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View Full Version : Additional Sigil Prep Homebrew [PEACH]



Duke of URL
2007-08-07, 01:12 PM
The following are based on and/or inspired from The Demented One's Magic of Sigil Prep (http://www.giantitp.com/forums/showthread.php?t=51644) and Items of Sigil Prep (http://www.giantitp.com/forums/showthread.php?t=52295) posts. They were originally posted there, but have been extracted and reposted here for better organization and comment, without stepping on the original threads.

Spells
Cannabisalism
Transmutation
Drug 1, Cleric 2, Druid 2, Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Variable
Saving Throw: Will negates
Spell Resistance: Yes

On a successful touch attack, the caster removes one intoxicating effect on target and transfers it to himself or herself. If the caster has been able to observe the target to determine what intoxications he or she was under, the caster may choose which intoxication to transfer, otherwise the selection is random.

The caster is subject to the full effects of the intoxication (no saving throw or resistances apply) for the intoxication's remaining duration.


Extradimensional Mover
Conjuration (Teleportation)
Sor/Wiz 3, Trickery 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Special, see below
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

"Yeah, really funny. Now get it out of my dorm room!" - many, many students over the years

The touched object is immediately teleported into the target location, as if by the spell teleport (and subject to the same mishaps), as long as the object is both small enough to exist in the location and too large to fit through any entrance or exit to the room.

Sentient or magical objects are allowed a saving throw if they do not wish to be moved.


Intellectual Advantage
Abjuration
Nerd 1, Wizard 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

"To defend yourself from math, you must first understand math." - anonymous

Target creature uses his or her INT modifier in lieu of normal ability modifiers on their saving throws against spells with the Math descriptor if the target's INT modifier is higher than the normal ability modifier.

Special: Sorcerers may not learn this spell, though they may use it from a device


Intellectual Showdown
Abjuration [Math]
Nerd 5, Wizard 5
Components: V, S, M (chalk)
Casting Time: 1 standard action
Range: Personal
Target: Personal
Duration: 10 minutes/level
Saving Throw: n/a
Spell Resistance: n/a

"For every equation, there is an equal an opposite equation." - Newton's second law of offensive mathematics

While this spell is active, if you are the target of a spell or spell-like ability with the Math descriptor, then you may make an opposed check against the caster of caster level plus INT modifier. If successful, the spell or ability is reflected back to the caster, who may then make another opposed check to reflect the spell back to you. Reflections continue indefinitely until the current "target" fails the opposed check, at that time, the current "target" takes full effects from the spell, subject to various resistances and saving throws, if applicable.

If the original caster is also under the effect of intellectual showdown, there is no change to the listed effects.

Special: Sorcerers may not learn this spell, though they may use it from a device.


Melf's Acid Trip
Enchantment, Illusion [Mind-Affecting]
Drug 2, Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1d6 minutes plus 1 minute/level
Saving Throw: Will negates, Fortitude special, see below
Spell Resistance: Yes

Touched target that fails an initial Will save is subject to two of the following effects (roll d20 twice, re-rolling duplicates):

{table]
Roll|
Effect

1-3|Paranoia -- target believes everyone is out to "get" him or her

4-9|Hallucination -- target believes there are one or more random creatures present

10-14|Delusion -- target believes he or she has a special ability that he or she does not really have

15-17|Obsession -- target becomes obsessed by a random object, person, sound, etc.

18-19|Paralysis -- target is unable to move, but is aware (sort of) and can communicate

20|Roll twice more on this table; re-rolling duplicates or additional results of 20[/table]

An affected target must make a Fortitude save against the original DC, or be subjected to a recurrence of the effects in 1d4 hours and make an additional Fortitude check or be subject to another recurrence in 1d4 days. This progression continues on failed saving throws through weeks and months, with each consecutive failed saving throw thereafter resulting in an additional flashback every 1d4 months. Flashbacks involve rolling for two effects, however duplicates are dropped, not re-rolled; duration is the same as the original duration, and no saving throw is allowed.

Material component: 25 GP worth of hallucinogenic mushrooms.

Special: Targets who have the Drug domain take a -4 penalty on all saving throws for this spell.


Mordenkainen's Dysfunction
Necromancy [Evil]
Evil 3, Sorcerer/Wizard 3
Components: V, S, M (cold water)
Casting Time: 1 standard action
Range: Close
Target: One creature
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

"The spirit is willing, very willing, but the flesh is weakened." - Mordenkainen

Target becomes unable to perform sexually for the duration of the spell.


Protection From Math
Abjuration
Nerd 3, Wizard 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: up to 10 minutes per level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

As protection from energy except that the damage type the protection covers is Math.

Special: Sorcerers may not learn this spell, though they may use it from a device


Resist Math
Abjuration
Nerd 2, Wizard 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

As resist energy except that the damage type resisted is Math.

Special: Sorcerers may not learn this spell, though they may use it from a device


Smilloc's Snowball's Chance In Hell
Divination
Bard 2, Luck 1, Nerd 2, Sorcerer/Wizard 2
Components: V, S, F (rabbit's foot)
Casting Time: 1 standard action
Range: Personal
Target: Personal
Duration: up to 1 minute
Saving Throw: n/a
Spell Resistance: n/a

"She said I had no chance in hell of scoring with her... and then I invented this spell. Cha-ching!" - Smilloc

You may apply a +20 luck bonus to any one attack roll, saving throw, or skill check made within the time limit.

Special: This may not be used to modify a skill check that represents a duration of activity longer than the spell's duration, for example, a Craft check representing a day's (or a week's) worth of work.


Tasha's Hideous Gossip
Enchantment [Mind-Affecting]
Bard 2, Trickery 2, Sorcerer/Wizard 2
Components: V, M (whisker of a cat)
Casting Time: 1 standard action
Range: Close
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

The target will believe that one "fact" about a person, place, or thing is absolutely true. He or she will be compelled to repeat the "fact", along with assertions of its veracity, to the next 2d4 people he or she sees, excepting the person the "fact" is supposedly about, if applicable.

Special: The DM is encouraged to apply bonuses or penalties to the saving throw, depending on how believable the "fact" is and how well the target knows the subject of the "fact".


Tasha's Viral Gossip
Enchantment [Mind-Affecting]
Bard 4, Trickery 5, Sorcerer/Wizard 5
Components: V, M (whisker of a cat)
Casting Time: 1 standard action
Range: Close
Target: Special
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This spell functions the same as Tasha's hideous gossip, except that each person the target repeats the gossip to must make a Will save or likewise be compelled to repeat the gossip to an additional 1d6 people, who then have to make a Will save or repeat the gossip to an additional 1d6 people, ad infinitum. The DC of the Will save involved decreases by 4 with each level of the re-telling of the gossip.


Note: The "Tasha's" spells were subsumed in the original "Magic of Sigil Prep" thread.

Feats
Mathematical Superiority [Metamagic]
You are so confident in your mathematical ability that you can't resist proving it.
Benefit: You may use this to prepare any spell with the Math descriptor that requires a touch attack or is a ray, cone, or burst effect at one level lower than normal.
Special: Any target of the spell gets to make an opposed check against you with each of you rolling 1d20 and adding twice your respective INT modifier to the roll; on success (including a tie), the spell does not effect the target, on failure, normal effects apply, including chances to resist or save against the effects, if applicable. Targets with no intelligence cannot make the opposed check but are only subject to half damage from the spell. This feat may only be used on prepared spells.

Items
Heward's Handy Stash

"Dude, they were so, like, amazed that they couldn't find anything on me. This little pocket was a life-saver, man!"

This device attaches to an existing pocket, holds up to 1 cubic foot of non-living, organic matter (and it's container(s), if applicable) not to exceed the total weight of 5 pounds. Only the owner may access the pocket, no one else can even detect it.

Useful for evading any searches or the roommate who bogarts your stuff.

Faint conjuration; CL ???; Craft Wondrous Item, Leomund's secret chest; Price ???


Rod of Mighty Lording

"Okay frosh... kneel before my scepter of office. And then fetch me an ale."

This device allows its bearer to use suggestion, up to 3 times a day on any target if the following criteria are met:
The target is a member of an organization that the bearer is in OR has at least one character class in common with the bearer
The target has been a member of the organization or class for less than one year
The bearer has been a member of the organization or class for more than one year
The save DC is 10 + character level / 2 + CHA modifier. Unlike a normal suggestion spell, the bearer may make unreasonable, as in degrading or humiliating, suggestions without penalty. Also, as long as the target continues to fail the saving throw, additional suggestions may be given without expending any additional daily uses of the rod -- once the save is made, all active suggestions are canceled. Welcome to hazing, noob.

Special: If the target perceives the bearer to be a figure of authority in the organization (or a "mentor" in the class), or otherwise has a motivation to "suck up" to the bearer, the target takes a -4 penalty to all saving throws, or may, at the target's discretion, forgo saving throws entirely.

Faint enchantment; CL ???; Craft Rod, suggestion; Price ???; Weight 5 lb.

Prestige Classes
Math Major
HD: d4
Requirements: Able to cast a prepared level 3 or higher spell with the Math descriptor
Class Skills: As Wizard
Skill Points per Level: 2 + INT modifier

"How does my 'pocket protector' look? Oh, and did you hear the one about the hypotenuse and the tangent? *snort*"

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+0|
+0|
+2|Math Nerd|+1 level of existing spellcasting class

2nd|
+1|
+0|
+0|
+3|Math Specialist|+1 level of existing spellcasting class

3rd|
+1|
+1|
+1|
+3|Math Master|+1 level of existing spellcasting class[/table]

Math Nerd (ex): Gain a cumulative +1 bonus per class level to all Math spell DCs, but take a cumulative -2 penalty per class level to all Charisma-based checks (no penalty when dealing with another math major, half penalty when dealing with a cleric with the Nerd domain)

Math Specialist (su): Cast all Math spells at +1 caster level

Math Master (su): Gain a permanent intellectual advantage effect.


Dread Narcomancer
HD: d4
Requirements: Alignment TN, CN, NE; Caster or invoker level 8; Drug domain or able to cast animate dead (arcane only) or know the dead walk invocation; must have been intoxicated at least five times by a drug other than alcohol
Class Skills: As Wizard
Skill Points per Level: 2 + INT modifier
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells or Invocations

1st|
+0|
+0|
+0|
+2|Animate Hippy|

2nd|
+1|
+0|
+0|
+3|Aura of Purple Haze|+1 level of qualifying class

3rd|
+1|
+1|
+1|
+3|Create Hippy|+1 level of qualifying class

4th|
+2|
+1|
+1|
+4|Hazy Hippies|+1 level of qualifying class

5th|
+2|
+1|
+1|
+4|Create Greater Hippy|+1 level of qualifying class[/table]

Spells per Day/Spells Known/Invocations Known

When a new dread narcomancer level is gained, after the first, the character gains new spells per day (and spells known, if applicable) or new invocations known as if he had also gained a level in whatever spellcasting or invoking class in which he qualified for the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than qualifying class, he must decide to which class he adds each level of dread narcomancer for the purpose of determining spells per day/spells known (if applicable) or invocations known.

Animate Hippy (su): As animate dead except that 1) half of the undead creature's hit dice are replaced by Druid class levels, 2) the alignment of the created hippy matches the caster's alignment, and 3) the material component is replaced by 25 gp worth of hallucinogenic mushrooms per hit die which are consumed in the process. May be used at will, as a standard action, as long as there are bodies to use it on, subject to the maximum of 4 HD per caster level, which applies to regular undead and undead hippies combined.

Aura of Purple Haze (su): Emanate purple haze, as the spell, at will. Turning the haze on or off is a standard action.

Create Hippy (su): As create undead except that 1) half of the undead creature's hit dice are replaced by Druid class levels, 2) the alignment of the created hippy matches the caster's alignment, and 3) the material component is replaced by 50 gp worth of hallucinogenic mushrooms per hit die which are consumed in the process. May be used at will, as a standard action, as long as there are bodies to use it on, subject to the maximum of 4 HD per caster level, which applies to regular undead and undead hippies combined.

Hazy Hippies (su): Any hippies created by the dread narcomancer may have, at the narcomancer's option, a permanent purple haze aura. This must be chosen at the time of animation and may not be changed or dispelled until the hippy is destroyed.

Greate Greater Hippy (su): As create greater undead except that 1) half of the undead creature's hit dice are replaced by Druid class levels, 2) the alignment of the created hippy matches the caster's alignment, and 3) the material component is replaced by 50 gp worth of hallucinogenic mushrooms per hit die which are consumed in the process. May be used at will, as a standard action, as long as there are bodies to use it on, subject to the maximum of 4 HD per caster level, which applies to regular undead and undead hippies combined.

Nerd-o-rama
2007-08-07, 02:31 PM
I have to say, these spells have some of the best names ever.

Heh. Mordenkainen's Dysfunction.

Yakk
2007-08-07, 03:46 PM
Where are the [Math] spells that someone would care about saving against or resisting?

Duke of URL
2007-08-07, 04:03 PM
Where are the [Math] spells that someone would care about saving against or resisting?

In the original "Magic of Sigil Prep" thread linked at the top of the original post.