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View Full Version : Revised Adept (now with homebrewed spells)



Umarth
2007-09-07, 10:29 AM
This is for my low magic campaign.

I'd appreciate any comments or feedback. I especially need help on the Spell lines at the bottom. Proposals on new spell lines or changes to existing spell lines would be appreciated.

Two important notes:
1) Feats are gained at 1st and every even level rather than every 3rd level.
2) Healing spells have a duration of 24 hours with the healing they provide spread out over that duration.

Adept
d6
Class Skills
The adept’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
Class Features
All of the following are class features of the adept NPC class.
Weapon and Armor Proficiency
Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields.

Spell Casting: An adept casts divine spells which are drawn from the Magic feats the Adept knows (see below). Like a cleric, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells.

To prepare or cast a spell, an adept must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Charisma modifier.
Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.

Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Adept. In addition, she receives bonus spells per day if she has a high Charisma score.

Each adept has a particular holy symbol (as a divine focus) depending on the adept’s magical tradition.

Spells Known: Adepts do not automatically gain knowledge of new spells as they increase in level; instead an adept must spend a feat to learn a collection of new spells.

The Adept
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th

1st|
+0|
+0|
+0|
+2|2 Bonus Magic Feats|4|2

2nd|
+1|
+0|
+0|
+3||4|2|-

3rd|
+1|
+1|
+1|
+3|Bonus Magic Feat|4|3|-|-

4th|
+2|
+1|
+1|
+4||4|3|1|-|-

5th|
+2|
+1|
+1|
+5||4|3|2|-|-|-

6th|
+3|
+2|
+2|
+5|Bonus Magic Feat|4|3|2|-|-|-|-

7th|
+3|
+2|
+2|
+5||4|4|3|-|-|-|-|-

8th|
+4|
+2|
+2|
+6||4|4|3|1|-|-|-|-|-|-

9th|
+4|
+3|
+3|
+6||4|4|3|2|-|-|-|-|-|-

10th|
+5|
+3|
+3|
+7|Bonus Magic Feat|4|4|3|2|-|-|-|-|-|-

11th|
+5|
+3|
+3|
+7||4|4|4|3|-|-|-|-|-|-

12th|
+6|
+4|
+4|
+8||-|-|-|-|-|-|-|-|-|-

13th|
+6|
+4|
+4|
+8||4|4|4|3|2|-|-|-|-|-

14th|
+7|
+4|
+4|
+9|Bonus Magic Feat|4|4|4|3|2|-|-|-|-|-

15th|
+7|
+5|
+5|
+9||4|4|4|4|3|-|-|-|-|-

16th|
+8|
+5|
+5|
+10||4|4|4|4|3|1|-|-|-|-

17th|
+8|
+5|
+5|
+10||4|4|4|4|3|2|-|-|-|-

18th|
+9|
+6|
+6|
+11||4|4|4|4|3|2|-|-|-|-

19th|
+9|
+6|
+6|
+11|Bonus Magic Feat|4|4|4|4|4|3|-|-|-|-

20th|
+10|
+6|
+6|
+12||4|4|4|4|4|4|-|-|-|-[/table]


Magic Feats:

Summon Familiar [Magic]
Through your mastery of magic you have learned how to create a familiar.
Prerequisites: Adept level 1
Benefits: You gain the ability to summon a familiar as a wizard or sorcerer of your level.
Special: This feat may only be taken once.

Unflagging Dominance [Magic]
You're will holds up to the demands of shaping the world better than most.
Prerequisites: Adept Level 1 or higher.
Benefits: You may prepare one additional spell per day for each spell level you are normally able to prepare spells for.
Special: This feat may be taken twice.

Spontaneous Casting [Magic]
Your familiarity with a spell line allows you to cast those spells spontaneously.
Prerequisites: Spell Knowledge
Benefits: Select a Spell Line you learned with the Spell Knowledge feat. You may cast spells of this line spontaneously in the same fashion a cleric can spontaneously cast cure spells.
Normal: You must prepare spells.
Special: You may take this feat more than once however each time you take it applies to a new spell line you know.

Fast healing [Magic]
When you cast healing spells the body burns itself in a fury of mortality. Wounds close on the outside as the fire of life is stoked to burn brighter than normal.
Prerequisites: A trainer, able to cast 1st level or higher healing spells.
Benefits: Full description in the Narrowlands DMG&B.
Normal: Your healing spells take 24 hours to fully take effect.

Spark [Magic, Reserve]
You can tap into the unused electrical energy you have prepared to charge a sling bullet.
Prerequisites: Able to cast at least one level 1 or higher spell with the electricity descriptor.
Benefits: As a free action you may charge an iron sling bullet with electricity. A charged bullet deals an extra 1 point of damage per spell level of the highest spell electricity descriptor spell you have prepared.

Flick [Magic, Reserve]
Using only your force of will you are able to flick charged sling bullets from your hand.
Prerequisites: Spark
Benefits: You may mentally flick a charged sling bullet from your hand at an opponent. You may use your Charisma modifier on attack and damage rolls for flicked sling bullets. Flicked sling bullets count as a standard speed weapon and deal damage as though they where one size larger.


Undead Mastery [Magic, General]
You are able to bind the spirits used to create undead to your own will.
Prerequisites: Spell Knowledge: Death
Benefits: You may control a number of undead you create whose combined HD are equal to your caster level x your charisma modifier. If you create a new undead that takes the total number of HD of undead over your limit one of the undead, of your choice, is immediately freed from your control.
Once an undead has been released from your will you are unable to regain control of it with this feat.
Normal: Undead created are not under your control and are simply horrors bent on the destruction of all life.
Special: You may take this feat multiple times each time you take the feat after the first it doubles the number of undead HD you can control.


One feat needs a special call out though and thats:

Spell Knowledge [Magic]
You have gained greater control over reality.
Prerequisites: Varies
Benefits: Select one of the Spell lines below. You add the spells in that spell line to your list of spells known.
Special: You may take this feat multiple times.

*homebrewed spell (details in spoilers below)
~revised spell
{table=head]Spell Line|0th|1st|2nd|3rd|4th|5th
Soul of Fire | Line of Fire* | Produce Flame~| Scorching Ray* | Fireball~ | Living Fireball*| Concussion of Fire*
Electricity|Spark|Shocking Grasp|Shocking Ray|Lighting Bolt|Wall of Lighting | Chain Lightning
Heart of Ice | Rime of Ice* | Trap of Ice* | Frozen Blood* | Cry of Frost* | Frozen Fury*| Fields of Ice*
Mage of the Hand|Mage Hand|Inflict Light Wounds|Ghoul Touch|Spectral Hand|Inflict Serious Wounds|Vampiric Touch
Domination|Daze|Command|Charm Person|Lesser Geas|Dominate Person|Geas
Doom|Touch of Fatigue~|Doom~| Retribution* |Blindness/Deafness~|Bestow Curse~|Binding~
Death|Disrupt Undead|Sleep |Death Knell|Animate Dead|Posion|Vampiric Touch
Healing|Cure Minor Wounds|Cure Light Wounds|Cure Moderate Wounds|Cure Serious Wounds|Cure Critical Wounds|Heal
Blessings|Guidence|Bless|Aid|Prayer|Divine Power|Hero's Feast
Nature|Detect Poison|Charm Animal|Entangle|Stone Shape|Giant Vermin|Controll Winds
Traps|Open/Close|Fire Trap|Phantom Trap|Explosive Ruines|Mark of Justice|Symbol of Pain
Truth|Light|Detect Secret Doors|See Invisibility|Zone of Truth|Dispel Magic|True Seeing
Creation|Create Water|Grease|Web|Stinking Cloud|Major Creation Creation|Solid Fog
Illusion|Ghost Sounds|Disguise Self|Invisibility|Major Image|Phantasmal Killer|Mirage Arcana
[/table]

A few of these spells refrence weapon speeds. You can find some details on how weapon speed works here: Weapon Speeds (http://www.giantitp.com/forums/showpost.php?p=2902108&postcount=14)

Spell line details
Soul of Fire

Line of Fire
Evocation [Fire]
Level: 0
Components: V, S
Casting Time: 1 standard action
Range: 4 squares
Effect: Fire races out from you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Flames Spring to life at your feet and race away engulfing any creature they encounter.

Select four squares forming a line or lines from the square your in. Each creature in one of these squares suffers 2 points of fire damage.

Greater: This spell effects eight squares and deals 1d4+1 point of damage per 3 caster levels (max 3d4+3)


Produce Flame
Evocation [Fire]
Level: Soul of Fire 1
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: Flame in your palm
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty, Standard Speed) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

Lesser: This spell deals 1pt of damage per caster level (maximum +5) and provides illumination as bright as a candle.

Greater: This spell deals 2d6+1 point per caster level (maximum +10) to the target. In addition it deals 1/2 the orgainal damage as splash damage to all those within 5 feet of the target. (Creatures subject to the splash damage may make a reflex save for 1/2 damage).

This spell does not function underwater.

Scorching Ray
Evocation [Fire]
Level: Soul of Fire 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

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

Lesser: Each ray deals 2d4 points of damage.

Greater: Each ray deals half its damage as splash damage [fire] to creatures within 5 feet of your target. Creatures affected by the splash damage are entitled to a reflex save to take half damage.


Fireball
Evocation [Fire]
Level: Soul of Fire 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Material Component
A tiny ball of bat guano and sulfur.

Lesser: The fireball deals 1d6 per caster level (maximum 5d6) and has a range of Medium (100 ft. + 10 ft./level).

Greater: The fireball deals 1d6 per caster level (maximum 15d6) and you may designate up to one square per three levels within the fireball to be outside the area of effect.

Living Fireball
Evocation [Fire]
Level: Soul of Fire 4th
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature.
Duration: 3 rounds
Saving Throw: Reflex Half
Spell Resistance: Yes

You fire a deadly fireball at a single target that deals 1d6 points of fire damage per caster level (maximum 15d6). On the second and third rounds of the spell a fireball bursts out from the target dealing 5d6 fire damage to the target and all within 20 feet.

Lesser: The spell deals 1d4 points of damage per caster level (maximum 15d4) to the initial target and the bursts deal 5d4 damage to all within 10 feet.

Greater: The duration increases to five rounds causing the target to burst into flames on the second, third, fourth, and fifth rounds.

Concussion of Fire
Evocation [Fire]
Level: Soul of Fire 5th
Components: V, S, M
Casting Time: 1 standard action
Range: Burst 20 ft radius.
Target: 1 creature.
Duration: 3 rounds
Saving Throw: Reflex Half
Spell Resistance: Yes

Flames immolate your body and then race away burning all those near you and pushing the back. Just as the flames die down another wave follows.

This spell causes a rolling wave of fire to pour from your body and deals 1d6 damage per caster level (maximum 15d6) damage to all creatures within 20 feet of you. In addition to the damage each creature within the radius is subject to a bull rush attempt. The spell has an effective strength modifier equal to your Charisma modifier plus ¼ your caster level. The spell will not push a creature farther than 5 squares away from you. A creature that succeeds on it’s reflex save is still subjected to the bull rush.

This effect is repeated each round.

Lesser: The Spell lasts only one round.

Heart of Ice


Rime of Ice
Evocation [Cold]
Level: Heart of Ice 0
Components: V, S
Casting Time: 1 standard action.
Range: Close (25 ft. +5 ft. / 2 levels)
Effect: Your target freezes.
Duration: 4 rounds
Saving Throw: Fort (see text)
Spell Resistance: Yes

As you finish the last words of this spell a rime of ice starts to form on your target. Your target suffers 1 damage per round and receives a -2 penalty to all dexterity based skill checks while the spell is in effect. If your target successfully saves the spell lasts 2 rounds and does not impose a penalty to dexterity based checks.

Greater: The target suffers 1d4 damage each round. In addition the target suffers a -4 penalty to it’s dexterity score for the duration of the spell.

Trap of Ice
Conjuration [Cold]
Level: Heart of Ice 1
Components: V, S
Casting Time: 1 Full Round
Range: Close (25 ft. +5 ft. / 2 levels)
Effect: 8 squares are trapped with slippery damaging ice.
Duration: 3 rounds + 1 round / 2 levels or until discharged
Saving Throw: Ref (see text)
Spell Resistance: Yes

You select 8 squares no two of which can be more than 25 feet apart. The squares are trapped and if any creature other than you enters them the square flash freezes dealing 1d4 + 1 damage per caster level (maximum +5). The creature must also make a reflex save or fall prone. One full round after the trap is triggered the ice melts away. A creature that makes a successful save is considered to have made it’s save for any other trapped squares it enters that round.

Lesser: This spell traps 4 squares. Each square deals 2 points of damage to the creature that triggers it. There is no chance of the creature slipping and no reflex save is needed.

Greater: The spell deals 1d4+1 dmg / 2 levels (maximum 5d4+5) and the square remains covered in ice for four rounds. Any creature moving out of the ice covered square or ending its turn in an ice covered square must make a reflex save or fall prone. A creature that successfully saves in one trapped square is considered to have made its save on any other trapped squares it enters that round.

Frozen Blood
Abjuration [Cold]
Level: Heart of Ice 2
Components: V, S, M
Casting Time: 1 Standard action
Range: Close (25 ft. +5 ft. / 2 levels)
Effect: Your opponent and those around him freeze.
Duration: 3 Rounds
Saving Throw: Fort (Half)
Spell Resistance: Yes

A supernatural cold surrounds your target freezing her and any near her. In the first round your target takes 1d6 damage, in the second 2d6, and 3d6 in the third. Your target and those within 5 feet of your target also take 1 point of damage per 3 caster levels (max 6) each round. While the target of this spell is allowed a saving throw and spell resistance those suffering damage for being near the target are not.
A creature that dies as a result of this spell is completely frozen.

Lesser: The spell takes 1 full round to cast.

Greater: The casting time changes to 1 swift action.


Cry of Frost
Conjuration [Cold]
Level: Heart of Ice 3
Components: V, S
Casting Time: 1 Standard action
Range: Burst 15 foot radius
Effect: Those around you are slowed and damaged.
Duration: 1 round per 2 levels
Saving Throw: Fortitude (Half)
Spell Resistance: No

You cry out a piercing yell as lines of frost race out from your body. All within 15 feet of you suffer 1d6 damage per 2 caster levels and any weapon(s) they wield is considered two speeds slower than normal. A successful save reduces the damage by half but does not reduce the weapon speed penalty.

Lesser: You are affected by the spell as well. You may make a save as normal to reduce the damage.

Greater: The spells casting time is reduced to 1 Swift Action.

Frozen Fury
Conjuration [Cold]
Level: Heart of Ice 4
Components: V,S, M
Casting Time: 1 Standard Action
Range: Personal
Effect: You become more effective in combat.
Duration: 1 round per 3 levels (D)
Saving Throw: No
Spell Resistance: No

You let some of the furry of a blizzard seep through your body empowering you and hindering your foes. While under the effects of this spell you are unable to cast any other spells.

You gain:
• +6 Strength
• +3/- DR
• +5 natural armor
• +1 to weapon speeds

Additionally this spell hinders those near you as you are surrounded by a swirling mist of ice and snow. This grants you concealment (20% miss chance) and deals 2d4 points of damage to any creature that strikes you with a natural or melee weapon.

Lesser: You only gain +4 Strength and +1 weapon speed. Additionally you do not gain concealment and creatures that strike you with melee or natural weapons take only 1d4 damage.

Greater: You may cast spells of 2nd level or lower while this spell is in effect.

Fields of Ice
Conjuration [Cold]
Level: Heart of Ice 5
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: 1 round per 2 levels
Saving Throw: See text
Spell Resistance: Yes

You are wreathed in a sudden cloud of swirling snow and ice as bolts of preternaturally cold air blast your targets.

When you cast this spell the square you are in is filled with swirling snow for the duration of the spell granting any creature in it concealment (20% miss chance).

On the round you cast the spell you also fire 5 rays of frost at one or more targets within close range (no target may be more than 60 feet from any other target). Each ray requires a ranged touch attack to hit and deals 4d6 damage.

The square containing your target (or one of the targets squares if the target is large or larger) also becomes the center of a field of ice with a 10 foot radius. Any creature in the area when the spell is cast must make a successful Reflex save or fall and suffer 3d6 cold damage. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

Lesser: You fire 3 bolts rather than 5 and the ice deals only 1d6 damage those who fall.

Doom

Touch of Fatigue
Necromancy [Curse]
Level: Doom 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.

The subject is immediately fatigued for the spell’s duration. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted.

This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires.

Material Component
A drop of sweat.

Greater: The spells range changes to close (25 ft. + 5 ft./2 levels)

Doom
Necromancy [Fear, Mind-Affecting, Curse]
Level: Doom 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Lesser: The range becomes Touch and the duration becomes two rounds.

Greater: If the Doomed creature misses an attack against the caster it must make a second save or become frightened for the remaining duration of the spell.

Retribution
Conjuration, Enchantment [Curse]
Level: Doom 2
Components: V, S, M
Casting Time: 1 Immediate Action
Range: Close (25 ft. +5 ft. / 2 levels)
Effect: Summons ghostly weapons
Duration: See text
Saving Throw: None
Spell Resistance: No

You may cast this spell as an immediate action immediately after you suffer damage from a melee or ranged attack. For the duration of the spell they are surrounded by ghostly versions of the weapon they used to attack you these weapons are visible only to you and the cursed creature. Any time they deal damage with the same weapon the ghostly weapons attack and deal an identical amount of damage to the cursed creature.

The cursed creature is free to attack and deal damage from other sources (another weapon, spells, ect) with out fear of a retributive strike.

A creature targeted by this spell inherently understands what actions will and will not cause a retributive strike.

The spells duration is 1 round per point of damage you suffered in the attack that triggered the casting of this spell.

Lesser: Each attack by the cursed creature has only a 25% chance of triggering a retributive attack.

Greater: The cursed creature suffers a retributive attack on any attack it makes with spells, weapons, or natural weapons. The summoned weapon changes form to match that of the attack that triggered the retributive strike. The duration on this spell is 1 round per 4 points of damage you suffered.

Blindness/Deafness
Necromancy [Curse]
Level: Doom 3
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 day per level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Remove Curse ends this spell early.

Lesser: Blinded creatures see everything as though it is concealed in a thick fog. Thus anything within 5 feet has concealment (20% miss chance) and anything further away has total concealment (50% miss chance). Deafened creatures take a -2 penalty on iniative checks and a -10 penalty to listen checks.

Greater: The creature is both blinded and deafened additionally the duration increases to 1 week per level.


Bestow Curse
Necromancy [Curse]
Level: Doom 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

You place a curse on the subject. Choose one of the following three effects.

-6 decrease to an ability score (minimum 1).
-4 penalty on attack rolls, saves, ability checks, and skill checks.
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Bestow curse counters remove curse.

Lesser: The duration is reduced to 1 round per caster level.

Greater: The spells range changes to close (25 ft. + 5 ft./2 levels)

Binding
Enchantment (Compulsion) [Mind-Affecting, Curse]
Level: Doom 5
Components: V, S, M
Casting Time: One minute
Range: Close (25 ft. +5 ft. / 2 levels)
Effect: See text
Duration: See text (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes

A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level.

You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-third of that assistant’s level, provided that the spell’s target is appropriate for a binding spell. Since the assistants’ spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants’ spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible.

Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don’t qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.

If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell’s duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken.

The binding spell has six versions. Choose one of the following versions when you cast the spell.

Chaining
The subject is confined by magical restraints that generate an antipathy effect causing all creatures, except you, that fail their save (Will save, DC equal to the original casting of the spell) to shun the area (10ft per caster level) surrounding the cursed as long as the chaining remains in effect. The duration is one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell.

This creates four magical chains that have a hardness equal to the caster level and hit points equal to double that. The chains attach at the ankles and wrists. The character bound by the chains cannot affect them though an outside agent may free them from the curse by destroying each of the chains.

Slumber
This version causes the subject to become comatose for as long as one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. When you cast this spell you must designate an action or item that can wake the slumbering creature. Reduce the spell’s save DC by 1.

Bound Slumber
This combination of chaining and slumber lasts for as long as one month per caster level. Reduce the save DC by 2.

Hedged Prison
This spell must be cast on the creature while it is within a building, maze, or cavern that has at least 25 rooms or hallways. The creature becomes hopelessly lost within the building and can never enter a room with an exit to the maze. They can move around the remaining rooms normally. The creature can only be freed from this curse by the destruction of at least 90% of the prison. Any attempt to guide the creature out of the prison or forcefully carry it out is viewed as an act of aggression and the cursed creature resists to its full ability. Even if the creature is removed from the prison it will strive to return to the prison as quickly as possible as long as the prison remains standing. The effect is permanent. Reduce the save DC by 3.

Metamorphosis
The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. This effect is ended by the destruction of the container holding the cursed creature. Reduce the save DC by 4.

You can’t dispel a binding spell with dispel magic, remove curse, or similar effect.

Components
The components for a binding spell vary according to the version of the spell, but they always include a continuous chanting and various rare materials. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like.

In addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.

Lesser: There is no lesser version of this spell.

GimliFett
2007-09-07, 10:55 AM
At first glance, "Nice."

Suggestions:
0th-level Domination: Daze.
0th Doom: Touch of Fatigue.
2nd Doom: Blindness/Deafness.
5th Healing: Raise Dead or Heal (I don't think Heal as a 5th-level spell for Adepts is overpowered, considering the level they get it. Besides given your healing-over-time thing, a capstone spell that does it all at once is a nice touch, IMO.)
4th Blessings: Divine Power or Imbue w/Spell Ability or Mass Enlarge Person.
5th Blessings: Righteous Might.

Umarth
2007-09-07, 11:50 AM
GimliFett thanks for the suggestions.

I added most of the items you suggested. I did add Heal to the list however it would still heal over 24 hours. The almost complete lack of instant healing and the complete lack of raise dead magic is one of the key themes of my world.

GimliFett
2007-09-07, 12:03 PM
You're welcome, Umarth! Glad to be of help. :smallsmile: Even moreso that some of my suggestions were accepted. :smallbiggrin: I'd not even thought about Heroe's Feast! Good on ya! :smallbiggrin:

Your world sounds pretty interesting, btw. How, exactly, is the healing broken down over 24 hours?

Umarth
2007-09-07, 01:37 PM
I just divide it evenly over 24 hours. So if you had something that hit you for 24 points of curing you'd get back 24hps from the spell and any hps you'd normally get back from resting.

As always spells providing the same benefit type overlap rather than stack so if you have multiple cure spells going on at the same time only the one curing the most points of damage per hour heals you.

If you'd like to see more info on the Narrowlands send me a PM with your e-mail address and I'll send you all the documentation. My PHB alone is up over 70 pages at this point so it's not really possible to post it all here.

Umarth
2007-09-10, 12:42 PM
Substance moved to spoiler in orginal post:

This post moved to a spoiler tag for thread readability



Played around some more with this and decided on some changes to the spells.

Many will be compleatly new spells and all spells now will have lesser (except 0th level) and greater (except 5th level) versions of the spell. The lesser versions uses a spell slot one level lower and the greater version uses a spell slot one level higher.

Here's my first stab at a reworked spell line and the spells that go with it.

Any feedback on the spells would be appreciated.

{table=head]Spell Line|0th|1st|2nd|3rd|4th|5th
Soul of Fire | Line of Fire | Produce Flame| Scorching Ray | Fireball | Living Fireball| Concussion of Fire
[/table]

Line of Fire
Evocation [Fire]
Level: 0
Components: V, S
Casting Time: 1 standard action
Range: 4 squares
Effect: Fire races out from you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Flames Spring to life at your feet and race away engulfing any creature they encounter.

Select four squares forming a line or lines from the square your in. Each creature in one of these squares suffers 2 points of fire damage.

Greater: This spell effects eight squares and deals 1d4+1 point of damage per 3 caster levels (max 3d4+3)


Produce Flame
Evocation [Fire]
Level: Soul of Fire 1
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: Flame in your palm
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty, Standard Speed) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

Lesser: This spell deals 1pt of damage per caster level (maximum +5) and provides illumination as bright as a candle.

Greater: This spell deals 2d6+1 point per caster level (maximum +10) to the target. In addition it deals 1/2 the orgainal damage as splash damage to all those within 5 feet of the target. (Creatures subject to the splash damage may make a reflex save for 1/2 damage).

This spell does not function underwater.

Scorching Ray
Evocation [Fire]
Level: Soul of Fire 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

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

Lesser: Each ray deals 2d4 points of damage.

Greater: Each ray deals half its damage as splash damage [fire] to creatures within 5 feet of your target. Creatures affected by the splash damage are entitled to a reflex save to take half damage.


Fireball
Evocation [Fire]
Level: Soul of Fire 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Material Component
A tiny ball of bat guano and sulfur.

Lesser: The fireball deals 1d6 per caster level (maximum 5d6) and has a range of Medium (100 ft. + 10 ft./level).

Greater: The fireball deals 1d6 per caster level (maximum 15d6) and you may designate up to one square per three levels within the fireball to be outside the area of effect.

Living Fireball
Evocation [Fire]
Level: Soul of Fire 4th
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature.
Duration: 3 rounds
Saving Throw: Reflex Half
Spell Resistance: Yes

You fire a deadly fireball at a single target that deals 1d6 points of fire damage per caster level (maximum 15d6). On the second and third rounds of the spell a fireball bursts out from the target dealing 5d6 fire damage to the target and all within 20 feet.

Lesser: The spell deals 1d4 points of damage per caster level (maximum 15d4) to the initial target and the bursts deal 5d4 damage to all within 10 feet.

Greater: The duration increases to five rounds causing the target to burst into flames on the second, third, fourth, and fifth rounds.

Concussion of Fire
Evocation [Fire]
Level: Soul of Fire 5th
Components: V, S, M
Casting Time: 1 standard action
Range: Burst 20 ft radius.
Target: 1 creature.
Duration: 3 rounds
Saving Throw: Reflex Half
Spell Resistance: Yes

Flames immolate your body and then race away burning all those near you and pushing the back. Just as the flames die down another wave follows.

This spell causes a rolling wave of fire to pour from your body and deals 1d6 damage per caster level (maximum 15d6) damage to all creatures within 20 feet of you. In addition to the damage each creature within the radius is subject to a bull rush attempt. The spell has an effective strength modifier equal to your Charisma modifier plus ¼ your caster level. The spell will not push a creature farther than 5 squares away from you. A creature that succeeds on it’s reflex save is still subjected to the bull rush.

This effect is repeated each round.

Lesser: The Spell lasts only one round.

GimliFett
2007-09-10, 01:09 PM
Hmmm. Interesting line of thought... :smallwink:

Here's my thoughts:
First off you're effectively trebling the number of spells known from each line with the lesser and greater versions... I like the idea, but something's wriggling in my head and I can't pluck it out right now... Anyway, my only other concern is to make sure your damage totals aren't too high for the lower level spells, especially given your healing spell's timing.

On to the spells, themselves:
Line of Fire - I like it, as is.

Produce Flame - I like it, as is.

Scorching Ray - I like it, as is.

Fireball - Greater allows you to designate one square per three levels as what? I assume you are building in spots so not to blow up allies, but It needs a little clarification. :smallsmile:

Living Fireball - Neat spell. You might change the splash damage to half for the subsequent rounds instead of a flat 5d?. Also, I think for the lesser, reduce the splash area to within 10' rather than 20'. Finally, you might mention that the Reflex save is allowed each round to reduce the damage.

Concussion of Fire - I like this one a lot, my only nitpick is that as written, the bull rush attempt will rarely succed with a Strength Score equal to the Adept's Cha mod plus 1/4 the Caster Level. If that is changed to Strength modifier or Bull rush modifier equal to yada yada, I think it works nicely. Also, consider adding the bonus as if it were a Large creature.

Umarth
2007-09-10, 01:46 PM
Hmmm. Interesting line of thought... :smallwink:
On to the spells, themselves:

Fireball - Greater allows you to designate one square per three levels as what? I assume you are building in spots so not to blow up allies, but It needs a little clarification. :smallsmile:


Yup. You got it exactly right. My typing just didn't keep up with my thinking. It should state you can select squares to no effect.



Living Fireball - Neat spell. You might change the splash damage to half for the subsequent rounds instead of a flat 5d?. Also, I think for the lesser, reduce the splash area to within 10' rather than 20'. Finally, you might mention that the Reflex save is allowed each round to reduce the damage.


Good Call outs. I'll make all those changes.
*edit* actually looking at it setting the bursts to half damage ups them a bit higher than I want. So I'll probably leave the rolls in.



Concussion of Fire - I like this one a lot, my only nitpick is that as written, the bull rush attempt will rarely succed with a Strength Score equal to the Adept's Cha mod plus 1/4 the Caster Level. If that is changed to Strength modifier or Bull rush modifier equal to yada yada, I think it works nicely. Also, consider adding the bonus as if it were a Large creature.

Another good catch. It was supposed to strength/bull rush modifier not strength score. With reduced magic bonuses to ability scores I think this will wind up winning the bull rush most of the time against even sized critters.


My players brought up a few points as well in e-mail. Here are some changes I'm going to make based on the feedback they provided.

Lesser Sorching Ray is reduced to 2d4 rather than 2d6 damage. This brings it more in line with a 1st level spells damage.

I think I'm also going to reduce the lesser fireball damage to 1d6 per 2 caster levels rather than 1d6 per caster level so it's a bit more in line with scorching ray when you first get them both.

I'll be editing the post above with the changes.

GimliFett
2007-09-10, 01:58 PM
Thanks. Again, glad to help. One thing, which I failed to include was actually about the half-damage thing being a max of 5d?. If not half-damage, then a 1d? per 2- or 3-levels?

Nice touch with the damage reductions. I really think it'll help unless you want folks rolling up new characters every other adventure. :smallbiggrin:

Umarth
2007-09-10, 02:25 PM
You could have something there. So the lesser version is 1d6/1d4 per 3 levels on the bursts and the greater is 1d6 per two.

I'll have to chart that out and see what it looks like level by level.


I actually had my group fight their first Adept (4th level Ghast Adept) (only magic user they have fought so far) last Saturday. It seriously messed them up using grease to knock them down while it's buddies chewed on them.

It also blinded the parties adept which made him very unhappy and me realise that perminant blindness sucks when almost no one can remove it.

GimliFett
2007-09-10, 02:32 PM
It also blinded the parties adept which made him very unhappy and me realise that perminant blindness sucks when almost no one can remove it.

I'm sure it scared the crud outta them! :smallbiggrin: I figure that's going to be a big deal for players in this world, btw. Damage (both HPs and Ability), Level Loss and permanent disability will be a difficult thing to overcome in a world where the healers and restorers are so rare. How will these be overcome?

PS: I received email, but I haven't had a chance to look at it more than cursorily (is that a word?), yet.

Umarth
2007-09-10, 06:09 PM
HPs aren’t such a big deal if you run a game that's not focused in dungeons.

If the players have some control over how frequently they get into fights HPs only really start being a problem if you want to put the pressure on them and not let things up.

Ability score damage also isn't a big problem if they can rest. Though one of my players has been hitting up some water that provides visions of the future and drains wisdom at the same time.

I don't think I've got anything in the world that can cause permanent level loss. Permanent disabilities will also be rare or changed to a non permanent nature. Such as blindness which I'm making 1/day per caster level so while it sucks hard getting hit with it your character isn't ruined.


There's a ton of material in the stuff I sent so take your time looking through it.

GimliFett
2007-09-10, 06:17 PM
Re: /dungeons = True.

Most of your answers seem to follow the logic of how I would have handled things. Just wondering. :smallsmile:

I was surprised at how much stuff you sent me. It'll take a bit to get through, that's for sure. :smallbiggrin:

Umarth
2007-09-11, 10:06 AM
Substance moved to spoiler in orginal post:

This post moved to a spoiler tag for thread readability.


Here's another spell line with all new homebrewed spells. This time the theme is Cold, low damage, debilitating effects.

A few of these spells also refrence weapon speeds. You can find some details on how weapon speed works here: Weapon Speeds (http://www.giantitp.com/forums/showpost.php?p=2902108&postcount=14)

{table=head]Spell Line|0th|1st|2nd|3rd|4th|5th
Heart of Ice | Rime of Ice | Trap of Ice | Frozen Blood | Cry of Frost | Frozen Fury| Fields of Ice
[/table]

Rime of Ice
Evocation [Cold]
Level: Heart of Ice 0
Components: V, S
Casting Time: 1 standard action.
Range: Close (25 ft. +5 ft. / 2 levels)
Effect: Your target freezes.
Duration: 4 rounds
Saving Throw: Fort (see text)
Spell Resistance: Yes

As you finish the last words of this spell a rime of ice starts to form on your target. Your target suffers 1 damage per round and receives a -2 penalty to all dexterity based skill checks while the spell is in effect. If your target successfully saves the spell lasts 2 rounds and does not impose a penalty to dexterity based checks.

Greater: The target suffers 1d4 damage each round. In addition the target suffers a -4 penalty to it’s dexterity score for the duration of the spell.

Trap of Ice
Conjuration [Cold]
Level: Heart of Ice 1
Components: V, S
Casting Time: 1 Full Round
Range: Close (25 ft. +5 ft. / 2 levels)
Effect: 8 squares are trapped with slippery damaging ice.
Duration: 3 rounds + 1 round / 2 levels or until discharged
Saving Throw: Ref (see text)
Spell Resistance: Yes

You select 8 squares no two of which can be more than 25 feet apart. The squares are trapped and if any creature other than you enters them the square flash freezes dealing 1d4 + 1 damage per caster level (maximum +5). The creature must also make a reflex save or fall prone. One full round after the trap is triggered the ice melts away. A creature that makes a successful save is considered to have made it’s save for any other trapped squares it enters that round.

Lesser: This spell traps 4 squares. Each square deals 2 points of damage to the creature that triggers it. There is no chance of the creature slipping and no reflex save is needed.

Greater: The spell deals 1d4+1 dmg / 2 levels (maximum 5d4+5) and the square remains covered in ice for four rounds. Any creature moving out of the ice covered square or ending its turn in an ice covered square must make a reflex save or fall prone. A creature that successfully saves in one trapped square is considered to have made its save on any other trapped squares it enters that round.

Frozen Blood
Abjuration [Cold]
Level: Heart of Ice 2
Components: V, S, M
Casting Time: 1 Standard action
Range: Close (25 ft. +5 ft. / 2 levels)
Effect: Your opponent and those around him freeze.
Duration: 3 Rounds
Saving Throw: Fort (Half)
Spell Resistance: Yes

A supernatural cold surrounds your target freezing her and any near her. In the first round your target takes 1d6 damage, in the second 2d6, and 3d6 in the third. Your target and those within 5 feet of your target also take 1 point of damage per 3 caster levels (max 6) each round. While the target of this spell is allowed a saving throw and spell resistance those suffering damage for being near the target are not.
A creature that dies as a result of this spell is completely frozen.

Lesser: The spell takes 1 full round to cast.

Greater: The casting time changes to 1 swift action.


Cry of Frost
Conjuration [Cold]
Level: Heart of Ice 3
Components: V, S
Casting Time: 1 Standard action
Range: Burst 15 foot radius
Effect: Those around you are slowed and damaged.
Duration: 1 round per 2 levels
Saving Throw: Fortitude (Half)
Spell Resistance: No

You cry out a piercing yell as lines of frost race out from your body. All within 15 feet of you suffer 1d6 damage per 2 caster levels and any weapon(s) they wield is considered two speeds slower than normal. A successful save reduces the damage by half but does not reduce the weapon speed penalty.

Lesser: You are affected by the spell as well. You may make a save as normal to reduce the damage.

Greater: The spells casting time is reduced to 1 Swift Action.

Frozen Fury
Conjuration [Cold]
Level: Heart of Ice 4
Components: V,S, M
Casting Time: 1 Standard Action
Range: Personal
Effect: You become more effective in combat.
Duration: 1 round per 3 levels (D)
Saving Throw: No
Spell Resistance: No

You let some of the furry of a blizzard seep through your body empowering you and hindering your foes. While under the effects of this spell you are unable to cast any other spells.

You gain:
• +6 Strength
• +3/- DR
• +5 natural armor
• +1 to weapon speeds

Additionally this spell hinders those near you as you are surrounded by a swirling mist of ice and snow. This grants you concealment (20% miss chance) and deals 2d4 points of damage to any creature that strikes you with a natural or melee weapon.

Lesser: You only gain +4 Strength and +1 weapon speed. Additionally you do not gain concealment and creatures that strike you with melee or natural weapons take only 1d4 damage.

Greater: You may cast spells of 2nd level or lower while this spell is in effect.

Fields of Ice
Conjuration [Cold]
Level: Heart of Ice 5
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: 1 round per 2 levels
Saving Throw: See text
Spell Resistance: Yes

You are wreathed in a sudden cloud of swirling snow and ice as bolts of preternaturally cold air blast your targets.

When you cast this spell the square you are in is filled with swirling snow for the duration of the spell granting any creature in it concealment (20% miss chance).

On the round you cast the spell you also fire 5 rays of frost at one or more targets within close range (no target may be more than 60 feet from any other target). Each ray requires a ranged touch attack to hit and deals 4d6 damage.

The square containing your target (or one of the targets squares if the target is large or larger) also becomes the center of a field of ice with a 10 foot radius. Any creature in the area when the spell is cast must make a successful Reflex save or fall and suffer 3d6 cold damage. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

Lesser: You fire 3 bolts rather than 5 and the ice deals only 1d6 damage those who fall.

Umarth
2007-09-12, 12:05 PM
Doom line up as a spoiler in the original thread.

I also add the Soul of Fire and Heart of Ice spell lines as spoilers in the original thread and condensed those posts with spoiler tags to improve the readability of this thread.

One of the new homebrewed spells I came up with I'm not real happy with yet.

I'm really looking for a Sword of Damocles (http://en.wikipedia.org/wiki/Damocles) type feeling to it where you're punished for dealing damage.

Here's the current version any help on it would be much appreciated:


Retribution
Conjuration, Enchantment [Curse]
Level: Doom 2
Components: V, S, M
Casting Time: 1 Immediate Action
Range: Close (25 ft. +5 ft. / 2 levels)
Effect: Summons ghostly weapons
Duration: See text
Saving Throw: None
Spell Resistance: No

You may cast this spell immediately after being damaged by a melee attack. The creature that just damaged you finds itself surrounded by ghostly weapons identical to the one that injured you that only he can see.

The cursed creature immediately knows that as long as the ghostly weapons threaten it any damage dealt by the weapon it used to injure you will be inflicted upon it as well. The ghostly weapons remain for 1 round for ever 2 points of damage you took in the attack that triggered the casting of this spell.

For the duration of the spell any time the target creature deals damage with the weapon used to strike you it suffers an identical amount of damage. This damage should be considered as coming from the cursed weapon for any questions concerning damage reduction or any other effects.


Lesser: Each attack by the cursed creature has only a 25% chance of triggering a retributive attack.

Greater: The cursed creature suffers a retributive attack on any attack it makes with spells, weapons, or natural weapons. The summoned weapon changes form to match that of the attack that triggered the retributive strike. The duration on this spell is 1 round per 4 points of damage you suffered.

GimliFett
2007-09-12, 04:16 PM
Busy, busy, busy. I like Retribution. Lots. But maybe as a second level it should clarify weapons only and that after the spell is affecting the attacker, it deals damage regardless of whom he attacks?

I'll getcha my take on Heart of Ice later! Adieu!

Umarth
2007-09-12, 08:20 PM
Rewrote the spell description. Think it's a bit clearer now.

Key parts of the spell are:

Cast after you get hit. Duration is equal to 1/2 the damage you took.
Only damage the target deals with the weapon he used to hurt you hurts him.
They know what the effects of the spell are.

This potentially has the ability to do a lot of damage but in most cases it's going to wind up forcing the target to use a less optimal weapon/attack. It is very punshing toward one trick ponies though.