New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 6 of 6
  1. - Top - End - #1
    Pixie in the Playground
    Join Date
    Aug 2004
    Location
    Portugal (heard of it?)

    Default [Spell Theme] Laundry

    Emily de Saunders was a young sorceress, who made her fame with a few adventures around the Western Heartlands, particularly around the area of Beregost. She was born to a rich Thayan merchant, and was, in all respects, a spoiled princess, always so prim and proper.

    Her adventures began when she was abducted by some bandits straight from her bedroom in the family castle in Eltabbar and taken to the Heartlands. Once a spoiled, oversheltered brat, she was forced to live with the common folk, and the not so common but just as rugged adventurers that inhabited Beregost and it's surrounding regions, all the while trying to find out who had abducted her, and why.

    One thing she never lost, however, was her love of fashion and dresses. What irked her the most, of all things, was how her dresses always ended up dirty and ruined, given her frequent clashes with acid spitting slaadi or equally corrosive jellies. She countered it by just carrying a wide supplement of spare dresses with herself, which worked for the most part.

    One day, however, she went to visit the famous Durlag's Tower with a few friends, and met up with a contingent of half fiends. They had little trouble handling the mean brutes, but her favorite dress - which she daftly was wearing at the time - was ruined beyond repair by the half-fiends' splashes of blood. You have NO idea how hard it is to get that stuff out of silk!

    While moping about, holding her ruined dress, one of her friends made a remark about how she should use her magic to clean it up. That made a lot more sense to her then he imagined, and a few months later, she came up with the following incantations:



    Emily's Cleansing Tools
    Theme: Laundry



    Emily's Cleansing Soap

    Transmutation
    Level: Bard 0, Sorc/Wiz 0
    Components: V, S, F
    Casting Time: Standard Action
    Range: Touch
    Target: One bar of soap
    Duration: 1 Turn (D)
    Saving Throw: No (harmless)
    Spell Resistance: No

    Focus: A bar of soap (scented or not)

    Description: The touched bar of soap becomes animated. It may be verbally commanded to perform any cleaning tasks, including laundry or personal hygene.

    Effect: Upon casting the spell, the caster must roll a spellcraft check. The check determines the cleaning power of the soap:

    On a roll of 4 or less, the soap acts like a normal bar of soap, only animated. It will only produce a superficial cleaning of greasy substances that wash away with water.

    If the roll is higher than 5, the bar of soap will be imbued with magical cleaning power, enabling it to clean dirt, mud and similar unsightly substances. The cleansing is still superficial, however, and it will not remove deep stains on certain fabrics, like cotton and wool (the stains will fade slightly, but will still be noticeable. repeat uses of bar of soap will not remove this deep part of the stain unless the roll is greater than 15, as described below).

    If the roll is higher than 15, the bar of soap will recieve increased cleaning abilities, including deep and thorough cleansing of deep stains of greasy substances, mud and dirt, whichever the fabric. It will also remove tough stains, like chocolate and humanoid or animal blood. It will not remove blood from planar or demi-planar creatures, such as fiends, celestials, half-fiends and half-celestials, and neither will it work acidic oozes and slimes like that from Gelatinous Cubes or Jellies.

    If the roll is higher than 30, the bar of soap is granted near-divine cleaning powers, being able to remove any and all stain, including planar blood and acidic ooze. It also becomes able to polish any metallic substance it is commanded to clean, leaving behind a shiny surface, free of tarnish and even rust (it will not, however, be able to fully repair rusted or corroded equipment, it will merely make it shine as if it wasn't rusted).

    If the bar of soap is scented, the caster will gain a +3 (unnamed) bonus on the spellcraft check.

    Each cleaning action takes 1 round per size class of the cleansed object (1 round to clean a tiny object or creature, 2 rounds to clean a small object or creature, 3 rounds to clean a medium object or creature, etc). At the end of the spell's duration, the bar of soap becomes inanimate and falls down, even if the cleaning action isn't complete yet. Further castings of the spell may be commanded to resume the cleaning action where it left off, as long as no more than 1 hour has passed.



    Emily's Lesser Spin Cycle

    Evocation
    Level: Sorc/Wiz 3
    Components: V, S
    Casting Time: Standard Action
    Range: Medium
    Target: One creature or object, size medium or smaller
    Duration: Special (see below)
    Saving Throw: Yes
    Spell Resistance: Yes

    Description: The caster is able to produce a strong vortex of wind around a single target, spinning it around like a top. This has a magnificent effect when used on clothes, but has nefarious side effects when used on living creatures.

    Effect: The targeted creature or object (of size no greater than medium) is spun around like a top helplessly for a moment. The creature may attempt to grasp a fixed object or surface they can hold on to (such as a rock wall with crevices the character can grasp, or a pillar) up to 10 feet away, and be allowed a reflex save to negate the effects of the spell.

    The object or the creature and any clothing articles it might be wearing at the time are thoroughly cleansed, as per an Emily's Bar of Soap spell with a spellcraft check of 15. The creature or object then falls down, lying prone if appropriate and possible.

    The target must also make a fortitude save (at -4) or become dazed for two rounds.

    Solid, nonflexible bjects and constructs are instead subject to 2d6 points of structural damage. Fabric and dresses are flexible enough to not suffer any damage whatsoever.



    Emily's Greater Spin Cycle

    Evocation
    Level: Sorc/Wiz 6
    Components: V, S
    Casting Time: One full round
    Range: Huge
    Target: Caster
    Duration: Special (see below)
    Saving Throw: Yes
    Spell Resistance: Yes

    Description: The caster is able to produce a strong vortex of wind, centered on herself, that will engulf any and all creatures and objects of any size up to Large. They are spun around the target area wildly, being thoroughly cleaned and dried by the sheer force of the spin.

    Effect: All creatures and objects in the targeted area (except for the caster) are lifted up and spun around wildly in the target area. Creatures that are within 10 feet of a fixed object or surface they can hold on to (such as a rock wall with crevices the character can grasp, or a pillar) are allowed a reflex save to negate the effects of the spell. A successful tumble check against a DC of 20 allows the target to attempt to grasp an object up to 15 feet away instead.

    All affected creatures and objects will spin around the caster for one round, after which they fall down helplessly on the ground, falling prone and in a different, random location from where they were before, recieving 1d10 points of physical damage per size class (a Tiny fairie will recieve 1d10 damage, while a Large ogre will instead recieve 4d10 damage).

    After this, all living creatures must make a fortitude save (at -4) or become dazed for one round per caster level. Each round after the second, however, the creature is allowed an additional fortitude save (at no penalty) to break free of the daze earlier.



    Emily's Fantabulous Instant Clothesline

    Enchantment
    Level: Sorc/Wiz 8
    Components: V, S
    Casting Time: Standard Action
    Range: Huge
    Target: One creature or object per two caster levels, size no greater than Large
    Duration: 1 round/caster level (D)
    Additional Counterspells: Freedom
    Saving Throw: Yes
    Spell Resistance: Yes

    Description: The caster conjures up a magical clothesline, which can have any shape, from a straight line to a spiral, anywhere up to 25 feet up in the air. Then the caster may choose up to one object per two caster levels, of size no greater than Large, and hang them out to dry.

    Effect: The magical clothesline can be erected anywhere where there's enough room, and will always have sufficient length to hang a full compliment of large creatures. It does not need two points of support (just one, can be a wall or a pole or any other fixed object) and can be made to have any shape the caster chooses.

    The clothesline is ethereal and does not impede movement to any creatures not affected by the spell. It can not be used for any other effect, such as to emulate a real rope.

    Affected creatures are allowed a will save to negate the effect, but all objects and creatures that don't make the save are raised up in the air and hung on the clothesline. Standard reach rules apply when trying to engage creatures hung up (might not be possible to engage them in mellee, as they are hung so high up).

    For every round the spell lasts, creatures are held fast as if under the effect of a hold spell. Any creatures with at least 5 ranks in Escape Artist may attempt to break free of the rope, by making an Escape Artist check against a DC of 20 + the caster's primary spellcasting ability modifier. Spellcasters are allowed to cast spells with verbal components, but any spells with somatic components are subject to a 50% failure from having their movements restrained by the clothesline.

    Whenever any particular creature breaks free from the clothesline, either because it makes the Escape Artist check, the clothesline is dispelled, or the effect simply ends, they will fall down and recieve standard fall damage for their size class and the height the caster chose to create the clothesline at.

    Freedom, or any other effect which would negate a Hold spell also negates the holding power of the clothesline. A creature with Freedom or a similar effect will simply be raised up in the air and fall immediately down as the clothesline fails to grasp it properly.


    ________

    Well, that's that :)

    Long time reader, but first time poster. Also the first time I ever tried to write spells, so please be gentle :)

    The flavour text contains references of Forgotten Realms, but the spells themselves are nowhere near FR-specific. If Seņor Giant doesn't approve, the flavor text shall be removed of all FR references

    Thanks go to Uin Fleetwood for original concept and basic spell ideas. Also Adonievetrue for hosting and DMing the campaign world where Emily lives in.

    Thanks!



    EDIT: Changes highlighted in green
    Jesus saves - everyone else takes 20d6 fire damage&&&&

  2. - Top - End - #2
    Titan in the Playground
     
    Starbuck_II's Avatar

    Join Date
    May 2004
    Location
    Enterprise, Alabama
    Gender
    Male

    Default Re: [Spell Theme] Cleanliness

    Quote Originally Posted by Slicer_PT
    Emily de Saunders was a young sorceress, who made her fame with a few adventures around the Western Heartlands, particularly around the area of Beregost. She was born to a rich Thayan merchant, and was, in all respects, a spoiled princess, always so prim and proper.

    Her adventures began when she was abducted by some bandits straight from her bedroom in the family castle in Eltabbar and taken to the Heartlands. Once a spoiled, oversheltered brat, she was forced to live with the common folk, and the not so common but just as rugged adventurers that inhabited Beregost and it's surrounding regions, all the while trying to find out who had abducted her, and why.

    One thing she never lost, however, was her love of fashion and dresses. What irked her the most, of all things, was how her dresses always ended up dirty and ruined, given her frequent clashes with acid spitting slaadi or equally corrosive jellies. She countered it by just carrying a wide supplement of spare dresses with herself, which worked for the most part.

    One day, however, she went to visit the famous Durlag's Tower with a few friends, and met up with a contingent of half fiends. They had little trouble handling the mean brutes, but her favorite dress - which she daftly was wearing at the time - was ruined beyond repair by the half-fiends' splashes of blood. You have NO idea how hard it is to get that stuff out of silk!

    While moping about, holding her ruined dress, one of her friends made a remark about how she should use her magic to clean it up. That made a lot more sense to her then he imagined, and a few months later, she came up with the following incantations:



    Emily's Cleaning Tools
    Theme: Cleanliness



    Emily's Cleansing Soap

    Transmutation
    Level: Bard 0, Sorc/Wiz 0
    Components: V, S, F
    Casting Time: Standard Action
    Range: Touch
    Target: One bar of soap
    Duration: 1 Turn (D)
    Saving Throw: No (harmless)
    Spell Resistance: No

    Focus: A bar of soap (scented or not)

    Description: The touched bar of soap becomes animated. It may be verbally commanded to perform any cleaning tasks, including laundry or personal hygene.

    Effect: Upon casting the spell, the caster must roll a spellcraft check. The check determines the cleaning power of the soap:

    On a roll of 4 or less, the soap acts like a normal bar of soap, only animated. It will only produce a superficial cleaning of greasy substances that wash away with water.

    If the roll is higher than 5, the bar of soap will be imbued with magical cleaning power, enabling it to clean dirt, mud and similar unsightly substances. The cleansing is still superficial, however, and it will not remove deep stains on certain fabrics, like cotton and wool (the stains will fade slightly, but will still be noticeable. repeat uses of bar of soap will not remove this deep part of the stain unless the roll is greater than 15, as described below).

    If the roll is higher than 15, the bar of soap will recieve increased cleaning abilities, including deep and thorough cleansing of deep stains of greasy substances, mud and dirt, whichever the fabric. It will also remove tough stains, like chocolate and humanoid or animal blood. It will not remove blood from planar or demi-planar creatures, such as fiends, celestials, half-fiends and half-celestials, and neither will it work acidic oozes and slimes like that from Gelatinous Cubes or Jellies.

    If the roll is higher than 30, the bar of soap is granted near-divine cleaning powers, being able to remove any and all stain, including planar blood and acidic ooze. It also becomes able to polish any metallic substance it is commanded to clean, leaving behind a shiny surface, free of tarnish and even rust (it will not, however, be able to fully repair rusted or corroded equipment, it will merely make it shine as if it wasn't rusted).

    If the bar of soap is scented, the caster will gain a +3 (unnamed) bonus on the spellcraft check.

    Each cleaning action takes 1 round per size class of the cleansed object (1 round to clean a tiny object or creature, 2 rounds to clean a small object or creature, 3 rounds to clean a medium object or creature, etc). At the end of the spell's duration, the bar of soap becomes inanimate and falls down, even if the cleaning action isn't complete yet. Further castings of the spell may be commanded to resume the cleaning action where it left off, as long as no more than 1 hour has passed.
    I see no problem with the soap just funny idea.
    Emily's Lesser Spin Cycle

    Evocation
    Level: Sorc/Wiz 3
    Components: V, S
    Casting Time: Standard Action
    Range: Medium
    Target: One creature or object, size medium or smaller
    Duration: Special (see below)
    Saving Throw: Yes
    Spell Resistance: Yes

    Description: The caster is able to produce a strong vortex of wind around a single target, spinning it around like a top. This has a magnificent effect when used on clothes, but has nefarious side effects when used on living creatures.

    Effect: The targeted creature or object (of size no greater than medium) is spun around like a top helplessly for two rounds. The object or the creature and any clothing articles it might be wearing at the time are thoroughly cleansed, as per an Emily's Bar of Soap spell with a spellcraft check of 15.

    After the effect ends, living creatures affected by the spell must make a fortitude save (at -4) or become dazed. Every subsequent round in which the creature is dazed, it must make another fortitude save (at -2, then regular, then at +2, and so on) until it succeeds and overcomes the daze.

    Solid, nonflexible bjects and constructs are instead subject to 2d6 points of structural damage. Fabric and dresses are flexible enough to not suffer any damage whatsoever.
    Whoa, so you can make a meduim or smaller target in the air for 2 rounds no save? Only after effect ends there is a save... I'm thinking that can be over powerful.

    Example: you fight a enemy wizard, you cast spell and he is helpless. Your fighter runs over and next turn coup d'gots him. The enemy wizard is dead because it failed fort (most do) and the effect ends.... You can instead cast on their tank(best warrior), now they are easy pickings for 2 rounds and maybe more.
    I'd suggest a str check DC 25(give them a chance even if small), maybe its too big but you get the general idea.
    Emily's Greater Spin Cycle

    Evocation
    Level: Sorc/Wiz 6
    Components: V, S
    Casting Time: Standard Action
    Range: Huge
    Target: Caster
    Duration: Special (see below)
    Saving Throw: Yes
    Spell Resistance: Yes

    Description: The caster is able to produce a strong vortex of wind, centered on herself, that will engulf any and all creatures and objects of any size up to Large. They are spun around the target area wildly, being thoroughly cleaned and dried by the sheer force of the spin.

    Effect: All creatures and objects in the targeted area (except for the caster) are lifted up and spun around wildly in the target area. Creatures that are within 10 feet of a fixed object or surface they can hold on to (such as a rock wall with crevices the character can grasp, or a pillar) are allowed a reflex save to negate the effects of the spell. A successful tumble check against a DC of 20 allows the target to attempt to grasp an object up to 15 feet away instead.

    All affected creatures and objects will spin around the caster for two rounds, after which they fall down helplessly on the ground, recieving 1d10 points of physical damage per size class (a Tiny fairie will recieve 1d10 damage, while a Large ogre will instead recieve 4d10 damage).

    After this, all living creatures must make a fortitude save or become dazed, under the same conditions as the Lesser Spin Cycle spell.
    Well since they have a chance to negate the lifting I like it, its balanced.
    Emily's Fantabulous Instant Clothesline

    Enchantment
    Level: Sorc/Wiz 8
    Components: V, S
    Casting Time: Standard Action
    Range: Huge
    Target: One creature or object per two caster levels, size no greater than Large
    Duration: 1 round/caster level
    Additional Counterspells: Freedom
    Saving Throw: Yes
    Spell Resistance: Yes

    Description: The caster conjures up a magical clothesline, which can have any shape, from a straight line to a spiral, anywhere up to 25 feet up in the air. Then the caster may choose up to one object per two caster levels, of size no greater than Large, and hang them out to dry.

    Effect: The magical clothesline can be erected anywhere where there's enough room, and will always have sufficient length to hang a full compliment of large creatures. It does not need two points of support (just one, can be a wall or a pole or any other fixed object) and can be made to have any shape the caster chooses.

    The clothesline is ethereal and does not impede movement to any creatures not affected by the spell. It can not be used for any other effect, such as to emulate a real rope.

    Affected creatures are allowed a will save to negate the effect, but all objects and creatures that don't make the save are raised up in the air and hung on the clothesline. Standard reach rules apply when trying to engage creatures hung up (might not be possible to engage them in mellee, as they are hung so high up).

    For every round the spell lasts, creatures are held fast as if under the effect of a hold spell. Any creatures with at least 5 ranks in Escape Artist may attempt to break free of the rope, by making an Escape Artist check against a DC of 20 + the caster's primary spellcasting ability modifier. Spellcasters are allowed to cast spells with verbal components, but any spells with somatic components are subject to a 50% failure from having their movements restrained by the clothesline.

    Whenever any particular creature breaks free from the clothesline, either because it makes the Escape Artist check, the clothesline is dispelled, or the effect simply ends, they will fall down and recieve standard fall damage for their size class and the height the caster chose to create the clothesline at.

    Freedom, or any other effect which would negate a Hold spell also negates the holding power of the clothesline. A creature with Freedom or a similar effect will simply be raised up in the air and fall immediately down as the clothesline fails to grasp it properly.


    ________

    Well, that's that :)

    Long time reader, but first time poster. Also the first time I ever tried to write spells, so please be gentle :)

    The flavour text contains references of Forgotten Realms, but the spells themselves are nowhere near FR-specific. If Seņor Giant doesn't approve, the flavor text shall be removed of all FR references

    Thanks go to Uin Fleetwood for original concept and basic spell ideas. Also Adonievetrue for hosting and DMing the campaign world where Emily lives in.

    Thanks!
    Grest ideas, but always try to allow some way to counter it.(Saves work)

  3. - Top - End - #3
    Pixie in the Playground
    Join Date
    Aug 2004
    Location
    Portugal (heard of it?)

    Default Re: [Spell Theme] Cleanliness

    Good call on the second spell... I'll think about it.

    The fourth one shouldn't be too much of a problem, there's a will save and several escape methods. But yeah, you're right.
    Jesus saves - everyone else takes 20d6 fire damage&&&&

  4. - Top - End - #4
    Pixie in the Playground
    Join Date
    Aug 2004
    Location
    Portugal (heard of it?)

    Default Re: [Spell Theme] Cleanliness

    A few thoughts:

    Replacing the two round spin with an instant spin and falling prone.

    Adding a ref save to the spell under the same conditions as Greater Spin Cycle
    Jesus saves - everyone else takes 20d6 fire damage&&&&

  5. - Top - End - #5
    Pixie in the Playground
    Join Date
    Aug 2004
    Location
    Portugal (heard of it?)

    Default Re: [Spell Theme] Laundry

    Both spin cycles were edited to make them a bit more fair. I actually think Lesser is a bit underpowered now, but hey! They're meant to be funny anyway :)
    Jesus saves - everyone else takes 20d6 fire damage&&&&

  6. - Top - End - #6
    Titan in the Playground
     
    Starbuck_II's Avatar

    Join Date
    May 2004
    Location
    Enterprise, Alabama
    Gender
    Male

    Default Re: [Spell Theme] Laundry

    Emily's Greater Spin Cycle

    Evocation
    Level: Sorc/Wiz 6
    Components: V, S
    Casting Time: One full round
    Range: Huge
    Target: Caster
    Duration: Special (see below)
    Saving Throw: Yes
    Spell Resistance: Yes

    Description: The caster is able to produce a strong vortex of wind, centered on herself, that will engulf any and all creatures and objects of any size up to Large. They are spun around the target area wildly, being thoroughly cleaned and dried by the sheer force of the spin.

    Effect: All creatures and objects in the targeted area (except for the caster) are lifted up and spun around wildly in the target area. Creatures that are within 10 feet of a fixed object or surface they can hold on to (such as a rock wall with crevices the character can grasp, or a pillar) are allowed a reflex save to negate the effects of the spell. A successful tumble check against a DC of 20 allows the target to attempt to grasp an object up to 15 feet away instead.

    All affected creatures and objects will spin around the caster for one round, after which they fall down helplessly on the ground, falling prone and in a different, random location from where they were before, recieving 1d10 points of physical damage per size class (a Tiny fairie will recieve 1d10 damage, while a Large ogre will instead recieve 4d10 damage).

    After this, all living creatures must make a fortitude save (at -4) or become dazed for two rounds.
    Well, let me see if Greater spin still as good... mostly but why is greaters daze limited to 2 rounds, lesser makes sense because its supposed to be weaker.
    I think that continue daze ability till succeed is fine.

    Or alternatively, Dur 1 round/lv or till succeed on Fort save.
    But other than that great looks cool

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •