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    The Demented One's Avatar

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    Default More Snazzy Spells

    Prismatic Trap
    Abjuration
    Level: Sorcerer/Wizard 6
    Components: V, S, M
    Casting Time: 10 minutes
    Range: Touch
    Target: Object touched
    Duration: Permanent until discharged
    Saving Throw: See text
    Spell Resistance: Yes

    You imbue an object with a sevenfold trap that unleashes a cascade of prismatic energies when triggered. When casting prismatic trap, you select a point on the object as the spellís center. When someone other than you opens the object, a wave of prismatic energies is discharged in a 5-ft. radius around the objectís center. All creatures caught in the blast are blinded automatically for 2d4 rounds, and must save against the separate effects of each layer of the trap:

    {table=head]Color|Effect|Save|Trap DC
    Red|10 fire damage|Reflex half|25
    Orange|15 acid damage|Reflex half|26
    Yellow|25 electricity damage|Reflex half|27
    Green|Poison deals 1d12 Constitution damage|Fortitude half|28
    Blue|Turned to stone|Fortitude negates|29
    Indigo|Driven mad, as the insanity spell|Will negates|30
    Violet|50 damage, disintegrated if reduced to 0 or less hp|Fortitude half|31
    [/table]

    An item trapped by this spell cannot have a second closure or warding spell placed on it. A knock spell does not bypass a prismatic trap. An unsuccessful dispel magic spell does not detonate the spell. You can use the trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a trapped object to an individual usually involves setting a password that you can share with friends.

    Each layer of the trap is treated as being a separate trap for purposes of being found and disabled with the Search and Disable Device skills. The DCís to find and disable each layer of the trap are given in the table above.

    Material Component
    Dust from various gems, worth 500 gp.

    Seed of Adamant
    Transmutation
    Level: Druid 6
    Components: V, S, M
    Casting Time: 1 minute
    Range: Touch
    Target: Wooden object touched
    Duration: 1 hour/level (D)
    Saving Throw: None
    Spell Resistance: No

    You imbue a wooden object with the strength of adamantine. The targeted object is treated as if it were made of adamantine. It is considered a masterwork item if it was not already one, although this does not allow it to be magically enhanced. Spells that effect metal specifically do not affect the transformed object, although spells that effect wood still do.

    Seed of adamant can be made permanent with the permanency spell. Doing so requires a caster level of 14th and has an XP cost of 3,000 XP.

    Material Component:
    A stone of adamant ore, worth 100 gp.

    Seed of Iron
    Transmutation
    Level: Druid 1
    Casting Time: Standard action
    Duration: 1 minute/level (D)

    This spell functions as the seed of adamant spell, except that it imbues a wooden object with the properties of cold iron. Because of the difficulty of magically enhancing cold iron objects, if the targeted item is magical, you subtract its caster level from your own when determining the duration of this spell. If the itemís caster level is greater than or equal to your own, this spellís duration instead becomes 5 rounds.

    Seed of iron can be made permanent with the permanency spell. Doing so requires a caster level of 9th and has an XP cost of 500 XP. If the item is magical, the XP cost increases by 25 times the itemís caster level.

    Material Component
    A piece of unworked iron.

    Seed of Mithral
    Transmutation
    Level: Druid 4
    Components: V, S, M
    Casting Time: Standard action
    Duration: 10 minutes/level (D)

    This spell functions as the seed of adamant spell, except that it imbues a wooden object with the properties of mithral.

    Seed of mithral can be made permanent with the permanency spell. Doing so requires a caster level of 12th and has an XP cost of 2,000 XP.

    Material Component
    A shard of unworked mithral, worth 50 gp.

    Seed of Silver
    Transmutation
    Level: Druid 1
    Casting Time: Standard action
    Duration: 1 minute/level (D)

    This spell functions as the seed of adamant spell, except that it imbues a wooden object with the properties of alchemical silver, including the -1 penalty on damage rolls.

    Seed of silver can be made permanent with the permanency spell. Doing so requires a caster level of 9th and has an XP cost of 500 XP.

    Material Component
    A handful of silver dust.

    Voodoo Doll
    Transmutation
    Level: Adept 5, Sorcerer/Wizard 5
    Components: V, S, F
    Casting Time: 1 hour
    Range: 0 ft.
    Effect: Doll that serves as mystic proxy
    Duration: Permanent until discharged
    Saving Throw: None
    Spell Resistance: None

    You create a small doll that serves as a ritual proxy for another creature. You can use the voodoo doll to magically strike at that creature from far away. You may cast any spell that targets a creature on the voodoo doll. If you do, the creature the voodoo doll represents is targeted by that spell as long as it is within the range of the voodoo doll, given by the tables below. When you cast a spell this way, the DC is increased by 2, and you gain a +10 enhancement bonus on any caster level checks to overcome spell resistance. Once you cast a spell through the voodoo doll, the magic is discharged, rendering it just a normal doll. In addition, any possessions, vestments, or body parts used to make the doll cannot be reused. The doll cannot be reused as the focus for a voodoo doll spell. You can only have one voodoo doll representing a creature at any one time.

    The range you can use the doll at depends on two main factorsóthe quality of the doll, and the spell you are trying to cast. The quality of the doll is increased by its resemblance to the creature it representsóthe greater the likeness, the greater the range. The spell cast may decrease the range if it is of high level or is complex, or increase the range if it is simple or harmless. To determine the range, add up the values of all applicable modifiers below, and then consult the range table.

    Doll Factors
    {table=head]Factor|Value
    You have never seen the creature|-10
    The doll has not been made to resemble the creature|-5
    The doll is carved to resemble the creature|+0
    The doll incorporates a possession or garment of the creature|+2
    The doll incorporates nails, hair, or another body part taken from the creature|+4
    The doll incorporates a bone, organ, or similar significant body part of the creature|+6
    The doll is made from a valuable material|+2
    The doll is constructed as a life-size likeness of the creature|+2
    [/table]

    Spell Factors
    {table=head]Factor|Value
    The spellís level is less than 4th|+2 for each level below 4th
    The spellís level is greater than 4th|-2 for each level above 4th
    The spell has a casting time greater than a standard action|-2
    The spell requires expensive components of foci|-2
    The spell has an XP cost|-4
    [/table]

    Range
    {table=head]Total Value|Range
    0 or less|Spell cannot be cast through voodoo doll
    1-3|1,000 feet
    4-6|One mile
    7-9|Ten miles
    10-12|One hundred miles
    13-15|One thousand miles
    16-18|Spell can be cast from anywhere on the same plane
    19+|Spell can be cast from a different plane
    [/table]

    Focus
    A doll that represents the creature. By default, the doll has no cost. However, making the doll as a life-sized likeness costs 50 gp, plus an additional 100 gp for every size category above Medium the creature is. Making the doll out of a special material, such as darkwood, mithral, or gold, costs 250 gp, or multiplies the price by 10 if you choose to make a life-sized likeness.

    Crafting the doll is performed in the casting of the spell. However, if you craft a life sized version, you must spend an additional hour, plus another hour for each size category above large the creature is, crafting the doll.
    Last edited by The Demented One; 2008-08-21 at 08:21 AM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

  2. - Top - End - #2
    Orc in the Playground
     
    NecromancerGuy

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    Default Re: More Snazzy Spells

    Nice job! I'll definatly use these when I get the chance.
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    Default Re: More Snazzy Spells

    Voodoo Doll
    Transmutation
    Level: Adept 5, Sorcerer/Wizard 5
    Components: V, S, F
    Casting Time: 1 hour
    Range: 0 ft.
    Effect: Doll that serves as mystic proxy
    Duration: Permanent until discharged
    Saving Throw: None
    Spell Resistance: None

    You create a small doll that serves as a ritual proxy for another creature. You can use the voodoo doll to magically strike at that creature from far away. You may cast any spell that targets a creature on the voodoo doll. If you do, the creature the voodoo doll represents is targeted by that spell as long as it is within the range of the voodoo doll, given by the tables below. When you cast a spell this way, the DC is increased by 2, and you gain a +10 enhancement bonus on any caster level checks to overcome spell resistance. Once you cast a spell through the voodoo doll, the magic is discharged, rendering it just a normal doll. The doll cannot be reused as the focus for a voodoo doll spell.

    The range you can use the doll at depends on two main factorsóthe quality of the doll, and the spell you are trying to cast. The quality of the doll is increased by its resemblance to the creature it representsóthe greater the likeness, the greater the range. The spell cast may decrease the range if it is of high level or is complex, or increase the range if it is simple or harmless. To determine the range, add up the values of all applicable modifiers below, and then consult the range table.

    Doll Factors
    {table=head]Factor|Value
    You have never seen the creature|-10
    The doll has not been made to resemble the creature|-5
    The doll is carved to resemble the creature|+0
    The doll incorporates a possession or garment of the creature|+2
    The doll incorporates nails, hair, or another body part taken from the creature|+4
    The doll incorporates a bone, organ, or similar significant body part of the creature|+6
    The doll is made from a valuable material|+2
    The doll is constructed as a life-size likeness of the creature|+2
    [/table]

    Spell Factors
    {table=head]Factor|Value
    The spellís level is less than 4th|+2 for each level below 4th
    The spellís level is greater than 4th|-2 for each level above 4th
    The spell has a casting time greater than a standard action|-2
    The spell requires expensive components of foci|-2
    The spell has an XP cost|-4
    [/table]

    Range
    {table=head]Total Value|Range
    0 or less|Spell cannot be cast through voodoo doll
    1-3|1,000 feet
    4-6|One mile
    7-9|Ten miles
    10-12|One hundred miles
    13-15|One thousand miles
    16-18|Spell can be cast from anywhere on the same plane
    19+|Spell can be cast from a different plane
    [/table]

    Focus
    A doll that represents the creature. By default, the doll has no cost. However, making the doll as a life-sized likeness costs 50 gp, plus an additional 100 gp for every size category above Medium the creature is. Making the doll out of a special material, such as darkwood, mithral, or gold, costs 250 gp, or multiplies the price by 10 if you choose to make a life-sized likeness.
    This spell seems potentially broken as written and moreover a bit weird since I could as this is written use it to send any targeted spell even say a conjuration spell like one of the Orb spells(though I suppose there is the whole "it's magic" thing).

    Also I can see some very broken combinations using multiple dolls. For example, I could make a large number of dolls for the same person and then burn them all casting Clutch of Orcus until the person got a natural 1. And if I have a Mother Cyst I could use Necrotic Cyst followed by some of the nastier Necrotic spells (Necrotic Bloat does not allow a save and . Maybe it should specify that you cannot make more than one voodoo doll for the same person at once?

    Also you want to specify how long it takes to craft a doll and whether any checks or needed. I certainly shouldn't be able to make a life-like doll without a lot of time for example.
    Last edited by JoshuaZ; 2008-08-18 at 05:45 PM. Reason: formatting

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    Default Re: More Snazzy Spells

    Prismatic Trap
    Abjuration
    Level: Sorcerer/Wizard 6
    Components: V, S, M
    Casting Time: 10 minutes
    Range: Touch
    Target: Object touched
    Duration: Permanent until discharged
    Saving Throw: See text
    Spell Resistance: Yes
    What is the material component for this spell?

    Debby

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    Default Re: More Snazzy Spells

    Quote Originally Posted by JoshuaZ View Post
    Maybe it should specify that you cannot make more than one voodoo doll for the same person at once?
    Good idea.

    Also you want to specify how long it takes to craft a doll and whether any checks or needed. I certainly shouldn't be able to make a life-like doll without a lot of time for example.
    Good idea.

    What is the material component for this spell?
    Editing that in...
    Last edited by The Demented One; 2008-08-18 at 05:56 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: More Snazzy Spells

    quick question are you useing 4e or 3.5. if anwser is 4e then skip the rest of this but if its 3.5 there is already a spell that treats wood like iron called ironwood. the two others look great because a druid need more help in the way of armor if they are not foucs on wild shape.
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    Default Re: More Snazzy Spells

    Quote Originally Posted by D Knight View Post
    quick question are you useing 4e or 3.5. if anwser is 4e then skip the rest of this but if its 3.5 there is already a spell that treats wood like iron called ironwood. the two others look great because a druid need more help in the way of armor if they are not foucs on wild shape.
    Seed of Iron lets you treat wood as cold iron, which lets you overcome damage reduction with it, which is something ironwood won't let you do.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Halfling in the Playground
     
    WolfInSheepsClothing

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    Default Re: More Snazzy Spells

    Fantastic job, as always...
    Don't take this the wrong way, but what the hell?
    You have a new entry in the Homebrew section like, every damn day. And, let's just come out and say it... they're all good. I have yet to see a single thing you've done that is a stinker. How do you find the time, much less the inspiration, to contribute such a vast quantity of quality work? Hell, between you and Krimm Blackleaf, there's more top-notch stuff on this website than I could playtest in a lifetime or three.

    So... kudos. Allow me to shake your hand.

    Have you ever put together a compilation of all of your stuff in one place (perhaps in PDF format) so's that us lazy'uns don't have to do endless searches on the boards to find your everything?

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    Default Re: More Snazzy Spells

    No pdf as far as I know, but he regularly updates his list of homebrew links in his sig link. Pretty convenient.
    People seemed to like this better, but only marginally so - the way one might prefer to be stabbed than shot. Optimally, one isn't stabbed or shot. Optimally, one eats some cake! But there are times when cake is not available, and instead we are destroyed. This is the deep poetry of the universe. -- Tycho Brahe

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    Troll in the Playground
     
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    Default Re: More Snazzy Spells

    Have you ever put together a compilation of all of your stuff in one place (perhaps in PDF format) so's that us lazy'uns don't have to do endless searches on the boards to find your everything?
    There's a link in my sig that'll take you to a big list of it.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Halfling in the Playground
     
    WolfInSheepsClothing

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    Default Re: More Snazzy Spells

    Thanks!! As I thought, there's quite a lot of it to absorb. Do you have anything that you would feature as that which you are the most proud of?

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    Default Re: More Snazzy Spells

    Hmm, interesting question. Here's sort of a condensed, greatest-hits list.
    Monsters


    Templates


    Base Classes
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    Prestige Classes


    Spells


    Disciplines


    Vestiges


    Epic Destinies
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    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: More Snazzy Spells

    I only wish I could homebrew as good as you, Demented One. Another amazing set.
    If there's a rule, there's someone out there trying to figure out how to get around it just to piss off his DM.

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    Default Re: More Snazzy Spells

    I'm surprised your Kaleidoscopic discipline isn't on the list; it's the one I'm most drawn towards.

    What's to stop a caster from creating a new doll after each casting, allowing for Orcus' Clutch abuse as detailed above? Why not have the spell consume the clothing/body parts/organs (btw, why are we trying to cast a spell on something half a world away that doesn't have its own frigging spleen?) like material components?
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    Halfling in the Playground
     
    WolfInSheepsClothing

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    Default Re: More Snazzy Spells

    Oh, so you were the one who put up all those Lovecraft Mythos vestiges. I remember finding those not long after I had finally purchased and absorbed the Tome of Magic (see I'm kinda re-teaching myself D&D after having been away from it for a long time).
    The new vestiges struck me so much that it was indeed one of the main reasons I started paying a lot more attention to this board.

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    Default Re: More Snazzy Spells

    Quote Originally Posted by thegurullamen View Post
    What's to stop a caster from creating a new doll after each casting, allowing for Orcus' Clutch abuse as detailed above? Why not have the spell consume the clothing/body parts/organs (btw, why are we trying to cast a spell on something half a world away that doesn't have its own frigging spleen?) like material components?
    Okay, edited so you can't reuse body parts and such-like. It might bear mentioning that they main organs I had in mind were the eyes and kidneys, although a spleen could work...
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: More Snazzy Spells

    Quote Originally Posted by The Demented One View Post
    Okay, edited so you can't reuse body parts and such-like. It might bear mentioning that they main organs I had in mind were the eyes and kidneys, although a spleen could work...
    That does make more sense than the explanation my twisted mind came up with, but you have to consider the other abuses possible here. One fifth level spell and a measly artifact and suddenly Vecna's getting Magic Missile'd in the butt every once in a while.

    Oh, great work in case I didn't say it before.
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    Barbarian in the Playground
     
    BardGuy

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    Default Re: More Snazzy Spells

    Every once in a while?! Damn, you get enough level 9 casters with Magic Missile and a single 17-level caster to Power Word Kill, and with enough dandruff you can kill anyone you can scry, from almost anywhere. :)

    Of course that doesn't stop his mourners from divining who did it and offing your level 17 caster the same way, either, but that's just M.A.D. You have to have STAR WARS potential, or at least Atari Missile Command (some kind of defensive spell specifically designed to limit the effectiveness of a voodoo doll), such that a high-level caster would engage the protection and not need to worry about anyone 10 levels lower, for example. Maybe something to limit all hostile voodoo effects against the caster to sight-range only; that'd still permit casting through a scry portal, but would eliminate the potential for instakills. That, or some kind of resistance to voodoo effects for X amount of time after being the victim of such an effect (i.e. targets affected by a spell channeled through a voodoo doll are unaffected by any subsequent spells channeled through other voodoo dolls, for a period of one round per spell level)

    Because, honestly, tell me that an evil group of wizards wouldn't use this on Mordy or Elminster. Or deities. "I can see for miles" palls when people can plink you from off-plane. There has to be some kind of counteragent that people in a position to be targeted by such methods can use to limit or eliminate the rangeless instakill potential.

    Still, some nifty stuff. :)

    Edit - forgot to amend things when I boosted the putative kill-spell from a bunch of Destructions and Disintegrates to PWK instead. :)
    Last edited by fangthane; 2008-08-22 at 10:31 AM.
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