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Eldritch_Ent
2007-04-22, 07:47 AM
Left, right, left you'll all fall down, like


Toy Soldiers

Conjuration (Creation)
Level: Level 5 Sor/Wiz
Components: V, S, M, F
Casting Time: 1 Standard Action
Range: Touch
Area: 30 Feet
Effect:1 soldier/level + 1 Commander
Duration: 5 rounds


The Wizard chanted over the figurines, waving his hand before clutching them to the badge over his chest. He then lined them up on the ground and saluted... then they opened fire.

This spell enchants a handful of toy figurines, (1 for each caster level, with an additional figurine to act as a commander) to fight for the caster. Once cast, the caster designates his foes as a free action, (or tells the soldiers who's orders they should follow) and from there is free to act as normal, with the figurines in question all firing in unison upon the nearest enemy. The toy soldiers come into existance either in the square the caster occupies, or any square adjacent. The soldiers must be placed on solid ground- A fall of any height or being placed in water immediately destroys them.
The Toy soldiers deal 1d4 piercing damage each each round at initiative 0, starting on the round they are summoned, making a single combined attack roll with a BAB equal to the number of firing soldiers in the unit. The damage dealt is rolled all at once, but Damage Reduction is applied to each die seperately. The soldiers may fire up to a maximum range of 30 feet.
Each Toy soldier is considered to have a size class of [Fine], and may not be targeted by attacks or target spells- however, any area of effect damage that hits the square immediately destroys all of the soldiers. (Though the poor little fellows get a reflex save equal to the Caster's base Ref Save +2 to avoid destruction.)
If there are two opposing units of Toy Soldiers within range of eachother, and the casters used Foci from opposiing armies, they both automatically target eachother- Each round they simultaneously roll to hit against eachother, and get a reflex save to avoid destruction if hit. If neither side is victorious, nothing happens and they try again next round. If One side succesfully hits and the other side doesn't, the failing side is destroyed. If both sides hit, both sides are destroyed.
The toy soldiers do not have a move speed, and cannot split their damage. However, they are assumed to move out of the way of any feet entering the square without needing a reflex save to dodge.


Focus: Any badge off of an infantry commander, which must be worn by whoever is giving the orders.
Also, the caster needs A Handful of Toy Soldiers, None of which may cost less than 50 GP each, and a Commanding Figure that may not cost less than 100 GP. The soldiers and commander, unless destroyed in combat, may be reused an infinite number of times.


Improved Toy Soldiers

Conjuration (Creation)
Level: Sor/Wiz 6
Components: S, V, F,
Casting Time: 1 Standard Action
Range: Touch
Area: 60 Feet
Effect: 11-20 Toy soldiers + 1 commander
Duration: 5 rounds


As per the spell toy soldiers, but the Range is increased to 60 feet, the Damage increased to 1d6 + 1, and the soldiers now have a move speed of 10 feet. (5 over rough terrain.) They may now also fire at multiple targets, (Splitting the damage accordingly.) hitting up to 1 target per each soldier in the unit. The soldiers also gain an additional +2 on their reflex save.
Also, if you're using the optional "Turncoat" rule, (See bottom), the toy soldiers gain a +4 loyalty bonus to stay on your side.


[I]Material Focus[:/I]An Infantry commander's Badge of Office, and a handful of toy soldiers that have survived actual combat with the Toy Soldiers spell. (Same with the commander.)


Toy Cannoneer

Conjuration (Creation)
Level: 5 Sor/Wiz
Components:V, S, F, MC
Casting Time:1 Standard Action
Range:Touch
Area:60 Feet
Effect:1 Toy Cannon and Cannoneer
Duration:1 round/2 Caster levels (D)

This spell animates a Fine-sized toy figurine to fight for you.
Must be placed in solid ground either on your space, or in an adjacent space.
This figurine attacks with a single ranged siege roll each round, dealing 1d3 damage for each of your caster levels, with a BAB equal to the Caster's. Damage reduction is applied to the total damage, not the individual die, unlike Toy Soldiers.
This tiny cannon counts as Siege Weaponry, and ignores object hardness.
The Cannon begins pointed in any direction you choose, but may only turn up to 90 degrees a round. (If the target stays within a 90* arc in either direction, the cannon is assumed to have "kept track" of the target. If their current target moves out of range, they will either target a different enemy within range, or attempt to turn to fire upon the opponent. The Cannon may also be ordered to ready an action to fire upon anyone as soon as they enter range.)
The cannon is considered stationary and may not move. If hit by an Area of Effect attack, the cannoneer gets a Reflex save equal to the Caster's base Reflex save bonus to avoid destruction. If he fails, the cannon, the balls, and himself are all destroyed. If he succeeds, he continues firing as normal.

Material Focus: One Artillery-commander's badge
One Toy cannoneer Figure, (50GP) and one Toy Cannon (100GP)
Material Component: A Handful of fine-sized metal cannonballs, to be used for ammunition, each costing 1 gp each, with 20 weighing 1 lb


Toy Cavalry

Conjuration (Creation)
Level: 6 Sor/Wiz
Components:V, S, F
Casting Time: 1 Standard Action
Range:Touch
Area:30 Feet
Effect:3-5 Toy Men and Mounts
Duration:1 round/two caster levels

This spell enchants some toy Cavalrymen to fight for you. This spell summins 1 cavalryman per four caster levels, rounded up. They must be placed on solid ground either on your space or on a space adjacent to yours.
The Cavalrymen ride towards the nearest trippable or already prone opponent and attempt to trip and/or hack the tripped foe to pieces. The Cavalrymen move at 30 feet per round (10 over difficult terrain) and must be in the same space as their opponent to attempt a trip action.
When attempting a trip action, the Toy Cavalry is not subject to attacks of opportunity. They are considered Tiny size, with a base of ten strength, and make a single combined Trip roll. They gain a Tactics Bonus for each toy Cavalryman in the unit, +1 per cavalryman per size class larger than the Cavalrymen they are. (Assuming 5 Cavalrymen, that's a single trip roll with +5 against small, +10 against medium, and so on.)
Once their opponent is prone, they proceed to make a single attack each round with +1 weapons at a BAB equal to the number of Cavalrymen present times 4, dealing 1d4+1 damage each.

Material Focuses: A Cavalry Commander's Badge,
The figurines to be enchanted- the Riders must be at least 50Gp each and the horses 150 GP each


Toy Boat

Conjuration (Creation)
Level: 7 Sor/Wiz
Components: V, S, F, XP
Casting Time:10 minutes
Range:Throw distance
Area:120 Feet
Effect:1 toy boat
Duration:1 hour/level

This spell animates a toy boat to fight for your fleet.
This spell, once cast, may be complete with spell completion, which takes a full round. (In short, a spellcaster may cast this spell multiple times before a battle without actually casting the boat into the water, instead he may wait until they are needed, then complete the spell- throwing the boat into the water at the same time.)
The boat occupies a single 5-foot space and is roughly the size of a house cat. It has a movement range of 60 feet, and a firing range of 120 feet within 60 degrees of either of it's sides.
Each side of the boat is equipped with three cannons, each of which deals 1d3 per two caster levels, and all my be fired at once. In addition, the boat is equipped with a group of six Bowmen, which will attempt to catch vulnerable parts of the enemy's ships on fire with flaming arrows. (Sails, gunpowder, enemy crewmen... If easy targets aren't found, they'll shoot up oar and cannon holes if they can.) They can fire in any direction at a range of 120 feet, and deal 6d3 fire damage total, with a BAB of 15.

Material Focus: One Admiral's Badge.
One Toy Boat with crewmen figurines, which in total costs 1000 GP
The caster must also pay 500 Experience when he completes this spell.


Optional Rule- Turncoat

If the Caster's opponent has a Badge of Office from the same arny as the Casters', and he or his allies haven't attacked the square that the toy soldiers occupy, the opponent may initiate an opposed (Bluff) or (Knowledge: Militiary) roll. If the opponent wins, the Toy soldiers fall under his command for the duration of the spell. If one of the two sides Badges "Outranks" the other, that side gets a +2 Rank bonus to the roll for each rank above the other he or she possesses.



So guys, what do you think? I'm worried these spells might be a bit overpowered, but I certainly hope they're flavorful enough to warrant consideration. :smallbiggrin:

And yes, they are all subject to Permanence but not Metamagic such as Empower Spell. :smalleek:

jindra34
2007-04-22, 02:21 PM
They seem REALLY cutsy... and i'm trying to understand how damage works on the toy soldiers... is it 1d3 per soldier or overall? may actuall be a bit under powered...

Eldritch_Ent
2007-04-22, 04:55 PM
Each toy soldier deals damage individually to the same target, but they do it ever round they're there independently. The problem is DR effectively kills the spell, unless you're using the Cannon version.

jindra34
2007-04-22, 05:23 PM
then i would increase the number of soldiers available at a caster level...

toy soldiers should not immediately destroy each other they should have a little shooting match of some sort...

Eldritch_Ent
2007-04-22, 07:26 PM
Okay, altered the Soldier VS Soldier rules to make them a bit more dynamic.

Also increased the soldiers but decreased duration, so it's more damage in a smaller time frame.