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Jormengand
2016-07-18, 03:51 AM
This is going to be silly, but whatever.

Welcome, one and all, to GITP makes a spell! Here, we post each line in turn of a spell description. The lines are:

Name
School (subschool) [Descriptors]
Level:
Components:
Casting Time:
Range:
Target:, Effect: or Area:
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

For example, player 1 might say "Wall of Sheep". Player two then decides that this is a conjuration (summoning) spell. Player 3 decides it's clearly a Druid 4, Sorcerer/Wizard 5 spell. Player 4 thinks the components should be Verbal and Somatic. Player 5 thinks the casting time should be 1 standard action. Player 6 thinks the range should be medium. Player 7 thinks the effect should be "Wall of sheep, 20 ft high, 5 ft thick, 20 ft/level long". Player 8 thinks the duration should be 1 round/level. Player 8 thinks the spell should not allow a saving throw. Player 9 doesn't think it should allow spell resistance. Player 10 sets the descriptive text to "You summon a baa-ing wall of fluffy bodies that moves and tramples enemies." Player 11 sets the game mechanic effect to "You summon a wall of sheep up to 20 feet per level long, 20 feet high and 5 feet thick. The wall provides total cover to a creature on the other side, and a creature passing through the wall takes 5d6 points of damage from the kicking sheep. Each turn, you can move the wall of sheep up to 20 feet, and a creature moved into by the wall takes damage as though they had passed through. Each section of the wall has 20 hit points and no hardness."

The spell would then look like this:

Wall of Sheep
Conjuration (Creation)
Level: Drd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard action
Range: Medium (100 ft + 10 ft/level)
Effect: Wall of sheep, 20 ft high, 5 ft thick, 20 ft/level long.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You summon a baa-ing wall of fluffy bodies that moves and tramples enemies.
You summon a wall of sheep up to 20 feet per level long, 20 feet high and 5 feet thick. The wall provides total cover to a creature on the other side, and a creature passing through the wall takes 5d6 points of damage from the kicking sheep. Each turn, you can move the wall of sheep up to 20 feet, and a creature moved into by the wall takes damage as though they had passed through. Each section of the wall has 20 hit points and no hardness.


So, just as a reminder, you play name, school/subschool/descriptor, level, components, casting time, range, target/effect/area, duration, saving throw, spell resistance, descriptive text, and game effect text. The player who plays the game effect text writes up the spell, and the next player starts again.

Let's start with the name Death Altar.

Death Altar
Divination
Level: Clr 9, Nar Demonbinder 8
Components: V, S, F/DF
Casting time: 10 minutes
Range: Special (see text)
Target: One living creature
Duration: Permanent
Saving Throw: Reflex Partial
Spell Resistance: No
You point your finger at a creature, and they become a living altar of death, haunted by the visitations of the damned.

The range of this spell depends on your kinship with the target. You must be able to see or perceive the target, but that might be achieved by divination magic.

KinshipRange
Clone or selfUnlimited (same plane)
Parent or child100 feet
Sibling75 feet
Uncle, aunt, niece, nephew50 feet
Grandparent or grandchild50 feet
First cousin25 feet
Not a close blood relativeTouch

This spell is as much a blessing as it is a curse. The target can sees things that are inaccessible to most mortals, but is visited by strange powers.

The target of this spell can perceive the auras of undead (similar to detect undead, except it also extends to the ethereal plane and the plane of shadow, even if the target never sets foot in these planes). Fiends who were created from the souls of mortals (which excludes obyriths and archdevils) are also detected, though they "taste" differently from undead creatures. If the target has an Intelligence score of at least 7, he can distinguish between fiendish and undead auras.

Every time the target wakes up from sleep, he has a small chance of being afflicted by a terrible vision. Roll 1d6. On a roll of 2 to 6, nothing happens. On a roll of 1, the target suffers the visions. He can attempt to shrug them off by winking his eyes and making a Reflex save. If he succeeds, he suffers no ill effects but is shaken for 10 minutes. If he fails, the visions assault him. The target is shaken for an hour, suffers 1d6 points of nonlethal damage and is blinded for 1d6 days. A character who is blind can suffer from the visions as well, but receives a +4 bonus on its Reflex save. The duration of the blindness is not cumulative. A character who has no eyes cannot suffer from these visions.

Undead and fiends created from the souls of mortals can detect the presence of a target of this spell within 1 mile of themselves. They cannot pinpoint the target, and may not be able to recognize him on sight, but they feel some attraction to him. How they react to this attraction is theirs to decide.

Finally, if the caster is a cleric, the target of this spell counts as an altar dedicated to the caster's deity for the purpose of spells such as Consecrate or Desecrate. If the caster is a nar demonbinder, the target counts as an altar dedicated to the demon lord of the caster's choice.

Arcane Focus: A piece of bone from a (possibly formely) undead demon.



Summon Greater Tea Leaf
Conjuration [Healing]
Level: Sor 2/Wu Jen 1
Components: V, S, M
Casting Time: 1 round [see text]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One bush
Duration: 10 minutes/Caster Level
Saving Throw: None
Spell Resistance: None
Lighting up a bowl of mystic incense, you begin to recite the incantation, focusing all of your attention toward the bush. The smoke from your censer drifts toward it, and every leaf upon it begins to change into decidedly large tea leaves.

One bush you designate turns into a greater tea bush, changing all of its leaves for the duration of this spell. 1d4 +1 of these leaves per caster level (maximum +5) are completely real, and can each be used to make a serving of tea that grants Fast Healing 1 for one round upon consumption, though the potency of the leaves (and thus, the tea) fades when the spell ends. Consuming one serving of the tea is a standard action that provokes attacks of opportunity. As long as the spell lasts, creatures within 10 feet of the bush have a +2 bonus to concentration and spellcraft checks.

Electric Mania
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 6, Beguiler 6
Components: V
Casting Time: Standard action
Range: Touch
Target: Creature touched, plus arcs (See text)
Duration: 10 minutes/level
Saving Throw: Will partial, with a penalty on each creature's saving throw equal to the armor check penalty of all metal armor worn (special armors, such as those made from wood or bone, do not get applied)
Spell Resistance: Yes
You touch a creature, and instill in them a charge that will pass to any creature they touch, riddling them with both electric burns and electric mania.
You make a touch attack against a creature as part of casting this spell. If it succeeds, the target takes 1d6 points of electricity damage per caster level.

The target then makes a will saving throw, with a penalty equal to all Armor check penalty the target is receiving from metal armor or shields. If the save fails, they are compelled to drop anything they are holding, and then attempt to touch their nearest ally, cackling madly, wanting to share their delightfully energizing new gift with their friends. Any creature they touch is affected as if you had cast this spell on them. If a creature afflicted with this spell does not touch anyone in a round, the electricity arcs to creatures within 10 feet, making a ranged touch attack with your modifiers, and dealing half as much damage as the afflicted creature took. If there are no targets to arc to, and no one was touched by the afflicted, the afflicted takes half the initial damage again.

Any creature already afflicted by this spell will not be targeted by other creatures instilled with the mania. Any creature instilled with the mania cannot make intelligence-, wisdom- or charisma-based skill checks, and takes a -2 penalty to all saving throws and to armor class.

Buxby's Crushing Tactical Nuke
Conjuration (Summoning)
Level: Sorc/Wiz 8, Destruction 9
Components: V, S, M
Casting time: 5 minutes
Range: 6d6*10 feet.
Effect: A Gargantuan size explosive projectile
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
As you finish weaving the spell, a very large bomb appears in the sky where you indicate, falling quickly to cause massive devastation and despair in the area. Some of those affected may never recover fully, and the land affected could be tainted for centuries if not treated.

You create a missile and fire it into the distance, causing a directed nuclear explosion which fortunately eminates away from you.

The bomb flies the indicated distance, before exploding in a blast of flame, creating a 5-mile cone of fiery death that deals 1d6 points of fire damage per level. A creature actually hit by the missile itself takes 1d6 points of force damage per level as well, and is dragged backwards by the bomb unless it passes its reflex save, in which case it steps aside.

The land is dangerous to live in. A creature who spends more than three days in the area needs to save each six hours against radiation sickness (Inhaled DC 16/1d3 days/1d6 CON+1 CON drain), and the land only becomes safe in 1d6d6d6 years - that is, roll a d6 to see how many d6s you roll, then roll that many to determine how many are made in the third roll, then roll that many to determine the actual length of time the land is dangerous.

Black Flare
Evocation
Level: Sorcerer/Wizard 0
Components: V, S
Casting time: One Immediate Action
Range: 5 feet
Target: One Object
Duration: 1 round/level
Saving Throw: Fortitude Negates
Spell Resistance: Yes
As you utter this evocation, an orb of sickening negative light appears, latching on to the nearest inanimate object.

You cast this spell on a object within range. Although physically nothing changes, for the duration of the spell that object emits overwhelming auras of good, evil, law, chaos, and magic for the purposes of divination spells that detect auras (such as Detect Magic or Detect Evil) as if from a Caster Level object equal to your caster level.
If a creature is concentrating on a divination spell that detects auras when you cast this spell on an object within the divination's area they must succeed a Fortitude save of lose their concentration on that spell (spell resistance applies)

Undeniable Imperative
Enchantment
Level: Cleric 9, Beguiler 9
Components: S, F/DF
Casting Time: 16 years
Range: Infinite, even onto other planes
Target: All non-unique creatures occupying targeted plane of existence
Duration: Instantaneous
Saving Throw: Will partial (see text)
Spell Resistance: No
With this spell, you instill an undying Geas in the inhabitants of the plane. The behavior thrust upon them is as necessary as life itself to those subjects, your imperious decree being now a part of every living things' life.

This spell causes all non-unique creatures on whichever plane the caster targets to be affected as the Geas spell, except as noted above. If a creature makes its save, then it is merely affected by Lesser Geas (ignoring the HD limit). Note that as the duration is instantaneous, not even Remove Curse, Wish, Miracle, or Limited Wish can cause the (Lesser) Geas to cease functioning.

Fivefold Wrath
Evocation [Acid, Cold, Electric, Fire, Sonic]
Level: Druid 4
Components: V, S
Casting Time: 5 rounds
Range: Personal
Target: You
Duration: 1 round/level
As you finish the lengthy incantation, an aura surrounds you, shifting continuously through the five elements: first it appears you're dripping acid, then covered in frost, crackling with electricity, blazing with fire, and finally vibrating furiously, before cycling back to acid.

Until the end of this spell, whenever you hit a creature with a melee attack, add 1d8 damage of a type chosen randomly from the following list: Acid, Cold, Electric, Fire, and Sonic.

Diplomatic Immunity
Abjuration
Level: Sorcerer 4, Bard 3
Components: V
Casting Time: 15 Minutes
Range: Touch
Target: One creature per five caster levels.
Duration: 2 hours/level
Save: Will negates(harmless)
SR: (see text)
Muttering, you focus on your task. Fifteen minutes later, you stand, confident that nobody will impede your path.

The creatures you target with this spell become immune to all negative social or legal consequences for their actions for the duration of the spell. Essentially, everyone and everything that would normally deal out the appropriate punishment for their actions cannot deal out that punishment. However, things that are considered capital crimes (ex: killing a high ranking noble) still provoke the appropriate response. Once the duration ends, any and all negative consequences that would be ignored are no longer ignored. Creatures of lawful alignment receive SR against this spell, chaotic creatures don't, and neutral creatures may choose. If applicable, the targets of the spell are immune to influence by the diplomacy skill.

Elisionate
Enchantment (Compulsion)
Level: Bard 2, Cleric 3, Sorcerer/Wizard 4, Beguiler 4
Components: V, F
Casting Time: 1 round
Range: Short (25ft + 5ft/2 levels)
Area: 10 foot radius sphere
Duration: 10 minutes/caster level
Save: Will negates
SR: Yes (harmless)
As you cast the spell, you indicate a target area. When the spell is finished, everyone in the area seems to act noticeably more nice.

Creatures affected by this spell have their desire to do harm suppressed for the duration of the spell. For that time, they cannot willingly cause physical, mental, social, emotional, or financial harm to another creature. Once the spell ends, all desire to do harm existing before the spell or would normally be gained in the spell returns.

ZamielVanWeber
2016-07-18, 03:57 AM
School: Divination

Devcon1
2016-07-18, 05:17 AM
Level: Clr 9, Nar Demonbinder 8

Jormengand
2016-07-18, 06:32 AM
Demonologist doesn't have 8th-level spells. Do you mean Nar Demonbinder?

Devcon1
2016-07-18, 12:58 PM
Ah, yes. My apologies, I forgot Demonologists only got up to 4th level spells. I'll go change that to nar demonbinder like you suggested; seems just as fitting as demonologist.

Jormengand
2016-07-18, 02:49 PM
Let's have components as V, S, F/DF

Death Altar
Divination
Level: Clr 9, Nar Demonbinder 8
Components: V, S, F/DF

legomaster00156
2016-07-18, 02:54 PM
Casting time: 10 minutes

Amechra
2016-07-18, 04:34 PM
Range: Special (see text)

Draconium
2016-07-18, 07:20 PM
Target: One living creature

Jormengand
2016-07-18, 07:44 PM
My turn again, I think. Let's make the duration permanent:

Death Altar
Divination
Level: Clr 9, Nar Demonbinder 8
Components: V, S, F/DF
Casting time: 10 minutes
Range: Special (see text)
Target: One living creature
Duration: Permanent

Amechra
2016-07-18, 07:46 PM
Saving Throw: Reflex (Partial)

Draconium
2016-07-18, 07:50 PM
Spell Resistance: No

This is gonna be an odd spell... :smalltongue:

Jormengand
2016-07-19, 07:24 AM
Death Altar
Divination
Level: Clr 9, Nar Demonbinder 8
Components: V, S, F/DF
Casting time: 10 minutes
Range: Special (see text)
Target: One living creature
Duration: Permanent
Saving Throw: Reflex (Partial)
Spell Resistance: No
You point your finger at a creature, and they become a living altar of death, haunted by the visitations of the damned.

Network
2016-07-22, 07:34 PM
Death Altar
Divination
Level: Clr 9, Nar Demonbinder 8
Components: V, S, F/DF
Casting time: 10 minutes
Range: Special (see text)
Target: One living creature
Duration: Permanent
Saving Throw: Reflex Partial
Spell Resistance: No
You point your finger at a creature, and they become a living altar of death, haunted by the visitations of the damned.

The range of this spell depends on your kinship with the target. You must be able to see or perceive the target, but that might be achieved by divination magic.

KinshipRange
Clone or selfUnlimited (same plane)
Parent or child100 feet
Sibling75 feet
Uncle, aunt, niece, nephew50 feet
Grandparent or grandchild50 feet
First cousin25 feet
Not a close blood relativeTouch

This spell is as much a blessing as it is a curse. The target can sees things that are inaccessible to most mortals, but is visited by strange powers.

The target of this spell can perceive the auras of undead (similar to detect undead, except it also extends to the ethereal plane and the plane of shadow, even if the target never sets foot in these planes). Fiends who were created from the souls of mortals (which excludes obyriths and archdevils) are also detected, though they "taste" differently from undead creatures. If the target has an Intelligence score of at least 7, he can distinguish between fiendish and undead auras.

Every time the target wakes up from sleep, he has a small chance of being afflicted by a terrible vision. Roll 1d6. On a roll of 2 to 6, nothing happens. On a roll of 1, the target suffers the visions. He can attempt to shrug them off by winking his eyes and making a Reflex save. If he succeeds, he suffers no ill effects but is shaken for 10 minutes. If he fails, the visions assault him. The target is shaken for an hour, suffers 1d6 points of nonlethal damage and is blinded for 1d6 days. A character who is blind can suffer from the visions as well, but receives a +4 bonus on its Reflex save. The duration of the blindness is not cumulative. A character who has no eyes cannot suffer from these visions.

Undead and fiends created from the souls of mortals can detect the presence of a target of this spell within 1 mile of themselves. They cannot pinpoint the target, and may not be able to recognize him on sight, but they feel some attraction to him. How they react to this attraction is theirs to decide.

Finally, if the caster is a cleric, the target of this spell counts as an altar dedicated to the caster's deity for the purpose of spells such as Consecrate or Desecrate. If the caster is a nar demonbinder, the target counts as an altar dedicated to the demon lord of the caster's choice.

Arcane Focus: A piece of bone from a (possibly formely) undead demon.


Making up a feat to go with the spell seemed relevant, so here it is:

Interpret Visions of Death [General]
You may understand what you see in the visions caused by your curse or blessing.
Prerequisites: Must be under the effect of a death altar spell.
Benefit: You receive a +4 bonus on your Reflex save to avoid blindness when you are striken with a vision (see the death altar spell for details).
In addition, if you succeed on your save, your mind makes brief contact with an entity from the negative energy plane. The effect is similar to contact other plane (with the Intelligence check to avoid a decrease in Intelligence and Charisma), excepts it lasts only a single round (so you can only be answered a single question). The caster level is equal to the caster level for the death altar spell that affects you. You may not use this ability more than once per week, even if you succeed on many Reflex saves against death altar during this period.

VoodooPaladin
2016-07-22, 08:51 PM
My thanks go out to you, Network. That was a doozy to start out with.

Anyway. The name of Spell #2 is!

Summon Greater Tea Leaf

Xzoltar
2016-07-23, 12:53 AM
Summon Greater Tea Leaf
Conjuration [Healing]

Thunderfist12
2016-07-23, 04:37 AM
Level: Sor 2 / Wu Jen 1

Jormengand
2016-07-23, 12:55 PM
Summon Greater Tea Leaf
Conjuration [Healing]
Level: Sor 2/Wu Jen 1
Components: V, S, M

D.M.Hentchel
2016-07-23, 09:16 PM
Summon Greater Tea Leaf
Conjuration [Healing]
Level: Sor 2/Wu Jen 1
Components: V, S, M
Casting Time: 1 round [see text]

Xzoltar
2016-07-24, 08:20 AM
Summon Greater Tea Leaf
Conjuration (Healing)
Level: Sor 2/Wu Jen 1
Components: V, S, M
Casting Time: 1 round [see text]
Range: close (25 ft. + 5 ft./2 levels)

HisHighestMinio
2016-07-24, 01:54 PM
Summon Greater Tea Leaf
Conjuration [Healing]
Level: Sor 2/Wu Jen 1
Components: V, S, M
Casting Time: 1 round [see text]
Range: close (25 ft. + 5 ft./2 levels)
Target: one bush

Subspace
2016-07-24, 07:31 PM
Summon Greater Tea Leaf
Conjuration [Healing]
Level: Sor 2/Wu Jen 1
Components: V, S, M
Casting Time: 1 round [see text]
Range: close (25 ft. + 5 ft./2 levels)
Target: one bush
Duration: 10 minutes/Caster Level

Draconium
2016-07-24, 11:21 PM
Summon Greater Tea Leaf
Conjuration [Healing]
Level: Sor 2/Wu Jen 1
Components: V, S, M
Casting Time: 1 round [see text]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One bush
Duration: 10 minutes/Caster Level
Saving Throw: None

LordOfCain
2016-07-25, 07:04 AM
Spell Resistance: None

Thunderfist12
2016-07-26, 07:04 PM
Summon Greater Tea Leaf
Conjuration [Healing]
Level: Sor 2/Wu Jen 1
Components: V, S, M
Casting Time: 1 round [see text]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One bush
Duration: 10 minutes/Caster Level
Saving Throw: None
Spell Resistance: None
Lighting up a bowl of mystic incense, you begin to recite the incantation, focusing all of your attention toward the bush. The smoke from your censer drifts toward it, and every leaf upon it begins to change into decidedly large tea leaves.

Devigor
2016-07-27, 07:47 AM
Summon Greater Tea Leaf
Conjuration [Healing]
Level: Sor 2/Wu Jen 1
Components: V, S, M
Casting Time: 1 round [see text]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One bush
Duration: 10 minutes/Caster Level
Saving Throw: None
Spell Resistance: None
Lighting up a bowl of mystic incense, you begin to recite the incantation, focusing all of your attention toward the bush. The smoke from your censer drifts toward it, and every leaf upon it begins to change into decidedly large tea leaves.

"One bush you designate turns into a greater tea bush, changing all of its leaves for the duration of this spell. 1d4 +1 of these leaves per caster level (maximum +5) are completely real, and can each be used to make a serving of tea that grants Fast Healing 1 for one round upon consumption, though the potency of the leaves (and thus, the tea) fades when the spell ends. Consuming one serving of the tea is a standard action that provokes attacks of opportunity. As long as the spell lasts, creatures within 10 feet of the bush have a +2 bonus to concentration and spellcraft checks."

ShiningStarling
2016-07-27, 02:47 PM
This looks entirely too fun...

Spell number 3

Electric Mania

Draconium
2016-07-27, 02:57 PM
Electric Mania
Enchantment (Compulsion, Mind-Affecting)

D.M.Hentchel
2016-07-27, 03:53 PM
Sor/Wiz 6, Beguiler 6

Devigor
2016-07-27, 03:57 PM
Components: V

Yes, this is definitely fun! :smallsmile:

VoodooPaladin
2016-07-27, 04:42 PM
Electric Mania
Enchantment (Compulsion, Mind-Affecting)
Level: Sor/Wiz 6, Beguiler 6
Components: V
Casting Time: Standard action

ApocalypseSquid
2016-07-27, 04:51 PM
Range: Touch

nxwtypx
2016-07-28, 12:13 AM
Target: One creature, plus arcs (See text)

Devigor
2016-07-28, 09:55 AM
Duration: 10 minutes/level

DuctTapeKatar
2016-07-28, 02:25 PM
Electric Mania
Enchantment(Compulsion, Mind-Affecting)
Level: Sor/Wiz 6, Beguiler 6
Components: V
Casting Time: Standard action
Range: Touch
Target: Once creature, plus arcs (See text)
Duration: Ten minutes per level
Saving Throw: Special: Will - the armor check penalty of all metal armor worn (special armors, such as those made from wood or bone, do not get applied)

GAAD
2016-07-28, 11:04 PM
Electric Mania
Enchantment(Compulsion, Mind-Affecting)
Level: Sor/Wiz 6, Beguiler 6
Components: V
Casting Time: Standard action
Range: Touch
Target: Once creature, plus arcs (See text)
Duration: Ten minutes per level
Saving Throw: Special: Will - the armor check penalty of all metal armor worn (special armors, such as those made from wood or bone, do not get applied)
Spell Resistance: Yes

Jormengand
2016-07-29, 09:34 AM
Electric Mania
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 6, Beguiler 6
Components: V
Casting Time: Standard action
Range: Touch
Target: Creature touched, plus arcs (See text)
Duration: 10 minutes/level
Saving Throw: Will partial, with a penalty on each creature's saving throw equal to the armor check penalty of all metal armor worn (special armors, such as those made from wood or bone, do not get applied)
Spell Resistance: Yes
You touch a creature, and instill in them a charge that will pass to any creature they touch, riddling them with both electric burns and electric mania.

ShiningStarling
2016-08-01, 03:47 PM
Electric Mania
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 6, Beguiler 6
Components: V
Casting Time: Standard action
Range: Touch
Target: Creature touched, plus arcs (See text)
Duration: 10 minutes/level
Saving Throw: Will partial, with a penalty on each creature's saving throw equal to the armor check penalty of all metal armor worn (special armors, such as those made from wood or bone, do not get applied)
Spell Resistance: Yes
You touch a creature, and instill in them a charge that will pass to any creature they touch, riddling them with both electric burns and electric mania.

You make a touch attack against a creature as part of casting this spell. If it succeeds, the target takes 1d6 points of electrical damage per caster level.
The target then makes a will saving throw, with a penalty equal to all Armor check penalty the target is receiving from metal Armor or shields. If the save fails, they are compelled to drop anything they are holding, and then attempt to touch their nearest ally, cackling madly, wanting to share their delightfully energizing new gift with their friends. Any creature they touch is affected as if you had cast this spell on them. If a creature afflicted with this spell does not touch anyone in a round, the electricity arcs to creatures within 10 feet, making a ranged touch attack with your modifiers, and dealing half as much damage as the afflicted creature took. If there are no targets to arc to, and no one was touched by the afflicted, the afflicted takes half the initial damage again.
Any creature already afflicted by this spell will not be targeted by other creatures instilled with the mania. Any creature instilled with the mania cannot make mental skill checks, and takes a -2 penalty to all saving throws and to Armor class.

Jormengand
2016-08-01, 04:35 PM
Touching a creature doesn't imply a somatic component.

I'll leave naming the next spell to someone else.

Libro
2016-08-01, 04:42 PM
Buxby's Crushing Tactical Nuke

Black Socks
2016-08-01, 05:06 PM
Conjuration (summoning)

ShiningStarling
2016-08-01, 05:12 PM
Touching a creature doesn't imply a somatic component.
Woopsiedoodles, dunno what I was thinking, fixed.

Sorc/Wiz 8, Destruction 9

DarkSteelWolf
2016-08-02, 01:33 PM
Buxby's Crushing Tactical Nuke
Conjuration (Summoning)
Level: Sorc/Wiz 8, Destruction 9
Components: V, S, M

Jormengand
2016-08-02, 02:42 PM
I've listed all the spells we've made so far in the OP.

Range: 6d6*10 feet.

ShiningStarling
2016-08-02, 03:39 PM
Effect: a Gargantuan size explosive projectile

Libro
2016-08-02, 05:02 PM
Buxby's Crushing Tactical Nuke
Conjuration (Summoning)
Level: Sorc/Wiz 8, Destruction 9
Components: V, S, M
Casting time:: 5 minutes
Range: 6d6*10 feet.[/QUOTE]
Effect: a Gargantuan size explosive projectile[/QUOTE]

Casting time was skipped, so I added it in.

DarkSteelWolf
2016-08-02, 05:22 PM
Buxby's Crushing Tactical Nuke
Conjuration (Summoning)
Level: Sorc/Wiz 8, Destruction 9
Components: V, S, M
Casting time: 5 minutes
Range: 6d6*10 feet
Area: 10 ft./level
Effect: a Gargantuan size explosive projectile

We seem to have also forgotten area, so I have added it.

Jormengand
2016-08-02, 05:55 PM
Spells never have both areas and effects (or if there are any which do, they're the exception, and not the rule).

ShiningStarling
2016-08-02, 06:15 PM
The effect of the spell is the summoning of the object, not the resultant actions of that object, which is why there is no area line (it matters in terms of saving throws and spell resistance, and is the major difference between attack spells of the Conjuration and Evocation schools)

Devigor
2016-08-03, 04:07 PM
Duration: Instantaneous

Jormengand
2016-08-03, 04:09 PM
Saving Throw: Reflex Half

GnomishPride
2016-08-03, 04:49 PM
SR: No
Filler!

ShiningStarling
2016-08-04, 12:19 PM
As you finish weaving the spell, a very large bomb appears in the sky where you indicate, falling quickly to cause massive devastation and despair in the area. Some of those affected may never recover fully, and the land affected could be tainted for centuries ifor not treated.

Jormengand
2016-08-11, 12:55 PM
Buxby's Crushing Tactical Nuke
Conjuration (Summoning)
Level: Sorc/Wiz 8, Destruction 9
Components: V, S, M
Casting time: 5 minutes
Range: 6d6*10 feet.
Effect: A Gargantuan size explosive projectile
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
As you finish weaving the spell, a very large bomb appears in the sky where you indicate, falling quickly to cause massive devastation and despair in the area. Some of those affected may never recover fully, and the land affected could be tainted for centuries ifor not treated.

You create a missile and fire it into the distance, causing a directed nuclear explosion which fortunately eminates away from you.

The bomb flies the indicated distance, before exploding in a blast of flame, creating a 5-mile cone of fiery death that deals 1d6 points of fire damage per level. A creature actually hit by the missile itself takes 1d6 points of force damage per level as well, and is dragged backwards by the bomb unless it passes its reflex save, in which case it steps aside.

The land is dangerous to live in. A creature who spends more than three days in the area needs to save each six hours against radiation sickness (Inhaled DC 16/1d3 days/1d6 CON+1 CON drain), and the land only becomes save in 1d6d6d6 years - that is, roll a d6 to see how many d6s you roll, then roll that many to determine how many are made in the third roll, then roll that many to determine the actual length of time the land is dangerous.

HisHighestMinio
2016-08-11, 03:01 PM
Black flare

GnomishPride
2016-08-11, 03:07 PM
Black Flare
Evocation

TheYell
2016-08-11, 03:16 PM
Socerer / Wizard 0

Jormengand
2016-08-11, 04:34 PM
Components: V, S

Vaktaeru
2016-08-11, 04:42 PM
Casting time: Immediate Action

Black Socks
2016-08-11, 06:06 PM
Range: 5 feet

srgtsilent
2016-08-11, 06:34 PM
Target: One Object

GnomishPride
2016-08-12, 10:48 PM
Duration: 1 round/level

JNAProductions
2016-08-13, 10:59 AM
Saving Throw: Fortitude Negates

ArkenBrony
2016-08-13, 12:52 PM
spell resistance: yes

Draconium
2016-08-13, 04:22 PM
Black Flare
Evocation
Level: Sorcerer/Wizard 0
Components: V, S
Casting time: Immediate Action
Range: 5 feet
Target: One Object
Duration: 1 round/level
Saving Throw: Fortitude Negates
Spell Resistance: Yes
As you utter this evocation, an orb of sickening negative light appears, latching on to the nearest inanimate object.

D.M.Hentchel
2016-08-15, 07:04 PM
Black Flare
Evocation
Level: Sorcerer/Wizard 0
Components: V, S
Casting time: Immediate Action
Range: 5 feet
Target: One Object
Duration: 1 round/level
Saving Throw: Fortitude Negates
Spell Resistance: Yes

As you utter this evocation, an orb of sickening negative light appears, latching on to the nearest inanimate object.

You cast this spell on a object within range. Although physically nothing changes, for the duration of the spell that object emits overwhelming auras of good, evil, law, chaos, and magic for the purposes of divination spells that detect auras (such as Detect Magic or Detect Evil) as if from a Caster Level object equal to your caster level.
If a creature is concentrating on a divination spell that detects auras when you cast this spell on an object within the divination's area they must succeed a Fortitude save of lose their concentration on that spell (spell resistance applies)

Jormengand
2016-08-16, 08:05 AM
Let's call our next spell Undeniable Imperative.

JNAProductions
2016-08-16, 09:21 AM
Enchantment

Draconium
2016-08-16, 11:43 AM
Level: Cleric 9, Beguiler 9

HisHighestMinio
2016-08-16, 12:03 PM
Components: S, F/DF

JNAProductions
2016-08-16, 12:05 PM
Casting Time-16 years

Jormengand
2016-08-16, 12:29 PM
Range: Infinite, including onto other planes (See text).

AvatarVecna
2016-08-16, 12:37 PM
Target: all non-unique creatures occupying targeted plane of existence

Draconium
2016-08-16, 12:38 PM
Duration: Instantaneous

khadgar567
2016-08-16, 12:41 PM
this is gonna be odd one

JNAProductions
2016-08-16, 12:42 PM
Saving Throw-Will save for partial (see text)

DarkSteelWolf
2016-08-16, 01:31 PM
Spell Resistance: No

ShiningStarling
2016-08-16, 02:08 PM
With this spell, you instill an undying Geas in the inhabitants of the plane. The behavior thrust upon them is as necessary as life itself to those subjects, your imperious decree being now a part of every living things' life.

GnomishPride
2016-08-18, 12:02 AM
Undeniable Imperative
Enchantment
Level: Cleric 9, Beguiler 9
Components: S, F/DF
Casting Time: 16 years
Range: Infinite, even onto other planes
Target: All non-unique creatures occupying targeted plane of existence
Duration: Instantaneous
Saving Throw: Will save for partial (see text)
Spell Resistance: No
With this spell, you instill an undying Geas in the inhabitants of the plane. The behavior thrust upon them is as necessary as life itself to those subjects, your imperious decree being now a part of every living things' life.
This spell causes all non-unique creatures on whichever plane the caster targets to be affected as the Geas spell, except as noted above. If a creature makes its save, then it is merely affected by Lesser Geas (ignoring the HD limit). Note that as the duration is instantaneous, not even Remove Curse, Wish, Miracle, or Limited Wish can cause the (Lesser) Geas to cease functioning.

Draconium
2016-08-18, 12:14 AM
Next spell! Let's call it...

Fivefold Wrath

khadgar567
2016-08-18, 12:38 AM
Warlock 0
( like to see how you spin this6

Draconium
2016-08-18, 12:41 AM
Warlock 0
( like to see how you spin this6

Warlocks use invocations, not spells, so I don't know if that's a valid response...

GnomishPride
2016-08-18, 01:42 AM
Also, we're listing the school, not the class/level.

ShiningStarling
2016-08-18, 03:22 AM
Fivefold Wrath
Evocation [Acid, Cold, Electric, Fire, Sonic]

Black Socks
2016-08-18, 06:11 AM
Level: Druid 4

Jormengand
2016-08-18, 09:38 AM
Components: V, S

GnomishPride
2016-08-18, 12:17 PM
Casting Time: 5 rounds

LastCenturion
2016-08-18, 01:14 PM
Range: Self

GnomishPride
2016-08-22, 06:50 PM
Target: Self

(Also bump)

Jormengand
2016-08-23, 04:23 AM
That's range personal target you; there is no range self or target self.

Duration: 1 round/level

Remember to jump straight to the italic description, guys: there's no SR or save entry for a personal spell.

GnomishPride
2016-08-30, 10:51 PM
Fivefold Wrath
Evocation [Acid, Cold, Electric, Fire, Sonic]
Level: Druid 4
Components: V, S
Casting Time: 5 rounds
Range: Personal
Target: You
Duration: 1 round/level
As you finish the lengthy incantation, an aura surrounds you, shifting continuously through the five elements: first it appears you're dripping acid, then covered in frost, crackling with electricity, blazing with fire, and finally vibrating furiously, before cycling back to acid.

LastCenturion
2016-08-30, 11:58 PM
Fivefold Wrath
Evocation [Acid, Cold, Electric, Fire, Sonic]
Level: Druid 4
Components: V, S
Casting Time: 5 rounds
Range: Personal
Target: You
Duration: 1 round/level
As you finish the lengthy incantation, an aura surrounds you, shifting continuously through the five elements: first it appears you're dripping acid, then covered in frost, crackling with electricity, blazing with fire, and finally vibrating furiously, before cycling back to acid.
Until the end of this spell, whenever you hit a creature with a melee attack, add 1d8 damage of a type chosen randomly from the following list: Acid, Cold, Electric, Fire, and Sonic.

Jormengand
2016-08-31, 07:16 AM
See, I'd make it 1d8 of each to justify the spell level and long casting time, but oh well.

Next spell will be called Diplomatic Immunity.

JBiddles
2016-08-31, 08:26 AM
Diplomatic Immunity

Abjuration

JNAProductions
2016-08-31, 11:04 AM
Level-Sorcerer 4, Bard 3

ShiningStarling
2016-08-31, 11:18 AM
Components: V

Black Socks
2016-08-31, 11:50 AM
Casting time: 15 Minutes

AvatarVecna
2016-08-31, 12:05 PM
Range: Touch

JNAProductions
2016-08-31, 12:06 PM
Target-One creature per five caster levels.

GnomishPride
2016-08-31, 03:54 PM
Diplomatic Immunity
Abjuration
Level: Sorcerer 4, Bard 3
Components: V
Casting Time: 15 Minutes
Range: Touch
Target: One creature per five caster levels.
Duration: 2 hours/level

[save]
[sr]
[fluff]
[mechanics]

AtlasSniperman
2016-08-31, 06:15 PM
Save: Will negates(harmless)

Libro
2016-08-31, 07:55 PM
SR: (see text)

:smallbiggrin:

LastCenturion
2016-08-31, 09:07 PM
Diplomatic Immunity
Abjuration
Level: Sorcerer 4, Bard 3
Components: V
Casting Time: 15 Minutes
Range: Touch
Target: One creature per five caster levels.
Duration: 2 hours/level
Save: Will negates(harmless)
SR: (see text)
Muttering, you focus on your task. Fifteen minutes later, you stand, confident that nobody will impede your path.

GnomishPride
2016-08-31, 09:58 PM
Diplomatic Immunity
Abjuration
Level: Sorcerer 4, Bard 3
Components: V
Casting Time: 15 Minutes
Range: Touch
Target: One creature per five caster levels.
Duration: 2 hours/level
Save: Will negates(harmless)
SR: (see text)
Muttering, you focus on your task. Fifteen minutes later, you stand, confident that nobody will impede your path.
The creatures you target with this spell become immune to all negative social or legal consequences for their actions for the duration of the spell. Essentially, everyone and everything that would normally deal out the appropriate punishment for their actions cannot deal out that punishment. However, things that are considered capital crimes (ex: killing a high ranking noble) still provoke the appropriate response. Once the duration ends, any and all negative consequences that would be ignored are no longer ignored. Creatures of lawful alignment receive SR against this spell, chaotic creatures don't, and neutral creatures may choose. If applicable, the targets of the spell are immune to influence by the diplomacy skill.

LastCenturion
2016-08-31, 10:12 PM
the New Spell (tm) is named...

Elisionate

Temotei
2016-09-01, 12:17 AM
Elisionate
Enchantment (Compulsion)

AvatarVecna
2016-09-01, 05:54 AM
Level: Bard 2, Cleric 3, Sorcerer/Wizard 4, Beguiler 4

AtlasSniperman
2016-09-01, 06:20 AM
Components: V, F

LastCenturion
2016-09-01, 08:12 AM
Casting Time: 1 round

I'm tired of the really frigging long casting times. It makes the spells less useful.

AtlasSniperman
2016-09-01, 08:14 AM
Casting Time: 1 round

I'm tired of the really frigging long casting times. It makes the spells less useful.

The high spell levels are annoying me XD

GnomishPride
2016-09-01, 04:42 PM
Elisionate
Enchantment (Compulsion)
Level: Bard 2, Cleric 3, Sorcerer/Wizard 4, Beguiler 4
Components: V, F
Casting Time: 1 round
Range: Short (25ft + 5ft/2 levels)

[target/area/effect]
[duration]
[save]
[sr]
[fluff]
[mechanics]

I'm really happy with how Diplomatic Immunity turned out. Definitely a fun spell.

LastCenturion
2016-09-01, 05:12 PM
Elisionate
Enchantment (Compulsion)
Level: Bard 2, Cleric 3, Sorcerer/Wizard 4, Beguiler 4
Components: V, F
Casting Time: 1 round
Range: Short (25ft + 5ft/2 levels)
Area: 10 foot radius sphere
[duration]
[save]
[sr]
[fluff]
[mechanics]

JNAProductions
2016-09-02, 01:56 AM
Elisionate
Enchantment (Compulsion)
Level: Bard 2, Cleric 3, Sorcerer/Wizard 4, Beguiler 4
Components: V, F
Casting Time: 1 round
Range: Short (25ft + 5ft/2 levels)
Area: 10 foot radius sphere
Duration: 10 minutes/caster level
[save]
[sr]
[fluff]
[mechanics]

trikkydik
2016-09-02, 02:27 AM
Elisionate
Enchantment (Compulsion)
Level: Bard 2, Cleric 3, Sorcerer/Wizard 4, Beguiler 4
Components: V, F
Casting Time: 1 round
Range: Short (25ft + 5ft/2 levels)
Area: 10 foot radius sphere
Duration: 10 minutes/caster level
Save: Will
[sr]
[fluff]
[mechanics]

LastCenturion
2016-09-02, 06:58 AM
Will what? Will negates? Will partial (see text)? Will halves? Let's say Will negates for simplicity's sake.

SR: Yes (harmless)

HisHighestMinio
2016-09-04, 01:12 PM
Elisionate
Enchantment (Compulsion)
Level: Bard 2, Cleric 3, Sorcerer/Wizard 4, Beguiler 4
Components: V, F
Casting Time: 1 round
Range: Short (25ft + 5ft/2 levels)
Area: 10 foot radius sphere
Duration: 10 minutes/caster level
Save: Will negates
SR: Yes (harmless)
As you cast the spell, you indicate a target area. When the spell is finished, everyone in the area seems to act noticeably more nice.

GnomishPride
2016-09-07, 05:52 PM
Elisionate
Enchantment (Compulsion)
Level: Bard 2, Cleric 3, Sorcerer/Wizard 4, Beguiler 4
Components: V, F
Casting Time: 1 round
Range: Short (25ft + 5ft/2 levels)
Area: 10 foot radius sphere
Duration: 10 minutes/caster level
Save: Will negates
SR: Yes (harmless)
As you cast the spell, you indicate a target area. When the spell is finished, everyone in the area seems to act noticeably more nice.
Creatures affected by this spell have their desire to do harm suppressed for the duration of the spell. For that time, they cannot willingly cause physical, mental, social, emotional, or financial harm to another creature. Once the spell ends, all desire to do harm existing before the spell or would normally be gained in the spell returns.

This makes the third spell I wrote the mechanics for, and strangely all have been enchantments (Undeniable Imperative, Diplomatic Immunity). :smalltongue: Guess it's not a popular job.
I also noticed the "Hall of Spells" in the OP hasn't been updated for some time now.

Jormengand
2016-09-07, 06:31 PM
It's been updated now.

Next spell:

Extort
School (subschool) [Descriptors]
Level:
Components:
Casting Time:
Range:
Target:, Effect: or Area:
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

AvatarVecna
2016-09-07, 06:36 PM
Extort
School (subschool) [Descriptors]: Abjuration
Level:
Components:
Casting Time:
Range:
Target:, Effect: or Area:
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

Jormengand
2016-09-07, 06:42 PM
That's not how the school subschool descriptors line works. You just need to write "Abjuration" in place of "School (subschool) descriptors", not in front of it. See: any spell description.

LastCenturion
2016-09-07, 06:56 PM
EDIT: Ninja'ed. Dang. Okay, I pick level

Extort
Abjuration
Beguiler 2, Chaos 2, Cleric 3

GnomishPride
2016-09-07, 08:47 PM
Extort
Abjuration
Level: Beguiler 2, Chaos 2, Cleric 3
Components: V
Casting Time:
Range:
Target:, Effect: or Area:
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

Draconium
2016-09-07, 08:49 PM
Extort
Abjuration
Level: Beguiler 2, Chaos 2, Cleric 3
Components: V
Casting Time: 1 standard action
Range:
Target:, Effect: or Area:
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

I got a bit annoyed at the long casting time trend. :smalltongue:

LastCenturion
2016-09-07, 09:50 PM
Extort
Abjuration
Level: Beguiler 2, Chaos 2, Cleric 3
Components: V
Casting Time: 1 standard action
Range: Sight
Target:, Effect: or Area:
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

GnomishPride
2016-09-08, 04:00 PM
Extort
Abjuration
Level: Beguiler 2, Chaos 2, Cleric 3
Components: V
Casting Time: 1 standard action
Range: Sight
Target: One creature/3 caster levels
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

Black Socks
2016-09-08, 04:11 PM
Extort
Abjuration
Level: Beguiler 2, Chaos 2, Cleric 3
Components: V
Casting Time: 1 standard action
Range: Sight
Target: One creature/3 caster levels
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
You use threats, force, or any other means necessary to obtain protection for the target(s).
Game mechanic effect.

LastCenturion
2016-09-08, 06:57 PM
You're supposed to go down the list in order, not skip around.

khadgar567
2016-09-09, 11:59 AM
Extort
Abjuration
Level: Beguiler 2, Chaos 2, Cleric 3
Components: V
Casting Time: 1 standard action
Range: Sight
Target: One creature/3 caster levels
Duration:PPermanent
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
You use threats, force, or any other means necessary to obtain protection for the target(s).
Game mechanic effect.
here you go gents

LastCenturion
2016-09-09, 04:19 PM
Extort
Abjuration
Level: Beguiler 2, Chaos 2, Cleric 3
Components: V
Casting Time: 1 standard action
Range: Sight
Target: One creature/3 caster levels
Duration: Permanent
Saving Throw: Will half (see text)
Spell Resistance: Excluded from personal spells.
You use threats, force, or any other means necessary to obtain protection for the target(s).
Game mechanic effect.

I don't think I broke the three-post rule, because my earlier post didn't add a mechanic. If I'm wrong, whoops. Next time I'll know.

trikkydik
2016-09-10, 11:31 AM
Extort
Abjuration
Level: Beguiler 2, Chaos 2, Cleric 3
Components: V
Casting Time: 1 standard action
Range: Sight
Target: One creature/3 caster levels
Duration: Permanent
Saving Throw: Will half (see text)
Spell Resistance: Excluded from personal spells.
You use threats, force, or any other means necessary to obtain protection for the target(s).
A green Ray of sound spews from your eyeballs. Causing up to 3 creatures per level to be permanently stupid. The spell has no effect on intelligent creatures. A successful will save partially negates the spell's effect, leaving the target only half as stupid as it would normally be.

Creatures hit by this spells effect say the words "I'm stupid," every 3 seconds. a successful WILL save means the target will say "I have a stutter," instead.

trikkydik
2016-09-10, 11:35 AM
Planetary Devestation

Level:
Components:
Casting Time:
Range:
Target:

LastCenturion
2016-09-10, 01:00 PM
We can't make a new spell yet, the old one still needs to establish the Spell Resistance. Also, that mechanical effect is completely out of line with the fluff, spell level, and the Will save. You've also broken the three-post rule, I'm pretty sure.

Jormengand
2016-09-10, 05:21 PM
Yeah, I'm gonna say that spell effects which are obviously out of line with (or more to the point, which directly contradict) the previous parts of the spell should be ignored, and can we from here on post the sections of the spell in order?

GnomishPride
2016-09-11, 11:13 PM
Extort
Abjuration
Level: Beguiler 2, Chaos 2, Cleric 3
Components: V
Casting Time: 1 standard action
Range: Sight
Target: One creature/3 caster levels
Duration: Permanent
Saving Throw: Will half (see text)
Spell Resistance: Yes
You use threats, force, or any other means necessary to obtain protection for the target(s).
[mechanics]

I believe this is where we should be at. Correct me if I'm wrong.

Shinn
2016-09-12, 03:36 PM
[QUOTE=GnomishPride;21193422]Extort
Abjuration
Level: Beguiler 2, Chaos 2, Cleric 3
Components: V
Casting Time: 1 standard action
Range: Sight
Target: One creature/3 caster levels
Duration: Permanent
Saving Throw: Will half (see text)
Spell Resistance: Yes
You use threats, force, or any other means necessary to obtain protection for the target(s).
You can now use any skill of your choice to influence the attitude of a character (PC or NPC), with effects comparable to Diplomacy. You also gain a permanent bonus to this skill check of half your actual Caster Level for influence the NPC. This bonus doesn't advance with your caster level, and if you want to get a bigger bonus, you have to cast it again.
Characters who get Helpful with this spell can now be used as meat shields in combat, providing a 50% cover to you against every attack that both of you can see.
If he or she passes the save, however, you lose the "meat shield" ability, and your Caster Level is halved for considering your skill check bonus.

Draconium
2016-09-12, 03:42 PM
So, I guess that means it's time for a new spell? Let's call it...

Labyrinth of Bone

ShiningStarling
2016-09-12, 04:07 PM
Labyrinth of Bone
Necromancy/Enchantment (dual schooled)

JNAProductions
2016-09-12, 05:56 PM
Labyrinth of Bone
Necromancy/Enchantment (dual schooled)
Level Dread Necromancer 4, Wizard/Sorcerer 5, Cleric 5, Death 4

LastCenturion
2016-09-12, 06:35 PM
Components: S, M (A consecrated bone from a minotaur, costing at least 10 gp, and a pinch of sulfur)

JNAProductions
2016-09-12, 06:43 PM
Labyrinth of Bone
Necromancy/Enchantment (dual schooled)
Level Dread Necromancer 4, Wizard/Sorcerer 5, Cleric 5, Death 4
Components: S, M (A consecrated bone from a minotaur, costing at least 10 gp, and a pinch of sulfur)

Just keeping all the spell bits together.

PapaQuackers
2016-09-12, 07:26 PM
Labyrinth of Bone
Necromancy/Enchantment (dual schooled)
Level Dread Necromancer 4, Wizard/Sorcerer 5, Cleric 5, Death 4
Components: S, M (A consecrated bone from a minotaur, costing at least 10 gp, and a pinch of sulfur)
Casting Time: 10 Minutes

HisHighestMinio
2016-09-12, 10:07 PM
Range:Medium (100 ft. + 10 ft./level)

LastCenturion
2016-09-12, 10:19 PM
Target: One creature/Caster Level

GnomishPride
2016-09-13, 05:33 PM
Labyrinth of Bone
Necromancy/Enchantment (dual schooled)
Level Dread Necromancer 4, Wizard/Sorcerer 5, Cleric 5, Death 4
Components: S, M (A consecrated bone from a minotaur, costing at least 10 gp, and a pinch of sulfur)
Casting Time: 10 Minutes
Range: Medium (100 ft. + 10 ft./level)
Target: One creature/Caster Level
Duration: 1 day/level
[save]
[sr]
[fluff]
[mechanics]

JNAProductions
2016-09-13, 06:07 PM
Labyrinth of Bone
Necromancy/Enchantment (dual schooled)
Level Dread Necromancer 4, Wizard/Sorcerer 5, Cleric 5, Death 4
Components: S, M (A consecrated bone from a minotaur, costing at least 10 gp, and a pinch of sulfur)
Casting Time: 10 Minutes
Range: Medium (100 ft. + 10 ft./level)
Target: One creature/Caster Level
Duration: 1 day/level
Save: Will, Fortitude, and/or Reflex-see text
[sr]
[fluff]
[mechanics]

HisHighestMinio
2016-09-13, 07:21 PM
Labyrinth of Bone
Necromancy/Enchantment (dual schooled)
Level Dread Necromancer 4, Wizard/Sorcerer 5, Cleric 5, Death 4
Components: S, M (A consecrated bone from a minotaur, costing at least 10 gp, and a pinch of sulfur)
Casting Time: 10 Minutes
Range: Medium (100 ft. + 10 ft./level)
Target: One creature/Caster Level
Duration: 1 day/level
Save: Will, Fortitude, and/or Reflex-see text
SR: Yes
[fluff]
[mechanics]

RatElemental
2016-09-15, 05:06 AM
Labyrinth of Bone
Necromancy/Enchantment (dual schooled)
Level Dread Necromancer 4, Wizard/Sorcerer 5, Cleric 5, Death 4
Components: S, M (A consecrated bone from a minotaur, costing at least 10 gp, and a pinch of sulfur)
Casting Time: 10 Minutes
Range: Medium (100 ft. + 10 ft./level)
Target: One creature/Caster Level
Duration: 1 day/level
Save: Will, Fortitude, and/or Reflex-see text
SR: Yes
Entrap your victims in a great maze made of bones which seems to sap their will to live, and potentially, their very lives.
[mechanics]

ShiningStarling
2016-09-15, 11:45 AM
Gotta say, the 10 minute casting time makes coming up with exactly how it is one plans to target someone with the spell very difficult, especially with only a Medium range. Being more mindful of such restrictions while adding lines would be nice.

Labyrinth of Bone
Necromancy/Enchantment (dual schooled)
Level Dread Necromancer 4, Wizard/Sorcerer 5, Cleric 5, Death 4
Components: S, M (A consecrated bone from a Minotaur, costing at least 10 gp, and a pinch of sulfur)
Casting Time: 10 Minutes
Range: Medium (100 ft. + 10 ft./level)
Target: One creature/Caster Level
Duration: 1 day/level
Save: Will, Fortitude, and/or Reflex-see text
SR: Yes
Entrap your victims in a great maze made of bones which seems to sap their will to live, and potentially, their very lives.
While casting this spell, you gesture with a consecrated Minotaur bone to the persons to be affected by this spell. As there is no somatic component, what you say can be anything, though most choose to tell a tale to an audience while casting, though some choose other methods. When the spell is complete, the bone is thrown on the ground, shattering it, and around each target a small structure of bone rises from the ground. Each of these structures has an entrance. Each of the targets, and any who enter through one of the surface entrances, are trapped in a labyrinth of bone. While inside, living creatures must make a Fortitude save immediately and each minute thereafter or be sickened, from the revolting walls of the labyrinth. All creatures within must make one Reflex save immediately and each minute thereafter or be struck by an arm, leg, claw, or other bone appendage for 2d6 untyped damage.
There is no actual way out of the labyrinth, one must make a Will save to realize that one could simply leave. This Will save is made after the first Fortitude and Reflex saves. If the first save is failed, one must wait an hour before trying again. Leaving the labyrinth once the save is made is a full-round action.
Spell resistance can function against the Fortitude and Will portions of this spell, but not the Reflex.

GnomishPride
2016-09-15, 05:59 PM
Let's steal from Munchkin and use...

Deus Ex Machinegun

PapaQuackers
2016-09-15, 06:02 PM
Deus Ex Machinegun
Conjuration

Draconium
2016-09-15, 06:05 PM
Deus Ex Machinegun
Conjuration
Level: Sorcerer/Wizard 9, Warmage 9

Kuroten
2016-09-16, 11:30 PM
Deus Ex Machinegun
Conjuration
Level: Sorcerer/Wizard 9, Warmage 9
Components: V, XP

HisHighestMinio
2016-09-17, 10:27 AM
Deus Ex Machinegun
Conjuration
Level: Sorcerer/Wizard 9, Warmage 9
Components: V, XP
Casting Time: 1 round

Lichtenstein
2016-09-17, 05:58 PM
Deus Ex Machinegun
Conjuration
Level: Sorcerer/Wizard 9, Warmage 9
Components: V, XP
Casting Time: 1 round
Range: close (25 ft. + 5 ft./2 levels)

GnomishPride
2016-09-17, 07:42 PM
Deus Ex Machinegun
Conjuration
Level: Sorcerer/Wizard 9, Warmage 9
Components: V, XP
Casting Time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Area: 20ft burst
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

Kuroten
2016-09-18, 12:06 AM
Deus Ex Machinegun
Conjuration
Level: Sorcerer/Wizard 9, Warmage 9
Components: V, XP
Casting Time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Area: 20ft burst
Duration: See text
Saving Throw:
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

LastCenturion
2016-09-18, 10:24 AM
Deus Ex Machinegun
Conjuration
Level: Sorcerer/Wizard 9, Warmage 9
Components: V, XP
Casting Time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Area: 20ft burst
Duration: See text
Saving Throw: None
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

HisHighestMinio
2016-09-18, 11:17 AM
Deus Ex Machinegun
Conjuration
Level: Sorcerer/Wizard 9, Warmage 9
Components: V, XP
Casting Time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Area: 20ft burst
Duration: See text
Saving Throw: None
Spell Resistance: Yes
Descriptive text
Game mechanic effect.

GnomishPride
2016-09-18, 10:36 PM
Deus Ex Machinegun
Conjuration
Level: Sorcerer/Wizard 9, Warmage 9
Components: V, XP
Casting Time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Area: 20ft burst
Duration: See text
Saving Throw: None
Spell Resistance: Yes
After finishing your brief chant to the divine fates, a blaze of holy death rains for the skies, slaughtering your foes.
Game mechanic effect.

LastCenturion
2016-09-19, 07:34 PM
Deus Ex Machinegun
Conjuration
Level: Sorcerer/Wizard 9, Warmage 9
Components: V, XP
Casting Time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Area: 20ft burst
Duration: See text
Saving Throw: None
Spell Resistance: Yes
After finishing your brief chant to the divine fates, a blaze of holy death rains for the skies, slaughtering your foes.
When you finish casting this spell, you choose any number of creatures or objects in the area. Each target is bombarded with mites of cosmic death, dealing 36d12 force damage split as you choose among creatures. Creatures killed with this spell cannot be resurrected except by True Resurrection, Miracle, or Wish. You may instead choose to deal this damage at a rate of 1d12 force damage per round for 6d12 rounds; an effect that continues to target creatures even if they move outside the area.

XP cost: 1 xp/damage die rolled, or 1 xp per round the spell lasts (if the spell is not instantaneous)

EDIT: Included last sentence and xp cost to fit the description, thanks to @GnomishPride.

GnomishPride
2016-09-19, 07:38 PM
What about the duration (see text)? Looks nice overall though.

GnomishPride
2016-09-22, 05:41 PM
Anyone want to name the next spell? I named the last one. If anyone has some idea brewing go for it.

Black Socks
2016-09-22, 05:46 PM
Disco Inferno

PapaQuackers
2016-09-22, 10:35 PM
Disco Inferno
Evocation

LastCenturion
2016-09-23, 07:31 AM
Disco Inferno
Evocation
Wiz/Sorc 0, Fire 0, Chaos 0

khadgar567
2016-09-23, 10:48 AM
Disco Inferno
Evocation
Wiz/Sorc 0, Fire 0, Chaos 0
components none

HisHighestMinio
2016-09-23, 02:02 PM
Disco Inferno
Evocation
Level: Wiz/Sorc 0, Fire 0, Chaos 0
Components: none
Casting Time: 8 rounds

GnomishPride
2016-09-23, 11:51 PM
Disco Inferno
Evocation
Level: Wiz/Sorc 0, Fire 0, Chaos 0
Components: none
Casting Time: 8 rounds
Range: Medium (100ft+10ft/level)
Area/Effect/Target:
Duration:
Saving Throw:
Spell Resistance:
[fluff]
[mechanics]

Sniccups
2016-09-24, 05:59 AM
Disco Inferno
Evocation
Level: Wiz/Sorc 0, Fire 0, Chaos 0
Components: none
Casting Time: 8 rounds
Range: Medium (100ft+10ft/level)
Target: 1 dancing creature per level
Duration:
Saving Throw:
Spell Resistance:
[fluff]
[mechanics]

This would be good with a spell that causes you to dance... are there any?

khadgar567
2016-09-24, 06:02 AM
for disco inferno catnrip taking 8 turn is freaking to much time to bad i cant twice post

Temotei
2016-09-25, 12:15 AM
This would be good with a spell that causes you to dance... are there any?

Irresistible dance (http://www.d20srd.org/srd/spells/irresistibleDance.htm).

PapaQuackers
2016-09-25, 12:19 AM
I have to concur, 8 rounds to cast a cantrip on a target that has to be dancing is unusable and unfun.

Jormengand
2016-09-25, 08:53 AM
Components none, though, so you can still take the move action to dance yourself while you're in some kind of area where people would naturally be dancing, and no-one can tell you're casting. It would be incredibly niche, but it's a cantrip, and it's a cantrip that affects multiple people and has no components.

Temotei
2016-09-25, 10:31 AM
Components none, though, so you can still take the move action to dance yourself while you're in some kind of area where people would naturally be dancing, and no-one can tell you're casting. It would be incredibly niche, but it's a cantrip, and it's a cantrip that affects multiple people and has no components.

Plus, you get it from the chaos and fire domains even though domains don't usually give you orisons. Free spell!

Catullus
2016-09-25, 05:59 PM
Disco Inferno
Evocation
Level: Wiz/Sorc 0, Fire 0, Chaos 0
Components: none
Casting Time: 8 rounds
Range: Medium (100ft+10ft/level)
Target: 1 dancing creature per level
Duration: 2 minutes per level
Saving Throw:
Spell Resistance:
[fluff]
[mechanics]

nikkoli
2016-09-26, 09:16 AM
Saving Throw: Fort Negates

Temotei
2016-09-26, 07:22 PM
Spell Resistance: Yes

Exocist
2016-09-28, 03:03 AM
The targets dance faster and faster until they seem to actually be on fire, after which they fall exhausted as they have quite literally danced their socks off.

LastCenturion
2016-09-28, 07:07 AM
I don't know if that fits in with evocation, but I can't think of anything better.

Exocist
2016-09-28, 07:50 AM
I don't know if that fits in with evocation, but I can't think of anything better.

Hmm, you're right. For some reason I thought "Enchantment" instead of Evocation.

How about

You finish the spell, muttering "Burn, baby, burn", as each of the dancers spontaneously combusts in a pillar of flame. Only ashen mounds remain of what was once a lively ceremony. You smile to yourself and whisper "Like a Disco Inferno".

Doesn't sound very much like a level 0 spell though, unless it did some pitiful amount of damage.

nikkoli
2016-09-28, 12:09 PM
Disco Inferno
Evocation
Level: Wiz/Sorc 0, Fire 0, Chaos 0
Components: none
Casting Time: 8 rounds
Range: Medium (100ft+10ft/level)
Target: 1 dancing creature per level
Duration: 2 minutes per level
Saving Throw: fort negates
Spell Resistance: Yes

You finish the spell, muttering "Burn, baby, burn", as each of the dancers spontaneously combusts in a pillar of flame. Only ashen mounds remain of what was once a lively ceremony. You smile to yourself and whisper "Like a Disco Inferno".

Each of the targets of this spell take 1 fire damage. If this fire damage is enough to reduce the targeted HP to 0, then all of their worn non magical objects disintegrate into ash.

Sound good? To much or too little? Cantrips are weird to write.

khadgar567
2016-09-28, 12:38 PM
next one is edo tensei hope you have good luck

ShiningStarling
2016-09-28, 12:41 PM
Looks kosher to me, though the casting time is still awful.

For the next spell...

Skyfall

edit: I got ninja'd :/

neriractor
2016-09-28, 12:46 PM
what about the 2 minute duration?

Draconium
2016-09-28, 12:49 PM
Edo Tensei
Conjuration (Summoning)

khadgar567
2016-09-28, 12:50 PM
Looks kosher to me, though the casting time is still awful.

For the next spell...

Skyfall

edit: I got ninja'd :/
sumanai obliomancer kun first come first serve

nikkoli
2016-09-28, 01:23 PM
Edo Tensei
Conjuration (Summoning)
Level: Sorc/wiz 3, Cleric 3, Wu Jen 2

DarkSteelWolf
2016-09-28, 01:32 PM
Edo Tensei
Conjuration (Summoning)
Level: Wiz/Sorc 3, Cleric 3, Wu Jen 3
Components: M, V

Exocist
2016-09-28, 07:30 PM
Edo Tensei
Conjuration (Summoning)
Level: Wiz/Sorc 3, Cleric 3, Wu Jen 3
Components: M, V
Casting Time: 1 Year, 2 Months, 3 Weeks, 4 Days, 5 Hours, 6 Minutes and 7 Rounds (Per Corpse)

nikkoli
2016-09-28, 07:32 PM
I put it wu Jen 2 btw, and with a cast time like that, do you have to make a concentration check every day to continue to cast, and need someway to not sleep or eat?

Exocist
2016-09-28, 07:34 PM
I put it wu Jen 2 btw, and with a cast time like that, do you have to make a concentration check every day to continue to cast

I assume so, it's still a spell, even if it has a ridiculosly long casting time.


And need some way to sleep or eat?

You still have your swift action I guess?

Draconium
2016-09-28, 07:41 PM
Am... Am I the only one who is starting to think maybe we should put a limit on how long the casting time is allowed to be? I like cooperatively designing these spells, but I know I would prefer it if they had the potential to actually be, you know... Usable.

Exocist
2016-09-28, 07:50 PM
Am... Am I the only one who is starting to think maybe we should put a limit on how long the casting time is allowed to be? I like cooperatively designing these spells, but I know I would prefer it if they had the potential to actually be, you know... Usable.

Well, Considering what Edo Tensei actually does (Basically just apply the Curst template to a bunch of corpses and put them under your control), it's not something I'd want a PC to be using liberally.

BBEGs are fine though :P

EDIT: Also, Anima Mage can reduce it to 1 Immediate Action, but that's munchkin territory.

LastCenturion
2016-09-28, 08:08 PM
proposed new rule: The maximum casting time one can make a spell is x*2n+1 rounds, where x is the minimum (cheese-less) level one must be to cast the spell, and n is the minimum (cheese-less) level one can cast the spell at. For example, a third level spell can take a maximum of 5*(2^4) rounds, or 8 minutes, a ninth level spell can take a maximum of 17*(2^9) rounds, or about 29 hours. First level spells can take a maximum of four rounds, and a cantrip counts as a spell level of 1/2 for this, yielding a single round. Does this sound fair as a guideline? It invalidates several of the previous spells, but it's only a guideline.

Catullus
2016-09-28, 08:12 PM
Edo Tensei
Conjuration (Summoning)
Level: Wiz/Sorc 3, Cleric 3, Wu Jen 3
Components: M, V
Casting Time: 1 Year, 2 Months, 3 Weeks, 4 Days, 5 Hours, 6 Minutes and 7 Rounds (Per Corpse)
Range: Short (25 ft + 5 ft/2 caster levels)

LastCenturion
2016-09-28, 08:40 PM
Area: all terrain within range

Draconium
2016-09-28, 08:45 PM
Well, Considering what Edo Tensei actually does (Basically just apply the Curst template to a bunch of corpses and put them under your control), it's not something I'd want a PC to be using liberally.

BBEGs are fine though :P

But we're not actually making the Edo Tensei. We're making a spell with the same name, that doesn't have to be anything like what it is in the show.

Exocist
2016-09-28, 09:10 PM
Edo Tensei
Conjuration (Summoning)
Level: Wiz/Sorc 3, Cleric 3, Wu Jen 3
Components: M, V
Casting Time: 1 Year, 2 Months, 3 Weeks, 4 Days, 5 Hours, 6 Minutes and 7 Rounds (Per Corpse)
Range: Short (25 ft + 5 ft/2 caster levels)
Area: All Terrain within Range
Duration: See Text

ShiningStarling
2016-09-28, 10:41 PM
proposed new rule: The maximum casting time one can make a spell is x*2n+1 rounds, where x is the minimum (cheese-less) level one must be to cast the spell, and n is the minimum (cheese-less) level one can cast the spell at. For example, a third level spell can take a maximum of 5*(2^4) rounds, or 8 minutes, a ninth level spell can take a maximum of 17*(2^9) rounds, or about 29 hours. First level spells can take a maximum of four rounds, and a cantrip counts as a spell level of 1/2 for this, yielding a single round. Does this sound fair as a guideline? It invalidates several of the previous spells, but it's only a guideline.

While I'm not sure about the numbers, I would like to second something like this. Honestly, the Ritual system presented in Unearthed Arcana is more in the scope of some of the casting times in this thread than any actual spell... I mean really, anything with a casting time longer than 3 rounds is more or less utterly useless in combat, anything with a casting time longer than 3 minutes is going to be too conspicuous to use in a situation it might be useful in, anything longer than 3 hours is going to be too long for even a Mass Suggestion type effect to reasonably continuously be able to affect the same target(s), and anything longer than 3 days is going to kill you from dehydration. Anything longer than a full-round is just going to irritate people and spawn more comments like this one (like seriously, the 5 element spell a couple spells back was so cool except for the utterly horrid 5 round casting time, come now.)

Exocist
2016-09-28, 10:46 PM
While I'm not sure about the numbers, I would like to second something like this. Honestly, the Ritual system presented in Unearthed Arcana is more in the scope of some of the casting times in this thread than any actual spell... I mean really, anything with a casting time longer than 3 rounds is more or less utterly useless in combat, anything with a casting time longer than 3 minutes is going to be too conspicuous to use in a situation it might be useful in, anything longer than 3 hours is going to be too long for even a Mass Suggestion type effect to reasonably continuously be able to affect the same target(s), and anything longer than 3 days is going to kill you from dehydration. Anything longer than a full-round is just going to irritate people and spawn more comments like this one (like seriously, the 5 element spell a couple spells back was so cool except for the utterly horrid 5 round casting time, come now.)

Now that I think about it, Fimbulwinter is probably the longest lasting spell that still has some use. Even then it's only a 10 minute casting.

Whereas Apocalypse from the Sky is probably the longest casting time of any spell, that still has some conventional use. And even then, most would argue that it's really not that useful.

So what I'm saying is to contain spells to probably 10 minute maximum casting time, up to a day if it's got some giant radius maybe.

HisHighestMinio
2016-09-29, 05:11 PM
I agree that there should be a limit on casting times. I think 10 minutes is a good maximum, and anything with a casting time of more than 3 rounds should not be for combat.

And for the next part of the spell:
Edo Tensei
Conjuration (Summoning)
Level: Wiz/Sorc 3, Cleric 3, Wu Jen 3
Components: M, V
Casting Time: 1 Year, 2 Months, 3 Weeks, 4 Days, 5 Hours, 6 Minutes and 7 Rounds (Per Corpse)
Range: Short (25 ft + 5 ft/2 caster levels)
Area: All Terrain within Range
Duration: See Text
Saving Throw: None

Exocist
2016-09-29, 07:43 PM
Edo Tensei
Conjuration (Summoning)
Level: Wiz/Sorc 3, Cleric 3, Wu Jen 3
Components: M, V
Casting Time: 1 Year, 2 Months, 3 Weeks, 4 Days, 5 Hours, 6 Minutes and 7 Rounds (Per Corpse)
Range: Short (25 ft + 5 ft/2 caster levels)
Area: All Terrain within Range
Duration: See Text
Saving Throw: None

As you finish the spell, muttering over but simple strands of hair, the earth itself seems to shake, before vomiting up the corpses of those who died even long ago. Restored to their full glory, and stronger still, these minions stare wordlessly at you, awaiting your next command.

Sniccups
2016-09-30, 05:25 PM
Edo Tensei
Conjuration (Summoning)
Level: Wiz/Sorc 3, Cleric 3, Wu Jen 3
Components: M, V
Casting Time: 1 Year, 2 Months, 3 Weeks, 4 Days, 5 Hours, 6 Minutes and 7 Rounds (Per Corpse)
Range: Short (25 ft + 5 ft/2 caster levels)
Area: All Terrain within Range
Duration: See Text
Saving Throw: None

As you finish the spell, muttering over but simple strands of hair, the earth itself seems to shake, before vomiting up the corpses of those who died even long ago. Restored to their full glory, and stronger still, these minions stare wordlessly at you, awaiting your next command.

All creatures in range must succeed on a Ref save or fall prone. One round later, all creatures who have died within range in the last 10 years become undead under your control. They have the same statistics as in life, except for the creature type. The corpses are restored to the physical appearance of how they were in the last second of their life.

The ten years is to make up for the ridiculous casting time. Can we make it that long no matter how many undead it makes?

Catullus
2016-09-30, 06:46 PM
Next spell up is Deforestation Blast.

Exocist
2016-10-01, 01:19 AM
Deforestation Blast
Necromancy/Evocation

khadgar567
2016-10-01, 02:16 AM
Deforestation Blast
Necromancy/Evocation
eldritch theurge 1
smells to strongly warlock for me

PapaQuackers
2016-10-01, 09:55 AM
Deforestation Blast
Necromancy/Evocation
Eldritch Theurge 1
Components: V, S, A Single Tree Branch Suffering From Rot

Catullus
2016-10-01, 10:29 AM
Deforestation Blast
Necromancy/Evocation
Eldritch Theurge 1
Components: V, S, A Single Tree Branch Suffering From Rot
Casting Time: 1 standard action

GnomishPride
2016-10-01, 01:57 PM
Deforestation Blast
Necromancy/Evocation
Level: Eldritch Theurge 1
Components: V, S, A Single Tree Branch Suffering From Rot
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
[area/target/effect]
[duration]
[saving throw]
[sr]
[fluff]
[mechanics]

Draconium
2016-10-01, 02:26 PM
Deforestation Blast
Necromancy/Evocation
Level: Eldritch Theurge 1
Components: V, S, A Single Tree Branch Suffering From Rot
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 20-ft.-radius burst
[duration]
[saving throw]
[sr]
[fluff]
[mechanics]

UrsusArctos
2016-10-01, 03:13 PM
Deforestation Blast
Necromancy/Evocation
Level: Eldritch Theurge 1
Components: V, S, A Single Tree Branch Suffering From Rot
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 20-ft.-radius burst
Duration: Instantaneous
[saving throw]
[sr]
[fluff]
[mechanics]

LastCenturion
2016-10-01, 03:56 PM
Deforestation Blast
Necromancy/Evocation
Level: Eldritch Theurge 1
Components: V, S, A Single Tree Branch Suffering From Rot
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw None (see text)
[sr]
[fluff]
[mechanics]

GnomishPride
2016-10-01, 05:41 PM
Deforestation Blast
Necromancy/Evocation
Level: Eldritch Theurge 1
Components: V, S, A Single Tree Branch Suffering From Rot
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None (see text)
SR: No
[fluff]
[mechanics]

sirpercival
2016-10-01, 10:22 PM
Deforestation Blast
Necromancy/Evocation
Level: Eldritch Theurge 1
Components: V, S, A Single Tree Branch Suffering From Rot
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None (see text)
SR: No

As you gesture with a decaying branch, it crumbles to dust. Nearby, plants begin to wilt and wither, leaving behind a sphere of dead, brittle earth.

[mechanics]

Exocist
2016-10-02, 05:11 AM
Deforestation Blast
Necromancy/Evocation
Level: Eldritch Theurge 1
Components: V, S, A Single Tree Branch Suffering From Rot
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None (see text)
SR: No

As you gesture with a decaying branch, it crumbles to dust. Nearby, plants begin to wilt and wither, leaving behind a sphere of dead, brittle earth.

As part of this spell, you launch an Eldritch Blast with devastating effects to plants within the area. All non-creature plant life in the area immediately dies and begins to rot, while the earth is replaced with a patch of grey ash that carries no nutrients. Plants that are creatures instead take 10d8 points of damage (No Saving Throw allowed). Every 100 years after the initial casting, the area affected makes a Fortitude save, with it's base save and Constitution modifiers being treated as the highest of any plant creature that has been in the area during this time. Success means that the grey ash begins to gain nutrients again and can once again support life, failure means that these effects last another 100 years where it is given another saving throw.

Because this spell is treated as an Eldritch Blast, you may apply any Warlock Invocations (Blast Shape or Blast Essence) you know to it. They are treated as +0 Metamagic.

Material Component: A tree branch suffering from rot

Exocist
2016-10-02, 05:12 AM
Next spell is called:

Dance Dance Revolution

Catullus
2016-10-02, 08:05 AM
Dance Dance Revolution
Illusion

nikkoli
2016-10-02, 11:43 AM
Dance Dance Revolution
Illusion
Level:Sorc/wiz 3, cleric 4

sirpercival
2016-10-02, 12:20 PM
Dance Dance Revolution
Illusion
Level: Sorc/wiz 3, cleric 4
Components: S

HisHighestMinio
2016-10-02, 05:53 PM
Dance Dance Revolution
Illusion
Level: Sorc/wiz 3, cleric 4
Components: S
Casting Time: 1 standard action

Catullus
2016-10-02, 06:18 PM
Dance Dance Revolution
Illusion
Level: Sorc/wiz 3, cleric 4
Components: S
Casting Time: 1 standard action
Range Personal


(Edited to make [ b ] tags line up)

GnomishPride
2016-10-02, 09:03 PM
Dance Dance Revolution
Illusion
Level: Sorc/Wiz 3, Cleric 4
Components: S
Casting Time: 1 standard action
Range Personal
Target: You
[duration]
[save]
[sr]
[fluff]
[mechanics]

Draconium
2016-10-02, 09:09 PM
Dance Dance Revolution
Illusion
Level: Sorc/Wiz 3, Cleric 4
Components: S
Casting Time: 1 standard action
Range Personal
Target: You
Duration: 1 Hour/level
[save]
[sr]
[fluff]
[mechanics]

Exocist
2016-10-03, 01:23 AM
Dance Dance Revolution
Illusion
Level: Sorc/Wiz 3, Cleric 4
Components: S
Casting Time: 1 standard action
Range Personal
Target: You
Duration: 1 Hour/level
Save and SR: Non-applicable (Personal spell)
[fluff]
[mechanics]

khadgar567
2016-10-03, 02:17 AM
this was fast

remetagross
2016-10-05, 04:36 AM
Dance Dance Revolution
Illusion
Level: Sorc/Wiz 3, Cleric 4
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 Hour/level
Save and SR: Non-applicable (Personal spell)
You start to gracefully spin on yourself, holding on one feet to the ground. Slowly at first, and then at a steady speed of one turn every few seconds. Making elegant armthrusts, your spinning dance makes you both a wonder to marvel at and a buffoon to laugh at.
[mechanics]

PapaQuackers
2016-10-06, 02:31 PM
Dance Dance Revolution
Illusion
Level: Sorc/Wiz 3, Cleric 4
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 Hour/level
Save and SR: Non-applicable (Personal spell)
You start to gracefully spin on yourself, holding on one feet to the ground. Slowly at first, and then at a steady speed of one turn every few seconds. Making elegant armthrusts, your spinning dance makes you both a wonder to marvel at and a buffoon to laugh at.
[mechanics]

That sounds more like enchantment fluff than illusion fluff if you're actually spinning.

Libro
2016-10-06, 09:43 PM
There are a couple of illusion spells with hypnotic effects, so that's one route this could go...

Otherwise, maybe have the spell provide a bonus/penalty[determined randomly] to perform(dance)


I'd add the mechanics myself, but I don't think I'd do it right.

sirpercival
2016-10-06, 10:56 PM
It should really be a bard spell, and let you use Perform checks in place of other d20 rolls. :D

Catullus
2016-10-08, 08:04 AM
Dance Dance Revolution
Illusion
Level: Sorc/Wiz 3, Cleric 4
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 Hour/level
Save and SR: Non-applicable (Personal spell)
You start to gracefully spin on yourself, holding on one feet to the ground. Slowly at first, and then at a steady speed of one turn every few seconds. Making elegant armthrusts, your spinning dance makes you both a wonder to marvel at and a buffoon to laugh at.

Each round, you may choose to activate this spell. If you do, roll a D20 and add your charisma bonus. You get a bonus/penalty on rolls (all if a penalty, one if a bonus) for that round.


Roll
0>
0-5
6-8
8-12
13-15
16-20
21+


Bonus
-7
-4
-1
0
1
4
7




Sorry if this is unbalanced, this is my first time making a spell!

remetagross
2016-10-08, 10:50 AM
This does not seem very Illusion-like to me, but the effect is quite funny and somehow on par with the description I wrote.
By the way, I have to apologize for kind of screwing up with that, as it has brought the topic to quite a stalemate. :smalleek:

LastCenturion
2016-10-08, 11:10 AM
next spell: Customize

Draconium
2016-10-08, 11:49 AM
Customize
Transmutaion

Catullus
2016-10-08, 11:54 AM
This does not seem very Illusion-like to me, but the effect is quite funny and somehow on par with the description I wrote.
By the way, I have to apologize for kind of screwing up with that, as it has brought the topic to quite a stalemate. :smalleek:


I guess the illusion part is a light show and/or the DDR screen in the background :smallsmile:

Exocist
2016-10-08, 04:46 PM
Customize
Transmutaion
Level: Sor/Wiz 7, Warlock Greater (6th), Shugenja 6 (Metal/Wood), Bard 5, Assassin 5

ShiningStarling
2016-10-08, 05:02 PM
Customize
Transmutaion
Level: Sor/Wiz 7, Warlock Greater (6th), Shugenja 6 (Metal/Wood), Bard 5, Assassin 5

Metal and wood are Wu Jen, not Shugenja

Catullus
2016-10-08, 05:06 PM
Customize
Transmutaion
Level: Sor/Wiz 7, Warlock Greater (6th), Shugenja 6 (Metal/Wood), Bard 5, Assassin 5
Components: S, M (A lump of clay shaped like the target of the spell)

ShiningStarling
2016-10-08, 05:44 PM
Customize
Transmutaion
Level: Sor/Wiz 7, Warlock Greater (6th), Wu Jen 6 (Metal/Wood), Bard 5, Assassin 4
Components: S, M (A lump of clay shaped like the target of the spell)

Also, Assassin spells only go to 4th, fixed

HisHighestMinio
2016-10-08, 06:02 PM
Customize
Transmutation
Level: Sor/Wiz 7, Warlock Greater (6th), Wu jen 6 (Metal/Wood), Bard 5, Assassin 4
Components: S, M (A lump of clay shaped like the target of the spell)
Casting Time: 1 round

Ugh, why do I always get stuck with casting time?

ShiningStarling
2016-10-08, 06:59 PM
Customize
Transmutation
Level: Sor/Wiz 7, Warlock Greater (6th), Wu jen 6 (Metal/Wood), Bard 5, Assassin 4
Components: S, M (A lump of clay shaped like the target of the spell)
Casting Time: 1 round
Range: Touch

GnomishPride
2016-10-08, 07:01 PM
Customize
Transmutation
Level: Sor/Wiz 7, Warlock Greater (6th), Wu jen 6 (Metal/Wood), Bard 5, Assassin 4
Components: S, M (A lump of clay shaped like the target of the spell)
Casting Time: 1 round
Range: Medium (100ft + 10ft/caster level)
Target/Area/Effect:
Duration:
Save:
SR:
fluff
mechanics

Well, at least the casting time is reasonable.

sirpercival
2016-10-08, 08:09 PM
Customize
Transmutation
Level: Sor/Wiz 7, Warlock Greater (6th), Wu jen 6 (Metal/Wood), Bard 5, Assassin 4
Components: S, M (A lump of clay shaped like the target of the spell)
Casting Time: 1 round
Range: Touch
Target/Area/Effect: 1 weapon, shield, or suit of armor
Duration:
Save:
SR:
fluff
mechanics


(sorry, oblivimancer got in first w/ the range...)

UrsusArctos
2016-10-08, 09:46 PM
Customize
Transmutation
Level: Sor/Wiz 7, Warlock Greater (6th), Wu jen 6 (Metal/Wood), Bard 5, Assassin 4
Components: S, M (A lump of clay shaped like the target of the spell)
Casting Time: 1 round
Range: Touch
Target/Area/Effect: 1 weapon, shield, or suit of armor
Duration: 1 hour/level
Save:
SR:
fluff
mechanics

Draconium
2016-10-08, 10:01 PM
Customize
Transmutation
Level: Sor/Wiz 7, Warlock Greater (6th), Wu jen 6 (Metal/Wood), Bard 5, Assassin 4
Components: S, M (A lump of clay shaped like the target of the spell)
Casting Time: 1 round
Range: Touch
Target/Area/Effect: 1 weapon, shield, or suit of armor
Duration: 1 hour/level
Save: None
SR:
fluff
mechanics

GnomishPride
2016-10-09, 12:01 AM
Customize
Transmutation
Level: Sor/Wiz 7, Warlock Greater (6th), Wu jen 6 (Metal/Wood), Bard 5, Assassin 4
Components: S, M (A lump of clay shaped like the target of the spell)
Casting Time: 1 round
Range: Touch
Target/Area/Effect: 1 weapon, shield, or suit of armor
Duration: 1 hour/level
Save: None
SR: No
fluff
mechanics

Ah, drat.

Exocist
2016-10-09, 03:25 AM
Metal and wood are Wu Jen, not Shugenja

D'oh. I always get those two confused.


Also, Assassin spells only go to 4th, fixed

Playing too much 5th, where half-casters go to 5th level spells. Forgot that in 3.5, they go to 4th.

Exocist
2016-10-09, 03:28 AM
Customize
Transmutation
Level: Sor/Wiz 7, Warlock Greater (6th), Wu jen 6 (Metal/Wood), Bard 5, Assassin 4
Components: S, M (A lump of clay shaped like the target of the spell)
Casting Time: 1 round
Range: Touch
Target/Area/Effect: 1 weapon, shield, or suit of armor
Duration: 1 hour/level
Save: None
SR: No
Chanting, the lump of clay in your hand bends and shapes to your desires - the real object mirroring the rough lump. With one last twirl of your fingers, you look at your creation, satisfied. What was once a measly object is now something far greater...
[mechanics]

remetagross
2016-10-09, 07:35 AM
Customize
Transmutation
Level: Sor/Wiz 7, Warlock Greater (6th), Wu jen 6 (Metal/Wood), Bard 5, Assassin 4
Components: S, M
Casting Time: 1 round
Range: Touch
Target/Area/Effect: 1 weapon, shield, or suit of armor
Duration: 1 hour/level
Save: None
SR: No
Chanting, the lump of clay in your hand bends and shapes to your desires - the real object mirroring the rough lump. With one last twirl of your fingers, you look at your creation, satisfied. What was once a measly object is now something far greater...

You imbue the target item with new magical powers as you see fit. You can add any new magical properties to the item, remove former ones, change the item's material, and change the item itself within its item category. That is, you can turn an armor into any other existing model of armor of any size, even fit for quadrupedal characters if you want. A weapon can be made into any other existing weapon, etc. The targeted item does not even need to be of masterwork quality.

You can add or remove magical properties and points of enhancement as long as the item does not end up with an effective enhancement bonus of more than its original effective enhancement bonus + one half you caster level (rounded down, max 20). The power of this spell even allows you to bypass normal limitations for enhancement properties: for example, you could add the Disrupting enhancement to a spear, even though it is normally reserved for bludgeoning weapons. You can't, however, apply armor enhancement properties to weapons or shield, or any such combination. You can similarly transform the item's material into any other possible material available to that category of magical items (weapons, armor or shield), ignoring special material restrictions within an item category. For example, you could make an ordinary greatsword into an +1 colliding adamantine whip, even if only metallic objects can normally be fashioned out of adamantine. Modifying the material, the size, the shape and/or the type of the item counts as an effective enhancement bonus of +1 in regard to the limit of how much effective enhancement bonus you can provide an item with.

The item's saves, hardness and any other of its properties that are related to its material or its enhancement bonus are updated to take this spell into account. The item now radiates a Strong aura of Transmutation.

Finally, and as long as the spell lasts, you can, by concentrating for a standard action just as if you had cast the spell again on it, entirely redistribute the item's properties. You can do this however far from you the item has travelled, provided it is still on the same plane as you.

The spell instantly ends if the clay figurine is broken before the end of the spell's duration. At the end of the spell, if the original item was not a magical item with at least a +2 effective enhancement, it crumbles to dust under the power of the magical energy released.

Material component: a lump of clay shaped like the target of the spell.

Jormengand
2016-10-09, 08:07 AM
Next spell name: Transcendence

remetagross
2016-10-09, 08:36 AM
Transcendence
Transmutation