Raenir Salazar
2010-03-07, 04:02 PM
Since wizards can invent spells in 3.5 (I think) I wanted th create the two following animesque spells (both as it turns out from Naruto)
1. Sharingan, Lesser: Any Arcane spell any Humanoid casts using in part or in full using somantic components (hand gestures right?) you may as an immediate action counterspell as if you had Improved Counterspell feat or Spell Turning, this spell unlike using Dispel Magic or normal counterspell doesn't require the use of expending spells, you can also if you pass a spellcraft check (DC: 10 + Spell Level + Int) automatically learn the spell although you will still need to within 24 hours copy it down to your spellbook and memorize it like normal spell to use it in any other instance.
You must be capable of movement and using somantic spells and not otherwise restrained, you do not need to make a ready action to use this state.
The caster through this heightened sense of awareness is nolonger able to be caught flat footed and gains a +2 circumstance/dodge bonus to AC and reflex saves and through a heightened awareness of magic can now percieve the world as if arcane sight is active and can see magical auras.
Duration: 6 seconds/level
Casting time: 1 standard action
2. Sharingan, Greater: Same as above but with the following addition, the caster can now while the spell is active perceive events 1 full round into the future for every round the ability is active and gains +4 circumstance bonus instead of +2 for reflex saves and to dodge AC.
The DM should then inform the player of what move each hostile npc in line of sight will conduct including spellcasting, movement, and standard actions and like with Foresight can give his allies the above bonus if he can warn them in time of any threat.
However Sharingan, Greater is a tiring ability and doesn't last as long as lesser, the caster can attempt to extend this time by making a successful constitution check (DC 10 + Spell Level + Rounds Sharingan, Greater has been activated), should the check fail Sharingan immediately ends and the caster is fatigued for length of time Shar. has been activated.
A successful check however still incurs a 1 point penalty of constitution damage for each round.
So the question is what level spells could these be and how would I go about inventing them?
Also what I like to call 'Godpath' based on Pain's trick from the manga;
Basically you take a suitable recently dead and preserved corpse and animate it by placing a copy of your mind/soul within it and apply a psionic/magic link (1 active, 1 backup to resist dispelling, dysjunction, and antimagic field) between the 'corpse' and you.
Essentially each body thats animated in this fashion is brought back to life perfectly and isn't undead and any wounds healed.
Each body henceforth called a 'paeth' is essentially given a modified copy of your soul and mind each one if thus to an extant self aware and capable of independent movement, thought, and action.
But this is limited through the psychic link between them individually and you since everything they know and see is automatically and instantly perceived by you and vice versa, however this is buffered so that a blinding flash of light will blind the paeth the originator only sees that there was a flash of light and now knows the paeth is blinded but isn't otherwise blinded or stunned himself, and thus no damage is otherwise transfered however some level of discomfort and pain is if the wound is severe enough, so a paeth that loses his arm the originator will feel either intense pain or feel his arm temporarily become numb etc these effects are non lethal and brief are only meant to be an inconvienience and not a significant source of interfearance.
While is paeth is capable of independent thought they however they only possess the most rudimentary free will and cannot disobey and by being clones in personality shouldn't even be capable of contrary thought though each one possesses the same intellect and by being capable of some independent thinking can if the caster so wishes participate in a conversation with the originator either verbally when near each other or mentally through the link and give a second opinion (to be roleplayed by the player) however each one being essentially the same person this shouldn't be likely as people tend to think the same way, however wizards are intelligent and should also be capable of playing devil's advocate, so its entirely up to the player to have the originator and the paeth discussing an issue with one assigned to be the devil's advocate.
Thus in summary the spell brings back to life a recently dead corpse (DC 10 + Days the corpse is dead, add 10 dc for each category away from Humanoid) but instead of calling back the soul the Wizard (harmlessly) deposits a specially copied portion of his own soul into it and mentally links with it creating a partially self aware puppet (that doesn't mind being a puppet as it lacks true free will) the following laws of robotics apply kinda apply but only as assurance (as a defense against say mind control) as each paeth wouldn't dream or percieve of turning against the originator and thus its/their own interests.
Each body has its own memorized spell list that the origin caster knows and chooses what every path memorizes for that day, however they are limited any any and all and the same restrictions as the originator (such as barred schools) but if there is a way (say for example Wish) of changing this for a paeth (including class changes) without affecting the originator or the other paeths. IE: if you found a way to change your class from level 20 Wizard to level 20 Sorceror you could do this to a paeth and not yourself, you would still be a wizard but the paeth would not effectively be a level 20 sorceror essentially making you through two characters a gestalt and could do this different to each paeth if you had a suitable spell or artifact that could do this (even changing barred schools for different paeths) without affecting your own.
The Origin caster learns and percieves everything instantly that each path does and can choose whether the other paths if they haven't seen should know of it, so a paeth can't mentally connect and communicate with another paeth but can verbally speak paeth to paeth if they are adjacent and carry on a conversation and exchange combat information and requests although if the originator allows it could do all of this silently and mentally but the more paeths you multitask the harder this is so generally its easier on the brain to have less important information be transmited verbally.
A paeth when created is the same level and has the same amount of experiance as the originator at the time of creation but gains no experiance in of themselves in any encounter, the originator gains 1/2 of the experiance that the paeth would have gained instead accounting for CRs example.
Paeth A, B are with the party making it 6 people total, the party then is for all accounts and purposes still 6 people and thus gains the same experience as would be appropriate for a party of 6 people at their level but the two paeths in the party gain no experiance, instead half of it is transferred to the originator whereever in the universe he is as long as the link is active.
The Originator through wish spell may transfer experiance to a paeth to level it up taking x amount (plus the cost of wish) of experiance points from him/her to it.
a paeth cannot learn new spells the same way a wizard normally can instead when a paeth studies a new spell the originator learns it instead of which the knowledge is then passed down automatically, thus the originator could have 2 paeths and himself at three different libraries and learning 3 different things at the same time, I figure that with a Good DM and the limitations of the game itself would actually make this less broken then it would actually be in real life as due to turn orders and convenience you couldn't possibly take full advantage of this.
Any new knowledge a paeth or the originator gains is automatically learned and gained by the others.
Should the link be severed/interrupted the paeth will continue to do its task to the best of its ability (as in memory and personality they are the same person) and is capable of tactical thought along the same lines of the originator and isn't a sitting duck and is roughly the same challenge as before and will or can try to retreat should the battle turn against it to the best of its ability or if it can determine or convenient do so leave the area preventing the link from working and reestablish the link as a free action or will do so when it is out of immediate danger.
The originator as a free action may take full control of a paeth but is still aware of his surrounders where the origin's body is located and can as a free action jump back should danger arise. This isn't really separate with what I conceive thus far but I include it to fully explain to what degree of control the origin has over the paeths.
Essentially while the link is active in game terms the player should act as if he is controlling the paeth(s) and himself at the same time as essentially the same character (with whatever differences done with wish) with the backup personality (that is constantly instantly updated) there should the link fail, the link exists both pscionically and magically to provide endurance.
The purpose of this is that you now have at high level the ability to slowly and carefully create a small squad of wizards who are essentially you allowing you a greater degree of freedom of action and safety when pursuing your interests during the campaign. This system I believe has significant advantages over cohorts.
Same as before, what would the process be for inventing this and what limitations should it have to keep this subepic say level 14? Maybe limit it to 1 paeth every 5 levels? How expensive in either experiance points or material components should making and casting this spell have?
1. Sharingan, Lesser: Any Arcane spell any Humanoid casts using in part or in full using somantic components (hand gestures right?) you may as an immediate action counterspell as if you had Improved Counterspell feat or Spell Turning, this spell unlike using Dispel Magic or normal counterspell doesn't require the use of expending spells, you can also if you pass a spellcraft check (DC: 10 + Spell Level + Int) automatically learn the spell although you will still need to within 24 hours copy it down to your spellbook and memorize it like normal spell to use it in any other instance.
You must be capable of movement and using somantic spells and not otherwise restrained, you do not need to make a ready action to use this state.
The caster through this heightened sense of awareness is nolonger able to be caught flat footed and gains a +2 circumstance/dodge bonus to AC and reflex saves and through a heightened awareness of magic can now percieve the world as if arcane sight is active and can see magical auras.
Duration: 6 seconds/level
Casting time: 1 standard action
2. Sharingan, Greater: Same as above but with the following addition, the caster can now while the spell is active perceive events 1 full round into the future for every round the ability is active and gains +4 circumstance bonus instead of +2 for reflex saves and to dodge AC.
The DM should then inform the player of what move each hostile npc in line of sight will conduct including spellcasting, movement, and standard actions and like with Foresight can give his allies the above bonus if he can warn them in time of any threat.
However Sharingan, Greater is a tiring ability and doesn't last as long as lesser, the caster can attempt to extend this time by making a successful constitution check (DC 10 + Spell Level + Rounds Sharingan, Greater has been activated), should the check fail Sharingan immediately ends and the caster is fatigued for length of time Shar. has been activated.
A successful check however still incurs a 1 point penalty of constitution damage for each round.
So the question is what level spells could these be and how would I go about inventing them?
Also what I like to call 'Godpath' based on Pain's trick from the manga;
Basically you take a suitable recently dead and preserved corpse and animate it by placing a copy of your mind/soul within it and apply a psionic/magic link (1 active, 1 backup to resist dispelling, dysjunction, and antimagic field) between the 'corpse' and you.
Essentially each body thats animated in this fashion is brought back to life perfectly and isn't undead and any wounds healed.
Each body henceforth called a 'paeth' is essentially given a modified copy of your soul and mind each one if thus to an extant self aware and capable of independent movement, thought, and action.
But this is limited through the psychic link between them individually and you since everything they know and see is automatically and instantly perceived by you and vice versa, however this is buffered so that a blinding flash of light will blind the paeth the originator only sees that there was a flash of light and now knows the paeth is blinded but isn't otherwise blinded or stunned himself, and thus no damage is otherwise transfered however some level of discomfort and pain is if the wound is severe enough, so a paeth that loses his arm the originator will feel either intense pain or feel his arm temporarily become numb etc these effects are non lethal and brief are only meant to be an inconvienience and not a significant source of interfearance.
While is paeth is capable of independent thought they however they only possess the most rudimentary free will and cannot disobey and by being clones in personality shouldn't even be capable of contrary thought though each one possesses the same intellect and by being capable of some independent thinking can if the caster so wishes participate in a conversation with the originator either verbally when near each other or mentally through the link and give a second opinion (to be roleplayed by the player) however each one being essentially the same person this shouldn't be likely as people tend to think the same way, however wizards are intelligent and should also be capable of playing devil's advocate, so its entirely up to the player to have the originator and the paeth discussing an issue with one assigned to be the devil's advocate.
Thus in summary the spell brings back to life a recently dead corpse (DC 10 + Days the corpse is dead, add 10 dc for each category away from Humanoid) but instead of calling back the soul the Wizard (harmlessly) deposits a specially copied portion of his own soul into it and mentally links with it creating a partially self aware puppet (that doesn't mind being a puppet as it lacks true free will) the following laws of robotics apply kinda apply but only as assurance (as a defense against say mind control) as each paeth wouldn't dream or percieve of turning against the originator and thus its/their own interests.
Each body has its own memorized spell list that the origin caster knows and chooses what every path memorizes for that day, however they are limited any any and all and the same restrictions as the originator (such as barred schools) but if there is a way (say for example Wish) of changing this for a paeth (including class changes) without affecting the originator or the other paeths. IE: if you found a way to change your class from level 20 Wizard to level 20 Sorceror you could do this to a paeth and not yourself, you would still be a wizard but the paeth would not effectively be a level 20 sorceror essentially making you through two characters a gestalt and could do this different to each paeth if you had a suitable spell or artifact that could do this (even changing barred schools for different paeths) without affecting your own.
The Origin caster learns and percieves everything instantly that each path does and can choose whether the other paths if they haven't seen should know of it, so a paeth can't mentally connect and communicate with another paeth but can verbally speak paeth to paeth if they are adjacent and carry on a conversation and exchange combat information and requests although if the originator allows it could do all of this silently and mentally but the more paeths you multitask the harder this is so generally its easier on the brain to have less important information be transmited verbally.
A paeth when created is the same level and has the same amount of experiance as the originator at the time of creation but gains no experiance in of themselves in any encounter, the originator gains 1/2 of the experiance that the paeth would have gained instead accounting for CRs example.
Paeth A, B are with the party making it 6 people total, the party then is for all accounts and purposes still 6 people and thus gains the same experience as would be appropriate for a party of 6 people at their level but the two paeths in the party gain no experiance, instead half of it is transferred to the originator whereever in the universe he is as long as the link is active.
The Originator through wish spell may transfer experiance to a paeth to level it up taking x amount (plus the cost of wish) of experiance points from him/her to it.
a paeth cannot learn new spells the same way a wizard normally can instead when a paeth studies a new spell the originator learns it instead of which the knowledge is then passed down automatically, thus the originator could have 2 paeths and himself at three different libraries and learning 3 different things at the same time, I figure that with a Good DM and the limitations of the game itself would actually make this less broken then it would actually be in real life as due to turn orders and convenience you couldn't possibly take full advantage of this.
Any new knowledge a paeth or the originator gains is automatically learned and gained by the others.
Should the link be severed/interrupted the paeth will continue to do its task to the best of its ability (as in memory and personality they are the same person) and is capable of tactical thought along the same lines of the originator and isn't a sitting duck and is roughly the same challenge as before and will or can try to retreat should the battle turn against it to the best of its ability or if it can determine or convenient do so leave the area preventing the link from working and reestablish the link as a free action or will do so when it is out of immediate danger.
The originator as a free action may take full control of a paeth but is still aware of his surrounders where the origin's body is located and can as a free action jump back should danger arise. This isn't really separate with what I conceive thus far but I include it to fully explain to what degree of control the origin has over the paeths.
Essentially while the link is active in game terms the player should act as if he is controlling the paeth(s) and himself at the same time as essentially the same character (with whatever differences done with wish) with the backup personality (that is constantly instantly updated) there should the link fail, the link exists both pscionically and magically to provide endurance.
The purpose of this is that you now have at high level the ability to slowly and carefully create a small squad of wizards who are essentially you allowing you a greater degree of freedom of action and safety when pursuing your interests during the campaign. This system I believe has significant advantages over cohorts.
Same as before, what would the process be for inventing this and what limitations should it have to keep this subepic say level 14? Maybe limit it to 1 paeth every 5 levels? How expensive in either experiance points or material components should making and casting this spell have?