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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 10-15-2008, 10:41 PM   Top  -  End  -  #1
The Vorpal Tribble
Banned
 
 
Join Date: Dec 2004
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Lightbulb [Domain & Spells] Flower Power!

Blossom Domain

Granted Powers: You gain the scent ability out to 30 feet. The distance of this scent stacks with those granted by racial abilities, spells, and similar.

Add Knowledge (nature) to your list of cleric class skills.

Blossom Domain Spells
1 Goodberry: You imbue berries with life-giving properties.
2 Transmute Water to Honey: You turn water into honey.
3 Summon Killer Bees: Call a swarm of killer bees to fight for you.
4 Panya's Maddening Perfume: Make your opponent smell irresistible to insects.
5 Pollen Cloud: Cloud causes debilitating sneezing.
6 Sweet Scent of Surrender: Area becomes filled with flowers
7 *Rain of Roses: Roses fall from the sky, dealing 1d4 Wisdom damage and sickening evil beings.
8 Pollen Cloud, Predatory: Cloud causes intense asthma as plant grows rapidly within the target.
9 *Rain of Black Tulips: Black tulips fall from the sky, dealing 5d6 points of damage and nauseating evil beings.

* From the Book of Exalted Deeds.

-=-=-=-=-=-=-

Panya's Maddening Perfume
Transmutation
Level: Blossom 4
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature per three levels
Duration: 1 min/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

With a tap of your nose a wondrous floral scent fills the air...

You cause the target to exude an alluring scent that attracts and drives insects mad. While in an area that could conceivably hold insects the target takes 1d6 points of damage per round as he is bitten, stung and pinched. Spellcasting or concentrating on spells requires a Concentration check (DC 15 + caster's level). Using skills that involve patience and concentration requires a DC 20 Concentration check. As well, insect swarms and giant insects will focus their attacks on the target in preference to all others, even if the target does not attack.

If the target teleports away they attract a new swarm within 1d4 rounds.

-=-=-=-=-=-

Pollen Cloud
Transmutation
Level: Blossom 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Effect: Pollen cloud in a 20-ft. radius, 20 ft. high
Duration: 1 min./level
Saving Throw: Fortitude negates; see text
Spell Resistance: No

You exhale deeply and suddenly the area is filled with pollen-laden blossoms of every shape and hue...
Flowers suddenly blossom from every plant, releasing highly irritating pollen. Those who breathe within the area must succeed on a fortitude save each round or spend a full round action sneezing and choking (are considered stunned) and take 1d4 constitution damage. In addition they take a -4 penalty to spot and search checks from their watering eyes as long as they are within the cloud and for 1d4 hours afterwards.

A remove disease, heal, restoration and similar spells give momentary relief, but only for their duration, or one round, whichever is longer. They remove the penalty to spot and search once out of the cloud.

You must be within natural terrain to cast this spell.

-=-=-=-=-=-=-

Pollen Cloud, Predatory
Transmutation
Level: Blossom 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Effect: Pollen cloud in a 20-ft. radius, 20 ft. high plus 5 ft./level.
Duration: 1 hour/level
Saving Throw: Fortitude negates; see text
Spell Resistance: No

You exhale deeply and suddenly the area is filled with pollen-laden blossoms of every shape and hue...

Flowers suddenly blossom from every plant, releasing a pollen that clings to the lungs and begin to grow. Those who breathe within the area must succeed on a fortitude save each round or contract a horrible condition. They begin to suffocate, taking a standard action in each round to gasp for breath.
An affected creature can attempt to take actions normally (instead of consciously controlling its breathing), but each round it does so, beginning in the round when it failed its Fortitude save, the subject risks blacking out from lack of oxygen. It must succeed on a Fortitude save at the end of any of its turns in which it did not consciously take a breath. The DC of this save increases by 1 in every consecutive round after the first one that goes by without a breath; the DC drops back to its original value if the subject spends an action to take a breath.
If a subject fails a Fortitude save, it is disabled (0 hp). In the following round, it drops to -1 hit points and is dying. Curing powers or spells can revive a dying subject normally, so long as this power’s duration has expired; if the power is still in effect, a revived creature is still subject to Fortitude saves in each round when it does not consciously breathe.

In addition to this condition, they take 1d6 points of constitution damage per minute as the pollen forms seeds in the lungs, which grow at an accelerated rate. If killed, flowering plants erupt from the target, covering him completely, concealing the body.

A remove disease, heal, restoration and similar cure the condition, though there is a 20% chance that the seeds merely go dormant and reemerge 1d4 days later. The process then repeats itself as if the spell had been recast.

You must be within natural terrain to cast this spell.

-=-=-=-=-=-=-

Summon Killer Bees
Conjuration (Summoning)
Level: Drd 3, Blossom 3
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One swarm of killer bees
Duration: Concentration + 2 rounds
Saving Throw: None
Spell Resistance: No

You make a buzzing noise with your tongue and suddenly the air is filled with the droning of angry bees...

You summon a swarm of killer bees, which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has full control over its target and direction of travel, and the bees will not harm the caster even in their area.

-=-=-=-=-=-

Sweet Scent of Surrender
Conjuration (Creation)
Level: Blossom 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-diameter sphere + 10 ft./level
Duration: 1 day/level
Saving Throw: Will saves partial
Spell Resistance: No

Flowers of impossible beauty cover the area, releasing a scent that fills you with rapture and tranquility...

Flowers suddenly blossom from every plant, which immediately begins to release an odor that all living creatures find intoxicating. Those within 60 feet of the area must succeed on a will save each round or become obsessed with finding the source of the odor. They will take reasonable steps to approach the area. They will act on this attraction only when not engaged in combat. The subject won’t perform obviously suicidal actions to find the area. He can still recognize danger but will not flee unless the threat is immediate.

Once within the area the subject must make a secondary save or fall into a dream-like state utter joy from which there is no awakening. They may make a new save each day, though take a cumulative -2 penalty. While in this state flowering creepers cover over the being within 24 hours, giving them complete concealment and requiring a DC 20 Escape Artist check to escape.

Sweet scent of surrender counters and dispels fear and despair effects if of a level equal to or lesser than the caster.

The subject awakens if removed from the area. You must be within natural terrain to cast this spell.

-=-=-=-=-=-

Sweet Scent of Surrender, Glade
Conjuration (Creation)
Level: Blossom 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 60-ft.-diameter sphere + 10 ft./level
Duration: Permanent
Saving Throw: Will saves partial
Spell Resistance: No

As Sweet Scent of Surrender except the duration is permanent and the caster may determine creature types or subtypes to be immune to the scent, such as animals or those with the reptilian subtype.

-=-=-=-=-=-

Transmute Water Into Honey
Transmutation
Level: Druid 2, Blossom 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Area: One five-foot cube/level
Duration: Instantaneous
Saving Throw: Fortitude half; see text
Spell Resistance: No

As you wave your hand a sweet scent fills the air and a section of water becomes thick and viscous with a golden hue...

This spell enables you to change all water within its area to sap. All creatures in the spell's area act as if slowed. Creatures within cannot draw breath from it, even those with gills, and immediately begin to suffocate. They must succeed on a Fortitude save each time they attempt to breathe it. If their save is failed their lungs and gills or equivalent become clogged, requiring a full round action to clean off or expel. Those submerged also take a -4 penalty to all Dexterity-based skill checks unless they spend a full-round action cleaning themselves.

This sap has a secondary use, being nutritious enough to stave off hunger if collected.

Last edited by The Vorpal Tribble : 03-28-2010 at 11:07 PM.
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Old 10-15-2008, 11:08 PM   Top  -  End  -  #2
Icewalker
Firbolg in the Playground
 
 
Join Date: Dec 2006
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Default Re: [Domain & Spells] Flower Power!

Awesome!

As usual, of course. Most excellent. Haven't seen many spells from you lately, and these are fantastic, I may end up using them at some point.

A question, though:
With the Predatory Pollen Cloud, are you treated as not being able to consciously take a breath while unconscious?
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Old 10-15-2008, 11:50 PM   Top  -  End  -  #3
The Vorpal Tribble
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Gender: Female
Default Re: [Domain & Spells] Flower Power!

Quote:
Originally Posted by Icewalker View Post
A question, though:
With the Predatory Pollen Cloud, are you treated as not being able to consciously take a breath while unconscious?
Pretty much, yup.
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Old 10-16-2008, 12:39 AM   Top  -  End  -  #4
Sereg
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Default Re: [Domain & Spells] Flower Power!

This is too funny to not add to my next campaign.
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Old 10-16-2008, 12:49 AM   Top  -  End  -  #5
Icewalker
Firbolg in the Playground
 
 
Join Date: Dec 2006
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Gender: Male
Default Re: [Domain & Spells] Flower Power!

Quote:
Originally Posted by The Vorpal Tribble View Post
Pretty much, yup.
...Harsh. I'm probably gonna be using this in my Musical campaign if I can find a spot for it, and if I ever make that campaign.
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Quote of the [insert timeframe here]: (Week? Perhaps! Year? Also maybe.)
"Those who have learned to walk on the threshold of the unknown worlds...may then with the fair white wings of Imagination hope to soar further into the unexplored amidst which we live."
-Augusta Ada Lovelace

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Old 10-16-2008, 12:52 AM   Top  -  End  -  #6
DracoDei
Ettin in the Playground
 
 
Join Date: May 2007
Location: 
Near Atlanta,GA USA
Gender: Male
Default Re: [Domain & Spells] Flower Power!

Sweet scent of surrender is going to kill a lot of animals at random not to mention intellegent creatures for something in a domain that is more effective agains6t evil thab good. It has no IFF so even "cleaning out the live trap" on a daily basis won't work as a way of avoiding that... Drop the duration to 1 day per caster level maybe??? Put in IFF? Make animals immune after a certain duration?

Also you maybe could use rules for using AoE's to get rid of it... do the flowers grow back, even from ashes? If so how quickly?
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