolls, and other specified special abilities equal to the caster level of the summoner.

Owrtho

Size Mod for Gargantuan is -3. Colossal is -4.

Zaydos
2011-06-27, 12:42 PM
Size Mod for Gargantuan is -3. Colossal is -4.

Size modifier in 3.5 is -1 large, -2 huge, -4 gargantuan, -8 colossal.
Going smaller it's +1 small, +2 tiny, +4 diminutive, +8 fine.

See SRD here (http://www.d20srd.org/srd/combat/combatStatistics.htm)

Or PHB table 8.1 page 135.

Or several places in the Monster Manual (for example red dragon AC which shows Medium to Colossal).

NeoSeraphi
2011-06-27, 12:43 PM
Size modifier in 3.5 is -1 large, -2 huge, -4 gargantuan, -8 colossal.
Going smaller it's +1 small, +2 tiny, +4 diminutive, +8 fine.

See SRD here (http://www.d20srd.org/srd/combat/combatStatistics.htm)

Or PHB table 8.1 page 135.

Or several places in the Monster Manual (for example red dragon AC which shows Medium to Colossal).

Ah, you're right. My apologies Owrtho

Cipherthe3vil
2011-06-27, 02:43 PM
Well, actually looking at the numbers you used, aberration wouldn't work. Saves, BAB, & HD are off that I can see off hand.
Also, some of your numbers seem wrong. Size mod for Gargantuan is 4.
Dex mod is 3, which impacts Initiative, AC (should be 21, 9 touch, 18 flatfooted) & reflex (9 if bad, 15 if good).
Str mod is 10, so attacks should have +26 to attack (taking into account the -4 size modifier).
Con mod is 6. Bonus hp should be 123 (accounting for toughness). Fort should be 12 if bad, 18 if good.
Wis mod is 2. Will should be 10 if bad, 16 if good (taking into account iron will)
With 20 HD, can have up to 7 feats.
Caster level doesn't effect such stats on a creature.
May be more that I missed.

You may want to make it a new creature type to account for some of those things. Example.
Thingamajig
d12 HD
Full BAB
Good ? Saves
Bad ? Saves
Is only proficient with weapons and armour mentioned in the description.
Counts as an aberration for spells and abilities.
If summoned gains a bonus to hp, initiative, movement speeds (in feet, rounded down to increments of 5), damage rolls, and other specified special abilities equal to the caster level of the summoner.

Owrtho

Fix'd. "Caster level" is "Summoner's Level" or something, The creatures power is linked with the caster So while a summon, a powerful caster makes it better.

bloodtide
2011-06-28, 11:46 AM
I figured I'd make a Tentacle Domain

Tentacle Domain
Deities: Blibdoolpoolp, Ilsensine, Ghaunadar, Tharizdun, Mak Thuum Ngatha, Yeathan
Granted Power:As a swift action, you may polymorph any two pairs of your limbs into tentacles for up to 1 round a caster level, dissmissable at will.
Arms:You gain a reach of plus five feet, and may strike with a +5 bonus to hit, doing 1d8 bludgeoning damage.(if you choose to strike with both tentacles normal two weapon fighting rules apply). The tentacles are normal one handed weapons and add your normal strength damage for an unarmed strike type attack. The tentacle also grants a +2 bonus on trip and grapple attempts made with it and is a non-magical strike.
LegsYou gain a +10 foot movement to speed, and a +5 to climb and swim checks.
You can use this power once a day, plus one additional time per Charisma score bonus plus you possess.


Spells
1-Quick Tentacle
2-Tentacle Thief
3-Tentacle Lure
4-Black Tentacles
5-Tentacle Monster
6-Tentacle Slave
7-Tentacle Wrath
8-Tentacle Friend
9-Tentacle of Perfection

NeoSeraphi
2011-06-28, 11:50 AM
Tentacle Domain
Deities: Blibdoolpoolp, Ilsensine, Ghaunadar, Tharizdun, Mak Thuum Ngatha, Yeathan
Granted Power:As a swift action, you may polymorph any two pairs of your limbs into tentacles.
Arms:You gain a reach of plus five feet, and may strike with a +5 bonus to hit, doing 1d8 bludgeoning damage.(if you choose to strike with both tentacles normal two weapon fighting rules apply). The tentacle also grants a +2 bonus on trip and grapple attempts made with it
LegsYou gain a +10 foot movement to speed, and a +5 to climb and swim checks.
You can use this power once a day, plus one additional time per Charisma score bonus plus you possess.


Spells
1-Quick Tentacle
2-Tentacle Thief
3-Tentacle Lure
4-Black Tentacles
5-Tentacle Monster
6-Tentacle Slave
7-Tentacle Wrath
8-Tentacle Friend
9-Tentacle of Perfection

What type of weapon are the tentacles treated as? (Light or one-handed, for the TWF checks). Also, you didn't say if they were primary or secondary naturals, and whether they added full or half Str mod to damage. Are they or do they ever become treated as magic for the purpose of overcoming DR?

Cipherthe3vil
2011-06-28, 08:08 PM
Tentacle Domain
Deities: Blibdoolpoolp, Ilsensine, Ghaunadar, Tharizdun, Mak Thuum Ngatha, Yeathan
Granted Power:As a swift action, you may polymorph any two pairs of your limbs into tentacles for up to 1 round a caster level, dissmissable at will.
Arms:You gain a reach of plus five feet, and may strike with a +5 bonus to hit, doing 1d8 bludgeoning damage.(if you choose to strike with both tentacles normal two weapon fighting rules apply). The tentacles are normal one handed weapons and add your normal strength damage for an unarmed strike type attack. The tentacle also grants a +2 bonus on trip and grapple attempts made with it and is a non-magical strike.
LegsYou gain a +10 foot movement to speed, and a +5 to climb and swim checks.
You can use this power once a day, plus one additional time per Charisma score bonus plus you possess.


Spells
1-Quick Tentacle
2-Tentacle Thief
3-Tentacle Lure
4-Black Tentacles
5-Tentacle Monster
6-Tentacle Slave
7-Tentacle Wrath
8-Tentacle Friend
9-Tentacle of Perfection
I'd say Tentacle legs are slower, but ignore difficult terrain and gain a swim speed of half normal speed.

Owrtho
2011-06-28, 09:18 PM
Why not make the tentacles natural weapons? Likely they would be primary unless you use them in conjunction with a manufactured weapon in which case they'd be treated as secondary. Also, you should change it to any two limbs or any pair of limbs. 2 pairs of limbs means 4 in total. If you make the tentacles as natural weapons, I'd note that all natural weapons qualify for weapon finesse. You should specify if the damage is for medium creatures (thus larger or smaller creatures would have adjusted damage), or if size doesn't matter.

Owrtho