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View Full Version : What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH]



The Neoclassic
2009-08-05, 07:21 PM
If humanoidkind possesses magical powers great enough to stop time, raise the dead, and make people explode, it seems that at least a few kind souls would take the time to tailor some magic for the common good -or the leisure of the rich. Thus, I present some homebrewed spells reflecting that particular idea. Expect more to come!

EDIT: An index to the spells in this thread now! All are mine except as noted.

Aesthetic Restoration (http://www.giantitp.com/forums/showpost.php?p=6660613&postcount=5)
Contain Fertility (Contributed by grautry) (http://www.giantitp.com/forums/showpost.php?p=6665831&postcount=23)
Create Source of Water (http://www.giantitp.com/forums/showpost.php?p=6660369&postcount=1)
Detect Threats (http://www.giantitp.com/forums/showpost.php?p=6680023&postcount=62)
Dye Hair (http://www.giantitp.com/forums/showpost.php?p=6660369&postcount=1)
Empathy (http://www.giantitp.com/forums/showpost.php?p=6661646&postcount=14)
Enough for Tonight (http://www.giantitp.com/forums/showpost.php?p=6684868&postcount=72)
Enrich Soil (http://www.giantitp.com/forums/showpost.php?p=6680023&postcount=62)
Fading Letter (http://www.giantitp.com/forums/showpost.php?p=6680216&postcount=64)
Fire Retardant (http://www.giantitp.com/forums/showpost.php?p=6665381&postcount=19)
Great Exploding Fire Tits (http://www.giantitp.com/forums/showpost.php?p=6668209&postcount=35)
Impenetrable Architecture (http://www.giantitp.com/forums/showpost.php?p=6668863&postcount=42)
Invisible Opponent (http://www.giantitp.com/forums/showpost.php?p=6661253&postcount=12)
Loaves and Honey (http://www.giantitp.com/forums/showpost.php?p=6684868&postcount=72)
One-Open Wax (http://www.giantitp.com/forums/showpost.php?p=6680216&postcount=64)
Peaceful Rest (Contributed by Milskidasith) (http://www.giantitp.com/forums/showpost.php?p=6680316&postcount=66)
Purify Water (http://www.giantitp.com/forums/showpost.php?p=6667206&postcount=33)
Purify Water, Greater (http://www.giantitp.com/forums/showpost.php?p=6667206&postcount=33)
Purifying Aqueduct (http://www.giantitp.com/forums/showpost.php?p=6667206&postcount=33)
Resistant Architecture (http://www.giantitp.com/forums/showpost.php?p=6665381&postcount=19)
Resistant Architecture, Greater (http://www.giantitp.com/forums/showpost.php?p=6668863&postcount=42)
Silo Seal (http://www.giantitp.com/forums/showpost.php?p=6680216&postcount=64)
Water to Milk (http://www.giantitp.com/forums/showpost.php?p=6684868&postcount=72)

Create Source of Water
Conjuration (Creation) [Water]
Level: Clr 4, Drd 4
Components: V, S, M, XP
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Permanent source of water (see text)
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell generates a source of wholesome, drinkable water, just like clean rain water. This source must be located inside a stationary receptacle designed for water storage, such as a well. This spell cannot be cast upon a channel, aqueduct, or other object which serves as a channel rather than a storage location for water.
Upon casting, this spell can create up to 1,000 gallons of fresh water. No matter how large the receptacle, the water will never exceed 1,000 gallons. For smaller receptacles, the caster may instead chose to fill them halfway (or to the brim, or whatever volume they so wish) and the corresponding number of gallons, so long as it doesn’t exceed 1,000 gallons. If water is removed from the receptacle, it replenishes at the rate of one gallon per round, but never to more than its original volume.
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Material component: A flask of fresh water from the Elemental Plane of Water (500 gp).
XP cost: 1,000 xp.

Dye Hair
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: One creature touched
Saving Throw: None (harmless)
Duration: Instantaneous
You dye the hair of your target any color of your choosing. It may be an unnatural shade such as pink or blue if you so desire, but you cannot create patterns or do anything more complex in the coloring that subtle highlights. If you do not maintain contact with the subject’s hair with at least one hand for the entire casting time, the spell fails. This spell can only be used to dye hair (such as that on a humanoid’s head), not scales, skin, fur, feathers, or other substances or surfaces. This spell can be used on a region of body hair or facial hair if so desired; the caster specifies the location of the hair and keeps their hand on that region for the duration of the spell. This spell cannot dye all of one’s body hair and the hair on one’s head at the same time; that would require two separate castings of the spell. Any new hair that grows in after the casting is the natural hair color of the individual, not the color given from this spell, as mundane hair-dying works.
Material component: A drop of plant-based dye.

arguskos
2009-08-05, 07:24 PM
I bet Create Source of Water could be fun if you cast it on a container that could let water out to fuel a waterwheel, leading to free power of a kind.

Perhaps if you put the Source in a metal barrel, and heated the barrel, you could get a steam engine going.

Seems like it's an artificer's wet dream.

Also, I approve of this spell and this idea. Can't wait to see any others you think up.

The Dark Fiddler
2009-08-05, 07:41 PM
Dye Hair
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: One creature touched
Saving Throw: None (harmless)
Duration: Instantaneous

Harmless? HARMLESS?!? ARE YOU KIDDING? THAT COULD CAUSE UNTOLD MENTAL PROBLEMS. :smallbiggrin:

I like these, if my brain were working right now, I'd throw a few ideas at you.

PairO'Dice Lost
2009-08-05, 07:54 PM
Other than the fact dye hair should probably be a cantrip, I can't find fault with them.

The Neoclassic
2009-08-05, 08:01 PM
Thanks for the positive feedback! Since dye hair would be virtually impossible to use in combat or for anything combat-related, I think I'll take your advice and reduce it to being a cantrip. The steam engine idea is interesting, though hopefully that wouldn't lead to too much abuse... :smallsmile:

Aesthetic Restoration
Conjuration (Healing)
Level: Clr 1, Brd 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Aesthetic restoration restores a creature’s body to its natural state of beauty by removing all unwanted scars, tattoos, and former holes of piercings. It cannot fix any problem which directly relates to a creature’s ability to function; in other words, it cannot restore digits to a finger, mend a broken foot, or calm an inflamed sore. This spell does not heal any hit point or ability damage, nor can it fix disfigurements from birth nor changes from the natural aging process. Large portions of badly burned or otherwise harmed skin, if the target no longer is taking damage from them, can be restored to fresh, new skin. If a target’s body hair has been dyed or removed, this spell can restore it to its natural state, though it cannot change it to a new (not their natural) state or color.
If this is cast on a person who is bald due to genetics or aging, they do not grow any new hair. However, if their hair had been shaved or burned off, the hair on their head can be grown back to any reasonable length (as determined by their species, genetics, & DM discretion), as specified by the caster.
When casting this spell, the caster can chose to leave certain scars, tattoos, artificial coloration, or other aspects which might normally be repaired by this spell. If nothing is specified to remain the same, all of the aforementioned aesthetic changes occur (as applicable).

DracoDei
2009-08-05, 08:09 PM
Very good, especially the first one. The second one MIGHT be 2nd level if it is a perminant change to all new hair growing in that area, rather than being something that grows out like RL hair dye.

For the sake of cross referencing, let me put in a few links to some medically focused clerical spells that are much more useful to non-adventurers (although the lower level and highest level disease prevention stuff is stuff an adventurer might cast.).


C-Section Equivalent (http://www.giantitp.com/forums/printthread.php?t=115760)

Vaccination Equivalent (http://www.giantitp.com/forums/printthread.php?t=104363)

The Neoclassic
2009-08-05, 08:44 PM
Very good, especially the first one.

Thanks! I like civilizations a little more civilized than a gritty medieval world, so having clean water more easily available made sense. Also, this way hopefully most people will have enough water so they can take regular sponge baths. No more smelly commoners! :smalltongue:


The second one MIGHT be 2nd level if it is a perminant change to all new hair growing in that area, rather than being something that grows out like RL hair dye.

I went and specified that it can't, so hopefully it'll stay a fair cantrip. Thanks for pointing out that possible loophole!


For the sake of cross referencing, let me put in a few links to some medically focused clerical spells that are much more useful to non-adventurers (although the lower level and highest level disease prevention stuff is stuff an adventurer might cast.).

Ooooh.... I may have to inquire about using some of these in my setting when the right opportunity comes up. They look highly useful.

Froogleyboy
2009-08-05, 08:46 PM
I like these. They are useful and aren't silly like a lot of homebrew. Then again, I've always enjoyed Queenfange's work (or do you not like being called that anymore?)

The Neoclassic
2009-08-05, 08:50 PM
I like these. They are useful and aren't silly like a lot of homebrew.

I'm flattered!


Then again, I've always enjoyed Queenfange's work (or do you not like being called that anymore?)

Nah, I don't mind. I only changed my username because it had started to sound kind of silly to me. Though now my real life friend tells me that Neoclassic will make people think of art, rather than economics (what I was intending), so I guess I can't win. :smalltongue:

Froogleyboy
2009-08-05, 08:59 PM
I'm flattered!



Nah, I don't mind. I only changed my username because it had started to sound kind of silly to me. Though now my real life friend tells me that Neoclassic will make people think of art, rather than economics (what I was intending), so I guess I can't win. :smalltongue:

It does make me think of art (Maybe it's because you mentioned it but I don't know)

AstralFire
2009-08-05, 09:07 PM
If it's any comfort, I thought of economics.

Aesthetic Restoration should probably be first level. it's just super prestidigitation.

The Neoclassic
2009-08-05, 09:30 PM
If it's any comfort, I thought of economics.

It is. :smallsmile:


Aesthetic Restoration should probably be first level. it's just super prestidigitation.

Hmmm... Yeah, that makes sense. I mean, it's more powerful than prestidigation because it actually fixes a body's physical appearance (not just covers it up temporarily with illusions or such), but the lack of any actual numerical/game effects means that it won't be unreasonable as a first level spell.

And another one... This one I may need some help explaining clearly.

Invisible Opponent
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Board game touched
Effect: One board game that can play itself
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You turn an ordinary (non-magical) chess board into a chess board which can play. When an individual encounters the chess board and speaks the correct word (as chosen by you at the timing of casting), the chess board’s magic is activated. The first game with the board is equivalent to playing against a grandmaster, but all subsequent games by that individual are far better matched to that person’s skill level. If they improve, so does the chess board. Essentially, it learns and mimics their approximate level of ability to provide the best possible playing experience. Should another person play against the chess board, they go through the same process; the board can remember up to five individuals. After that, the opponent furthest in the past is forgotten and they must go through the initial frighteningly difficult game.
The game need not be specifically chess; any other nonmagical strategy board game can be similarly enchanted.
Note: This spell does not actually give any bonus to or cause rise in ranks of skills, but for DMs who’d prefer that their players show some in-character effort towards raising a skill, this could be of great use. Otherwise, this spell would serve primarily for entertainment purposes, particularly for adventurers far from civilization or individuals otherwise temporarily seeking solitude.
Material component: A sprinkle of amethyst dust (worth 50 gp).

AstralFire
2009-08-05, 09:36 PM
Animate Object is Transmutation, and I think it's a better usage, since you're also imbuing the board with a degree of intelligence.

The Neoclassic
2009-08-05, 10:14 PM
I really ought to sleep instead of working on all these spells. Last one for the evening, I suppose? This one I could see as having more adventurer use, but my original thought was it being useful for my setting's executioners. They're dedicated to the god of mercy, and this spell would aid them in empathizing with the condemned and helping them reach some level of inner peace before they're put to death.

Oh, and I'll go change that to transmutation. That makes far more sense. Thanks!

Empathy
Divination [Mind-Affecting]
Level: Brd 4, Clr 4, Pal 3, Sor/Wiz 5
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One humanoid creature touched
Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: No
You focus on a particular decision or action taken by the target, such as their decision to leave their wife or their murder of an individual. You feel the echoes of their emotions as well as an understanding of their thought process behind the choice. If their choice was in part based on a misunderstanding or mistruth, you only see their version of events or their knowledge, not what the case actually was, but the subject cannot purposely think lies during this spell to mislead your divination. If you focus on an action or decision that wasn’t theirs to make or that they were solely a puppet for, you merely get a detached feeling. You can’t use this spell to figure out what a decision or action was, such as if they killed a certain person or where they hid a body. If you aren’t reasonably certain that they were the one who made the choice you were focusing on, even if they were in fact the correct person (such as if you have several suspects for a burglary), this spell fails.
Arcane Focus: A silver piece.

Notes:
I made this spell the same level as discern lies because it isn’t as broad, but with that one specific point it is more valuable. Still, this spell (shouldn’t) be able to let someone figure out where their enemies’ base is, it hopefully won’t be any more powerful; I don't want this to be blatantly used for crime-solving. I made the range touch rather than close, as that makes it somewhat more difficult and more oriented towards my initial ideas. I first thought of this spell being useful for a society that wishes to reduce its crime rate in the future, for counselors working with the rich & troubled, and for magically-talented lovers who seek a deeper degree of connection.

Gorgondantess
2009-08-06, 12:54 AM
Actually, dye hair can be accomplished by prestidigitation. I just did it in a campaign recently.

The Neoclassic
2009-08-06, 03:17 AM
Actually, dye hair can be accomplished by prestidigitation. I just did it in a campaign recently.

I suppose it could... but prestidigation states that any changes to objects caused by it other than moving, cleaning, or dirtying them cease after one hour. Dye hair is permanent. :smallsmile:

DracoDei
2009-08-06, 06:59 AM
Empathy seems closer to Detect Thoughts than Discern Lies in many ways, but it is more active and targeted, so that makes it a bit of a hybrid.

Cieyrin
2009-08-06, 11:25 AM
There's an old Druid 2 spell called Sweet Water that creates a 100' well of fresh water. Can't for the life of me remember where it's from, though. It could be in the Spell Compendium, which wouldn't surprise me.

The Neoclassic
2009-08-06, 01:37 PM
There's an old Druid 2 spell called Sweet Water that creates a 100' well of fresh water. Can't for the life of me remember where it's from, though. It could be in the Spell Compendium, which wouldn't surprise me.

Sadly I don't own the Spell Compendium. Thanks though! It does make me wonder if maybe I should reduce the spell level of Create Source of Water down to 4, or even 3. Hmm....


Empathy seems closer to Detect Thoughts than Discern Lies in many ways, but it is more active and targeted, so that makes it a bit of a hybrid.

Aye. However, I think as far as potential power/usefulness, it'd be more along the lines of discern lies, hence the spell level.

Fire Retardant
Abjuration
Level: Clr 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Target: One building or section of a building, up to 1,000 square feet per caster level
Effect: Permanent fire immunity
Duration: Permanent (D)
Saving Throw: None (harmless)
You cast this spell upon a building or section of a building, with a floor span of no more than 1,000 square feet per caster level. All parts of the building, including shutters, doors, walls, window panes, stairs, floors, and roofs, gain immunity to mundane and magical fire. Items within the building, such as curtains and furniture, do not gain any fire resistance from this spell. In no way can this spell ever make a creature (alive, dead, or undead) immune to fire. If part of the building is made from bone or other creature-derived materials, it does gain immunity to fire; however if it (or any other substance which is part of the building) is removed, or if the building is demolished, the removed or demolished portions lose said immunity. Any part of the structure which remains intact does not lose its immunity.
Material component: A small pearl from the Elemental Plane of Water (worth 500 gp).

Resistant Architecture
Abjuration
Level: Clr 6, Sor/Wiz 5
Components: V, S, M, XP
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Target: One building or section of a building, up to 1,000 square feet per caster level
Effect: Resistance to some energy types and weather (see below)
Duration: Permanent (D)
Saving Throw: None (harmless)
As fire retardant except as above and as follows. Instead of an immunity to fire, the building gains a resistance of 30 to mundane and magical fire, acid, and sonic damage. It also gains an immunity to any damage, structural or aesthetic, from natural (not directly magical) weather. A storm magically created directly above the building could affect it, but if a storm was begun from an unrelated spell elsewhere, the latter would count as not directly magical and hence the building would be immune. The building can still get wet or snowy, for example, but the rainwater would not cause rusting of any metal on its outer surfaces.
Material component: A diamond from the Elemental Plane of Earth (worth 5,000 gp).
XP: 1,000 xp.

AstralFire
2009-08-06, 02:28 PM
Some grammar confusion on Fire Retardant; if a part is removed, does only that part lose its fire resistance, or does the whole thing?

I checked and couldn't find a Sweet Water druid spell in Spell Comp.

The Neoclassic
2009-08-06, 02:30 PM
Some grammar confusion on Fire Retardant; if a part is removed, does only that part lose its fire resistance, or does the whole thing?

Ah, that was unclear. Hopefully now it's clarified! (Only the part that's removed or destroyed loses the immunity; basically I don't want people taking stuff out of the building and using it to make new items with immunity to fire, which could get overpowered if done cleverly, I think.) :smallsmile:

AstralFire
2009-08-06, 02:41 PM
Agreed. That's what I thought, but it's best to be clear.

I think Resistant Architecture is, again, too weak for its level. Possibly Flame Retardant too, though it's not a big problem there. Remember that at 8th level spells, you are capable of insta-casting cryogenic sleep on someone (http://www.d20srd.org/srd/spells/temporalStasis.htm) or making an entire mass of people insane (http://www.d20srd.org/srd/spells/symbolOfInsanity.htm).

What I would do is make lower level versions of both that only affect mundane (3rd and 5th level), then higher level versions that affect magical as well (5th and 7th) but with full immunity in both cases. Also put a (D) on the duration in case the Wizard wants to burn his own place down.

grautry
2009-08-06, 02:49 PM
Interesting concept, I think I'll pitch in.

Contain Fertility
Transmutation
Level: Clr 3, Drd 3
Components: V, S, M
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates(if target unwilling or unaware)
Spell Resistance: Yes(usually harmless)
Several golden sparks appear around the target which slowly travel to a glass bead. Afterwards, the bead glows slightly.

By using this spell, you transfer someone's fertility into a small glass bead. From that point on, the subject cannot become pregnant(if female) or cannot impregnate others(if male).

Shattering the bead reverses the effect.

Material component: A glass bead inscribed with runes.

Now that's a useful spell. :smalltongue:

Also, I can just see scheming nobles who use this spell on a king or another competing noble to keep him heir less and to take over.

AstralFire
2009-08-06, 02:52 PM
That is wickedly brilliant, grautry. You must have been a scheming noble in a past life.

grautry
2009-08-06, 03:11 PM
That is wickedly brilliant, grautry. You must have been a scheming noble in a past life.

Thank you. :smallbiggrin:

I was unsure what level, exactly, to give to it but I figure that the Instantaneous duration bumps it up quite a lot in usefulness, both positive as well as destructive.

I thought of developing the concept a bit(create spell that transfers fertility from the bead to another person) but I figured that while this may have some plot-hooking potential - nobles making shady deals for beads harvested from peasants, desperate kings depriving whole villages of their fertility and so on, I figured that the almost-irreversible nature of the original spell is probably scarier.

AstralFire
2009-08-06, 03:13 PM
Hey, two for one. If it's ingested, the fertility is transferred to the person who ingested it, instead. Get more productive peasants while simultaneously crippling an entire enemy line of nobles. 2-for-1!

I'll let you figure out what happens if the wrong sex ingests a bead, though.

grautry
2009-08-06, 03:22 PM
Hey, two for one. If it's ingested, the fertility is transferred to the person who ingested it, instead. Get more productive peasants while simultaneously crippling an entire enemy line of nobles. 2-for-1!

I'll let you figure out what happens if the wrong sex ingests a bead, though.

What I meant is that if there's no way to reverse it then the whole deal becomes way scarier(doesn't really matter if it's a separate spell).

If it's reversible, then the king - or an affected noble - will just find a way to acquire one, harvested from a peasant or a someone who's dying soon(or someone who doesn't want to have kids/more kids for that matter). If, on the other hand, it's irreversible(or needs heavy-duty magic, like Wish or Miracle to reverse it) then the spell can cripple a royal family very seriously.

I guess it's which plot hook do you want to use - king looking for the bead or stopping an evil black market of the stuff.

AstralFire
2009-08-06, 03:27 PM
There's still some potential for that if it's transferable (that's not really the royal child! It lacks the royal red hair!) but I see what you're saying.

Either way, cool idea.

Siosilvar
2009-08-06, 04:20 PM
Saving Throw: Fortitude negates

Generally, one should specify the type of saving throw that is used.

Also, the part about unwilling is probably unnecessary, as I believe that you can choose to fail a save.

grautry
2009-08-06, 04:47 PM
Generally, one should specify the type of saving throw that is used.

Also, the part about unwilling is probably unnecessary, as I believe that you can choose to fail a save.

Yeah, I forgot about the type of save(was mostly thinking of Spell Resistance when I wrote it). This was also a last minute addition when I thought of the scheming nobles. I'll leave the unwilling/unaware part just in case.

Lappy9000
2009-08-06, 04:56 PM
Empathy
Divination [Mind-Affecting]
Level: Brd 4, Clr 4, Pal 3, Sor/Wiz 5
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One humanoid creature touched
Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: No
You focus on a particular decision or action taken by the target, such as their decision to leave their wife or their murder of an individual. You feel the echoes of their emotions as well as an understanding of their thought process behind the choice. If their choice was in part based on a misunderstanding or mistruth, you only see their version of events or their knowledge, not what the case actually was, but the subject cannot purposely think lies during this spell to mislead your divination. If you focus on an action or decision that wasn’t theirs to make or that they were solely a puppet for, you merely get a detached feeling. You can’t use this spell to figure out what a decision or action was, such as if they killed a certain person or where they hid a body. If you aren’t reasonably certain that they were the one who made the choice you were focusing on, even if they were in fact the correct person (such as if you have several suspects for a burglary), this spell fails.
Arcane Focus: A silver piece.It's a little like the Psionic Empathy (http://www.d20srd.org/srd/psionic/powers/empathy.htm), although far more flavorful.

Overall, these are fantastically marvellous!

The Neoclassic
2009-08-06, 05:05 PM
I think Resistant Architecture is, again, too weak for its level. Possibly Flame Retardant too, though it's not a big problem there. Remember that at 8th level spells, you are capable of insta-casting cryogenic sleep on someone (http://www.d20srd.org/srd/spells/temporalStasis.htm) or making an entire mass of people insane (http://www.d20srd.org/srd/spells/symbolOfInsanity.htm).

You're right. I really do appreciate the level feedback; as you can tell, I'm used to dealing regularly with lower level spells, and bad at guessing accurate spell levels for anything above 3rd. :smalltongue:


What I would do is make lower level versions of both that only affect mundane (3rd and 5th level), then higher level versions that affect magical as well (5th and 7th) but with full immunity in both cases. Also put a (D) on the duration in case the Wizard wants to burn his own place down.

I think I'll keep them as is- but lower the levels appropriately and add the D, and then make a true 7th level spell that grants immunity to acid, fire, and sonic, plus immunity to natural and magical storms. Maybe also add in electricity immunity to that one? Oooh, and I could make a 9th level one that grants immunity to all five elements, weather, and most sorts of divination. Basically for superpowerful mages' laboratories or rich kings' private chambers and vaults. :smallbiggrin: Do you think that would work overall, level wise and such?

EDIT: Oops, two things I forgot to include!


Overall, these are fantastically marvellous!

Thank you! :smallbiggrin: I'm thrilled to see such positive reception.


Contain Fertility
Transmutation
Level: Clr 3, Drd 3
Components: V, S, M
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates(if target unwilling or unaware)
Spell Resistance: Yes(usually harmless)
Several golden sparks appear around the target which slowly travel to a glass bead. Afterwards, the bead glows slightly.

By using this spell, you transfer someone's fertility into a small glass bead. From that point on, the subject cannot become pregnant(if female) or cannot impregnate others(if male).

Shattering the bead reverses the effect.

Material component: A glass bead inscribed with runes.

That's pretty excellent. I may have to ask if I can borrow your spell and put it up in my spell index when I launch my setting's website. With due credit given of course. :smallsmile: I think it'd fit in quite well with my world.

The Neoclassic
2009-08-06, 06:02 PM
These three aren't particularly creative, but I can see them as being fairly practical.

Purify Water
Transmutation
Level: Clr 1, Drd 1
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: 10 cu. ft./level of contaminated water
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell makes foul, poisonous, or otherwise contaminated water pure and suitable for drinking and cooking. This spell does not prevent any subsequent contamination. Both unholy and holy water are neutralized by purify water, but the spell has no effect on creatures of any type nor upon magic potions.

Greater Purify Water
Transmutation
Level: Clr 2, Drd 2
Componets: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: 100 cu. ft./level of contaminated water
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
As purify water except as noted above.

Purifying Aqueduct
Transmutation
Level: Clr 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One 10 ft long section of aqueduct or pipe.
Duration: Permanent
Saving Throw: None
One section of aqueduct or pipe is turned into a magical water purifier. All water which passes through it, at a maximum of one hundred cubic feet per round, is freed of all salt, sewage, poison, or other contamination. If more than ten gallons flows through the aqueduct per round, the water turns slightly clearer, but isn’t fully cleared of contamination, poisons, or other foul substances. Any damage which significantly cracks or breaks the aqueduct ends this spell, though small leaks do not. Acid, beer, raw sewage, or other substances, which are not merely tainted water but a different product entirely, are not affected by purifying aqueduct and will flow through in the same state in which they enter the aqueduct. If such liquids flow through the aqueduct continuously for more than one day, the spell ends. If such an occurrence is broken up into multiple periods with a total a time equal to or greater than twenty-four hours, but no one time that is that long, the spell remains intact.
Material component: A small aquamarine (worth 150 gp).

zarakstan
2009-08-06, 06:05 PM
These spells are excellent :smallsmile: a nice new take on spellcasting for NPCs I hope to see more spells soon!

The Neoclassic
2009-08-06, 08:56 PM
This next one is, frankly, rather silly and far less practical. I see it primarily as being used by teenage sorcerers and wizards who are studying magic more because they can and their parents will fund their hobby rather than because they possess any great amount of talent or desire to explore or improve the world. :smallwink: After all, if you aren't going to be in combat, and directly injuring someone with your magic would get you into more trouble than your parents will happily pull you out of, what can you do with all that time and arcane power? Well...

Great Exploding Fire Tits
Illusion (Pattern [Mind-Affecting])
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: All creatures within a 5-ft.-radius burst centered on a point of your choosing
Duration: 1 minute plus one round (see text)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
You create the illusion of two ordinary birds, specifically great tits (http://en.wikipedia.org/wiki/Great_tit). Over the course of the next minute, they fly about normally, generally heading in the direction of the point of your choosing. If there is a place for them to land there, they do so. After the one minute has elapsed, they appear to explode in a fiery burst with a pair of near simultaneous and rather disturbing “pop!” noises. If a target disbelieves the illusion, they are primarily unaffected by this. Those who fail their Will save, however, are visibly startled, possibly screaming or looking around wildly for a moment, and are shaken for one round.
Material component: A feather from a great tit. Yes, still the bird.

AstralFire
2009-08-06, 09:00 PM
I don't know whether to laugh or frown in consternation. I think I shall do both.

:elan::miko:

Fiendish_Dire_Moose
2009-08-06, 09:16 PM
Interesting concept, I think I'll pitch in.

Contain Fertility
Transmutation
Level: Clr 3, Drd 3
Components: V, S, M
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates(if target unwilling or unaware)
Spell Resistance: Yes(usually harmless)
Several golden sparks appear around the target which slowly travel to a glass bead. Afterwards, the bead glows slightly.

By using this spell, you transfer someone's fertility into a small glass bead. From that point on, the subject cannot become pregnant(if female) or cannot impregnate others(if male).

Shattering the bead reverses the effect.

Material component: A glass bead inscribed with runes.

Now that's a useful spell. :smalltongue:

Also, I can just see scheming nobles who use this spell on a king or another competing noble to keep him heir less and to take over.
Wasn't there something like this in the BoEF?

AstralFire
2009-08-06, 09:19 PM
No, nothing like that in the Book of Exalted Deeds. I can always pretend that you hit the 'F' instead of the 'D'. They're like, right next to each other.

The Neoclassic
2009-08-06, 09:21 PM
No, nothing like that in the Book of Exalted Deeds. I can always pretend that you hit the 'F' instead of the 'D'. They're like, right next to each other.

... Heh.

But now that I think of it, there might be. I think it was more of a halting fertility rather than so neatly capturing it though. I don't have the pdf any more, sadly, so I can't look it up. :smallfrown:

Fiendish_Dire_Moose
2009-08-06, 09:25 PM
No, nothing like that in the Book of Exalted Deeds. I can always pretend that you hit the 'F' instead of the 'D'. They're like, right next to each other.

Fiend and you white space! Begone, lest I feed you to the garthak!

AstralFire
2009-08-06, 09:34 PM
Never! Okay.

The Neoclassic
2009-08-06, 10:25 PM
Stronger versions of resistant architecture are up and ready! I don't know if the level 9 one is overpowered (maybe it needs a higher xp cost?), but hopefully they're otherwise good. :smallbiggrin:

Greater Resistant Architecture
Abjuration
Level: Sor/Wiz 7
Components: V, S, M, XP
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Target: One building or section of a building, up to 1,000 square feet per caster level
Effect: Immunity to some energy types and weather (see below)
Duration: Permanent (D)
Saving Throw: None
As resistant architecture except as above and as follows. The building gains immunity to all fire, acid, sonic, and electricity damage. It also gains an immunity to any damage, structural or aesthetic, from natural or magical weather, including weather spells directly cast in the vicinity of the building.
Material component: A yellow diamond from the Elemental Plane of Earth (worth 8,000 gp).
XP: 2,500 xp.

Impenetrable Architecture
Abjuration
Level: Sor/Wiz 9
Components: V, S, M, XP
Casting Time: 1 hour
Range: Long (400 ft. + 40 ft./level)
Target: One building or section of a building, up to 200 square feet per caster level
Effect: Immunity to energy types and weather as well as some divination (see below)
Duration: Permanent
Saving Throw: None
As resistant architecture except as above and as follows. The building gains immunity to all fire, acid, sonic, electricity, and cold damage. It also gains an immunity to any damage, structural or aesthetic, from natural or magical weather, including weather spells directly cast in the vicinity of the building. The building is additionally protected from divination as if mage’s private sanctum had been cast upon the area with permanency. Finally, any prying eyes or greater prying eyes that attempt to enter the area of this spell are immediately dispelled. Attempts to cast either of those spells within the area of impenetrable architecture automatically fail. The only way to get around this is to dispel impenetrable architecture itself.
Material component: A 5' by 5' sheet of pure lead from the Elemental Plane of Earth (worth 15,000 gp).
XP: 5,000 xp.

AstralFire
2009-08-06, 10:28 PM
They look good to me, but I'm not going to bother trying to make much evaluation on the balance of 9th level spells; I'm not very good at it. I'd get one of the more mechanically competent homebrewers in here for that, like Pair or Fax or Afro or Zeta.

The Neoclassic
2009-08-06, 10:37 PM
They look good to me, but I'm not going to bother trying to make much evaluation on the balance of 9th level spells; I'm not very good at it.

Thanks, and don't worry about it. You've been very helpful thus far!


I'd get one of the more mechanically competent homebrewers in here for that, like Pair or Fax or Afro or Zeta.

And how does one attract such illustrious, well-known individuals to one's lowly homebrew thread? :smalltongue:

zarakstan
2009-08-07, 07:56 AM
I just skimmed through the BoED and didn't see anything related to the suspending fertility, although I couldn't search in the PDF so that doesn't mean it wasn't there . . .

The Neoclassic
2009-08-07, 08:30 AM
I just skimmed through the BoED and didn't see anything related to the suspending fertility, although I couldn't search in the PDF so that doesn't mean it wasn't there . . .

Remember, the original person who mentioned it said BoEF, not BoED. So I'm not surprised. :smalltongue:

zarakstan
2009-08-07, 09:03 AM
Oh yes . . . (what even is the book of F_____ D______ :smallconfused:)

grautry
2009-08-07, 09:06 AM
That's pretty excellent. I may have to ask if I can borrow your spell and put it up in my spell index when I launch my setting's website. With due credit given of course. :smallsmile: I think it'd fit in quite well with my world.

Sure.


Wasn't there something like this in the BoEF?

No idea, since I didn't read it. Though since that's a book about sex, I'm pretty sure there'd be some form of a contraceptive but probably not in a form that scheming bastards could use.

zarakstan
2009-08-07, 09:13 AM
Oh never mind I found out :smallconfused:, but yeah I wouldn't be surprised if there were something in their that acted as a contraceptive . . .
EDIT:
<---
Sweet! Level up! Although it's more like a level down . . . Greater invisibility to +1 on attack rolls with thrown weapons . . .

DracoDei
2009-08-07, 11:00 AM
The 9th level one has the same XP cost as Wish... that is probably justified, but also leads me to not that most of the time only a fool is going to CAST the higher level ones. Instead they will make huge, permanent magic items built into the building to radiate the effect, that way some vandal with a Dispelling effect can't cost you 5,000 XPs and arguably even Mage's Disjunction might need to have the item itself in its area in order to do any harm.

Lappy9000
2009-08-07, 11:20 AM
And how does one attract such illustrious, well-known individuals to one's lowly homebrew thread? :smalltongue:Zeta Kai can be called by drawing a map of his domain out of the blood of a dozen ents (also known as maple syrup). If but a single detail is missed upon the map, he will rain down fiery death from the skies above in the form of thousands of monsters statted up on the spot. Their flaming ilk will raze down empires and dethrone the greatest kings. If you get it right, he'll greet you politely!

Afroakuma can be ripped forth from his shadowey and dank dwelling among the lowest planes by saying his name three times before an altar made of salmon bones upon which sits the Hourglass of the Ancients. Within this hourglass is the blood of a thousand screaming posters, the victims of his dreaded FAQ. Each time another is slain, the hourglass is filled, for if it ever empties, it will shatter with a force that ends the multiverse.

I failed my Knowledge (Thread Arcana) check for the other two, but I suggest summoning circles drawn with peanut butter (everyone loves peanut butter!)

Cieyrin
2009-08-07, 11:29 AM
Two points:
1) I finally tracked down where Sweet Water's from, which is ye olde 3.0 splatbook, Defenders of the Faith. I could have sworn there was a more recent version, though, perhaps in Complete Divine. I remember it getting banned in LG, b/c druids were making them below their enemies to drop them down the resulting 100' wells. :smalleek:

2)Invisible Opponent's chess board should probably be a focus, not a component, as otherwise it'll disappear when you cast it, which makes playing the game rather difficult. :smalltongue:

Johel
2009-08-07, 11:30 AM
Bachelor Yearly Laundry
Transmutation
Level: Sor/Wiz 2
Components: V, S, M, XP
Casting Time: 1 simple action
Range: Short
Target: A pile of cloths, up to 1 m³ per level.
Effect: Remove all stains & stench, then dry it and iron it.
Duration: Instantanous
Saving Throw: Fortitude (harmless)
Hot, wet and parfumed vapors engulf the cloths, make it levitate at about 2 meters in the air. The vapors then act as soap.
As the process goes, the temperature increase while the humidity decrease.
The magical vapors eventually put down the cloths in a perfectly dry, parfumed, neat and folded pile.

SinsI
2009-08-07, 12:01 PM
Create Source of Water:
casting time - too low, material component - too cheap, duration - too long.
- You're essentially making a Decanteer of Endless water without the required feat.
It should actually cost 4 Spell Level * 7 caster level*2000 (continuous) * 1.5 (duration 10 minutes/level) = 84000 Gold, and 3360 XP, and have a casting time of 9 days.

Dye Hair - I'm quite sure a cantrip of that sort already exists. Material component - dye - must have a price attached.

DracoDei
2009-08-07, 12:16 PM
Create Source of Water:
casting time - too low, material component - too cheap, duration - too long.
- You're essentially making a Decanteer of Endless water without the required feat.
It should actually cost 4 Spell Level * 7 caster level*2000 (continuous) * 1.5 (duration 10 minutes/level) = 84000 Gold, and 3360 XP, and have a casting time of 9 days.

It is non-portable, which makes a noticeable difference, but you may have a point.

AstralFire
2009-08-07, 12:29 PM
I'm not sure why dye needs a price attached to it.

Decanters of Water are portable and have combat uses... Create Source of Water doesn't. And Decanters, like the Apparatus of Kwalish, are priced more around the cost of the spells used to make it than they are around their actual usefulness, while spells are always graded on level by usefulness.

The Neoclassic
2009-08-07, 12:39 PM
Edit: AstralFire ninja'd me and took the words right out of my mouth (see my last comments). :smallbiggrin:


Invisible Opponent's chess board should probably be a focus, not a component, as otherwise it'll disappear when you cast it, which makes playing the game rather difficult. :smalltongue:

I see your point... but can't a focus usually be used time after time? Whereas once you've used one chess board for this, you don't still get the blank beginning chess board to go make more, if that makes any sense.


Bachelor Yearly Laundry
Transmutation
Level: Sor/Wiz 2
Components: V, S, M, XP
Casting Time: 1 simple action
Range: Short
Target: A pile of cloths, up to 1 m³ per level.
Effect: Remove all stains & stench, then dry it and iron it.
Duration: Instantanous
Saving Throw: Fortitude (harmless)
Hot, wet and parfumed vapors engulf the cloths, make it levitate at about 2 meters in the air. The vapors then act as soap.
As the process goes, the temperature increase while the humidity decrease.
The magical vapors eventually put down the cloths in a perfectly dry, parfumed, neat and folded pile.

That is most hilarious. I approve. Only detail is it should probably be "clothes" not "cloths." :smallsmile:


Create Source of Water:
casting time - too low, material component - too cheap, duration - too long.
- You're essentially making a Decanteer of Endless water without the required feat.
It should actually cost 4 Spell Level * 7 caster level*2000 (continuous) * 1.5 (duration 10 minutes/level) = 84000 Gold, and 3360 XP, and have a casting time of 9 days.

I will up the casting time, material component, and duration upon further reflection. However, as DracoDei pointed out, this is source of water is entirely nonportable. Hence, it lacks the usual applications for adventurers. I notice that the decanter of endless water also has the ability to produce a geyser (create source of water can do nothing of the sort), as well as pour out water far more quickly than the well can replenish itself. Furthermore, your pricing makes no sense in comparison to the decanter, which is only 9000 gold.


Dye Hair - I'm quite sure a cantrip of that sort already exists. Material component - dye - must have a price attached.

Not in the SRD there isn't. If one already exists, which wouldn't surprise me, I don't own the splatbook for it. :smalltongue: And material components which have negligible prices (as this one does) do not need to have their prices listed, if I remember correctly.

AstralFire
2009-08-07, 12:42 PM
I see your point... but can't a focus usually be used time after time? Whereas once you've used one chess board for this, you don't still get the blank beginning chess board to go make more, if that makes any sense.

I think it works as is because the effect specifies that it is a board game that plays itself. This means that the game is 'consumed' and immediately replaced with Deep Blue.

SinsI
2009-08-07, 01:03 PM
I will up the casting time, material component, and duration upon further reflection. However, as DracoDei pointed out, this source of water is entirely nonportable. Hence, it lacks the usual applications for adventurers. I notice that the decanter of endless water also has the ability to produce a geyser (create source of water can do nothing of the sort), as well as pour out water far more quickly than the well can replenish itself. Furthermore, your pricing makes no sense in comparison to the decanter, which is only 9000 gold.

In a desert environment, 5 litres of water can be easily sold for 1 silver. This makes your water source produce an equivalent of 3 gold/ hour, 25 gold/day.
My main issue with both "decanteer of endless water" and this water source is the "endless" part. At least make them pay a renewal price - sacrifice one virgin each year!


Not in the SRD there isn't. If one already exists, which wouldn't surprise me, I don't own the splatbook for it. :smalltongue: And material components which have negligible prices (as this one does) do not need to have their prices listed, if I remember correctly.
It just shouldn't be (much) cheaper than a visit to a parlor.

AstralFire
2009-08-07, 01:06 PM
In a desert environment, 5 litres of water can be easily sold for 1 silver. This makes your water source produce an equivalent of 3 gold/ hour, 25 gold/day.
My main issue with both "decanteer of endless water" and this water source is the "endless" part. At least make them pay a renewal price - sacrifice one virgin each year!

Hey, if someone wants to kill enough orcs to get 4th level spells and decides they're going to just exploit the local water market, that's their business. Magic presents a hundred ways to destroy the local economy by that level.


It just shouldn't be (much) cheaper than a visit to a parlor.

Prestidigitation is much easier than hiring a butler...

Cieyrin
2009-08-07, 07:13 PM
I see your point... but can't a focus usually be used time after time? Whereas once you've used one chess board for this, you don't still get the blank beginning chess board to go make more, if that makes any sense.

So you want the board usable once for the effect and to keep doing what it's doing, not be used to make new boards...

By making it a focus, it ensures it isn't consumed and continue to power the effect, much like the Spellstaff (http://www.d20srd.org/srd/spells/spellstaff.htm) spell, which uses the staff as a focus for the effect as well. You just need to specify that the board and pieces can't be reused while enspelled to ensure that everybody has to go get their own board if they want to play solitaire chess or whatever.

Alternatively, it may make more sense to make this spell last a game and have the permanent version exist as a Wondrous Item, as your spell acts quite like one, really.

ALSO:

Prestidigitation is much easier than hiring a butler...

But you miss out on getting the chance for an awesome butler this way. Why chance missing out on getting the services of an Alfred or Walter? :smallbiggrin:

The Neoclassic
2009-08-08, 07:02 PM
Detect Threats
Divination
Level: Clr 1, Drd 2, Pal 2, Rgr 2, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One 5-ft. cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You determine whether a creature, object, or area possesses poison, weapons, or magical items. You determine which of these three categories are possessed, but not anything more specific. For example, if you cast this spell on a five-ft. cube in which a rogue was holding a +1 flaming dagger, you would know that there was the presence of magical items and of weapons within the cube, but not that they were the same item nor any more details about the item or items in question. Detect threats does not inform the caster how many such threats are contained within the cube. This spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Enrich Soil
Transmutation
Level: Clr 5, Drd 4
Components: V, S, DF
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Target or Area: One acre per level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Enrich soil has different effects depending on the version chosen.
Restore: You restore soil of depleted fertility to its original, nutrient-rich state. This only restores soil which has naturally lost its nutrients; soil which has been sown with salt must instead use the latter effect of this spell.
Convert: You take soil which has always been poor for farming and make it useable. Crops can now grow here, though they will only yield with approximately one-half of those which are raised in areas with naturally rich soils would produce. This effect can be used on soil which has been ruined (such as through addition of salt) or soil which could grow some wild plants but no appreciable amount of crops.
Neither form of enrich soil has any effect upon nonsoil areas (such as beds of rock) or dirt which is in such poor shape that it can grow no plants whatsoever.


Magic presents a hundred ways to destroy the local economy by that level.

Absolutely. The D&D world is a nightmare as far as realistic economics is concerned. :smalltongue:

And, above, two new spells. Neither brilliantly creative, but the latter could be useful for low-level caster bodyguards; a minor noble or a mid-level criminal leader might have it cast upon people he doesn't know well before they are allowed to be in his presence. Enrich soil may need some tweaks for balance; I want it to be able to affect a decent area, but not be so low-level that any and all lands could get it cast on all of their imperfect soil. Also, I didn't think it needed an xp cost, which I'm trying to avoid unless it really makes sense.

BisectedBrioche
2009-08-08, 07:18 PM
What about a magical version of the "If lid pops container has been unsealed" thing you get on jam jars or magical wax seals and other tamper prevention systems?

The Neoclassic
2009-08-08, 07:40 PM
What about a magical version of the "If lid pops container has been unsealed" thing you get on jam jars or magical wax seals and other tamper prevention systems?

Ooooh. Maybe something like...

One-Open Wax
Conjuration (Creation)
Level: Brd 0, Clr 0, Pal 1, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: See below
Duration: Instantaneous
Saving Throw: None
You place a magical wax seal upon a letter, scroll, or other such material. In all respects, except for as follows, it acts as a mundane wax seal.
This seal glows with a unique color chosen by the caster. Once the seal has been broken, opened, or tampered with in any way, it loses its glow. Attempts to add a new glow to the wax with any spell of lower or equal level fail. A heightened one-open wax raises the level requirement for replacement illusions accordingly.
Material component: A small piece of wax.

Fading Letter
Transmutation
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: See below
Duration: Permanent until discharged (D)
Saving Throw: None
You cast this spell upon a letter, nonmagical scroll, or similar object of paper, parchment, or vellum that is currently sealed (such as with wax or glue). Upon the letter’s opening, it begins to fade and yellow. After up to five minutes, it becomes hard to read. After up to ten minutes, all traces of writing have vanished; the letter or scroll is in tatters. The "up to" durations are to be determined by the caster. However, neither can be shorter than one round and the second one must be longer than the first.
Material component: A handful of ash.

Also, here's one more spell for farmer sorts:

Silo Seal
Abjuration
Level: Clr 4, Drd 4, Sor/Wiz 4
Components: V, S, DF
Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft./level)
Area: One thousand cubic feet per level
Duration: Up to one week per caster level (D)
Saving Throw: None
You cast this spell upon an enclosed, largely sealed area such as a silo. Most of the excess air is removed, essentially leaving the contents in a vacuum, and an airtight magical barrier is placed around the area. The barrier can be walked through or flown through by any creature of at least Small size. To them, it feels merely like passing through a soap bubble. Their entrance or exit doesn't have any effect upon the spell.
Any creature Tiny or smaller in size cannot penetrate the barrier in any usual way (hitting it, walking through it, etc). The spell is three-dimensional, so attempting to burrow under to enter will similarly fail. Additionally, regardless of their size, any creatures of the vermin type cannot pass through a silo seal. This spell does not affect any creatures with a Hit Dice equal to or greater than twice the spell's caster level.
If there are creatures whose total HD is equal to more than half of the caster's level within the area of the spell when casting, the spell automatically fails.

DracoDei
2009-08-08, 07:56 PM
Fading letter should have a duration after opening selectable by the caster of up to 1 minute per caster level. That way you can have equal security for a torrid love letter to your wife waiting at home who keeps misplacing things where the kids can find them, and a King's message to his general "Execute Operation Musk Ox".

Also, at least change the casting time of Silo Seal to 10 minutes, and perhaps give an exception for vermin with twice the caster level of HD, because otherwise if you have enough robes of stars or a bottle of air or two you can use it to take shelter from Devastation Vermin. Also, something to keep you from using it to suffocate someone in their sleep by casting it on their house.

Milskidasith
2009-08-08, 08:00 PM
Peaceful Rest
Enchantment
Components: V
Level: Brd 0, Clr 0, Pal 0
Components: V, S, M
Casting Time: One Minute
Range: Touch
Target: Subject touched
Duration: Instantaneous
Saving Throw: None; Target must be willing.

You cause the subject to sleep peacefully, no matter what the circumstances. They will not be affected by any nonmagical nightmares, and this cures nonmagical insomnia for one day after being cast. Any magical spell of level 1 or higher is not affected by this spell, and no unwilling target can be put to sleep.

The Neoclassic
2009-08-08, 08:04 PM
Fading letter should have a duration after opening selectable by the caster of up to 1 minute per caster level. That way you can have equal security for a torrid love letter to your wife waiting at home who keeps misplacing things where the kids can find them, and a King's message to his general "Execute Operation Musk Ox".

I'm not sure what you mean about the equal security, but I do agree that choosing the duration after opening would be a good idea! Then longer things could get more time and such. :smallsmile:


Also, at least change the casting time of Silo Seal to 10 minutes, and perhaps give an exception for vermin with twice the caster level of HD, because otherwise if you have enough robes of stars or a bottle of air or two you can use it to take shelter from Devastation Vermin.

Hmm, I may do so to the first point, and the second point is a VERY good catch. Thanks for pointing that out; I'll fix it now!


Also, something to keep you from using it to suffocate someone in their sleep by casting it on their house.


If there are creatures within the area of the spell when casting, the spell automatically fails.

I did anticipate that one, but good thought. :smallbiggrin:

AstralFire
2009-08-08, 09:09 PM
Detect Threats


Looks pretty good. It's almost a pity it's targeted because of the fun you could have gaming with a player's 'spider sense' if it was automatic, much as some of Spider-man's villains do to account for his (inhumanly fast which should make most of the enemies not remotely a threat when paired with his insane strength, logically thinking) reaction time.


Enrich Soil
Transmutation
Level: Clr 5, Drd 4
Components: V, S, DF
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Target or Area: One acre per level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Enrich soil has different effects depending on the version chosen.
Restore: You restore soil of depleted fertility to its original, nutrient-rich state. This only restores soil which has naturally lost its nutrients; soil which has been sown with salt must instead use the latter effect of this spell.
Convert: You take soil which has always been poor for farming and make it useable. Crops can now grow here, though they will only yield with approximately one-half of those which are raised in areas with naturally rich soils would produce. This effect can be used on soil which has been ruined (such as through addition of salt) or soil which could grow some wild plants but no appreciable amount of crops.
Neither form of enrich soil has any effect upon nonsoil areas (such as beds of rock) or dirt which is in such poor shape that it can grow no plants whatsoever.

Plant Growth (http://www.d20srd.org/srd/spells/plantGrowth.htm) already exists... sorry. >.>

[QUOTE=The Neoclassic;6680216]Ooooh. Maybe something like...

One-Open Wax
Evocation
Level: Brd 1, Clr 1, Pal 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: See below
Duration: Instantaneous
Saving Throw: None
You place a magical wax seal upon a letter, scroll, or other such material. In all respects, except for as follows, it acts as a mundane wax seal.
This seal glows with a unique color chosen by the caster. Once the seal has been broken, opened, or tampered with in any way, it loses its glow. Attempts to add a new glow to the wax with any spell of lower than third level fails.
Material component: A small piece of wax.

Looks good, though I would change this to a cantrip and make the final line "with any spell of equal level or lower."

Reasoning? Heighten spell. It could be worth heightening it to 3rd or 4th level on a slow day.


Fading Letter
Transmutation
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: See below
Duration: Permanent until discharged (D)
Saving Throw: None
You cast this spell upon a letter, nonmagical scroll, or similar object of paper, parchment, or vellum that is currently sealed (such as with wax or glue). Upon the letter’s opening, it begins to fade and yellow. After up to one minute per caster level, it becomes hard to read. After up to two minutes per caster level have elapsed, all traces of writing have vanished; the letter or scroll is in tatters. The "up to" durations are to be determined by the caster, within the stated limits, but may be no shorter than one round and the second one must be longer than the first.
Material component: A handful of ash.

I would reword the delay slightly, and make it a non-level dependent value. (Which also eases the wording.) I don't think it's very critical that a level 20 cast be able to delay this for 20/40 minutes while a level 3 is stuck at 3/6.

Also, here's one more spell for farmer sorts:


Silo Seal
Abjuration
Level: Clr 4, Drd 4, Sor/Wiz 4
Components: V, S, DF
Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft./level)
Area: One thousand cubic feet per level
Duration: Up to one week per caster level (D)
Saving Throw: None
You cast this spell upon an enclosed, largely sealed area such as a silo. Most of the excess air is removed, essentially leaving the contents in a vacuum, and an airtight magical barrier is placed around the area. The barrier can be walked through or flown through by any creature of at least Small size, feeling no stronger than a soap bubble, though doing so ends the spell.
Any creature Tiny or smaller in size cannot penetrate the barrier in any usual way (hitting it, walking through it, etc). The spell is three-dimensional, so attempting to burrow under to enter will similarly fail. Additionally, regardless of their size, any creatures of the vermin type cannot pass through a silo seal. However, vermin and Tiny or smaller creatures who possess HD at least twice that of the caster’s level are an exception and can pass through (and hence break) a silo seal.
If there are creatures within the area of the spell when casting, the spell automatically fails.

I'm not sure what you mean by 'feeling no stronger than a soap bubble.' Does this mean they just have to be Str 1, or that it's a light tingle?

Would try to reword the exception a bit, like... "Additionally, vermin of any size are barred from entry. This spell does not affect any creatures with a Hit Dice equal to or greater than twice the spell's caster level."

Also, I would drop the final bit. A single fly destroys the spellcasting, and this isn't cheap. Or I'd drop the slot a bit, or make it so the seal isn't broken but self renews. You're paying more money than you make in a year for this spell.


Peaceful Rest
Enchantment
Components: V
Level: Brd 0, Clr 0, Pal 0
Components: V, S, M
Casting Time: One Minute
Range: Touch
Target: Subject touched
Duration: Instantaneous
Saving Throw: None; Target must be willing.

You cause the subject to sleep peacefully, no matter what the circumstances. They will not be affected by any nonmagical nightmares, and this cures nonmagical insomnia for one day after being cast. Any magical spell of level 1 or higher is not affected by this spell, and no unwilling target can be put to sleep.

This should be clarified to be 'given ordinary circumstances', or such like. Otherwise you can do something like [Charm Person/Bluff] "Here's a sleeping aid, even though you've never had trouble sleeping!" [Stabs much higher level person in sleep over and over and over until they die with no risk of waking.]

The Neoclassic
2009-08-08, 09:24 PM
Looks pretty good. It's almost a pity it's targeted because of the fun you could have gaming with a player's 'spider sense' if it was automatic, much as some of Spider-man's villains do to account for his (inhumanly fast which should make most of the enemies not remotely a threat when paired with his insane strength, logically thinking) reaction time.

Heh, neat idea. Hmm, maybe as some sort of interesting spell-like ability for someone...


Plant Growth (http://www.d20srd.org/srd/spells/plantGrowth.htm) already exists... sorry. >.>

Well, yes, I did notice that. I *think* there's enough of a difference; my spell actually heals the soil itself, whereas plant growth directly aids the... well, the plant's growth! So, they could be used to similar ends, but the means are different. Enrich soil is more of an environmental healing spell, whereas plant growth is more of an extra boost for the plants above what they could normally achieve. If that distinction is too subtle though, I suppose it isn't much use. :smallfrown:


Looks good, though I would change this to a cantrip and make the final line "with any spell of equal level or lower."

Reasoning? Heighten spell. It could be worth heightening it to 3rd or 4th level on a slow day.

Good idea! I shall do that.


I would reword the delay slightly, and make it a non-level dependent value. (Which also eases the wording.) I don't think it's very critical that a level 20 cast be able to delay this for 20/40 minutes while a level 3 is stuck at 3/6.

Yeah... Back to the writing style board! That really does sound more lame than "the drawing board", doesn it?


I'm not sure what you mean by 'feeling no stronger than a soap bubble.' Does this mean they just have to be Str 1, or that it's a light tingle?

Light tingle. Perhaps if I say something more like "giving a sensation similar to that of walking through (and popping) a soap bubble"?


Would try to reword the exception a bit, like... "Additionally, vermin of any size are barred from entry. This spell does not affect any creatures with a Hit Dice equal to or greater than twice the spell's caster level."

That looks great. I'll switch it to that.


Also, I would drop the final bit. A single fly destroys the spellcasting, and this isn't cheap. Or I'd drop the slot a bit, or make it so the seal isn't broken but self renews. You're paying more money than you make in a year for this spell.

OK, so make the spell so people can walk in and out of it, but also change it... maybe so you can't cast the spell if there's more than half your HD worth of creatures in there? Then, one couldn't use it to smoother anyone of any notable power level, but flies and such wouldn't mess it up.

Excellent feedback! Thank you; I'll go fix those things now.

Tar Palantir
2009-08-08, 10:03 PM
Just poking in. Nice stuff overall. For Invisible Opponent, though, the game board/pieces themselves should be a target only, not components or foci. Compare it to a Continual Flame (http://www.d20srd.org/srd/spells/continualFlame.htm) used to make an Everburning Torch (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#everburningTorch). The torch is just a target; the component for the spell is the ruby dust consumed by the casting. Hope that helps.

Cieyrin
2009-08-09, 10:22 AM
For Peaceful Rest, there is no such thing as a Paladin 0 spell, so it should be Pal 1.

Also, I guess I'm missing the point of heightening One-Open Wax, as there's no save to raise.

Finally, I could see Silo Seal being used as an alternative to the Water Filling Room type trap, at least at low levels, which I find kinda amusing. Asphyxiation is such a harsh way to go, too.

Them's my 2 coppers. Take as you will.

The Neoclassic
2009-08-09, 01:02 PM
Just poking in. Nice stuff overall. For Invisible Opponent, though, the game board/pieces themselves should be a target only, not components or foci. Compare it to a Continual Flame (http://www.d20srd.org/srd/spells/continualFlame.htm) used to make an Everburning Torch (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#everburningTorch). The torch is just a target; the component for the spell is the ruby dust consumed by the casting. Hope that helps.

Oh, thank you! That is the best way of putting it. I've changed the spell accordingly.


Also, I guess I'm missing the point of heightening One-Open Wax, as there's no save to raise.

Then it takes higher level illusions spells to "fix" the wax's glow.

All the feedback and additional spells remain excellent. I've been working to keep my creative juices flowing, which luckily isn't too hard when my focus meanders a bit. :smalltongue:

The following spells were created by clerics of deities of abundance and of children (respectively), but they could be useful for party tricks or travelling nobles who desire some delicious foodstuffs.

Loaves and Honey
Conjuration (Creation)
Level: Clr 2, Drd 2, Pal 2
Components: V, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 10 pounds of food per level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates freshly baked loaves of bread, pots of honey, slabs of butter, and whole apples. They are wholesome and nutritious, but nothing particularly fancy. The caster cannot choose to make any other foods with this spell, though he may choose to omit one or more of the foods. For example, a third level caster could use this spell to make thirty pounds of apples only. If containers are not provided for the honey, it is instead lightly drizzled upon the bread. Any food created by this spell spoils and becomes inedible after eight hours.
Note: Conjuration spells can’t create substances or objects within a creature.

Water to Milk
Transmutation
Level: Clr 0, Drd 0
Components: V, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons per level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns water into milk. If the water selected is foul, poisoned, or otherwise undrinkable, the milk created is strongly spoiled and smells accordingly. Milk created from this spell has no special preservative properties and may go bad if left out in warm areas for any significant period of time.

Edit: One more for bouncers and for any mage who has friends with self-control issues!

Enough for Tonight
Enchantment (Charm) [Mind-Affecting, Language Dependent]
Level: Brd 0, Clr 0, Sor/Wiz 0
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One intoxicated humanoid creature
Duration: Instantaneous (see below)
Saving Throw: Will negates
Spell Resistance: No
You inform the target that they’ve consumed enough alcohol for the evening. If they fail their save, they agree with you and find themselves uninterested in drinking any more right now. Their attitude towards you is also moved one step closer to friendly for the next ten minutes. This spell cannot make the target helpful; friendly individuals remain friendly. This spell works on creatures with the attitude of unfriendly (but not hostile) and on those who are currently threatening you or someone else. However, if you are already engaged in combat with the target, or the target is being immediately threatened or attacked by anyone, the spell automatically fails.

Cieyrin
2009-08-10, 01:05 PM
Heightening One-Open Wax wouldn't actually raise the illusion level required to mimic the glow, as Heightening doesn't work that way.

As for the new spells, i suddenly have this image of halflings casting Loaves and Honey for apples and slinging them at people. :smalltongue:

DracoDei
2009-08-10, 02:08 PM
I always though Heighten DID work that way, such as for [Light] and [Darkness] spells.

The Dark Fiddler
2009-08-10, 04:41 PM
As for the new spells, i suddenly have this image of halflings casting Loaves and Honey for apples and slinging them at people. :smalltongue:

"Group one, cast spell! Grab fruits! FIRE!"

shimmercat
2009-08-10, 09:32 PM
As one of a group of adventurers who live on a sailing ship and have a crew of NPCs to RP with, space is at a premium and I actually wanted a spell that could give us more space permanently. There is no spell that really does this! So I saw this thread, and decided that I should make it. :3 I hope it's balanced...

Apartment Living
Transmutation
Level: Sor/Wiz 2, Artificer 2
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target: One room
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell makes an extradimensional space in a single room, causing the room to increase in internal area while still occupying the same external space.

The dimensions of the room increase by up to one 10 ft. cube per caster level. In order to access the extradimensional space, creatures, objects, and spells must enter it via the room on which the spell is cast. Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes.

In the event that any of the walls bounding the space are damaged or destroyed, the extradimensional space is immediately dispelled and all creatures and objects within the space are ejected into the room on which the spell was cast.

This spell increases area but does not create furnishing, barriers such as walls, or servants of any kind.

Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.

Material Component:
A small piece of wood and chip of paint, plus a nice potted plant.

DracoDei
2009-08-10, 10:12 PM
You now need to give prices for various quality levels of potted plants to go with that...
I would suggest including the temperature control feature of Leomund's Secure Shelter in there, just for flavor.
A wise mage would tack a conjuration effect to create a warning sign on the door reminding people to put their bags of holding some place else before entering... a careful and slightly more powerful mage would include an abjuration effect to keep such things from every entering (Like Anti-Life Shell, but for extra-dimensional devices)

Cieyrin
2009-08-11, 10:18 AM
I always though Heighten DID work that way, such as for [Light] and [Darkness] spells.

See, for that issue, Light and Darkness are typed to interfere with each other. Spells with those types get those properties. You couldn't apply Heighten to the same effect on the Wax, as there are no explicit rules stating that such would happen, given that there's no precedent currently that would indicate such. If she had a line in Wax stating such, then yes, you would raise the illusion requirement, but as it is currently, Heightening won't do a thing for the spell other than change the minimum level slot it can be memorized/spontaneously caste with.

Them's my 2 coppers. Take as you will.

ALSO: It's unspecified what exactly would happen if you brought a bag of holding or other extra dimensional space into such a space such as those created by the Apartment Living spell. The only specified example that I'm aware of is the interactions of portable holes and bags of holding w/ one another, as well as presumably those that specifically say that their spaces act as bags of holding, thus having the same type of interaction. Nothing pleasant is likely to happen, depending on how evil your DM is feeling that day, so it would probably be good to have a bag room of some sort for keeping such items from entering your apartment, unless you relish a visit to the Astral Plane. Damn you, Wizards, for never explicitly saying how extra dimensional spaces of all sorts interact. :smallfurious:

shimmercat
2009-08-11, 01:23 PM
Oh, the note about the hazards of extradimensional spaces entering other extradimensional spaces is totally just copy-pasted from Rope Trick. :smallbiggrin: When the space issue came up in our game, my DM worked with me to make a "Rope Trick Room" which we use for extra bedrooms. Of course, it's based on Rope Trick in only the loosest sense, but it was something to go on.

We play a pretty casual game, so we just say "Oh, our characters are just really good at remembering to not bring in their HHH's." If you had an ass of a DM, though, it may be worth it to come up with some clever anteroom or something. :smallwink:

The Neoclassic
2009-08-11, 06:48 PM
Avert Famine
Necromancy [Good]
Level: Clr 9, Dr 9
Components: V, S, DF, XP
Casting Time: 24 hours
Range: 10 mile radius per caster level
Target: All crops or vegetation within the above radius
Duration: Instantaneous
Saving Throw: See below
Spell Resistance: No
You send a personal plea to Agnita to heal nearby plants. Avert famine affect a circular area, centered around yourself. You choose whether it affects only cultivated plants (such as grain crops and personal gardens) or all vegetation. The selected plants within the area of the spell are returned to full health. While this spell doesn’t bring dead plants back to life, it fully heals those which are dying, sickened, damaged by weather, poisoned, or pest-ridden. Additionally, all Diminutive or smaller pests which are currently consuming live plants (not products or fruits which have been removed from the plant) are banished to an unknown plane of existence. Any such pests who have an Intelligence of higher than 2 may make a Will save to avoid this effect.
Casting this spell drains some of your own life energy, dealing you 1d4 Constitution damage. This damage cannot be restored through any magical means, but returns at the rate of one point per month. You may not avoid this damage in any way, even through magical protections. If you attempt to, you are drained of the xp cost but the spell fails.
This spell does not affect sentient plants or plant creatures of any variety.
XP cost: 2,000 xp.


If you couldn't guess, Agnita is my goddess of farming.

My biggest issue with the above spell is that I'm not sure I can justify the [Good] descriptor. After all, one could use it to fix one's own crops or with the intent of gaining the goodwill of the populace (and hence help manipulate them). Then again, I think if you go with the good/evil of the motive rather than the action, some [Evil] spells wouldn't be considered evil... I'll have to think about it; input is welcome. I will probably either:

A) Restrict [Evil] / [Good] tags to spells which deal inherently with good/evil forces, not just alignment consequences of the spell.

OR...

B) Note that spells which currently have the [Evil] / [Good] descriptor but don't qualify as the above could lose that descriptor in very special cases (as determined by the deity/DM).

Also: I've decided to change all (Healing) spells to Necromancy (with the rationale that necromancy deals with life forces, whereas conjuration is more calling up creatures and objects). Not sure if the above spell should be (Healing), as I think (Healing) usually just refers to creatures...


See, for that issue, Light and Darkness are typed to interfere with each other. Spells with those types get those properties. You couldn't apply Heighten to the same effect on the Wax, as there are no explicit rules stating that such would happen, given that there's no precedent currently that would indicate such. If she had a line in Wax stating such, then yes, you would raise the illusion requirement, but as it is currently, Heightening won't do a thing for the spell other than change the minimum level slot it can be memorized/spontaneously caste with.

I added: "Attempts to add a new glow to the wax with any spell of lower or equal level fail. A heightened one-open wax raises the level requirement for replacement illusions accordingly." That should make everything clear and reasonable, I hope? :smallsmile:

AstralFire
2009-08-11, 09:05 PM
Spells which appeal directly to one specific God are highly unusual, even in campaign settings. I would argue it'd be overriding [Good] because of the deity invoked specifically.

I'm reluctant to put this at 9th level given that extremely harsh drawback. (The term for ability damage that can't be magically restored is ability burn, introduced in Psionics.) Ultimately, though, this seems like a very specifically worded Miracle.

The Neoclassic
2009-08-11, 10:04 PM
Spells which appeal directly to one specific God are highly unusual, even in campaign settings. I would argue it'd be overriding [Good] because of the deity invoked specifically.

If people were using it in other settings, I'd encourage them to change the fluff accordingly. In my world, I think invoking the deity fits. There aren't epic-level individuals running around, so 9th level spells are the highest, and pretty much only cast by a deity's most important followers.


I'm reluctant to put this at 9th level given that extremely harsh drawback. (The term for ability damage that can't be magically restored is ability burn, introduced in Psionics.)

Would 1d4 Constitution be more reasonable? I thought 2d4 was pretty severe, but I didn't want people to use it lightly.


Ultimately, though, this seems like a very specifically worded Miracle.

Some ninth level divine spells aren't? :smallredface:

AstralFire
2009-08-11, 10:06 PM
With an XP cost and little personal benefit to the caster, it won't be used lightly. It's a neat idea, though. :)

But yeah, I would leave the [Good] tag because of the deity invoked. Put in a note that the alignment descriptor is because of the deity.

elliott20
2009-08-11, 10:17 PM
wow, these are awesome. I could totally see my next caster loading up on at least half a dozen of these spells just for flavor.

I had an idea for a strengthen plant growth spell, where you cast it on plants to give it a little bit more immunity against diseases and such. but I'm not sure how these things actually work in game, so I never bother stating is up.

Cieyrin
2009-08-12, 11:41 AM
I added: "Attempts to add a new glow to the wax with any spell of lower or equal level fail. A heightened one-open wax raises the level requirement for replacement illusions accordingly." That should make everything clear and reasonable, I hope? :smallsmile:

Yeah, that'll work fine.

Also, for Avert Famine, I could conceivably see it having a longer casting time, similar to Hallow, as this seems like something that would take more than a minute to affect the 170 mile radius, minimum, around the character and would seem to me to be best represented as an all-day ritual to call the gods' intervention in such a large area. That is over 90,000 square miles being affect, y'know.

I don't see it as an inherently good act to prevent a famine, no more than causing an earthquake or raising a volcano is inherently an evil act. Sure, the results of doing such may cause much good or evil but tinkering with natural forces doesn't naturally imply a moral view.

A final 2 points, in that Avert Famine could also conceivably be a Druid spell, probably of level 9 as well, and OMG, all those poor chipmunks and squirrels planeshifted to another plane. :smalleek:

The Neoclassic
2009-08-12, 12:36 PM
Also, for Avert Famine, I could conceivably see it having a longer casting time, similar to Hallow, as this seems like something that would take more than a minute to affect the 170 mile radius, minimum, around the character and would seem to me to be best represented as an all-day ritual to call the gods' intervention in such a large area. That is over 90,000 square miles being affect, y'know.

Agreed. I think I'll make it a 24 hour cast time.


I don't see it as an inherently good act to prevent a famine, no more than causing an earthquake or raising a volcano is inherently an evil act. Sure, the results of doing such may cause much good or evil but tinkering with natural forces doesn't naturally imply a moral view.

The reason I gave it the [Good] descriptor is not so much the spell's effects, but allowing some of one's own life force to be drained out for a selfless act. It wouldn't be good if it didn't actually tap into the life force of the caster. I think I may go with [Good] and [Evil] for spells (other than those which deal in actual alignment-based damage) to be based on relationship to the life force and soul. If you're draining your own life force to selflessly help others, that is an inherently good act; if you are severely tampering with the life force of the unwilling or causing any damage to their actual soul, that is inherently evil. What d'you guys think of that distinction? Could it work?


A final 2 points, in that Avert Famine could also conceivably be a Druid spell, probably of level 9 as well, and OMG, all those poor chipmunks and squirrels planeshifted to another plane. :smalleek:

Hehe, squirrels. And good idea; I'll make it a druid spell too.

Thanks for the ever-useful feedback!

The Neoclassic
2009-08-12, 09:44 PM
The first of these I see as more of a spell to mess with people, mischievous like fire tits was. The second could be used for a great deal of reasons: To wreck someone's marriage, to "fix" people who don't fit in with societal norms, to allow you to love your formerly platonic friend in a whole new way... :smallbiggrin: I'm not going to comment on the morality of any of them; just here for the crunch. DMs can of course use them however they feel best represents their (world's) values.

Flip Sexual Orientation
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 0, Clr 0, Pal 1, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
The target’s sexual orientation reverses for the duration of the spell. They are not repulsed by the gender(s) they used to be attracted to, but they have no desire for intimate physical contact or romantic exploration with said gender(s). Heterosexual targets become interested in the same sex; those interested in the same sex become attracted to the opposite sex. Bisexual and pansexual targets become asexual (uninterested in sexuality/romance), and vice versa.
Material component: A thread from an undergarment.

Alter Sexual Orientation
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Pal 3, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
The target’s sexual orientation changes. You may designate whether they become heterosexual, bisexual, homosexual, pansexual, autosexual (only sexually interested in themselves), or asexual. Their romantic and sexual desires change accordingly. They are not repulsed by the gender(s) to which they are no longer attracted, but they have no desire for intimate physical contact or romantic exploration with said gender(s).
The target’s opinion of the morality or tastefulness of sexual orientations does not automatically change from this spell, though the target’s new emotions, lusts, and desires may eventually change that.
This spell can be removed via break curse, remove enchantment, or a similar spell.
Material component: An undergarment.
Note: While this spell is usually used with malicious intent, there have been many cases in which individuals have willingly received it. They may be unhappy with their orientation for any number of reasons or, more rarely, have found someone of the “wrong” gender whom they feel they’d be compatible with and to whom they’d like to be sexually attracted.



wow, these are awesome. I could totally see my next caster loading up on at least half a dozen of these spells just for flavor.

Why thank you! :smallbiggrin: I'm actually working on building some NPCs that use them right now, to better flesh out the regular folks in my setting.


I had an idea for a strengthen plant growth spell, where you cast it on plants to give it a little bit more immunity against diseases and such. but I'm not sure how these things actually work in game, so I never bother stating is up.

I was thinking of something along those lines too. I actually have another half-dozen crop-related ideas floating around. Hopefully I'll end up writing more of them up.

Cieyrin
2009-08-12, 11:56 PM
Ah, I hadn't really thought about the con burn as a selfless sacrifice, so yeah, that definitely warrants a [Good] descriptor, then.

My only comments on the last 2 spells is that I'm surprised that something similar didn't make it into the BoEF. Probably the implications of such, I'd expect, would be uncomfortable and go against some of the principles that the book was produced under.

shimmercat
2009-08-13, 08:34 AM
The BoEF is actually very heternormative and vanilla, despite how much they try to insist that it's not. Like, it's got some sex-based stuff in it, but nothing even slightly surprising, and most of it is rules for how long your character can last in sex and stuff like that. I think that so much of non-vanilla sex is really odd/gross if it's not something you are into, and the writers were really afraid of offending anyone. Even when they were saying things like "elves are almost all bisexual!" there was this undercurrent of "mustnotoffendanyone."

I honestly think that the two spells Neoclassic posted would have been too kinky for that book.

elliott20
2009-08-13, 08:38 AM
so now sexual orientation IS a choice, you just gotta pony up the cash to hire someone to change it for you!

expirement10K14
2009-08-13, 09:25 PM
Hey, I am working on a homebrewed NPC class that acts as the defender/healer for a town and was wondering if I could use some of the spells, with proper attribution of course.

The Neoclassic
2009-08-13, 10:08 PM
My farming domain needed a first level spell...

Blossom
Transmutation
Level: Clr 1, Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One plant (see below)
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Blossom targets one plant which is capable of growing fruits or flowers. Your touch brings the plant to the height of its natural beauty (flowers) or ripeness (fresh, full fruits). After the duration of the spell ends, the plant fades back to its previous state. However, any flowers or fruits which had been harvested from it remain fresh and edible, though they have no other extraordinary preservative properties.
Plant creatures, plants of greater than Huge size, and plants which blossom or grow fruit less often than once a year are not affected by blossom. Similarly, this spell cannot be used on plants which have been enchanted to have special properties in their fruit or flowers.



Hey, I am working on a homebrewed NPC class that acts as the defender/healer for a town and was wondering if I could use some of the spells, with proper attribution of course.

Go for it. I'd be flattered! I'd love to see the class when you're done with it too, if you want to send me a link. :smallsmile:


I honestly think that the two spells Neoclassic posted would have been too kinky for that book.

Yet my spells are (I think) forum-appropriate whereas many of theirs wouldn't be. Amusing how things like that work out. I'm probably going to do more spells sort of... related to stuff like that, but I'm in no major rush since I probably won't be able to post some/all of them here.


so now sexual orientation IS a choice, you just gotta pony up the cash to hire someone to change it for you!

Interesting way of looking at it! :smallwink:

elliott20
2009-08-13, 10:14 PM
blossom is a nice spell.

what about new uses for old spells?

a persisted energy resistance could be immensely useful for helping crops last through rough weathers and such.

expirement10K14
2009-08-13, 10:23 PM
You may want to make it so blossom makes it advance to that state, so afterwards it will continue on and after it has been used on a plant once it can not be used until the plant begins blooming again. Otherwise you have infinite uses.

DracoDei
2009-08-13, 11:03 PM
Hey, I am working on a homebrewed NPC class that acts as the defender/healer for a town and was wondering if I could use some of the spells, with proper attribution of course.

Anyone is free to use my stuff from these forums for their own games. I would very much like feedback on how it actually went so I can feel like my work isn't just ivory tower theorizing, and so I can tweak it if necessary, but if I didn't want people using the stuff, I wouldn't post it here.

Magnema
2009-08-16, 08:56 PM
These are awesome!



Silo Seal
Abjuration
Level: Clr 4, Drd 4, Sor/Wiz 4
Components: V, S, DF
Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft./level)
Area: One thousand cubic feet per level
Duration: Up to one week per caster level (D)
Saving Throw: None
You cast this spell upon an enclosed, largely sealed area such as a silo. Most of the excess air is removed, essentially leaving the contents in a vacuum, and an airtight magical barrier is placed around the area. The barrier can be walked through or flown through by any creature of at least Small size. To them, it feels merely like passing through a soap bubble. Their entrance or exit doesn't have any effect upon the spell.
Any creature Tiny or smaller in size cannot penetrate the barrier in any usual way (hitting it, walking through it, etc). The spell is three-dimensional, so attempting to burrow under to enter will similarly fail. Additionally, regardless of their size, any creatures of the vermin type cannot pass through a silo seal. Additionally, vermin of any size are barred from entry. This spell does not affect any creatures with a Hit Dice equal to or greater than twice the spell's caster level.
If there are creatures whose total HD is equal to more than half of the caster's level within the area of the spell when casting, the spell automatically fails.

Redundancy! :smalltongue:

The Neoclassic
2009-09-06, 09:31 PM
Pathogenicide
Necromancy (Healing)
Level: Clr 8
Components: V, S, DF, XP
Casting Time: 8 hours
Range: 10 mile radius per caster level
Target: All infected creatures (see below)
Duration: Instantaneous
Saving Throw: Fortitude partial (see below)
Spell Resistance: No
You select a certain disease, such as mummy rot or filth fever. All creatures within the casting area are instantly purged of said disease, be they carriers or actively ill. Creatures who naturally spread a particular disease as a part of their description, such as night hags, get a Fortitude save to avoid being purged of the disease. They only get that save if the disease they’d be purged of is the one specifically associated with them. On a failed save, they are no longer carriers of the disease and cannot be again until they interact with another (infected) member of their species to regain it. Rats and other creatures who are just colloquially associated with disease, rather than it being a part of the description of their species, do not qualify for this save.
XP cost: 1,000 xp.



These are awesome!

Redundancy! :smalltongue:

Thank you! Also, fixed.

Panabelle
2009-09-06, 10:39 PM
Pathogenicide


I feel the need to give extreme props to you for the name of this one. Extraordinarily clever. =D Out of curiosity, where do you foresee this one being used in a practical sense?

The Neoclassic
2009-09-06, 10:44 PM
Remove Disease, Mass
Necromancy (Healing)
Level: Clr 6, Drd 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which may be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
In each selected creature, you remove all diseases from which they’re currently suffering. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.
Note: Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

Marital Vow
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 4
Components: V
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: Two willing creatures
Duration: Permanent
Saving Throw: None
Spell Resistance: No
The two targets of this spell make a specific verbal pact with each other regarding a standard of behavior which both will follow, such as “I will not kiss anyone other than you”, “I will never lie to you”, or “I will make arrangements to meet with you in person at least once a year.” This vow is mutual and lasts until the death of one or both involved parties.
If one party violates the vow, willingly or unwillingly, they are affected by bestow curse (the particular effect of which is chosen by the caster). This curse doesn’t end until the other party involved in the vow freely (not under compulsion) and verbally forgives the cursed party.
A spellcaster may chose herself as one of the two targets for this spell.
A marital vow (and the related penalty for violation) can be ended by limited wish, wish, or miracle. Dispel magic does not affect a marital vow. Break enchantment or remove curse will remove the penalty but not the vow; an additional or continued violation will cause the penalty to occur again.
In Vere: This spell was originally used only to tie together dedicated married couples, hence the name, but found other honor-based applications. It’s primarily used within the Union of Havia, specifically in the Church of Menaios (LG god of marriage & devotion).



I feel the need to give extreme props to you for the name of this one. Extraordinarily clever. =D Out of curiosity, where do you foresee this one being used in a practical sense?

I am flattered! I don't see it as being ridiculously useful, but for the beginnings of a plague or a local infestation of some nasty disease, it could be quite productive. I think the xp penalty may still be a bit high though... I may lower it down to 1,000 xp.

Yeah, I'm guessing someone (or some splatbook) has already invented a mass remove disease, but I need one, so hear it is! I think marital vow might be best as a third level spell, or even second level, since the conditions to cause the penalty are specific and the individuals involved willingly entered into the pact. I know it isn't dismissable nor can be ended except with strong magic, but I wanted this as it was originally created by those who worship the god of marriage- and the bonds of marriage aren't easily dissolved. :smallwink:

Cieyrin
2009-09-07, 11:25 AM
A search of Crystal Keep and Realms Help doesn't reveal a Mass Remove Disease, which is kinda bizarre, as you'd think there's be a usage for something like that. I suppose by proxy there's Mass Heal, which will cure disease along with everything else but that's overkill. On that note, Mass Remove Disease should probably be 6th level, as Mass versions of spells are generally 3 levels higher.

I agree about Pathogenicide being perhaps a tad too costly for what it does. It might even be a little too high level, as the effect is on par with Control Weather, I think, so putting it in line with a 7th level spell. If they need to raise the save DC, they can Heighten it or gain Spell Focus(Necromancy) like everybody else.