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View Full Version : D&D 3.x Other Mass Disintegrate, Wall of Undeath, Army Spell



rferries
2018-03-28, 04:20 AM
Disintegrate, Mass
Evocation [Force]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes

You can't help it - the mad laughter bursts out of you uncontrollably, just as the crackling bolts of power arc from your hands to lay waste to your foes.

This spell functions as disintegrate, save that it creates one ray per caster level, deals 2d6 points of force damage per caster level (maximum 50d6) to each target, and a creature that saves successfully still takes 10d6 points of force damage. Each ray can disintegrate up to a 10-foot cube of nonliving matter, as normal.

The rays must be fired at different targets, and all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

Wall of Undeath
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Undead wall whose area is up to one 5-ft. square/level (S)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

Your foes cower before the wall of writhing, wailing spirits that rises up from the earth.

This spell creates a wall of the essence of one of the major types of undead (see below). A wall of undeath is 1 foot thick per four caster levels and composed of up to one 5-foot square per level. The wall cannot be conjured so that it occupies the same space as a creature or another object.

Unlike a wall of iron, you can create a wall of undeath in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must be solidly supported by the ground or other structures. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell’s area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.

Like any other wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. The wall is treated as an undead creature for the purpose of disrupt undead, sunburst and similar effects. Each 5-foot square of the wall has 12 hit points per foot of thickness. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + 2 per inch of thickness.

A cleric can turn the wall as though each 5-foot square were an undead creature with 1 Hit Dice per foot of thickness. A section of wall that is successfully turned or rebuked opens up to allow creatures through for the duration of the effect. A section may be destroyed by a turn attempt as normal, and a section that is rebuked is also destroyed.

It is possible, but difficult, to trap mobile opponents within or under a wall of undeath, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.

You may create the following types of wall. The wall is treated as a magic weapon for the purpose of overcoming damage reduction. Regardless of the wall type, you may always pass through your own wall without impediment or harm.

Skeletons
This bony wall has damage reduction 5/bludgeoning. Any enemy within 5 feet of the wall or attempting to break through takes 1d4 points of slashing damage per caster level per round (Reflex half). Destroyed sections of the wall reassemble themselves after 10 minutes, so long as there is at least one surviving 5-foot square.

Zombies
This wall of rotted flesh and limbs has twice the normal hit points and damage reduction 5/slashing. Any enemy within 5 feet of the wall or attempting to break through takes 1d6 points of bludgeoning damage per caster level per round (Reflex half).

Spirits
Each section of this wall has turn resistance +4 and is incorporeal (making it harder to damage by material creatures as normal and blocking the passage of incorporeal creatures, but allowing material creatures to stride through it easily). All creatures within 5 feet of the wall must succeed on a Will save or be affected as by fear. Any creature passing through the wall gains 1 negative level per two caster levels (Fortitude negates). Finally, the wall need not be supported by any other structure (and can even be conjured such that it hovers in mid-air).

Arcane Material Component
A fragment of ivory, a chip of bloodstone, and a small onyx tablet.

Army Spell [Metamagic]
Your spells can affect entire armies (for good or ill), if not your own nemeses.

Prerequisites
Caster level 6th.

Benefits
You can alter a non-damaging spell without the [Death] descriptor that specifically targets or affects allies, enemies, or creatures to instead affect an entire battlefield. The range of the altered spell becomes "Long (400 ft. + 40 ft./level)" and the area or target becomes "Any number of creatures within 400 ft. + 40 ft./level". For example, you could use this feat to baleful polymorph an entire enemy force, or cast heroism on your own army.

An army spell uses up a spell slot of the spell's original level.

Special
An army spell is somewhat "diluted" in its potency. It cannot affect any creature with Hit Dice equal to or greater than your caster level -5.

Lvl 2 Expert
2018-03-28, 04:31 AM
That last one sounds kind of really unbalanced, if I'm not missing something. Per your own example it's a one round end to any opposing army at spell level 6. The only drawback I can see is that depending on how to interpret the wording you have to be careful not to have any lower level allies with 400+40/lvl feet. On top of this it doesn't require the base spell to be any sort of "mass" variant, making all of those spells useless by comparison, since they affect much smaller numbers of people.

It also seems kind of weird that even when used as a buff it won't effect high level creatures at all. That would make it even more unbalanced, sure, but it's still weird that an ally of yours does not get a bonus because they are high level. Usually they would just fail their save intentionally.

rferries
2018-03-28, 05:12 AM
That last one sounds kind of really unbalanced, if I'm not missing something. Per your own example it's a one round end to any opposing army at spell level 6. The only drawback I can see is that depending on how to interpret the wording you have to be careful not to have any lower level allies with 400+40/lvl feet. On top of this it doesn't require the base spell to be any sort of "mass" variant, making all of those spells useless by comparison, since they affect much smaller numbers of people.

It also seems kind of weird that even when used as a buff it won't effect high level creatures at all. That would make it even more unbalanced, sure, but it's still weird that an ally of yours does not get a bonus because they are high level. Usually they would just fail their save intentionally.

Yeah it's my poor attempt at duplicating Bavmorda's "army into pigs" spell (from the movie Willow), which was indeed a 1-round end the enemy army spell. I used circle of death for inspiration about the HD limit. Although it's powerful, realistically if your DM is involving an army and lets you take that spell, the enemy army will have a spellcaster with the feat who can ward their forces or somesuch. I totally get that it wouldn't work in most campaigns though.

noob
2018-03-28, 01:18 PM
I can only think to the dragon magazine's wars spells.(and the feat to apply the template to spells)

rferries
2018-03-28, 04:59 PM
I can only think to the dragon magazine's wars spells.(and the feat to apply the template to spells)

Just looked those up, thanks for the tip!