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    Barbarian in the Playground
     
    ShriekingDrake's Avatar

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    smile The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)


    In a hidden glade, deep within the Kyukinryu mountains, rest the Megaliths of Zidydrion. The Megaliths are ancient and highly magical artifacts that affect the land and the creatures around them. The place is enchanted so that it may not be located with any divination or scrying spells, abilities, or devices and the Megaliths emanate Antipathy (as the spell cast by a 21st level caster) for a range of 1 mile, that discourage lawful and/or chaotic creatures from approaching. Moreover, spells, abilities, and devices that use the "teleportation" descriptor do not function within 20 miles of the Megaliths and those teleporting from outside that area to within the 20-mile radius of the Megaliths will be automatically rebounded to a random location.

    On the surface of the stones can, with time, be deciphered the following spells from the runes thereon. These spells cannot be crafted into items or passed along to others by voice, text, or innate/divine knowledge: only those who venture to the Megaliths, outwit the guardian, and study the spells themselves can cast them. Those who study the Megaliths for some time can, with luck, unlock the artifact spells also there encrypted.


    Anaphylaxis
    Necromancy
    Level: Druid 6
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: instantaneous and 1d6+2 rounds; see text
    Saving Throw: Fortitude; see text
    Spell Resistance: No

    Your touch causes an allergic reaction that distracts, distorts, and disrupts a creature.

    You must make a successful touch attack to deliver the effects of this spell. Your touch inflicts the target with a sudden and severe allergic reaction, which, for 1d6+2 rounds on a failed Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier), causes the target's face and tongue to swell and distort, making it impossible to recognize him or her by visage, nor can the target communicate orally or use verbal spell components. In addition, the spell deals 1d10 points of Charisma damage immediately and another 1d10 points of Charisma damage 1 minute later. Each instance of Charisma damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).

    Anaphylaxis can only affect aberrations, animals, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, vermin, and other creatures that eat, sleep, and breathe. The non-Charisma damage effects can be prevented, mitigated, or neutralized by abilities, spells, or other palliatives that effectively ameliorate disease.

    Material Component: A dried blade of grass.

    Spoiler
    Show
    These are images of the same woman, affected and before being affected by the Anaphylaxis

    Under the Effect of the Spell................................Before the Spell



    Augment Natural Ally
    Transmutation
    Level: Druid 4, Ranger 4
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: 1 plant creature or animal/2 levels touched
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: No

    You bestow your plant and animal allies' natural weapons with magical abilities.

    You imbue allied animal or plant creatures' natural weapons, such as their vines, spines, claws, or teeth, with a supernatural effect. You may add any weapon special ability to the natural weapon; for example, a wolf’s bite could be made flaming, keen, or even vorpal. You add a number of bonuses equal to your level divided by three, rounded down; so at 10th level you could apply special abilities that equate to a bonus of +3, such as speed or holy flaming. You may split bonuses among natural weapons in any number of ways—a claw could be made flaming whilst a bite icy or a bite could be both flaming and icy.


    Benign Polymorph
    Transmutation (Polymorph)
    Level: Assassin 4, Druid 2
    Components: V, S
    Casting Time: 1 swift action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One willing creature
    Duration: 1 hour/level (D); see text
    Saving Throw: Fort. negates (harmless)
    Spell Resistance: Yes (harmless)

    You cause a creature to become a small animal.

    You change a willing Medium-sized or smaller creature into a Tiny or Diminutive animal of no more than ½ hit dice. The creature takes on the form, movement, and abilities of the animal (though the creature retains its own memory and personality, as well as its Intelligence, Wisdom, and Charisma scores). Either you or the changed creature may dismiss the spell at will. (See description of the polymorph subschool on page 95 of the Player's Handbook II for more details.)


    Create Vine
    Conjuration (Creation)
    Level: Druid 0, Ranger 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Up to 10 feet of vine/level
    Duration: 24 hours (D)
    Saving Throw: None
    Spell Resistance: No

    You conjure a length of tough vine, which will remain in existence for 24 hours or until dismissed. In all respects, it is an ordinary, non-magical vine that will reveal no magical aura. The desired length of conjured vine will appear at a desired location within range.


    Decay
    Transmutation
    Level: Druid 4
    Range: Long (400 ft. + 40 ft./level) (see text)
    Target: One structure, construct, or portion of an object or structure

    This spell functions just as the Crumble spell except as described herein.

    The size objects you can erode are as follows:
    {table=head]Level|Size of Object Affected
    Up to 8th|Large
    9th–12th|Huge
    13th–16th|Gargantuan
    17th–20th|Colossal[/table]

    You may also (at a range of 100 ft. + 10 ft./level) target portions of objects or structures, rather than the whole object, by decaying areas of up to 5 cubic feet/level--regardless of the size of the object. For instance, you may target the central portion of a bridge in 5-foot cubes rather than the gargantuan bridge itself.

    The decay deals 1d8 points of damage per caster level to the object (hardness does not apply) to a maximum of 15d8.


    Disanimation Zone
    Conjuration (creation)
    Level: Clr 8, Drd 8
    Components: V, S, DF
    Casting Time: 1 round
    Range: Personal
    Area: Up to 20-ft. radius emanation, centered on you
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No

    You bring into being a mobile field of non-magical disanimation that prevents "animated" creatures from functioning.

    Animated Objects, Constructs, and Undead ("animated creatures") that enter the Disanimation Zone cease to function and immediately enter the equivalent of an unconscious state so long as they remain within the zone. Animated creatures, can "feel" the Disanimation Zone as they get nearer to it and will not, generally, enter the zone by accident. The Disanimation Zone affects even those animated creatures that would otherwise be immune to magic. The effects and spells of animated creatures cannot penetrate the Disanimation Zone, though animated creatures with the ability to dispel the Zone are permitted to try.

    The spell fails if animated creatures are within the emanation area as the spell is being cast. The zone will collapse if you force it into a space occupied by an animated creature—though once an animated creature has entered the zone legitimately, you may move the zone in any way with respect to that animated creature.

    Non-animated creatures within the zone are bolstered with a sense of calm such that abilities and effects that cause fear or that would compel or cause creatures within the zone to leave the zone do not affect them.


    Earthswap
    Transmutation
    Level: Druid 1, Ranger 2
    Components: V
    Casting Time: 1 swift action
    Range: Medium (100 ft. + 10 ft./level)
    Targets: Two willing creatures of up to Large size
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You cause two allies to exchange locations by traveling through the earth.

    You cause two willing target creatures, of which you can be one, to instantly swap positions by traveling through the earth. You cannot target a creature that is free falling, flying, floating in the air, or otherwise without a direct or indirect nexus to the earth. Anything carried by the targets (up to the creatures’ maximum loads) goes with them. The swap is instantaneous and does not provoke attacks of opportunity; though, any swapped creature may only make up to a standard action (rather than a full-round action) at its next action.


    Energy Barrier (Adapted from Key of Destiny)
    Abjuration
    Level: Cleric 4, Druid 3
    Components: V, S, M/DF
    Casting Time: 1 immediate action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: An amorphous barrier with an area up to 10-ft. square/level
    Duration: Concentration + 1 round/level (D)
    Saving Throw: None
    Spell Resistance: Yes.

    You create a visible but transparent magical barrier that protects against energy.

    When you cast this spell, you select the type of energy to protect against (acid, cold, electricity, fire, or sonic) and the location and shape of the barrier. Once created, the barrier cannot move (nor can you change the type of energy protected against). The barrier is immune to damage of all kinds and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it as does a rod of cancellation, sphere of annihilation, and Mordenkainen's disjunction spell. Breath weapons and spells with the energy type descriptor cannot pass through the barrier either way.

    An energy barrier will prevent any creature of the appropriate energy subtype (acid blocks: water sub-types, cold: cold sub-types, electricity: earth sub-types, fire: fire subtypes, sonic: incorporeal sub-types) from passing through, although it does not stop effects such as dimension door or teleport from functioning.

    An energy barrier protects against not only against damage and access but also against adverse effects. For instance, a fire barrier will halt the effects of heat as well as stem the flow of magma or lava; a cold barrier will stop cold, solid ice, and snow; an acid barrier offers protection from water; an electricity barrier protects against lightning, shocks, and static; and a sonic barrier protects against deafness, sound, and other sound-based effects.

    Even though the energy barrier offers protection, it does not protect against dehydration, starvation nor does it create oxygen where there is none (thus, an acid barrier could be used to create a bubble underwater, but it does not allow excess oxygen to flow through the sphere).

    Material Component: a pinch of powdered quartz.


    Ensnare
    Conjuration (Creation)
    Level: Druid 7
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 200 ft. + 20 ft./level
    Effect: 1 Medium or smaller creature/2 caster levels; 1 Large creature/4 caster levels; 1 Huge creature/6 caster levels; 1 Gargantuan creature/10 caster levels; 1 Colossal/16 caster levels; or any combination thereof.
    Duration: 1 round/level (D)
    Saving Throw: Reflex (negates), see text
    Spell Resistance: No

    You conjure a writhing mass of entangling, binding vegetation that surrounds creatures, severely limiting their motion and drawing them to the ground.

    You must make a successful ranged touch attack against each creature you wish to ensnare. You conjure masses of constricting vegetation that ensnare creatures that fail their reflex saves, preventing them from moving or making any use of objects not already held in their hands. The vegetation, itself, is non-magical, so creatures immune to magic do not automatically avoid becoming ensnared. The creatures can get free by making a DC 40 Wisdom check or a DC 45 Escape Artist check, one of which can be made each round. Creatures so ensnared cannot attack; are pinned; are treated as having total concealment; and can cast a spell only if the spell has no somatic component, any material components are in hand, and a successful Concentration check (DC 20+spell level) is made. Freedom of Movement will not release or provide any benefit to an ensnared creature, but Freedom will release it.

    Flying creatures successfully touched by this spell are drawn (at a rate of 300ft./round) to the ground for 1d4+1 rounds--regardless of their reflex saves--though, they take no falling damage. Swimming creatures successfully touched by this spell are drawn (at a rate of 200ft./round) to the surface for 1d4+1 rounds--regardless of their reflex saves--and both air- and water-breathing creatures will be able to respire normally at the surface.

    Material component: a small piece of vine.


    Fecund Footsteps
    Conjuration (Creation)
    Level: Druid 0
    Components: V, S
    Casting Time: 1 standard action
    Range: You
    Effect: Causes plants to grow where you walk
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    Your very footsteps festoon the ground with flowers, plants, grasses, and weeds of all kinds.

    While under the effect of this spell, your footsteps cause genuine flora to sprout and grow wherever you walk. At your option, these flora can be flowers, small plants or shrubs, fungi, grasses, vines, mosses, weeds and/or other normal undergrowth. For the duration of the spell, you may, at your discretion, cause flora to grow on any surface your footsteps actually touch. The flora do not hinder movement or provide cover on their own, nor does their growth damage the surface where they grow. They can, however, be targeted by spells such as entangle or plant growth.

    When the spell’s duration expires, the flora either continue to live normally if the ground and climate are suitable, or else melt away.


    Fertilize Plant Creature
    Transmutation
    Level: Druid 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Targets: Up to one plant creature per two levels, no two of which can be more than 30 ft. apart
    Duration: 1 minute/level
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    You enable plant creatures to flourish and become more resilient and luxuriant.

    A number of target plant creatures are enhanced by this spell, making them heartier and more magnificent. For the duration of the spell, the targeted creatures gain a +6 bonus to Charisma and +4 to Dexterity; resistance 10 to fire and acid; +10 ft. to movement and reach; +5 to all grapple checks; twice per day, the extraordinary ability to produce a Splinterbolt (SpC @ 203) effect as if a caster of equal level to its hit dice; and, twice per day, the extraordinary ability to Dehydrate (SpC @ 62) any number of target creatures within 10ft. as if a caster of equal level to its hit dice.

    Material component: some rotting vegetation.


    Forced Migration
    Abjuration
    Level: Druid 7
    Components: S
    Casting Time: standard action
    Range: Medium (100 ft. + 10 ft./level)
    Targets: One or more summoned and/or called creatures within range
    Duration: 1 hour/level or until discharged
    Saving Throw: Will negates (partial), see text
    Spell Resistance: No

    Your sense and stewardship of the natural order enables you, with a small gesture, to exile summoned or called creatures.

    For the duration of this spell, you can immediately recognize “called” or “summoned” creatures within range. One time during the duration of the spell, you can, as an immediate action, “dismiss” one or more target creatures within range as if you had called or summoned them. The targets of your spell can resist the forced migration with a successful Will save (DC = 10 + your Wis modifier + your caster level); whether or not the save is successful, the spell is discharged.


    Pollinate
    Conjuration (Creation)
    Level: Druid 1, Ranger 1
    Components: S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: Up to 10 cubic feet radius/level
    Duration: Instantaneous
    Saving Throw: Will negates (daze only)
    Spell Resistance: No

    You conjure a swirling flurry of pollen that covers everything with which it comes into contact.

    A cloud of golden pollen particles visibly covers all surfaces, everyone, and everything in the area, until the pollen can be (intentionally) removed, which takes 10 minutes (to clean off a medium creature or 10 square feet of surface area) without liquid, 1 minute with liquid and cloth, and 1 round with full submergence into liquid (which visibly clouds the liquid--causing concealment (20% miss chance)--for 1-4 rounds, the same effect if the spell were cast in water).

    Vermin within the area scatter for 1-4 rounds.

    Creatures with the Scent ability get a +5 circumstance bonus when tracking pollen-covered quarry.

    Flora within the area produce robust offspring the next season.

    Material component: a flower.


    Shroud
    Illusion (Glamer)
    Level: Assassin 1, Bard 1, Druid 0, Sor/Wiz 0
    Components: S
    Casting time: Swift Action
    Target: Personal
    Duration: 1 minute/level (D)
    Saving throw: None
    Spell Resistance: No

    Light you make or control is visible to only you.

    You cause light emanating from you--or from objects or effects controlled or created by you--to be invisible to all but you. The light behaves normally from your perspective, but is completely invisible to all other creatures, including your allies. So, a torch you hold sheds light and creates shadows only you can see; just as the light from Produce Flame would be visible only to you (though the heat and damage would still be there). But, the light from a campfire near you would shed light and create shadows for all.


    Summon Nature’s Minor Ally
    Conjuration (Summoning)
    Level: Druid 0
    Components: V, S, DF
    Casting time: One round
    Effect: One summoned creature
    Duration: One round/level (D)
    Saving throw: None
    Spell Resistance: No

    This spell functions like Summon Nature’s Ally I, except that you summon a Tiny or Diminutive ally of no more than CR ½, such as a bat, cat, flying fish, lizard, mouse, rat, raven, swift, Tiny viper, toad, trout, turtle, weasel, or witch grass.


    Artifact Spells
    The Megaliths also contain artifact spells which follow the rules of artifact spells as described in the Secrets of Xen'drik page 143. (still working on this)

    Festooned with Greatness
    Transmutation
    Level: Divine 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Targets: 1 living creature
    Duration: 24 hours
    Saving Throw: none
    Spell Resistance: no

    A creature you touch is imbued with greatness for a day.

    A creature you touch gains a non-item-creation feat of your choice for one day. For the duration of the spell, the touched creature has the chosen feat, with all the benefits and detriments associated with it. If the feat you choose has prerequisites or conditions that the touched creature does not have, the feat will not function.


    Tumultuous Thump
    Evocation (Earth)
    Level: Divine 5
    Components: S
    Casting Time: 1 swift action
    Range: Personal
    Area: Up to a 40-ft radius spread centered on you.
    Duration: Instantaneous
    Saving Throw: see text
    Spell Resistance: no

    When you stomp your foot, you cause a sudden and violent convulsion of the ground that affects creatures in contact with the ground within the area of effect.

    Target creatures touching the ground (or mounted on creatures touching the ground) within the area of effect make a Reflex, Fortitude, and Will save. Creatures that fail the Reflex save are shaken for 1d4 rounds and knocked back 10ft. Creatures that fail the Fortitude save take 4d6+1/caster level and are dazed for 1d4 rounds. Creatures that fail the Will save are stunned for 1d4 rounds and knocked prone. This upheaval does not damage structures.



    I'd welcome and encourage you to PEACH the spells.

    --ShriekingDrake
    Last edited by ShriekingDrake; 2014-03-09 at 01:42 PM.

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    Barbarian in the Playground
     
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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    I made a few updates.

    I do realize that there are a lot of spells to think about here. Feel free to comment on any or all of them.

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    Barbarian in the Playground
     
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    cool Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    I've noticed a bunch of good multiple homebrew spell threads popping up lately. Thought I'd toss this back into the fray to see if there is any more interest (that is, any interest all) in PEACHing any of these spells.

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    Barbarian in the Playground
     
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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    Quote Originally Posted by ShriekingDrake View Post
    Anaphylaxis
    Why did you alter the saving throws for this spell? Why not leave it at simply 10 + spell level + casting stat modifier? I mean, that is going to be close enough to your modified save at all but the highest levels.

    Augment Natural Ally (Adapted from the Quintessential Druid II)
    Looks solid enough.

    Benign Polymorph
    Everything seems to be in order here.

    Create Vine
    I really like this one. Very neat idea.

    Disanimation Zone
    A unique spell with interesting limitations and multiple effects. I would keep a close eye on it during actual play, though. And how do Living Constructs, like Eberron's Warforged race, function or not function within a Disanimation Zone?

    Earthswap
    This one seems a little strange. It's basically Benign Transposition (since the target must be willing) but as a swift action and a divine spell. This just doesn't seem like the kind of things that Druids and Rangers do. If you don't want to change that, I would probably bump it up to 2nd level for the Druid.

    Energy Barrier (Adapted from Key of Destiny)
    I would specify whether anything happens to the materials within the barrier once it is created. For instance, if you did create an Acid Barrier underwater, would it expel all of the water and leave a vacuum or would the water just be unable to pass out of the barrier. Very cool, though.

    Ensnare
    • Why is the range 200 + 20 ft./level? I would go ahead and bump it up to long range at 400 + 40 ft./level. It is a high-level spell, after all.
    • I would also change the "Effect" line to read "1 small or medium creature/caster level; See text" and then include a paragraph about creature size equivalence at the top. The usual 1 colossal = 2 gargantuan = 4 huge = 8 large = 16 medium/small = 32 tiny, etc. would be appropriate here.
    • Those are pretty high checks to escape. Also, why include Wisdom as a method of escape? I would change it to Strength or Escape Artist (as Entangle but with higher DCs), and probably include something about dealing damage to the mass of vines (including how it deals with fire) to escape.
    • Why does Freedom of Movement not allow escape? After all, the vines pin you, which is a grapple effect, and it allows you to escape from grapples.
    • I am not sure why submerged creatures are drawn to the surface, especially at that rate. And why does it still have this effect on creatures that pass their reflex save? Why use both a Reflex save and a ranged touch attack at all, in fact? I would also drop the line about it letting ensnared creatures breathe air or water, it's a high-level spell so it is ok if it suffocates someone.
    • Speaking of high-level spells, I would probably knock this up to level 8, especially if you intend to keep the line about Freedom of Movement being ineffective or the escape checks being so high.


    Fertilize Plant Creature
    Looks good.

    Pollinate
    So it negates invisibility, no save, no SR as a 1st level spell? Granted, that is all that it does, but that seems good. Maybe it's ok since it is so focused, but I would keep a close eye on this spell and consider bumping it up to level 2 and maybe adding an additional side effect (with a saving throw).

    Shroud
    Looks good, but I would definitely make it Assassin 1, not 2.

    Summon Nature’s Minor Ally
    Very nice.
    Last edited by Darkxarth; 2010-08-14 at 07:21 AM.
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    Truth

    Quote Originally Posted by Talya
    Anyone casting a ninth level spell should not be just bending the fabric of reality, but chewing up the fabric of reality and spitting it out. It represents an expenditure of raw magical force that should be momentous, and should have similar shock value as the events following Grand Moff Tarkin's "You may fire when ready."

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    Barbarian in the Playground
     
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    smile Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    Thanks so much for this very thoughtful review. I appreciate the feedback. I'm sorry to have taken so long to respond. I've been out of town with no connectivity (backpacking in Utah) for the last three weeks.

    Quote Originally Posted by Darkxarth View Post
    Why did you alter the saving throws for this spell? Why not leave it at simply 10 + spell level + casting stat modifier? I mean, that is going to be close enough to your modified save at all but the highest levels.
    My thinking here was that this spell operated somewhat akin to the third-level Poison spell, except that it did a bit more, affected a different stat, and was higher level. So, those changes to the save are a reflection of the Poison spell.

    Looks solid enough.


    Everything seems to be in order here.


    I really like this one. Very neat idea.
    Thanks.

    A unique spell with interesting limitations and multiple effects. I would keep a close eye on it during actual play, though. And how do Living Constructs, like Eberron's Warforged race, function or not function within a Disanimation Zone?
    So far so good with this spell. Essentially its a higher level Antilife Shell, which operates a little differently, over different creatures, and at a slightly higher level. The idea is to keep these creatures at pay, like Antilife Shell does. But I'll keep my eye on it.


    This one seems a little strange. It's basically Benign Transposition (since the target must be willing) but as a swift action and a divine spell. This just doesn't seem like the kind of things that Druids and Rangers do. If you don't want to change that, I would probably bump it up to 2nd level for the Druid.
    The idea here was to essentially combine Benign Transposition with Master Earth for a low level spell. Teleportation is not a druid/ranger thing, which is why I added that nexus to the earth aspect. But it seemed like a good fit for the tactical ranger and a solid way for a druid to work with, say, summoned animals/plants. It struck me as a gap, so I just tried to fill it. I don't think it's broken, but I may be mistaken.


    I would specify whether anything happens to the materials within the barrier once it is created. For instance, if you did create an Acid Barrier underwater, would it expel all of the water and leave a vacuum or would the water just be unable to pass out of the barrier. Very cool, though.
    I had assumed that it would have no effect on substances within the barrier and that it was merely crossing the barrier that was a problem. I'll try to clarify this above.


    • Why is the range 200 + 20 ft./level? I would go ahead and bump it up to long range at 400 + 40 ft./level. It is a high-level spell, after all.
    • I would also change the "Effect" line to read "1 small or medium creature/caster level; See text" and then include a paragraph about creature size equivalence at the top. The usual 1 colossal = 2 gargantuan = 4 huge = 8 large = 16 medium/small = 32 tiny, etc. would be appropriate here.
    • Those are pretty high checks to escape. Also, why include Wisdom as a method of escape? I would change it to Strength or Escape Artist (as Entangle but with higher DCs), and probably include something about dealing damage to the mass of vines (including how it deals with fire) to escape.
    • Why does Freedom of Movement not allow escape? After all, the vines pin you, which is a grapple effect, and it allows you to escape from grapples.
    • I am not sure why submerged creatures are drawn to the surface, especially at that rate. And why does it still have this effect on creatures that pass their reflex save? Why use both a Reflex save and a ranged touch attack at all, in fact? I would also drop the line about it letting ensnared creatures breathe air or water, it's a high-level spell so it is ok if it suffocates someone.
    • Speaking of high-level spells, I would probably knock this up to level 8, especially if you intend to keep the line about Freedom of Movement being ineffective or the escape checks being so high.
    I'll adjust the range and the effect line (and add the sentence you suggested). Re. the high escape threshold and my choice of wisdom, I wanted this to be a pretty hard spell to escape from. I think there is a least one other spell out there with similar numbers. I chose wisdom, rather than strength, because I envisioned this being more like the chinese finger trap--it takes a calm mind to resolve the trap, rather than just strength or wit. I chose to have freedom of movement not be enough because sometimes a higher level spell just trumps a lower level spell--and it's some incentive to take the Freedom spell. I went for floating to the surface because I didn't want to have this spell compel drowning for a submerged creature. I can change the rate to the surface, if that's too fast, but the idea was not to use this spell in place of some other more drowning oriented spell. Maybe I will bump this to eighth level.


    Looks good.


    So it negates invisibility, no save, no SR as a 1st level spell? Granted, that is all that it does, but that seems good. Maybe it's ok since it is so focused, but I would keep a close eye on this spell and consider bumping it up to level 2 and maybe adding an additional side effect (with a saving throw).
    So far so good. Basically it produces a fine dust, which might show if someone is invisible or if someone walked through a space where the spell had been cast. It's pretty focused, but I can imagine other utility. I almost called it Pollen Bomb.


    Looks good, but I would definitely make it Assassin 1, not 2.
    Will do.

    Very nice.
    Thanks again for the thoughtful feedback. I am sorry for my delay.
    Last edited by ShriekingDrake; 2010-08-24 at 08:54 PM.

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    I added a couple more spells.

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    Why do we need this spell? I know can see that you do more d8s and that it's a longer distance. But why have this spell?

    Decay
    Transmutation
    Level: Druid 4
    Range: Long (400 ft. + 40 ft./level)
    Target: One structure, construct, or portion of an object

    This spell functions just as the Crumble spell except as described here.

    You may also target portions of objects, rather than the whole object, with an area of effect up to 5 cubic feet/level. For instance, you may target the central portion of a bridge rather than the gargantuan bridge itself.

    The decay deals 1d8 points of damage per caster level to the object (hardness does not apply) to a maximum of 15d8.
    I like the new flowers in the footsteps one, though.

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    Quote Originally Posted by backpackjack View Post
    Why do we need this spell? I know can see that you do more d8s and that it's a longer distance. But why have this spell?



    I like the new flowers in the footsteps one, though.
    Thanks. (Sorry for the long delay.)

    Mostly, I was thinking that the benefit of this spell was the ability to target a smaller portion of a larger distance seemed appropriate as a step up for crumble. At least, that's what I had in mind.

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    Anaphylaxis maybe shouldn't be a Dread Necromancer spell. They have a set spell-list with spontaneous access. Adding more spells to the spell list substantially increases their power.
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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    Quote Originally Posted by JoshuaZ View Post
    Anaphylaxis maybe shouldn't be a Dread Necromancer spell. They have a set spell-list with spontaneous access. Adding more spells to the spell list substantially increases their power.
    Excellent point. Done.

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    I think I'd make the number of creatures something like 1/4 levels in the Augment Nature's Ally spell. That way, the most you'd be able to affect would be 5 at 20th level. Ten creatures seems like too many.

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    Quote Originally Posted by backpackjack View Post
    I think I'd make the number of creatures something like 1/4 levels in the Augment Nature's Ally spell. That way, the most you'd be able to affect would be 5 at 20th level. Ten creatures seems like too many.
    Fair enough. Done.

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    There are a lot of innovative spells here. I want to think about them a little. I'm impressed with all the detail. You've clearly spent a lot of time on these. Let's start with Pollinate.

    Quote Originally Posted by ShriekingDrake View Post
    Pollinate
    Conjuration (Creation)
    Level: Druid 1, Ranger 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: Up to 20 cubic feet
    Duration: Instantaneous
    Saving Throw: Will negates (daze only)
    Spell Resistance: No

    You conjure a swirling flurry of pollen that covers everything with which it comes into contact.

    A cloud of golden pollen particles visibly covers all surfaces, everyone, and everything in the area, until the pollen can be (intentionally) removed, which takes 10 minutes (to clean off a medium creature or 10 square feet of surface area) without liquid, 1 minute with liquid and cloth, and 1 round with full submergence into liquid.

    Vermin within the area become dazed for 1 round. Creatures with the Scent ability get a +5 circumstance bonus when tracking pollen-covered quarry.

    Material component: a flower.
    I like this spell. It is flavorful and useful. Would it be fair to say that the pollen would enable you to see an invisible creature or object in the area of effect? If so, would you say that this is a first level spell that obviates Glitterdust? Still, I think 2nd level might be too high. I don't know.

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    Quote Originally Posted by isotunknown View Post
    There are a lot of innovative spells here. I want to think about them a little. I'm impressed with all the detail. You've clearly spent a lot of time on these. Let's start with Pollinate.

    I like this spell. It is flavorful and useful. Would it be fair to say that the pollen would enable you to see an invisible creature or object in the area of effect? If so, would you say that this is a first level spell that obviates Glitterdust? Still, I think 2nd level might be too high. I don't know.
    Thanks.

    As I've written Pollinate, it certainly might make invisible creatures and objects visible, if the pollen lands on them. But there are no direct ill-effects from the pollen, such as the blindness caused by Glitterdust, except to vermin. I'd remove that vermin bit, if you think that that pushes the spell over the level-1 line. For myself, I think even as written, it's much less powerful than Glitterdust, which is an amazing spell. Let me know what you think.

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    I think I'm sold on this logic. By the way, I think I'd go back to 1/2 levels for Augment Ally. That would be consistent with Animal Growth.

    What I do wonder about is Fertilize Plant Creature. This looks like a pretty solid buff for plant creatures, which of course can be summoned by or serve as an animal companion for a druid. I suppose that this spell is a complement to Animal Growth. I'm wondering if this is toooo powerful. Plants creatures already get lots of benefits by just being plant creatures. Nothing here seems too broken, but the summoned creature could cast spells (or actually invoke extraordinary abilities that emulate spells) four rounds in a row.
    Last edited by isotunknown; 2011-02-02 at 01:08 PM.

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    Are these Artifact Spells? (Secrets of Xen'drik) Or just spells that can only be learned from this one location? Because I think artifact spells need more love, and it would allows the spells to be more powerful then other spells of the same level.
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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    Quote Originally Posted by lightningcat View Post
    Are these Artifact Spells? (Secrets of Xen'drik) Or just spells that can only be learned from this one location? Because I think artifact spells need more love, and it would allows the spells to be more powerful then other spells of the same level.
    That's a new one for me. I don't know what an artifact spell is--so I guess it is fair to say that these are not currently artifact spells. But I'd consider it.

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    Your fluff and how they work was similar so I hoped that is what you were aiming for.

    Short version: artifact spells are more powerful spells (such as a 2nd level healing spell for 6d8 or a 3rd level line of fire for 1d8/level) that takes up a large amout of written space and can only be memorized by studying them at the location in which they are found. They are only learned temporarily and can't be put into a spellbook (or anything similar), only stay in memory until cast or 1 year has passed, and you cannot have more then 1 of each at a time.
    They are either arcane or divine, and never have material components or arcane focuses, but may have a divine focus. They cannot be affected by metamagic feats.

    The artifact spells are an interesting idea that I use for one of the countries in my game, but there are only 5 of them that I'm aware of. So I could be considered biased.
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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    Quote Originally Posted by ShriekingDrake View Post
    Excellent point. Done.
    Perhaps make a note that the dread necromancer can add this to their spell list as one of their advanced learning spells?
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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    Quote Originally Posted by lightningcat View Post
    Your fluff and how they work was similar so I hoped that is what you were aiming for.

    Short version: artifact spells are more powerful spells (such as a 2nd level healing spell for 6d8 or a 3rd level line of fire for 1d8/level) that takes up a large amout of written space and can only be memorized by studying them at the location in which they are found. They are only learned temporarily and can't be put into a spellbook (or anything similar), only stay in memory until cast or 1 year has passed, and you cannot have more then 1 of each at a time.
    They are either arcane or divine, and never have material components or arcane focuses, but may have a divine focus. They cannot be affected by metamagic feats.

    The artifact spells are an interesting idea that I use for one of the countries in my game, but there are only 5 of them that I'm aware of. So I could be considered biased.
    Ah, I see. I can see where you you might think I had that in mind, given how the Megaliths work. Do you think these spells are too powerful if I don't make them artifact spells, or would I have to buff them? My hope was that the spells would be good spells, but not broken or even overpowered.

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    So the idea is that you have to find this place, you probably want to be a druid, you have to stump the guardian--do you have stats for that guardian and a description of what it means to stump it--and then you can have access to the spells, which you must read, memorize then you can't share.

    Sounds like a whole adventure just to get there.

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    Yeah, that was the idea. I wanted to make the challenge hard but well worth it. I think--you'll have to tell me if I'm wrong--that these spells are solid, but not overpowered. But they might be and I'm happy to adjust them if that's the case. So far most of them have play tested well--the most abuse coming from pairing Fecund Footsteps with Entangle and Ensnare preventing fleeing dragons etc. from getting away.

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    A. This is awesome. Really, really good quality work here.

    B. I had a big long post written out and then clicked the back button accidentally. Remind me to reinstall Lazarus. Anyway, here's the short form:

    C.1 Augment Natural Ally: Suppose I want to make two claws Keen and one bite Flaming. Do the two claws enhance as a single natural attack or as two? (I.e., do I need caster level 6 [+1 claws, +1 bite] or 9 [+1 claw, +1 claw, +1 bite]?

    C.2 If the claws (or other paired natural attacks) enhance separately, then I could give them each different abilities. Which would I use to resolve Rend damage? Usually Rend uses the offhand weapon abilities, but there are no offhand natural attacks. Would I get to pick? Use both? Neither?

    D.1 Can you make scrolls/wands/potions/oils/other items of these spells, assuming you know them and have the appropriate item creation feat? (Obviously such scrolls would be useless for transcribing into spell/prayerbooks, but can you even write the spell out as a scroll, or is it completely impossible to transcribe?)

    D.2 If these spells can be made into items, can an Artificer study the megaliths as if learning the spells in order to be able to emulate them for itemcrafting?

    E. Can a Sagittarius study the spells as if learning them in order to be able to select them as concurrences?

    F. Finally, while these aren't artifact spells, the Megaliths seem like a great place for a couple of artifact spells to be lurking encoded in the patterns of all the lesser magics recorded there...
    Just a thought

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    Quote Originally Posted by Psyborg View Post
    A. This is awesome. Really, really good quality work here.
    Thanks.
    B. I had a big long post written out and then clicked the back button accidentally. Remind me to reinstall Lazarus. Anyway, here's the short form:
    I hate when that happens. Thanks for following up anyway.

    C.1 Augment Natural Ally: Suppose I want to make two claws Keen and one bite Flaming. Do the two claws enhance as a single natural attack or as two? (I.e., do I need caster level 6 [+1 claws, +1 bite] or 9 [+1 claw, +1 claw, +1 bite]?
    I guess I would say that you get to enhance based on a separate attack. So if the claws attack as one, you'd only need one, but if the claws attack as two separate attacks, you'd need to use two.

    C.2 If the claws (or other paired natural attacks) enhance separately, then I could give them each different abilities. Which would I use to resolve Rend damage? Usually Rend uses the offhand weapon abilities, but there are no offhand natural attacks. Would I get to pick? Use both? Neither?
    Doesn't rend usually require two attacks to hit. It would seem that the enhancements would affect the attack as normal for each of the attacks and the rend would trigger if both attacks hit, regardless of whether the hit also causes other effects based on the spell.

    D.1 Can you make scrolls/wands/potions/oils/other items of these spells, assuming you know them and have the appropriate item creation feat? (Obviously such scrolls would be useless for transcribing into spell/prayerbooks, but can you even write the spell out as a scroll, or is it completely impossible to transcribe?)
    This is a good question. I had not expected that you'd be able to turn these spells into items, but I also hadn't put anything down about it. I would say that these spells cannot be converted into items because that would be like passing them along. I'll add something to the description of the Megaliths to make this clearer.

    [quote]D.2 If these spells can be made into items, can an Artificer study the megaliths as if learning the spells in order to be able to emulate them for itemcrafting?[/] See above.

    E. Can a Sagittarius study the spells as if learning them in order to be able to select them as concurrences?
    So long as she outwits the guardian and studies the megaliths, she should be able to make use of the spells.

    F. Finally, while these aren't artifact spells, the Megaliths seem like a great place for a couple of artifact spells to be lurking encoded in the patterns of all the lesser magics recorded there...
    Just a thought
    A worthy consideration. Do you have any suggestions?
    Last edited by ShriekingDrake; 2011-02-22 at 11:03 PM.

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    Quote Originally Posted by ShriekingDrake View Post
    I would say that these spells cannot be converted into items because that would be like passing them along. I'll add something to the description of the Megaliths to make this clearer.
    Aww. I was hoping for single-use items, as potions in particular seem sorely underused. However, it's your project, and having them not be valid for items is probably more logical anyway.
    So long as she outwits the guardian and studies the megaliths, she should be able to make use of the spells.
    Awesome. Now to persuade my DM to work them into the campaign somewhere...
    A worthy consideration. Do you have any suggestions?
    Something vaguely Heroes' Feast-ish, for a large group of animals (maybe up to 1/caster level, with the condition that they all need to have essentially the same diet, so no mixed housecat/hippopotamus/dire squid groups with the same casting). Makes them immune to fear, AND grants them the Share Spells ability with the caster as a familiar or animal companion, effective within a range of...say...Close? instead of 5'.
    Because when that bear-summoning bear-riding bear druid decides he needs more bearpower, Spell Sharing a couple of nicely-chosen buffs on all the local bears he can make friends or Handle Animal checks with seems like an appropriate use of a high-level artifact spell.

    A lower-level spell might simply extend Share Spells on a single existing familiar/animal companion to Medium range for a while.

    Hmm...

    Inspire Wildshape- cast as a swift action immediately after Wild Shaping, lets any/all of your allies immediately Wild Shape into the same form, should they so desire. A one-time, "I turn into a bear that's so awesome, all my friends do the same thing." seems pretty cool.

    One that increases [a natural creature's/an animal's/an animal, plant, or magical beast's] maximum hit points (and current, if currently at maximum) as if they had rolled the maximum value on all of their hit dice. Optional XP cost to make it single-target and Duration:Instantaneous; otherwise lasts for 24 hours and can target up to 1 creature per (3?) caster levels.

    No idea if these are any good. It's like three AM here. I need to sleep. Maybe I'll have better ideas come morning.

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    These are cool. I'll put some time into this when I get back in town. I like where you're headed here. I might try for a greater and a lesser spell. Or can an artifact only have one spell?

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    As many as you want. Specifying how big the artifact is in terms of how many people can study it at once might not hurt, though if it's spread out over a big set of megaliths I imagine it'll be quite a few.
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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    So, do I have this right? The character goes to the artifact, studies the spell, and has it available to him to cast once, for the next year?

    So, can the character go right back to the artifact after having cast the spell and load up again? That would make having teleport handy.

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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    Roughly, yes. There may or may not be a check needed to understand and prepare the spell (Intelligence, Spellcraft, Know(Arcana), Know(Nature),...whatever else seems appropriate for the location and spell), but even if there is, retries are perfectly possible with no penalty (except the time taken).

    Yes, it makes having teleport useful. Assuming that:
    • You don't have to overcome the Guardian again each time.
    • The megaliths don't move (or if they move, they can be located successfully with divination magic).
    • They're neither causing nor randomly located in the middle of a Wild Magic zone, hindered magic area (whether general or specific to Conjuration or Conjuration[teleportation] spells) or a divert teleport effect. (Or a dead magic zone or antimagic field, but that seems unlikely for major magical artifacts, unless they're the world-breaking type that people prefer to store in AMFs for safety. The Megaliths probably don't fall into that category. )


    Weird stuff happens around artifacts. That's what makes them legendary.
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    Default Re: The Megaliths of Zidydrion [3.5] (P.E.A.C.H.)

    OK, I took my first stab at adding artifact spells to the mix. I don't know whether these are good spells or whether I've stated them out well. I had a short thread about Tumultuous Thump spell, which was overpowered as a regular spell, but I've tuned it for this purpose.

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