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  1. - Top - End - #1
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

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    Sep 2007

    Default [Spells] Damnation Calls

    Reach of the Damned [Abjuration/Necromancy]
    Sorcerer/Wizard 1
    Components: Verbal, Somatic
    Casting Time: One Move Action
    Range: Personal
    Target: You
    Duration: 1 Hour/Caster Level or until used
    Saving Throw: None (Harmless)
    Spell Resistance: Yes (Still harmless)

    By means of this spell, the caster floods her body with black energies from the Negative Energy plane, allowing her to send her necromancy spells further than other mages. For one necromancy spell per four caster levels (1 at first level, 2 at fifth level, and so on), the range is increased by 10 feet per caster level. If the spell is a melee touch attack, it may instead be made as a ranged touch attack with a range of thirty feet.

    Bone Armor [Transmutation]
    Sorcerer/Wizard 1
    Components: Verbal, Somatic, Material
    Casting Time: 1 Standard Action
    Range: Touch
    Target: Creature Touched
    Duration: 1 Hour Per Caster Level
    Saving Throw: Fortitude Negates (Harmless)
    Spell Resistance: Yes

    Using this spell, the caster rips the bones out of a dead body and grafts them onto the creature touched, forming a temporary form of macabre armor. While it lasts, the bones grant the creature a +4 Natural Armor bonus (or increase its existing natural armor bonus by +4) its Armor Class. At the end of the duration, the bones fall to ash and blow away.

    The body used for this spell must be completely dead - you may not use it to slay liches or skeletons, for example.

    Material Component - A dead creature with a skeletal structure at least the same size as the target creature.

    Bloody Murder [Necromancy, Evil]
    Sorcerer/Wizard 1
    Components: Verbal, Somatic
    Casting Time: One Standard Action
    Range: Close (25 feet +5 feet/caster level)
    Target: One living creature
    Duration: 1 Round/2 caster levels
    Saving Throw: Fortitude Negates (special)
    Spell Resistance: Yes

    This foul spell excites the victim's blood, causing wounds to gush and punctures to burst with fluid. Whenever the victim takes piercing or slashing damage, they must make a Fortitude save. Failure indicates that their blood has ripped out of the wound, and they take half again (+50%) as much damage from the attack. Creatures without blood (or its equivalent) are unaffected by this spell.

    More to be added soon, comments welcome on what I have so far. Thank you!
    Last edited by Lord_Gareth; 2008-01-29 at 10:36 AM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  2. - Top - End - #2
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

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    Sep 2007

    Default Re: [Spells] Damnation Calls

    Brian's Malevolent Mutilation [Necromancy, Evil]
    Sorcerer/Wizard level 2
    Components: Verbal, Somatic
    Casting Time: 1 Standard Action
    Range: Touch
    Target: Creature Touched
    Duration: 1 round/caster level
    Saving Throw: Fortitude Half
    Spell Resistance: Yes

    By means of this foul spell, the caster causes the target's skin to crawl with maggots and worms, devouring their flesh while they still live. The first round (the one in which you touch them) the maggots burrow into them, dealing 1d6 points of damage per caster level (maximum 10d6). Every round thereafter, they take 2d6 points of damage until the spell ends or they succeed at a Fortitude save, ending the spell.

    Black Offering [Necromancy, Evil]
    Sorcerer/Wizard level 2
    Components: Verbal, Somatic, Material
    Casting Time: 1 Round
    Area: A 30 foot (or 60 foot, see text) burst emanation centered on the caster
    Duration: Instant
    Saving Throw: Fortitude Half
    Spell Resistance: Yes

    When this spell is cast, the caster must sacrifice one living creature, willing or otherwise (by slaying it with a melee attack or coup de grace as appropriate as part of casting the spell) or the spell has no effect. When the creature dies, its life force is converted to negative energy, ripping forth from the body. This burst deals 1d8 points of damage per caster level to all living creatures within it, and heals undead for the same amount. If the sacrifice for the spell was willing and fully aware of what it was being sacrificed for, the area of the burst is 60 feet instead of 30.

    Material Component - The creature to be sacrificed
    Last edited by Lord_Gareth; 2008-01-29 at 01:15 PM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  3. - Top - End - #3
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

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    Sep 2007

    Default Re: [Spells] Damnation Calls

    Brian's Internal Combustion [Evocation, Evil]
    Sorcerer/Wizard 3
    Components: Verbal, Somatic
    Casting Time: 1 Standard Action
    Range: Touch
    Target: Creature Touched
    Duration: Instant
    Saving Throw: Fortitude Partial
    Spell Resistance: Yes

    The caster touches his victim and unleashes the energies of this spell, causing fire to burst into being inside the unfortunate wretch. Those who fail their Fortitude save versus this spell recieve 1d3 points of Constitution damage per three caster levels of the caster. Those who succeed their saves merely take 1d6 fire damage per two caster levels of the caster.

    Brian's Screaming Vengeance [Necromancy, Evil]
    Sorcerer/Wizard 3
    Components: Verbal, Somatic, Focus
    Casting Time: Five minutes
    Range: Personal
    Target: You
    Duration: One minute per caster level
    Saving Throw: None (Harmless) or Fortitude Partial
    Spell Resistance: None (Harmless, for caster) or Yes (for victims)

    After casting this spell, the caster is shrouded in negative energy that pours off of his being like a mist. This energy lashes out at all who would harm its master, filling their ears with phantom screaming that causes physical harm and pain. Any being who deals damage to the caster with a targeted spell, melee attack, or ranged attack is subject to 1d4 points of sonic damage per caster level (maximum 10d4), and is deafened if they fail a Fortitude save. Success means that the damage is halved and they are not deafened.

    Arcane Focus - A masterwork bell
    Last edited by Lord_Gareth; 2008-01-29 at 04:23 PM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  4. - Top - End - #4
    Barbarian in the Playground
     
    Baron Corm's Avatar

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    Default Re: [Spells] Damnation Calls

    Reach of the damned doesn't really make sense to me. Why does negative energy increase your range again?

    I like brian's malevolent mutilation, but I think the spell level should be increased. Not sure to what, maybe 5th. Also, it would be cool if something happened with the maggots when the duration ends (naturally or from dispelling). Like, double the accumulated damage as they burst forth (a second Fortitude save halves this). And then a bunch of flies fly off into the sunset.

    Casting time of black offering is 1 round, does that mean it can't be used with a melee attack? Kind of confused with how it's done then. Could be useful for a gish or blackguard if you change the time to 1 round (for a coup-de-grace) or 1 attack. And put it on the blackguard spell list

    For brian's screaming vengeance, it's a little overpowered unless you mention that a given creature can only be affected once per casting. Or increase the spell level. Significantly increase the spell level, unless you change damage to to max 10d6 damage, as third level spells tend to be.

    Bone armor could use an expensive material component, otherwise mage armor + bone armor + shield might be a little too good. Or, you could say that it only applies to those with existing natural armor, and it increases that natural armor by no more than double the original. I think that might be fair.

  5. - Top - End - #5
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

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    Default Re: [Spells] Damnation Calls

    With Black Offering, the attack is part of the spell casting - you do, after all, need to slay the thing.

    Reach of the Damned is like pushing more energy into your spells - you can hurl them further because there's more to fuel them.

    Malevolent Mutilation has been changed since you read it - several other people gave me advice on it as well - and you may want to check out the new version.

    Screaming Vengeance has been capped at 10d6.

    As to Bone Armor - you need a dead body. That's "expensive" enough on its own. Consider also that a single Dispel Magic is going to obliterate teh Bone Armor, the Mage Armor, AND the shield.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

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