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  1. - Top - End - #1
    Ettin in the Playground
    Join Date
    Dec 2007
    Gender
    Male

    Default powers of darkness&light(3.5 spells and feats)

    A list of feats and spells that aid the powers of darkness, and some that aid its sworn foes, the forces of good.


    Darkness's demise [General]
    You have been granted the power to destroy the foes of good even more than so, but only on a specific plane of evil.
    Prerequisites: Ability to smite evil
    Benefits: You gain four extra uses of Smite evil, but they only work on a evil-aligned plane of you choice.

    The light cannot hide
    Divination [Evil]
    Level: Cleric 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium( 100 ft+10 ft/level)
    Area: 30 ft spread
    Duration:1 round/level
    Saving Throw:see text
    Spell Resistance: yes

    This spell Instantly dispels any Invisibility, polymorph, alter self,Persitant Image, Minor Image, major image, and Disguise self cast by a good creature(no save).

    Neutral creatures get to make a will save to prevent the dispelling.

    It has no effect on evil creatures.

    Material Component: The eye of a good creature

    Hide from the light [General]

    You have improved your ability to hide from the foolish forces of good.
    Prerequisites: Must be evil
    Benefits: You gain a +4 on move silently checks and hide checks, but only if a good creature is within 50 ft of you.

    Sense the darkness [General]
    The forces of darkness cannot hide from you
    Prerequisites: Must be good
    Benefits: You gain a +4 on listen and spot checks .

    Strike true
    Transmutation [good]
    Level: Cleric 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target:Creature touched
    Duration: 1 attack/ 5 levels
    Saving Throw: Will negates(harmless)
    Spell Resistance: yes(harmless)

    Upon shouting the spell, the subject gains a +4 to strength, dexterity,Constitution, and charisma, he also gets a +5 to all ranged and melee attack, but only for a limited number of attacks.

    matreial component: The heart of a evil creature
    Last edited by Gamerlord; 2009-07-10 at 09:31 AM.
    Credit for my various avatars goes to Dashwood,Cealocanth,Kwarkpudding,Randomizer,kpengu in,Alarra,Bisected8,zimmerwald1915, and Thanqol.

    Once known as "Gamerkid".

  2. - Top - End - #2
    Bugbear in the Playground
     
    NecromancerGirl

    Join Date
    Nov 2008
    Location
    Chania, Greece
    Gender
    Male

    Default Re: powers of darkness&light(3.5 spells and feats)

    I like evil-themed abilities :) so here's some critique

    Darkness's demise [General]
    You have been granted the power to destroy the foes of good even more than so, but only on a specific plane of evil.
    Prerequisites: Ability to smite evil
    Benefits: You gain two extra uses of Smite evil, but they only work on a evil-aligned plane of you choice.
    There is a feat in Complete warrior that gives 2 extra smites without any requirement. Also only one Evil plane is a harsh requirement, make it Any evil plane.
    So i suggest a) giving 3 or 4 smites on evil plane
    b) on evil planes smites are per encounter not per day
    c) add ability damage, slow or nausea for some rounds (this with a save to negate) or anything else to your smite when it is used on evil planes

    The light cannot hide
    Divination [Evil]
    Level: Cleric 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 10ft/level
    Area: 30 ft spread
    Duration:1 round/level
    Saving Throw:see text
    Spell Resistance: yes

    This spell Instantly dispels any Invisibility, polymorph, alter self,Persitant Image, Minor Image, major image, and Disguise self cast by a good creature(no save).

    Neutral creatures get to make a will save to prevent the dispelling.

    It has no effect on evil creatures.

    Material Component: The eye of a good creature
    While there are custom spells with fixed range, better make that spell a close or medium range spell. I would err towards medium since it is based on dispel magic.

    Also Dispel spells in general do not have saves nor are they affected by SR so its better to base it on an opposed caster level check (vs good creatures you gain a +4 bonus on the check and vs good outsiders you would gain a +8, evil creatures are unaffected). That removes the "auto-win" factor vs good creatures and brings it in line with all dispels.

    About its level: I believe 4th is low since its an area dispel that has a chance to dispel ALL spells from all their targets (like Chain Dispel). Its a picky spell though (it dispels only some spells but it doesn't dispel spells on your allies) so i would make it a good 5th level or a mediocre 6th level (improve the range to medium though).

    More to come!

    Complete Shadow Magic! for Pathfinder Rules. (Google Docs PDF)
    Newest: Shadowcaster Archetypes
    WIP:Wordcasting Shadowcaster

    Previous games: Life in Hell
    as Moira

  3. - Top - End - #3
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
    Male

    Default Re: powers of darkness&light(3.5 spells and feats)

    Peacenlove: Don't think Dispel Magic, think Invisibility Purge (the 3.0 version was instant I think). Thus the lack of an opposed roll for spells cast by Good casters.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Currently Running: Equestria Begins (A High Tactics campaign)
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