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    Troll in the Playground
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    Default Re: [3.5] Alternate Rules: (NE)w (R)ules for (F)ull spellcasters!

    ANALYZE DWEOMER
    Divination
    Effective Level: 6th
    Skill Check: Knowledge (arcana) DC 26, 1 success; Knowledge (religion) DC 26, 1 success; Spellcraft DC 26, 4 successes
    Failure: Falsehood
    Components: V, S, F
    Casting Time: 1 hour
    Range: Close (55 ft.)
    Target: Up to 12 objects or creatures
    Duration: 12 rounds
    Saving Throw: None or Will negates; see text
    Spell Resistance: No

    This incantation discerns all spells and magical properties present in a single creature or object. Each round, the caster may examine a single creature or object that it can see by making an Appraise check against DC 26. In the case of a magic item, the caster learns its functions, how to activate them (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells (or incantations) cast upon it, the caster learns each spell, its effect, and its caster level.

    An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer incantations for 24 hours.

    Analyze dweomer does not function when used on an artifact.

    Failure
    A failed Appraise check reveals false information(or none) about the object or creature. A failure by less than 5 reveals no information, whereas a failure by 5 or more reveals one bit of false information, plus one for every 2 points the Appraise check failed. Usually, the most common bit of false information is the activation command, followed by its properties; in the case of creatures, the information reveals a similar or weaker spell (for example, a character with the effect of a bestow curse spell cast upon it may read as having the slow spell or a similar spell)

    Focus
    A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp.

    Spoiler
    Show
    Odd to see Analyze Dweomer, but since it's basically a much more potent version of Identify, it should have its changes. Nonetheless, having 1 spell slot devoted to identify all items better seems like a ritual, so here it is. However, why Analyze Dweomer (and Legend Lore, as well) but no Identify? Since Identify is pretty low-power anyways, extremely useful, and a basis to many magic items, it's best to make a compromise with it. However, the souped-up versions of Identify? Incantations they are!


    ASTRAL PROJECTION
    Necromancy
    Effective Level: 9th
    Skill Check: Knowledge (arcana) DC 32, 1 success; Knowledge (the planes) DC 32, 4 successes; Spellcraft DC 32, 4 successes
    Failure: Attack
    Components: V, S, M, Sc
    Casting Time: 1 hour
    Range: Touch
    Target: You and up to 9 other willing creatures
    Duration: See text
    Saving Throw: None
    Spell Resistance: Yes

    By freeing your spirit from your physical body, this incantation allows you to project an astral body onto another plane altogether.

    The caster can bring the astral forms of other willing creatures with it, provided that these subjects are linked in a circle with it at the time of the casting. These fellow travelers are dependent upon the caster and must accompany it at all times. If something happens to it during the journey, the caster’s companions are stranded wherever it left them.

    The caster projects its astral self onto the Astral Plane, leaving its physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of the caster and all it wears or carries onto the Astral Plane. Since the Astral Plane touches upon other planes, the caster can travel astrally to any of these other planes as it wills. To enter one, the caster leaves the Astral Plane, forming a new physical body (and equipment) on the plane of existence it has chosen to enter.

    While on the Astral Plane, the caster’s astral body is connected at all times to its physical body by a silvery cord. If the cord is broken, the caster is killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.

    The caster and its companions may travel through the Astral Plane indefinitely. Their bodies simply wait behind in a state of suspended animation until they choose to return their spirits to them. The spell lasts until the caster desires to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of the caster’s body back on the Material Plane (which kills it).

    Failure
    Failing two consecutive Knowledge (the planes) checks negates the effect of the incantation, and a group of creatures from the Astral Plane immediately materializes. Use the Astral Plane Encounters table in the Dungeon Master’s Guide for examples of potential foes. On a 10% chance, a group of 5 githyanki knights and 1 red dragon (with an EL equivalent to the party’s average CR +2) appears instead. Defeating these creatures yields no treasure.

    Material Component
    A jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be affected.

    Extra Casters
    Any of the other participants of the spell, which must be arranged in a circle.

    ATONEMENT
    Abjuration
    Effective Level: 5th
    Skill Check: Knowledge (religion) DC 39, 5 successes
    Failure: Delusion
    Components: V, S, M, F, DF, XP
    Casting Time: 1 hour
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    This incantation removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, the caster must intercede with the target’s deity (requiring it to expend 500 XP) in order to expunge the subject’s burden. Many casters first assign a subject of this sort a quest or similar penance to determine whether the creature is truly contrite before casting the atonement incantation on its behalf.

    Atonement may only be cast at a particular time of day, often the one which the deity considers the most holy (usually at dawn for good deities, at dusk for evil deities, and at twilight for neutral deities). Using atonement at any other hour automatically fails, but it may incur a 50% chance of addressing the wrong deity if cast at the opposite hour (dusk for good deities, dawn for evil deities).

    Atonement may be cast for one of several purposes, depending on the version selected.

    Reverse Magical Alignment Change
    If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.

    Restore Class
    A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.

    Restore Cleric or Druid Spell Powers
    A cleric or druid who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid.

    Redemption or Temptation
    The caster may use this incantation upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match that of it. The prospective subject must be present for the entire casting process. Upon completion of the incantation, the subject freely chooses whether it retains its original alignment or acquiesces to the caster’s offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the incantation does not work on outsiders or any creature incapable of changing its alignment naturally.

    Though the incantation description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful.

    Note: Normally, changing alignment is up to the player. This use of atonement simply offers a believable way for a character to change his or her alignment drastically, suddenly, and definitively.

    Failure
    The caster believes that the incantation has taken effect, but the effect may be different. Failing two consecutive Knowledge (religion) checks addresses the wrong deity (often one opposed to the caster’s alignment, and a 50% that the caster is a trickster deity) which may alter the spell. For example, a lawful good cleric attempting to cast atonement to restore another cleric’s powers may instead invoke a chaotic evil deity, which may subtly tempt the target or the caster (or both) to become clerics of their own.

    Material Component
    Burning incense.

    Focus
    In addition to the caster’s holy symbol or normal divine focus, the caster needs a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp.

    XP Cost
    A character with at least 10 levels in cleric or druid spends no XP if the spell is used on behalf of someone who transgressed against its will (for example, the ability to restore alignment by means of magical change, or losing paladin, cleric or druid powers by means of involuntary alignment change); if the transgression was willingly done by the target, the caster loses 500 xp. A character with less than 10 levels in cleric or druid but more than one (or a paladin, or similar divine character) loses an extra 250 xp when using this spell, while a character with no levels in a divine class loses an extra 500 xp.

    AWAKEN
    Transmutation
    Effective Level: 6th
    Skill Check: Handle Animal DC 38, 3 successes; Knowledge (nature) DC 38, 3 successes (animal) or Knowledge (nature) DC 38, 6 successes (plant)
    Failure: Attack, damage
    Components: V, S, DF, XP, B
    Casting Time: 24 hours
    Range: Touch
    Target: Animal or tree touched
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes

    You awaken a tree or animal to humanlike sentience.

    The awakened animal or tree is friendly toward you. The caster has no special empathy or connection with a creature it awaken, although the awakened creature may serve the caster in specific tasks or endeavors if the latter communicates its desires to the former.

    An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human’s.

    An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can’t serve as an animal companion, familiar, or special mount.

    An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).

    Option
    A druid, ranger, or any class with the wild empathy class feature may attempt to use it instead of its Handle Animal ranks when attempting to awaken an animal, against the same DC.

    Failure
    Failing to make two consecutive Knowledge (nature) checks causes 3d6 points of Intelligence, Wisdom and Charisma drain (Will save for half); if the caster’s Intelligence is reduced to 1 or 2, it permanently has its intelligence reduced to that of an animal, whereas reducing Intelligence, Wisdom or Charisma to 0 puts the individual into permanent coma until a restoration spell or better is cast on its behalf. Failing to make two consecutive Handle Animal (or wild empathy) checks cause the creature to immediately become hostile towards its creator.

    XP Cost
    250 XP

    Backlash
    Caster takes 1 point of Intelligence and Charisma damage. If incantation fails, failure damage supersedes backlash.

    BINDING
    Enchantment (compulsion) [Mind-affecting]
    Effective Level: 8th
    Skill Check: See text
    Failure: Mirrorcast
    Components: V, S, M, XP (see text), Sc, B
    Casting Time: 1 minute
    Range: Close
    Target: One living creature
    Duration: See text
    Saving Throw: Will negates; see text
    Spell Resistance: Yes

    A binding incantation creates a magical restraint to hold a creature. Binding is comprised of six different incantations that are related by their methodology; thus, all of the following incantations are considered part of the same binding incantation, but have very different effects. The target gets an initial saving throw only if its Hit Dice equal at least one-half the primary caster’s caster level. The primary caster’s caster level (considered to have an effective caster level of 16) determines whether the target gets an initial Will saving throw and how long the binding lasts. Unless otherwise noted, all binding incantations have a save DC of 16 plus the caster’s Charisma modifier. All binding incantations are dismissible. A scroll may contain only one of the binding incantations; some extremely ancient texts may contain more than one, or even all six binding incantations. In the case a book contains both the chaining and slumber incantations, there's a 50% chance it also contains the bound slumber incantation.

    Regardless of the binding incantation cast, the caster can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as the caster desires, 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 the caster uses any of the binding incantations with limited durations, it may cast additional binding incantations to prolong the effect, since the durations overlap. If done so, the target gets a saving throw at the end of the first spell’s duration, even if its caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all binding incantations it has received are broken.

    Chaining
    The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except the caster. The duration is anywhere between one year to an amount of years equal to 16 plus 1 per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell.
    Skill Checks: Craft (blacksmithing) or Use Rope DC 35, 2 successes; Knowledge (architecture and engineering) DC 35, 2 successes; Spellcraft DC 35, 4 successes

    Slumber
    This version causes the subject to become comatose for as long as one year to an amount of years equal to 16 plus 1 per effective caster level. The subject does not need to eat or drink while slumbering, nor does it age. This binding incantation is more difficult to cast than the chaining incantation, making it slightly easier to resist. Reduce the save DC by 1.
    Skill Checks: Spellcraft DC 36, 8 successes

    Bound Slumber
    This combination of the chaining and slumber incantations lasts for as long as one month to 16 (plus 1 per effective caster level) months. Reduce the save DC by 2.
    Skill Checks: Craft (blacksmithing) or Use Rope DC 38, 2 successes; Spellcraft DC 38, 6 successes.

    Hedged Prison
    The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3.
    Skill Checks: Knowledge (dungeoneering) DC 40, 2 successes; Knowledge (the planes) DC 40, 2 successes; Spellcraft DC 40, 4 successes

    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. Reduce the save DC by 4.
    Skill Checks: Spellcraft DC 45, 8 successes

    Minimus Containment
    The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.
    Skill Checks: Craft (gemcutting or pottery) DC 45, 2 successes; Spellcraft DC 45, 6 successes

    You can’t dispel a binding incantation with dispel magic or a similar effect; antimagic field or a dead magic zone cannot affect the binding incantations, but a sufficiently powerful incantation such as freedom or a powerful spell such as mage’s disjunction can remove the effect. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.

    Failure
    If the primary caster fails two consecutive Spellcraft checks, the target may attempt to wrench control over the incantation, returning the spell towards the caster. The target must succeed on an opposed Charisma check against the primary caster; for every HD or character level worth of difference between the target and the primary caster, the target gains a bonus or a penalty to the check (for example, a 12 HD creature attempting to grasp control over the incantation from a 15th level character takes a -3 penalty to its check, but a 21 HD creature against the same 15th level character gains a +6 bonus.

    Components
    The components for a binding incantation vary, but they always include a continuous chanting utterance read from the scroll containing the incantation, somatic gestures, and materials appropriate to the form of binding used.
    Chaining: masterwork chains or manacles, plus a lump of alum soaked in vinegar.
    Slumber: soporific herbs or narcotics worth 500 gp.
    Bound Slumber: masterwork chains or manacles, plus soporific herbs or narcotics costing 500 gp.
    Hedged Prison: map of area where creature is to be imprisoned, carefully detailed with the limits of the imprisonment, done with rare inks and parchment costing 500 gp.
    Metamorphosis: a specifically made container worth over 500 gp, plus a bit of gauze and a candle (for the wisp of smoke)
    Minimus Containment: a specifically cut gem or specifically crafted container worth over 500 gp, plus a pinch of powdered iron.

    In addition to the specially made props suited to the specific type of binding, 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.

    XP Cost
    250 xp for the slumber and bound slumber incantations, 1000 xp for the hedged prison incantation, and 500 xp for the metamorphosis and minimus containment incantations.

    Backlash
    The caster and all assistants are exhausted.

    Extra Casters
    The caster may have as many as six assistants helping it with the incantation. For every assistant, the skill check DC decreases by 1.

    If the assistants know spells, they may use them to increase the effective caster level of the incantations. For each assistant who casts suggestion, the effective caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, the effective 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 the caster’s effective caster level for the purpose of the binding incantation, saving throws and spell resistance against the assistants’ spells are irrelevant.

    Spoiler
    Show
    So, you may ask: why the Binding incantation is comprised of six separate incantations, whereas the Atonement incantation is only comprised of one? Well, to be precise, Binding has six different uses, whereas Atonement has four, but all so closely related that you could effectively keep them separate. The redemption or temptation aspect of the Atonement incantation can definitely be separated, but the others are merely restoring one thing to its normal state, so there's no extremely differing aspects to at least three of them.

    Binding uses a few tweaks from the UA incantation rules, if only because of how weird it is. In theory, the binding incantations should go somewhere in order: Chaining < Slumber < Bound Slumber < Hedge Prison < Metamorphosis = Minimus Containment. However, if going through the skill check DC rules, it would instead be Slumber <= Bound Slumber < Chaining < Metamorphosis = Minimus Containment < Hedge Prison, which is weird. Thus, chaining has a -5 to its skill check DC, whereas Hedge Prison becomes the strongest.

    As well, the added assistants option and how it reduces skill check DCs is because, regardless of how many assistants you get, you only have a reduction of 1 to the skill check DC (well, actually 2 because all assistants take the backlash effect). That's...kinda unfair. Thus, the effect is more streamlined, considering that they can add spells to make the incantation more powerful.
    Last edited by T.G. Oskar; 2012-04-16 at 02:05 AM. Reason: Finally adding some of the incantations