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  1. - Top - End - #31
    Ogre in the Playground
    Join Date
    Nov 2011

    Default Re: Splat It! - Permanency Support (Work ALWAYS in Progress)

    I really like this thread, so please don't take my suggestions as anything more than "spells you might want to consider, but I don't have any real stake in them lol"..

    from Book of Exalted Deeds
    Blinding Glory
    Celestial Brilliance
    Vanishing Weapon
    Righteous Glare


    Not sure about the glare, it might be too over the top.
    Path of the Nefarious: A Way of the Wicked Journal.
    Please take a look at the adventures of my group going through Fire Mountain Games's Way of the Wicked, An evil based Pathfinder Compatible adventure path.
    http://d20evil.blogspot.com/

  2. - Top - End - #32
    Ogre in the Playground
     
    Lonely Tylenol's Avatar

    Join Date
    May 2011

    Default Re: Splat It! - Permanency Support (Work ALWAYS in Progress)

    Quote Originally Posted by killem2 View Post
    I really like this thread, so please don't take my suggestions as anything more than "spells you might want to consider, but I don't have any real stake in them lol"..

    from Book of Exalted Deeds
    Blinding Glory
    Celestial Brilliance
    Vanishing Weapon
    Righteous Glare


    Not sure about the glare, it might be too over the top.
    I take objection to adding Righteous Glare for the same reason as I take objection to Opalescent Gaze (although by RAW it can be argued, dubiously, that the latter is a permanent effect, since the duration is "instantaneous" and it states that you "gain" a gaze attack).

    I have added the other three.
    Homebrew!
    5e: Expanded Inspiration Uses

    Spoiler: 3.5/P Stuff. Warning: OLD
    Show

  3. - Top - End - #33
    Ogre in the Playground
     
    absolmorph's Avatar

    Join Date
    Nov 2009
    Location
    A place with no pants

    Default Re: Splat It! - Permanency Support (Work ALWAYS in Progress)

    Possible additions from Book of Vile Deeds:
    Black Bag
    Cheat
    Distort Summons (this one is iffy)
    Drug Resistance
    Nether Trail
    No Light
    Sacrificial Skill
    Stupor
    Some men just want to watch the world shift uncomfortably in its seat.
    Spoiler
    Show

    Quote Originally Posted by Kylarra View Post
    Quote Originally Posted by absolmorph View Post
    I happen to like screwing around with Handle Animal.
    Red Mage, is that you?
    Quote Originally Posted by Rawhide View Post
    Now you're cranking it up to eleven.
    Quote Originally Posted by Dimonite View Post
    A week ago, I didn't know who you were. Now I know: you're the BEST PERSON EVER.
    Quote Originally Posted by noparlpf View Post
    You seem to be having trouble with the idea that a rulebook can contradict itself, because it shouldn't, but...WotC.

    If you're reading this for some reason, you can find me in a few places on the web as azoicennead.

  4. - Top - End - #34
    Ogre in the Playground
    Join Date
    Nov 2011

    Default Re: Splat It! - Permanency Support (Work ALWAYS in Progress)

    Some more options:

    From Complete Scoundrel:

    1. Blockade
    2. Create Fetch
    3. Evacuation Rune



    From: 3.5 Edition - Blue Devil Games - Sourcebook - Poisoncraft

    I put these in a spoiler since they are from 3rd party source book.

    Spoiler
    Show

    AUGMENT POISON
    Enhances the strength of 1 poison dose/3 levels.
    Transmutation [Poison]
    Level: Sor/Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: 10 ft.
    Target: 1 non-magical poison dose/3 levels
    Duration: 10 min./level
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)
    This spell makes poison more potent and toxic. Any dose of poison affected by the spell has its Fortitude DC increased by +1 per three caster levels. Furthermore, any ability damage caused by the poison does one additional point of damage for every
    three caster levels. For example, if a poison normally deals 1d6 points of Strength damage and it were augmented by a 9th-level wizard, it would deal 1d6+3 points of Strength damage for the duration of the spell. If the poison causes an effect that has a duration, its duration is increased by one additional unit for every three caster levels. For example, if a poison normally causes paralysis for 1d6 rounds and it were augmented by a 13th-level wizard, it would cause paralysis for 1d6+4 rounds for the duration of the spell. If the duration of the spell expires, the augmented effect ends immediately. Thus, if a person has suffered an augmented poison’s initial damage and the spell ends before the secondary damage takes
    effect, it would deal secondary damage as normal. This spell only affects discrete doses of poison, though they may already be placed on a weapon, trap, or other item. Thus, if the spell were cast on a 10-gallon vat of Willhammer, it would have no
    effect. A dose of poison under the effect of this spell is considered a magically modified poison.


    AUGMENT POISON, GREATER
    As augment poison, but poison also gains metapoison feat.
    Transmutation [Poison]
    Level: Sor/Wiz 4
    Components: V, S, M
    This spell functions like augment poison, except that the affected doses also gain one of the following metapoison feats, selected at the time the spell is cast: Continue Poison, Empower Poison, Extend Poison, Gird Poison, Maximize Poison, Modify
    Poison, Mute Poison, or Quicken Poison.

    Material Component: A scorpion trapped in amber
    worth 250 gp.


    FORBIDDEN SCRIPT
    Writing poisons any who read it but designated creature.
    Necromancy [Poison, Language-Dependent]
    Level: Brd 5, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 10 minutes
    Range: Touch
    Target: 1 oz. vial of ink
    Duration: 1 hour/level; see text
    Saving Throw: None; see text
    Spell Resistance: No
    You imbue the target ink with powerfully poisonous energy. If the ink is used during the duration of the spell, any writing produced with it is permeated with the energy. Once written and the ink dried, this effect is permanent. At the time the spell is cast, you may designate up to one unique creature per level that is immune from the effects of the poisonous script. Anything written with the ink after the duration of the spell expires is normal script. Once the ink dries, anyone reading the text other than you or a designated creature is immediately exposed to a magically created ingestion poison. The
    poison has a Fortitude DC equal to 10 + ½ your caster level + your relevant ability modifier. The initial and secondary damage of the poison are death. Merely looking at the text does not trigger the effect. It is only triggered if the creature
    actually reads the writing. Some shady spellcasters have been known to write their spellbooks entirely in forbidden script.

    Material Component: A mixture of aged bloodyberry
    juice and wyvern blood with a total value of at
    least 250 gp that is mixed with the ink at the time of
    casting.

    TAINT LIQUIDS
    All liquids within 30 ft. become poisonous.
    Transmutation [Evil] [Poison]
    Level: Clr 3, Sor/Wiz 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 30 ft.
    Area: 30-ft.-radius burst, centered on you
    Duration: 1 hour/level
    Saving Throw: Fortitude negates (object); see text
    Spell Resistance: Yes (object)
    Denaturing energy bursts in all directions from the point of origin, causing all liquids within the area of effect to lose their properties and become tainted with a magically created ingestion poison. The poison deals 1d4 points of Strength damage per 4 caster levels (maximum 5d4) as its initial and secondary damage. The Fortitude DC to resist the poison is equal to 10 + ½ your caster level + your relevant ability modifier. Attended or magical liquids get a Fortitude saving throw to resist the effect of the spell. At the expiration of the spell's duration, all affected liquids return to their previous state and are no longer poisonous.

    Material Component: A piece of
    onyx worth at least 250 gp.


    From: 3.5 Edition - Code Monkey Publishing - Sourcebook - Dave Arnesons The Wizards Cabal

    Spoiler
    Show

    Agile Movement - not sure on this one
    Transformation
    Level: Brd 1, Rgr 1
    Components: V
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level (D)
    You move across the battlefield with supernatural agility
    and grace. You do not provoke attacks of opportunity when
    moving through threatened areas.


    Probe Thoughts
    Divination [Mind-Affecting]
    Level: Wiz 5
    Components: V, S, SF
    Casting Time: 1 minute
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: 1 minute/level
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    All the target’s memories and knowledge are accessible to the caster. The caster can learn the answer to one question per round, to the best of the target’s knowledge. The caster can also probe a sleeping target, though the target may make a Will save against the DC of the mind probe to wake after
    each question. Targets who do not wish to be probed can attempt to move beyond the spell’s range, unless somehow hindered. The caster poses the questions telepathically, and the answers to those questions are imparted directly to his or her mind.

    The caster and the target do not need to speak the same language, though less intelligent creatures may yield u ponly appropriate visual images in answer to the caster’s
    questions.



    Smoke Cloud
    Evocation [Air, Fire]
    Level: ArW 2, Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 5-ft.-radius area/2 levels
    Duration: 1 round/level
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    The caster creates a cloud of billowing smoke that blinds
    and chokes all who are caught within it. Unless a successful
    Fortitude save is made, any creature caught in the smoke
    cloud will receive a –1 circumstance penalty to all attack
    and damage rolls as well as –2 circumstance penalty to AC
    as long as they remain within the area of effect.
    Spellcasters caught in the area of effect (and who fail
    the required Fortitude save) will also need to make a Concentration
    check every round that they remain within the
    smoke cloud and wish to cast a spell (Concentration check
    DC equals caster’s spell save DC + the level of the spell that
    is being cast).
    Last edited by killem2; 2012-01-03 at 05:45 PM.
    Path of the Nefarious: A Way of the Wicked Journal.
    Please take a look at the adventures of my group going through Fire Mountain Games's Way of the Wicked, An evil based Pathfinder Compatible adventure path.
    http://d20evil.blogspot.com/

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