rferries
2018-03-19, 02:49 AM
Following the advice from the other thread (http://www.giantitp.com/forums/showthread.php?553588-Awaken-Person&p=22919128), here's two separate spells -one for providing (or enhancing) sentience and one for turning a creature Good.
Awaken, Greater
Necromancy ([Good])
Level: Creation 6, Knowledge 6, Sor/Wiz 7
Components: V, S, DF, XP
Casting Time: 24 hours
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Calling upon the powers of good, life, and creation, you grant a creature an immortal soul - or gift a sentient creature with greater mental acuity.
You awaken a nonmagical object or a creature with less than 3 intelligence (including a mindless creature) to humanlike sentience. To succeed, you must make a Will save (DC 10 + the creature’s current HD, or the HD the object will have once awakened).
The newly awakened creature is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. Creatures you awaken become free-willed if they were originally under another creature's control (e.g. undead created with animate undead, most golems, etc.).
An awakened object has characteristics as if it were an animated object, save that if it is a plant it gains the plant type and a Constitution score equal to 10 + its CR. You cannot awaken an object larger than one that a spellcaster of your level could animate with animate objects.
Awakened animals and vermin become magical beasts with the augmented subtype.
Awakened creatures gain Intelligence, Wisdom, and Charisma scores of 3d6, with an additional +2 Wisdom for awakened animals, plants, and vermin. Recalculate skill points appropriately.
Awakened mindless creatures lose the mindless quality and are therefore are susceptible to mind-affecting effects, unless they are also immune by virtue of their type (i.e. constructs and undead). They gain feats and skill points according to their type, Intelligence score, and Hit Dice. Awakened undead have vague memories of their former life and select feats and skills appropriately.
An awakened creature's class skills are any skills listed in its monster entry, and either all class skills from its past life (if undead) or all skills from one of your classes (if non-undead).
An awakened creature can’t serve as an animal companion, familiar, or special mount unless its master has Improved Familiar or an equivalent feat, at the DM's option.
An awakened non-undead creature can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). An awakened undead creature speaks one language from its past life, plus one additional language that it could have known at character creation in its past life per point of Intelligence bonus (if any).
Enhance Sentience
You may also use this spell to grant insight to a creature that already has an Intelligence score of 3 or greater. When you cast it in this way, increase all of the target's mental ability scores to 10 (recalculating the creature's skill points if its Intelligence increases).
XP Cost
250 XP to awaken a creature or object, or 5,000 XP to enhance a creature's sentience.
Conversion
Divination
Level: Chaos 5, Evil 5, Good 5, Law 5
Components: V, S, DF, XP
Casting Time: 24 hours
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None; see below
Spell Resistance: No; see below
You convert a creature to your ultimate cause by forcing it to confront external (or internal) truths.
This spell converts a creature's moral (good vs. evil) or ethical (chaotic vs. lawful) alignment to chaotic, evil, good, or lawful, as appropriate to the domain granting this spell. There are multiple methods by which the spell can accomplish this goal, but due to the casting time the target creature must generally be willing or helpless. Creatures that already possess the desired alignment are immune to this spell.
As a divination effect this spell simply reveals subjective or objective truths about the cosmos or the target's own nature. Unless otherwise specified the spell does not permit a saving throw or spell resistance, and it may influence creatures immune to mind-affecting effects. However, mindless creatures lack all comprehension of morals and ethics and are therefore immune.
Adopting the new alignment generally (but not necessarily) makes a creature friendly towards you and other similarly-aligned creatures.
This spell may cause alterations in class, race, or other qualities at the DM's option. For example, a paladin converted to evil might immediately convert some or all of their paladin levels to blackguard levels (exchanging feats and skill ranks as appropriate to meet blackguard prerequisites), or an [Evil] outsider converted to good might gain the Ascendant Fiend (http://www.giantitp.com/forums/showthread.php?531892-Ascendant-Fiend) template. An atonement spell may be required to access new class abilities, at the DM's option.
As an instantaneous effect this spell cannot be directly reversed (save by other castings of conversion), though it is entirely possible for the subject to become embittered, serene, corrupt, or otherwise regain its original alignment through the normal course of events.
Whenever you cast this spell to convert a creature to a chaotic, evil, good, or lawful alignment, it is a spell of that type.
Divided Self
The creature enters into a mental battle against its own inner demons (or angels). Treat this as though it had looked into a mirror of opposition, save that the creature's mind is transported to the Astral Plane (as if by astral projection) where it begins an encounter with its duplicate (both at full health, with a full complement of prepared spells etc.). The duplicate's level is equal to your caster level rather than the subject's level. If the creature wins, it is awarded XP as appropriate, returns to its body, and becomes immune to this version of the spell. If it loses, it succumbs to its suppressed alignment tendencies and awakens back in its body with the new alignment.
Enlightenment
The creature has a sudden epiphany into the benefits (spiritual, material, or otherwise) of the desired alignment, and immediately changes its alignment appropriately. This version of the spell allows both a Will save (with a +4 bonus) and spell resistance to negate the effect, and a creature that successfully saves or resists becomes immune to this version of the spell.
Persuasion
For the next 24 hours, all creatures gain a +30 circumstance bonus on Diplomacy checks made to persuade the target to adopt the new alignment. After this time expires, the target becomes immune to this version of the spell if it has not changed its alignment.
Vision Quest
The creature falls unconscious and experiences several lengthy and powerful visions, inspiring it to become an hero or villain of the new alignment. After 24 hours it awakens with the new alignment and immediately gains a level in a PC class of the DM's choice (a creature with one or fewer Hit Dice may instead exchange that Hit Dice for a level in a PC class). Additionally, the target gains the elite array for its ability scores (before adding racial modifiers). Creatures with levels in a PC class are immune to this version of the spell.
Wages of Freedom/Order/Sin/Virtue
The creature is constantly beset by attacks of conscience, corrupting impulses, or similar thoughts (all of which are genuinely inherent to the creature, albeit magnified by the spell). Treat this as a geas/quest to act in accordance with the desired alignment, save that the duration is instantaneous, the creature also suffers penalties as for a lesser geas, and whenever it triggers penalties from the effect it suffers a nightmare the next time it sleeps. This effect continues until the creature chooses the adopt the new alignment of its own free will. A creature that dies while under this effect makes a Will save; if successful it becomes immune to this version of the spell (assuming it is later restored to life) but if it fails it rises as a ghost under this effect on the next night.
XP Cost
250 XP.
Awaken, Greater
Necromancy ([Good])
Level: Creation 6, Knowledge 6, Sor/Wiz 7
Components: V, S, DF, XP
Casting Time: 24 hours
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Calling upon the powers of good, life, and creation, you grant a creature an immortal soul - or gift a sentient creature with greater mental acuity.
You awaken a nonmagical object or a creature with less than 3 intelligence (including a mindless creature) to humanlike sentience. To succeed, you must make a Will save (DC 10 + the creature’s current HD, or the HD the object will have once awakened).
The newly awakened creature is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. Creatures you awaken become free-willed if they were originally under another creature's control (e.g. undead created with animate undead, most golems, etc.).
An awakened object has characteristics as if it were an animated object, save that if it is a plant it gains the plant type and a Constitution score equal to 10 + its CR. You cannot awaken an object larger than one that a spellcaster of your level could animate with animate objects.
Awakened animals and vermin become magical beasts with the augmented subtype.
Awakened creatures gain Intelligence, Wisdom, and Charisma scores of 3d6, with an additional +2 Wisdom for awakened animals, plants, and vermin. Recalculate skill points appropriately.
Awakened mindless creatures lose the mindless quality and are therefore are susceptible to mind-affecting effects, unless they are also immune by virtue of their type (i.e. constructs and undead). They gain feats and skill points according to their type, Intelligence score, and Hit Dice. Awakened undead have vague memories of their former life and select feats and skills appropriately.
An awakened creature's class skills are any skills listed in its monster entry, and either all class skills from its past life (if undead) or all skills from one of your classes (if non-undead).
An awakened creature can’t serve as an animal companion, familiar, or special mount unless its master has Improved Familiar or an equivalent feat, at the DM's option.
An awakened non-undead creature can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). An awakened undead creature speaks one language from its past life, plus one additional language that it could have known at character creation in its past life per point of Intelligence bonus (if any).
Enhance Sentience
You may also use this spell to grant insight to a creature that already has an Intelligence score of 3 or greater. When you cast it in this way, increase all of the target's mental ability scores to 10 (recalculating the creature's skill points if its Intelligence increases).
XP Cost
250 XP to awaken a creature or object, or 5,000 XP to enhance a creature's sentience.
Conversion
Divination
Level: Chaos 5, Evil 5, Good 5, Law 5
Components: V, S, DF, XP
Casting Time: 24 hours
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None; see below
Spell Resistance: No; see below
You convert a creature to your ultimate cause by forcing it to confront external (or internal) truths.
This spell converts a creature's moral (good vs. evil) or ethical (chaotic vs. lawful) alignment to chaotic, evil, good, or lawful, as appropriate to the domain granting this spell. There are multiple methods by which the spell can accomplish this goal, but due to the casting time the target creature must generally be willing or helpless. Creatures that already possess the desired alignment are immune to this spell.
As a divination effect this spell simply reveals subjective or objective truths about the cosmos or the target's own nature. Unless otherwise specified the spell does not permit a saving throw or spell resistance, and it may influence creatures immune to mind-affecting effects. However, mindless creatures lack all comprehension of morals and ethics and are therefore immune.
Adopting the new alignment generally (but not necessarily) makes a creature friendly towards you and other similarly-aligned creatures.
This spell may cause alterations in class, race, or other qualities at the DM's option. For example, a paladin converted to evil might immediately convert some or all of their paladin levels to blackguard levels (exchanging feats and skill ranks as appropriate to meet blackguard prerequisites), or an [Evil] outsider converted to good might gain the Ascendant Fiend (http://www.giantitp.com/forums/showthread.php?531892-Ascendant-Fiend) template. An atonement spell may be required to access new class abilities, at the DM's option.
As an instantaneous effect this spell cannot be directly reversed (save by other castings of conversion), though it is entirely possible for the subject to become embittered, serene, corrupt, or otherwise regain its original alignment through the normal course of events.
Whenever you cast this spell to convert a creature to a chaotic, evil, good, or lawful alignment, it is a spell of that type.
Divided Self
The creature enters into a mental battle against its own inner demons (or angels). Treat this as though it had looked into a mirror of opposition, save that the creature's mind is transported to the Astral Plane (as if by astral projection) where it begins an encounter with its duplicate (both at full health, with a full complement of prepared spells etc.). The duplicate's level is equal to your caster level rather than the subject's level. If the creature wins, it is awarded XP as appropriate, returns to its body, and becomes immune to this version of the spell. If it loses, it succumbs to its suppressed alignment tendencies and awakens back in its body with the new alignment.
Enlightenment
The creature has a sudden epiphany into the benefits (spiritual, material, or otherwise) of the desired alignment, and immediately changes its alignment appropriately. This version of the spell allows both a Will save (with a +4 bonus) and spell resistance to negate the effect, and a creature that successfully saves or resists becomes immune to this version of the spell.
Persuasion
For the next 24 hours, all creatures gain a +30 circumstance bonus on Diplomacy checks made to persuade the target to adopt the new alignment. After this time expires, the target becomes immune to this version of the spell if it has not changed its alignment.
Vision Quest
The creature falls unconscious and experiences several lengthy and powerful visions, inspiring it to become an hero or villain of the new alignment. After 24 hours it awakens with the new alignment and immediately gains a level in a PC class of the DM's choice (a creature with one or fewer Hit Dice may instead exchange that Hit Dice for a level in a PC class). Additionally, the target gains the elite array for its ability scores (before adding racial modifiers). Creatures with levels in a PC class are immune to this version of the spell.
Wages of Freedom/Order/Sin/Virtue
The creature is constantly beset by attacks of conscience, corrupting impulses, or similar thoughts (all of which are genuinely inherent to the creature, albeit magnified by the spell). Treat this as a geas/quest to act in accordance with the desired alignment, save that the duration is instantaneous, the creature also suffers penalties as for a lesser geas, and whenever it triggers penalties from the effect it suffers a nightmare the next time it sleeps. This effect continues until the creature chooses the adopt the new alignment of its own free will. A creature that dies while under this effect makes a Will save; if successful it becomes immune to this version of the spell (assuming it is later restored to life) but if it fails it rises as a ghost under this effect on the next night.
XP Cost
250 XP.