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View Full Version : Contest 3.X Ancillary Contest VIII - Life Springs Eternal



Zaydos
2016-02-25, 06:15 PM
Life Springs Eternal

Welcome one and all to the seventh Ancillary Contest. Having class isn't everything, and sometimes it's cool to make the smaller pieces of brew that can really expand a character. So here we are a contest for those smaller pieces of a character which can really make a character your own: Feats, spells, invocations, vestiges, soulmelds, maneuvers and more.

This contests theme is Life. Whether a set of feats based around healing, a vestige which animates objects, spells to play as the good doctor Victor Frankenstein, or a set of psionic powers to bring life to barren wastes, the possibilities are limited by your imaginations and nothing little else, let's see what you can show us.


Rules


You will be creating a piece of homebrew intended for PC use which is not a Base Class or a Prestige Class. This could be one of many things, feats, spells, invocations, vestiges, soulmelds, maneuvers, or something else.
Your entry must be complete. Incomplete entries will be disqualified.
You are allowed one entry per contest. An entry can include multiple feats, spells, invocations, etc, or even a combination of spells, feats, and so forth but must be connected in some way and one cohesive unit. This could just be a bunch of feats about the contest's theme (mechanically cohesive), or a selection of spells, feats, and vestiges representing the secret arts of a certain sect (fluff cohesion), or so forth.
Your entry must be new and not posted anywhere previously. All entries must be posted in this thread and no where else until after the contest is finished.
Plagiarism is a no no. The point is to stretch your creativity, and the only prize is knowing people like your stuff, so really it'd be rather pointless to do.
Format templates for various things will be posted below. These will be included primarily for your ease and to help ensure you remember to include relevant parts of the spell entry, etc.
If you do go to the GiantITP community as a thing to draw inspiration from try to focus on community projects or standing on the shoulders of giants and not just expanding your own brew... I know I'd need the reminder.


This contest will run through March 20th 23:59 Eastern Standard Time at which point a Voting Thread will be posted and voting will run for a time to still be determined.

Chat thread. (http://www.giantitp.com/forums/showthread.php?399650-3-X-Ancillary-Contest-Chat-Thread)

Zaydos
2016-02-25, 06:20 PM
Templates

Feats:

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.


Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.


Invocations:
While I prefer a variation of the spell format with Grade thrown in the official format is

Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).

Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).

Vestige:
Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.

Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.


Mysteries:

Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics

Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics

Utterances:

Name
Lexicon: Whether it’s Evolved Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolved Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.

Name
Lexicon: Whether it’s Evolved Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolved Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.

Maneuvers:
Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.

Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.

Psionic Powers
Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 manifester levels), Medium (100-ft + 10-ft/ manifester level), or Long (400-ft + 40-ft/ manifester levels), although other ranges are happen largely on Area effects which originate from the manifester.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Power Resistance: Excluded from personal spells.
Power Points: PP cost and if it costs XP.
Descriptive text
Game mechanic effect.
Augmentation: Augmentation effects.

Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 manifester levels), Medium (100-ft + 10-ft/ manifester level), or Long (400-ft + 40-ft/ manifester levels), although other ranges are happen largely on Area effects which originate from the manifester.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Power Resistance: Excluded from personal spells.
Power Points: PP cost and if it costs XP.
Descriptive text
Game mechanic effect.
Augmentation: Augmentation effects.

Soulmelds
Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.

Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.

dspeyer
2016-02-27, 02:40 PM
This is the most complex and useless evocation I have ever seen.
--Mordenkainen

Conway's Perpetuating Dancing Lights
Evocation[light]
Level: Sor/wiz: 9
Casting Time: 1 standard action
Range: Short
Duration: See text
Saving Throw: None
Spell Resistance: No

Fills a 5x5 square with glowing dots, drifting around at random. Each round, if exactly two or three of the eight adjacent 5x5 squares have this spell active, it perpetuates for another round. If not, it ends. Furthermore, if exactly three active CPDL spells border the same 5x5 square without the spell, they cast a copy of it there.

A single casting illuminates its surroundings as effectively as a torch.

Jormengand
2016-03-01, 06:10 PM
Alternate Rule: Vivimancy
"But what if you could control life itself?"

This rule system not only removes Necromancy as a school, but strengthens the least powerful schools (Evocation and Enchantment) and weakens the most powerful (Conjuration and Transmutation).

Under this alternate rule system, Necromancy is not a school of magic. It is instead a subschool of Vivimancy, a new school whose description reads "Vivimancy spells are ones that give, take or move vital energy". Under the School list:


Move Healing to Vivimancy and change its description to "Certain vivimancy spells heal creatures or even bring them back to life"; remove "Heal (Healing" from the conjuration description.
Necromancy is moved under Vivimancy, and its description becomes "Necromancy spells manipulate the power of death and unlife. Spells involving undead creatures make up a large part of this subschool."
Copy Summoning and its description under Vivimancy.
Another subschool of Vivimancy is Harming. The description of Harming is "Harming spells reduce a creature's hit points, levels, or vital energy."
Move Teleportation to Evocation
Remove the sentence "All enchantments are mind-affecting spells" from the enchantment description, and add "All charms, compulsions and inspirations are mind-affecting spells."
Below this, add two subschools, Inspiration ("An inspiration spell inspires your allies to do better or inspires awe or fear in your enemies. Inspirations use the target's emotions") and Curse ("A curse, unlike other enchantments, isn't a mind-affecting ability. Curses impede enemies, or threaten them with punishment if they don't obey.")



Conjuration

Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.

A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

The creature or object must appear within the spell’s range, but it does not have to remain within the range.

Calling
A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled.

Creation
A creation spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

Summoning
A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells that would cost it XP, or to use any spell-like abilities that would cost XP if they were spells.

Enchantment

Enchantment spells affect the minds of others, influencing or controlling their behavior.

All charms, compulsions and inspirations are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.

Charm
A charm spell changes how the subject views you, typically making it see you as a good friend.

Compulsion
A compulsion spell forces the subject to act in some manner or changes the way her mind works. Some compulsion spells determine the subject’s actions or the effects on the subject, some compulsion spells allow you to determine the subject’s actions when you cast the spell, and others give you ongoing control over the subject.

Curse
A curse, unlike other enchantments, isn't a mind-affecting ability. Curses impede enemies, or threaten them with punishment if they don't obey.

Inspiration
An inspiration spell inspires your allies to do better or inspires awe or fear in your enemies. Inspirations use the target's emotions.

Evocation

Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.

Teleportation
A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.

Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

Vivimancy

Vivimancy spells are ones that give, take or move vital energy.

Harming
Harming spells reduce a creature's hit points, levels, or vital energy.

Healing
Certain vivimancy spells heal creatures or even bring them back to life.

Necromancy
Necromancy spells manipulate the power of death and unlife. Spells involving undead creatures make up a large part of this subschool.

Summoning
A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells that would cost it XP, or to use any spell-like abilities that would cost XP if they were spells.


These general changes are made to large numbers of spells:


Any Conjuration (Healing) spell becomes Vivimancy (Healing).
Any spell that animates one or more corpses or creates undead in some other way is now Vivimancy (Necromancy).
Any spell that deals negative energy damage, ability damage or drain, or negative levels, as well as any [Death] spell except Phantasmal Killer, Weird and Power Word: Kill is Vivimancy (Harming).
Any spell that summons one or more undead creatures is Vivimancy (Summoning).
Any enchantment that provides morale bonus is an (Inspiration).
Spells which curse creatures, such as Bestow Curse and Mark of Justice are now Enchantment (Curse).
Any Conjuration (Teleportation) spell, or any spell which moves you to another plane (including making you ethereal), is now Evocation (Teleportation).
Any Conjuration with an energy descriptor that only deals damage is now an evocation.
Any spell that grants telekinetic ability except for Prestidigitation is now an evocation.
Spells with the word "Animate" in them which animate one or more objects are Vivimancy.
Any spell which allows you to Command or Control one or more creatures is Enchantment (Compulsion) unless it allows you to Command or Control mindless creatures, in which case it is just Enchantment.
[Fear] spells are now Enchantment (Inspiration).
Any spell that lets you communicate with one or more creatures except for Demand is now a Divination.
All power word spells are (Curse) spells.


The following spells are specifically changed:


Air Walk is an Evocation.
Atonement is Universal.
Awaken is a Vivimancy.
Blight is a Vivimancy (Harming)
Blindness/Deafness is an Enchantment (Curse).
Blink is an Evocation (Teleportation).
Calm Emotions is an Abjuration.
Consecrate and Hallow are Vivimancy spells.
Crushing Despair is an Enchantment (Inspiration) and the penalty is a morale penalty.
Darkvision is a Divination.
Death Ward is an Abjuration.
Deathwatch is a Divination and isn't [Evil]. Ignore the first subordinate clause in its text.
Desecrate and Unhallow are Vivimancy (Necromancy) spells.
Disintegrate is an Evocation.
Erase is an Abjuration.
Eyebite is an Enchantment (Curse).
Feather Fall is an Evocation.
Fire Seeds is a Transmutation.
Fire Shield is an Abjuration.
Gate is Evocation (Teleportation). Ignore the Calling Creatures function.
Lesser Geas and Geas are both (Curse) spells. Neither now forces the creature to perform the task, but Geas now applies the ability score penalties as well as dealing damage and possibly sickening the creature.
Ghoul Touch is (Harming).
Glibness is an Enchantment.
Goodberry is Vivimancy (Healing).
Halt Undead is an Abjuration.
Invisibility Purge is an Abjuration.
Knock is an Evocation [Sonic].
Levitate is an Evocation.
Mage Armor is Abjuration.
Miracle is Universal.
Pass Without Trace is an Abjuration.
Phantom Steed is an Illusion (Shadow).
Phase Door is Evocation (Teleportation).
Poison is Conjuration (Creation).
Prayer is (Inspiration) and the modifiers are Morale.
Pyrotechnics is Evocation [Fire].
Quench is Abjuration.
Rope Trick is Evocation (Teleportation).
Secret Chest is Evocation (Teleportation).
Secret Page is Illusion (Glamer).
Water Walk is an Evocation.

sengmeng
2016-03-01, 06:57 PM
Revenant Blade [Weapon Special Quality]
Traditionally a sword or bladed weapon, a Revenant Blade is enchanted to trap its wielder’s soul if they should die with the weapon in hand. It usually has a 30,000 gp gem somewhere on the weapon, traditionally the pommel, but possibly elsewhere, and it could also be ground to dust and incorporated into the weapon in some other way, so it may or may not appear out of the ordinary for a weapon of its type. This gem functions somewhat like a lich’s phylactery, but it does not create a new body for the wielder and is easier to destroy. The wielder turns into a being that combines undeath with an intelligent weapon. See the Blade Revenant template. This ability can only be added to a melee or thrown weapon. To raise the wielder from death requires the Revenant Blade to be touching the body, unless using a spell or effect that does not require a body. Trying to raise the wielder without the Revenant Blade touching the body causes the spell to fail, but the caster doesn’t know why. Speak With Dead likewise fails. The transformation to Blade Revenant takes 24 hours after the death of the wielder, and the weapon can be used as normal in that time period.

Price: +1 bonus AND 100,000 gp (being a Revenant Blade counts as a +1 ability, and also adds 100,000 gp on top of that. Strong Necromancy [evil]. Requires: CL 15th, Craft Magic Arms and Armor, Magic Jar, Trap the Soul. Cost +1 bonus, +30,000 gp, 1500 xp.

Blade Revenant [Template]
A Blade Revenant is created when a living creature capable of wielding weapons is killed while holding a Revenant Blade. A Blade Revenant differs from the base creature in several ways. The template refers to the Revenant Blade as the base weapon, and the wielder as the base creature.
Type: Turns to Undead (it also counts as an object, but not a construct).
Size: The base weapon that causes the transformation becomes the Blade Revenant’s new body.
Hitdice: The Revenant Blade has as many hitpoints as the base weapon, plus the base creature’s wisdom bonus multiplied by its hitdice. If it has a Wisdom of 11 or lower, it still gains one hitpoint per hitdice of the base creature. It still counts as a creature with hitdice equal to the base creature’s.
Initiative: Uses Charisma modifier instead of Dexterity modifier.
Armor Class: As base weapon, plus base creature’s Charisma modifier as a deflection bonus.
Speed: Loses all movement types, gains Fly speed 20 feet with Perfect maneuverability.
Attack: Base Creature’s base attack bonus, plus base creature’s Intelligence modifier for melee, and base creature’s Charisma modifier for ranged attacks, plus the base weapon’s enhancement bonus.
Damage: As base weapon, plus the base creature’s Intelligence modifier.
Space/Reach: 0 feet. The Revenant Blade can occupy the same space as any creature and must enter a creature’s space to attack it, provoking attacks of opportunity.
Alignment: Unchanged.
Abilities: Strength, Dexterity, and Constitution change to -.
Skills: Spot +4, Listen +4, Disguise +10*, Bluff +10*, Hide bonus based on new size, +20 to Move Silently (the Blade Revenant floats through the air, and not very quickly. It rarely makes any sound unless it touches something).
*these Disguise and Bluff bonuses are only for the purposes of appearing to be a normal weapon or appearing to be wielded by an invisible creature.
Saves: As base creature, but fortitude saves that do not affect objects do not apply, and use the Blade Revenant’s Wisdom modifier. Reflex saves use the Blade Revenant’s Charisma modifier. Will saves remain unchanged.
Special Qualities: The Blade Revenant gains all undead immunities, except it is still subject to mind-affecting effects (due to it still having a soul). The Blade Revenant heals 1 hitpoint per day naturally, and can also benefit from negative energy or any effect that can repair constructs. It can be manually repaired as a magic weapon of the type it was before the transformation. The Blade Revenant has the hardness of the base weapon plus the base creature’s Wisdom bonus. Its hardness cannot be overcome by anything that doesn’t specifically refer to overcoming hardness; even weapons that overcome epic damage reduction do not necessarily overcome hardness. The Blade Revenant also gains Darkvision out to 60 feet and can communicate telepathically to any creature with a language within 15 feet. See below: Intelligent Weapon. Partial Actions. Avenging Blade. Turn Resistance.
Special Attacks: See below.
Treasure: None
Advancement: By base creature’s character class.
Level Adjustment: +0
CR: As base creature.

Intelligent Weapon: A Blade Revenant can be a formidable foe on its own, but it truly shines when it has a wielder whose purpose aligns with its own. A Blade Revenant cannot also attack in a round in which it is wielded as a weapon. A Blade Revenant can manifest weapon special qualities equal to an enhancement bonus of 1 + the number of attacks granted by the base creature’s base attack bonus, i.e, it can manifest weapon qualities totalling to +2 if its base attack bonus is +1 to +5, up to qualities of a total of +5 if it’s base attack bonus is +16 to +20. It must use this ability to gain special qualities or not use it all (which it may decide to do if it is being wielded against its will); it cannot increase its enhancement bonus instead. These qualities are in addition to any enhancement bonus or special qualities the base weapon had. It can suppress or resume the base weapon’s qualities and change its own qualities as a swift action. The Blade Revenant can also give certain abilities to its wielder based on its class. In all cases, granting one or any of these abilities is a swift action, and taking them away is a free action. The Blade Revenant does not have hands or any innate ability to use items, wield weapons, or wear armor or clothing of any type.

Avenging Blade: At the moment of its creation, the Blade Revenant chooses a nemesis, typically the creature who killed the base creature, but if it hates another creature more, it may choose that one. When attacking this creature or being used to attack them, the Blade Revenant functions as a Bane weapon. It can always sense the presence of its nemesis if it is on the same plane. If it is also a Bane weapon against the nemesis’s creature type, the extra damage is 4d6.

Partial Actions: The Blade Revenant can only perform a standard and swift action each round. The Blade Revenant is also limited to a number of standard actions per day equal to the base creature’s base attack bonus. Once it has exceeded this limit, it can still perform swift actions, and it can grant its wielder certain abilities, but it cannot attack or move on its own. The Blade Revenant can perform certain actions not normally possible with swift or standard actions, however.
Standard Actions: Attack, Move, Possess Wielder, Use Spell-like ability, Use Psi-like ability, Charge/Throw.
If the Blade Revenant wants to, it can attempt to take over the body of its wielder. The wielder and the Revenant Blade make opposed d20 rolls, adding half their hitdice and the higher of their wisdom or intelligence modifiers. The wielder must be holding the Blade Revenant. If the Blade Revenant succeeds, the wielder performs any action the Blade Revenant commands, and the Blade Revenant can maintain possession in the next round with only a swift action. If the Blade Revenant loses, the wielder can use it as a normal weapon of the base weapon’s enhancement bonus, but the Blade Revenant can suppress or withdraw any of the base weapon’s special qualities or any of the qualities or abilities the Blade Revenant is capable of granting. The Blade Revenant is under the wielder's control in this case for 1 round plus a number of rounds equal to the wielder's Intelligence or Wisdom bonus, whichever is higher, but not less than zero.
The Blade Revenant can move up to 20 feet and attack, and can count this as a charge or a thrown weapon attack. As a charge, it adds its Intelligence modifier to the attack roll, gains +2 to attack, and -2 to AC, and activates any feat or ability that requires a charge attack. As a throw, it adds its Charisma modifier to the attack roll, and activates any special ability that requires a thrown weapon attack. If it has the Returning quality, it may instantly return to the square it started from or remain in the target’s square.
Swift Actions: Aid another (wielder only), Use Quickened spell or power, Grant abilities to wielder, Maintain possession, Communicate.
Using its telepathy on any creature but its wielder requires a swift action.


Class Abilities: The base creature loses the use of some of its class features, but retains others, and can also grant certain class features to its wielder. Class features not mentioned on this list are houseruled by the DM as to whether the Blade Revenant can use them, grant them to its wielder, or both, or neither.

Spellcasting: The Revenant Blade can cast any spells the base creature could, and it can count its wielder as itself. The wielder gets no saving throws or spell resistance against spells from the Revenant Blade. Touch spells can be made against creatures successfully struck by the Revenant Blade, whether it is attacking on its own or is wielded by another creature. The Revenant Blade’s spells now count as Spell-like abilities and do not have any components except xp, and any components that cost gold cost an equal amount of xp instead.

Manifesting: The Revenant Blade can manifest any powerss the base creature could, and it can count its wielder as itself. The wielder gets no saving throws or power resistance against powers from the Revenant Blade. Touch powers can be made against creatures successfully struck by the Revenant Blade, whether it is attacking on its own or is wielded by another creature.

Turn Undead: The Revenant Blade can turn or rebuke undead as the base creature. It is not affected by its own ability. The Revenant Blade has Turn Resistance equal to its Charisma bonus, and cannot be destroyed or commanded. Instead, it goes unconscious and becomes inert for as long as the turning would last, functioning exactly as the base weapon did before becoming a Blade Revenant.

Fighter: The Blade Revenant can grant its wielder any fighter bonus feat it had in life, except toughness. It can also grant the wielder Great fortitude, even if it did not have that feat.

Barbarian: The Blade Revenant can grant its wielder Rage, Trap sense, and DR. It can also grant the wielder Great fortitude, even if it did not have that feat. The Blade Revenant itself cannot benefit from these abilities.

Monk: The Blade Revenant replaces its 20 foot fly speed with its monk bonus speed if it was higher than 20 feet. The Blade Revenant can grant its wielder its monk bonus to armor class and speed if the wielder is unarmored. The Blade Revenant itself also gains the monk AC bonus. The Blade Revenant can also grant its wielder a secondary natural weapon attack that deals damage equal to the base creature’s unarmed damage, but the wielder can only make this attack as a secondary attack, i.e., he must also attack with the Blade Revenant in that round. If the base creature had Evasion or Improved Evasion, it can grant it to the wielder, and the Blade Revenant itself can make use of it. It cannot use any other monk abilities it had, due to its unnatural existence.

Rogue: The Blade Revenant can use Sneak Attack, and grant it to its wielder. If its wielder already has Sneak Attack, the base creature’s bonus dice are halved and added to those of the wielder. It can also grant its wielder Lightning Reflexes, even if it doesn’t have that feat. If the base creature had Evasion or Improved Evasion, it can grant it to the wielder, and the Blade Revenant itself can make use of it. The Blade Revenant can grant its wielder up to a +5 bonus to any Rogue class skill with the aid another action, but no higher than the base creature’s ranks.

Paladin: The Blade Revenant can use or grant its wielder the Smite Evil ability, and can suppress or resume its aura of good as a free action. It also benefits from the Divine Grace ability (add Charisma bonus to Reflex saves twice) and can grant the same to its wielder, and can use Lay on Hands and Remove Disease on its wielder as a free action (the Revenant Blade itself no longer benefits from positive energy). It can also use Lay on Hands on a successful hit to automatically damage creatures who are harmed by positive energy.

Druid: The Blade Revenant can grant its wielder Trackless Step, Woodland Stride, Nature Sense, and Resist Nature’s Lure, Venom Immunity, and A Thousand Faces, but only beneftis from Nature Sense and Resist Nature’s Lure. It cannot grant or use Wildshape, and loses its animal companion.

Cleric: The Blade Revenant can grant its wielder its domain powers, and can grant the wielder the Iron Will feat, even if the base creature does not have it. The Blade Revenant retains its aura.

Ranger: The Blade Revenant benefits from its Favored Enemy ability and may grant its wielder the same bonus. It automatically treats its nemesis as a favored enemy, with a bonus equal to its highest favored enemy bonus.

Sorcerer/Wizard: The Blade Revenant loses its familiar. It can become a familiar to a sorcerer or wizard with the Item Familiar feat, and gain all the benefits and abilities of a familiar. It can also grant the wielder the Iron Will feat, even if the base creature does not have it.

Bard: The Blade Revenant grants its wielder a +4 bonus with the Aid Another action.

Draconium
2016-03-01, 11:09 PM
Gaia Ichor
New Martial Adept Discipline

Some secrets are buried deep for a reason.

When the human Reshar first began to gather the disciplines together under one temple, he stumbled upon a certain discipline he had never before encountered. The practitioners of this road of the Sublime Way called their techniques Gaia Ichor, the World's Blood. The discipline was designed around a simple concept: to manipulate life and death, of both the adepts and their enemies.

However, the ones who developed this technique, a race now lost to history, were brutal and savage, using their power to suppress others and unnaturally prolong their lives. Horrified, Reshar left them, only to return some years later with the students of the Temple of the Nine Swords. They launched a crusade against this race, determined to wipe their taint off the face of the earth. After a long year of war, they finally succeeded.

But knowledge is never truly destroyed. Recently, the records left by this race were rediscovered by a. archivist guild, and the Gaia Ichor discipline was once again revealed to those that study under the Sublime Way.

* * * * *

The Gaia Ichor discipline is home to maneuvers that manipulate the life force of the martial adept and their enemies. Martial healing, bleeding, drain, and restoration all find their home here. Many of this school's powers are supernatural in nature, though there are also many that are fairly mundane in nature as well.

The key skill tied to Gaia Ichor is Autohypnosis, as their training deeply involves using their mind to manipulate their body, as well as the bodies of others. Weapons associated with Gaia Ichor are the quarterstaff, shortspear, longspear, guisarme, and glaive.

Any martial adept can learn maneuvers from Gaia Ichor. However, they must give up the ability to learn maneuvers from one of their normal schools to do so. This will also replace the class skill keyed to that school with the one tied to Gaia Ichor, unless they would have access to another discipline that has the same key skill, in which case, the martial adept simply adds Autohypnosis to their class list.

Unless otherwise stated, none of Gaia Ichor's supernatural maneuvers work on non-living enemies (undead and constructs).

1st Level
Adrenaline Surge: Boost--Gain bonus to attack, become fatigued afterwards.
Fuel the Blood: Counter--Make Autohypnosis check in response to an attack, ignore some damage.
Life Surge: Strike--You and your allies heal 1d4+1/IL points after successful attack.
Read the Bloodline: Stance--Learn a creature's abilities.
2nd Level
Blood Drinker: Strike--Deal +2d6 damage, heal yourself.
Exploit Weakness: Strike--Ignore DR, deal 1d4 Str damage.
3rd Level
Adrenaline Rush: Boost--Gain bonus on move speeds and Ref saves, become sickened afterwards.
Close the Wounds: Stance--Heal damage with successful attacks.
Seal the Skin: Strike--Target must save or be stunned.
4th Level
Necrotic Spew: Strike--Use breath weapon to corrode opponents.
Pinch the Vein: Strike--Target loses natural healing qualities.
5th Level
Destabilizing Surge: Counter--Take 1d4 Con burn to gain bonus on saves and AC.
Marrow Eater: Strike--Deal +8d6 damage, heal yourself,
6th Level
Adrenaline Junkie: Stance--Gain temporary bonuses after succeeding saves.
Sickening Strike: Strike--Target takes 1d4 point of Con damage, saves or becomes sickened.
7th Level
Bone Reverb: Counter--Deal damage to enemy that hits you.
Heart Gorger: Strike--Deal +12d6 damage, heal yourself.
8th Level
Adrenaline Overdose: Boost--Heal 5/IL point of damage, gain bonus to attacks and saves, you become exhausted or nauseated afterwards.
Eternal Vitality: Stance--Gain regeneration.
9th Level
Golden Ichor Drain: Strike--Slay your foe and drain their remaining life essence.

Adrenaline Surge
Gaia Ichor (Boost)
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 Round/IL

You gain a bonus on your attack rolls equal to 1/2 your IL (minumum 1) for 1 round per IL. After this wears off, you become fatigued for 1 minute.

Fuel the Blood
Gaia Ichor (Counter)
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

You may initiate this maneuver after being hit by an enemy's attack. As part of this maneuver, you make an Autohypnosis check with a DC equal to 10+ the damage taken. If you succeed, you may ignore an amount of damage from that attack equal to twice your IL.

Life Surge
Gaia Ichor (Strike)
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: One Standard Action
Range: Melee Attack
Target: One Creature and Allies within 15 Feet; See Text

As part of this maneuver, you make a single melee attack against a creature. Should this attack succeed, its life energy is dispersed throughout you and you allies. You all heal 1d4 points of damage, plus 1 point per IL (maximum +10).

This is a supernatural ability.

Read the Bloodline
Gaia Ichor (Stance)
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this stance, you may take a full-round action to learn about the particular abilities of a single creature. This includes Extraodinary Abilites and Special Attacks, but not any Spell-Like or Supernatural abilities - you are reading the natural abilities of a creature, not the magical ones.

Blood Drinker
Gaia Ichor (Strike)
Level: Crusader 2, Swordsage 2, Warblade 2
Prerequisites: One Gaia Ichor Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One Creature

Your fundemental understanding of how life and ki interact allows you to transfer life energy with your attacks. As part of this maneuver, you make a single melee attack against an opponent. This attacks deals an extra 2d6 points of damage. You also heal an amount of damage equal to half the extra damage dealt from this maneuver.

This is a supernatural ability.

Exploit Weakness
Gaia Ichor (Strike)
Level: Crusader 2, Swordsage 2, Warblade 2
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One Creature
Saving Throw: Fort Negates

You know just where to strike to weaken an opponent. As part of this maneuver, you make a single melee attack. You ignore Damage Reduction with this attack, and if it succeeds, you may also deal 1d4 points of Str damage. A successful Fortitude save (DC 12+ Str or Wis modifier, whichever is higher) negates the Str damage.

Adrenaline Rush
Gaia Ichor (Boost)
Level: Crusader 3, Swordsage 3, Warblade 3
Prerequisites: One Gaia Ichor Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 Round/IL

WHen you initiate this maneuver, you gain a +10 bonus on all your movement speeds and a bonus on your Reflex saves equal to 1/2 your IL for 1 round per IL. These bonuses will not stack with those given by other maneuvers. After this wears off, you are sickened for 1 minute.

Close the Wounds
Gaia Ichor (Stance)
Level: Crusader 3, Swordsage 3, Warblade 3
Prerequisites: 1 Gaia Ichor Maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this stance, you heal 1 point of damage with each successful attack you make. The amount you heal increases by one point at IL 10 and every five initiator levels thereafter.

This is a supernatural ability.

Seal the Skin
Gaia Ichor (Strike)
Level: Crusader 3, Swordsage 3, Warblade 3
Prerequisites: 1 Gaia Ichor Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One Creature
Duration: One Round
Saving Throw:Fort Negates

As part of this maneuver, make a single melee attack. If it succeeds, you may then attempt an Autohypnosis check. The creature struck must make a Fortitude save with a DC equal to the result of your check or become stunned for one round as all the pores on their skin seal up, rendering them unstable with pain.

This is a supernatural ability.

Necrotic Spew
Gaia Ichor (Strike)
Level: Crusader 4, Swordsage 4, Warblade 4
Prerequisites: 1 Gaia Ichor Maneuver
Initiation Action: 1 Standard Action
Range: 60 Feet
Saving Throw: Ref Half

You summon the volitile energy from within yourself to turn it into a weapon. You spew forth a line of life-draining energy that deals 6d6 points of damage to everyone in range (affected creatures may make a Reflex save (DC 14+ Str or Wis modifier, whichever is higher) for half damage). This is negative energy damage - as such, any undead creatures caught in the area instead heal that much damage.

This is a supernatural ability. It can affect non-living creatures normally.

Pinch the Vein
Gaia Ichor (Strike)
Level: Crusader 4, Swordsage 4, Warblade 4
Prerequisites: 1 Gaia Ichor Maneuver
Initiation Action: One Standard Action
Range: Melee Attack
Target: One Creature
Duration: 4 Rounds
Saving Throw: Fort Partial

As part of this maneuver, you make a single melee attack against a creature. If it succeeds, the target's healing qualities (including Fast Healing and Regeneration) are suppressed for 4 rounds. A successful Fortitude save (DC 14+ Str or Wis modifier, whichever is higher) reduces the duration to 2 rounds.

Destabilizing Surge
Gaia Ichor (Counter)
Level: Crusader 5, Swordsage 5, Warblade 5
Prerequisites: Two Gaia Ichor Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: 1 round

You excel at shifting your life energy to defend yourself from attacks. As an immediate action, you may burn 1d4 points of Constitution to gain a bonus on your saving throws and Armor Class equal to your IL for 1 round. This will not stack with other maneuver abilities that give you bonuses to your AC or saving throws.

Marrow Eater
Gaia Ichor (Strike)
Level: Crusader 5, Swordsage 5, Warblade 5
Prerequisites: Two Gaia Ichor Maneuvers

This maneuver functions as Blood Drinker, except as noted above, and does an extra 8d6 points of damage instead.

Adrenaline Junkie
Gaia Ichor (Stance)
Level: Crusader 6, Swordsage 6, Warblade 6
Prerequisites: Two Gaia Ichor Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While you are in this stance, if you succeed on a saving throw to fully or partially negate a negative effect to you, you gain a bonus on your attack rolls equal to 1/2 your IL for a number of rounds equal to 1/2 your IL. These bonuses do not stack with others granted by maneuvers.

Sickening Strike
Gaia Ichor (Strike)
Level: Crusader 6, Swordsage 6, Warblade 6
Prerequisites: Two Gaia Ichor Maneuvers
Initiation Action: One Standard Action
Range: Melee Attack
Target: One Creature
Saving Throw: Fort Negates; See Text

As part of this maneuver, make a single melee attack. This attacks deals 1d4 points of Constitution damage in addition to the normal damage, and the creature struck must make a Fortitude save (DC 16+ Str or Wis modifier, whichever is higher) or be sickened.

Bone Reverb
Gaia Ichor (Counter)
Level: Crusader 7, Swordsage 7, Warblade 7
Prerequisites: Three Gaia Ichor Maneuvers
Initiation Action: 1 Immediate Action
Range: Melee Attack
Target: One Creature

You may initiate this maneuver after being struck by a creature within your melee range. You cause your pain to be redirected into the creature that hit you. You only take half the damge that would be dealt, and you deal the other half of this damage to the creature that just hit you.

This is a supernatural ability.

Heart Gorger
Gaia Ichor (Strike)
Level: Crusader 7, Swordsage 7, Warblade 7
Prerequisites: Three Gaia Ichor Maneuvers

This maneuver functions as Blood Drinker, except as noted above, and does an extra 12d6 points of damage instead.

Adrenaline Overdose
Gaia Ichor (Boost)
Level: Crusader 8, Swordsage 8, Warblade 8
Prerequisites: Four Gaia Ichor Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 Round/IL

When you initiate this maneuver, you immediately heal 5 points of damage per IL (this cannot cause you to exceed your max HP). You then gain a bonus on your attack rolls and saving throws equal to 1/2 your IL for 1 round per IL. Once this maneuver wears off, you become exhausted or nauseated for 1 minute (determined randomly by the DM), then fatigued or sickened for 1 minute after that. This maneuver does not stack with bonuses on attacks and saving throws granted by other maneuvers (including itself).

Eternal Vitality
Gaia Ichor (Stance)
Level: Crusader 8, Swordsage 8, Warblade 8
Prerequisites: Four Gaia Ichor Maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

Your mastery of life and death allow you to heal supernaturally fast. While in this stance, you gain Regeneration (1/2 your IL). Fire and acid attacks deal normal damage, and you can regrow lost limbs within 2d10 minutes while in this stance (or instantly, by holding the detached limb to the stump), but only if you lost said limbs while in this stance. This does not stack with any Regeneration or Fast Healing granted from other sources.

This is a supernatural ability.

Golden Ichor Drain
Gaia Ichor (Strike)
Level: Crusader 9, Swordsage 9, Warblade 9
Prerequisites: Five Gaia Ichor Maneuvers
Initiation Action: One Standard Action
Range: Melee Attack
Target: One Creature
Saving Throw:Fort Negates

You drain all the remaining life out of your target. As part of this maneuver, you make a single melee attack against an enemy. They have to make a Fortitude save with a DC equal to 19+ your Str or Wis modifier, whichever is higher. If they fail the save, they instantly die. You may then reduce your effective character age by an amount of years equal to your IL or less. If this reduces your age to the point where you would go back an age category, you lose the bonuses and penalties acquired because of your age. This cannot reduce your age below the minimum starting age for your race and class.

Should the creature succeed on the save, they instead take an extra 18d6 points of damage. This extra damage may still kill the creature, but you gain no extra benefit if the creature dies this way.

This is a supernatural ability. If you use this maneuver againts a non-living opponent, such as an undead, they simply take the extra damage - they have no life to drain, so no Fortitude save is required, and you cannot gain ano other benefits from the attack.

ShiningStarling
2016-03-04, 06:15 AM
Vivifying Blooms
Conjuration [Earth] †
Level: Druid 8, Plant 9
Components: V, S, M, DF
Casting Time: 1 min/HD of Target Creature; also see text
Range: 10 ft.
Target: One stationary creature, up to {CL + casting modifier} HD
Duration: see text
Saving Throw: Will and Fortitude; see text
Spell Resistance: Yes; see text

"Life... ah... ah.... finds a way"

Using this spell, you enact a ritual upon a stationary target, willing or otherwise. It is suggested that measures be taken to secure an unwilling creature, including physical and magical means if necessary. The materials for this spell may not be purchased, and instead take a special Survival check (DC 32, +2 for rocky terrain and underground areas, +5 for wastelands and deserts, +10 for areas where plants do not grow at all, such as unusual planar terrain) taking 4 hours to gather. These materials are composed of the essential minerals and nutrients needed for plants to grow bountifully in your current environment. If you are interrupted in your performance of the ritual, you do not lose the spell slot you have allocated for this spell, though the materials for the spell are entirely wasted. You must remain concentrated on the ritual and within 10 feet of the target at all times during the casting of this spell, sprinkling the gathered materials upon the target all the while.

Upon completion of the spell, plant vines, roots, fibers, and blossoms erupt from the ground and envelope the target, workings its way into the target without harm, but with pain, attempting to graft itself on to the target.

If the target is willing to be the subject of the spell, then it receives no saving throw or spell resistance, and this spell lasts 1 day/4 levels, applying the Life-bloom creature template to the target for the duration. The free will of the creature clashes with the normal nature of the Life-bloom, and the nature of the spell prevents it from attempting to take over such a host, preventing the effect from ever being permanent on a willing creature.

If the target is already under the caster's total control (such as, but not limited to, may be had over animated undead and constructed golems), it receives no SR or saves, and the duration is permanent, and the creature remains under the control of the caster.

If the target is not willing, then it may apply Spell Resistance, and make both a Will and Fortitude save.
- No creature's immunities to any kind of magic apply to this spell.
- Creatures with the Fire descriptor receive +5 on all of these saves, as well as their SR check for this spell.
- If all attempts fail, the creature's Intelligence becomes 2, and is under the complete mental control of the caster, receiving the Life-bloom creature template, and the effect being permanent.
- If all succeeds, the plants wither and die, the spell failing.
- If not either of these (a split between successes and fails), then both the caster and the target must continue to concentrate on the spell.
* Every minute of such a concentration, the target may attempt all of their saves and SR checks again, until such a time as they pass all of them, fail all of them, or the caster aborts the spell.
- A target controlled by the caster via a mind-affecting effect (such as, but not limited to, charms and dominates) automatically fails the Will save, but gets the Fortitude and SR as normal.

† If using the Vivimancy alternate rule, this spell is of the Vivimancy school instead, keeping it's Earth descriptor.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* ~

Life-bloom [Template]
Life-bloom is a template applied either temporarily or permanently to a creature as a result of the Vivifying Blooms spell. The base creature has various plant matter wrapping around its entire body, the types of plants depending on the environment in which the spell was cast, though there are always blossoms of some kind, even if none naturally grow in the initiation environment. This template may be applied to a creature of any type, and is hereafter referred to as the base creature (shocking, I know).
Type: Turns to Plant. Do not recalculate base attack bonus, saves, or skill points
Size: Size is unchanged
Hitdice: Current Hitdice are unchanged.
Armor Class: The base creature's natural armor is increased by +8
Movement: Same as base creature. If the base creature lacks a climb speed, it gains half its base movement speed as a Climb speed.
Attack:
- Retains all attacks of the base creature, including the ability to use manufactured weapons if applicable.
- Gains a slam attack of a creature one size category larger than itself, usable as a natural attack, treated as a magic weapon.
Damage: Life-blooms have slam attacks, and deal damage with them as if they were one size category larger
Space/Reach: As base creature
Alignment: If free-willed, as base creature. If not free-willed, as creator.
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +8
Skills: A Life-blooms gains a +10 racial bonus on climb checks, and may always take 10 on a Climb check, even if under stress, duress, depression, or any other distracting condition.
Feats: Gains Diehard, Endurance, and Improved Grapple
Saves:
- Immune to mind-affecting effects, poison, sleep, paralysis, polymorph, and stunning as per Plant type
- Life blooms can voluntarily lower and raise their immunities if free-willed as a free action, and their master may order such a lowering and raising if not free-willed
Special Qualities:
- Not subject to critical hits
- Regenration 10 (limb regrowth takes 1 round of concentration, or 5 rounds passively, fire deals reduced damage from resistance, but can kill)
- Low-light vision
- Tremorsense 30 ft.
- DR 5/magic
- Resist fire, cold, acid, electricity, sonic, negative energy 10
Special Attacks: Improved Grab, Siphoning Blooms (see below)
Treasure: As base creature
Advancement: If advancing as a creature, use Plant hitdice or base creatures's type's hitdice, whichever is better. If advancing as a class, use the class's hit die or Plant's, whichever is higher. Other than hit-dice (and the Plant type), advance as original creature or by class level.
Level Adjustment: +0
CR: As base creature +2

Siphoning Blooms (Su): A creature grappled by a Life-bloom must make a DC (10 + 1/2 Life-bloom's HD + Life-bloom's Con modifier) fortitude save each round grappled or take 4d6 magic damage and be slowed. If a creature fails this save, the Life-bloom's Regeneration increases to 15, and is hasted, for 5 rounds, refreshing with any new failed saves. In addition, any creature hit by the Life-bloom's Slam attack takes 1d6 points of magic damage, healing the Life-bloom for the same amount (Fortitude as above for no additional effect).

Beelzebub1111
2016-03-05, 12:47 PM
Rituals of New Life
Spells:
Summon the Stork
Conjuration (Calling)
Level: Druid 4
Components:V, S
Casting Time:1 hour
Range: Touch
Target: Two willing living creatures touched
Duration: Instantaneous
"Leave it to druids to find a more efficient way to do things that everyone else has been doing since forever."
The druid casts this spell upon two willing living creatures. The spell cannot be cast on someone who has been the subject of the spell in the last nine months. After the spell is cast, if the two participants races are compatible for producing an offspring, one of the targets (chosen at random) is visited by a stork in nine months time carrying a swaddled newborn baby that is a genetic combination of the two targets of the spell. After placing the baby in the targets hands, or at their feet if the target attempts to refuse, the stork returns whence it came.

Sowing Wild Oats
Conjuration (Creation) [Descriptors]
Level: Druid 6
Components: V S M Xp
Casting Time: 1 Hour
Range: 0ft
Effect: One created dryad, bound to the field of wild oats.
Duration: Instantaneous
"And just WHAT do you think you're going to do with THAT?"
Game mechanic effect.

Material Component:
A sackful of wild oats.

XP Cost
200