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Andion Isurand
2011-02-24, 06:06 PM
Bite Of The Werebat
Transmutation
Level: Druid 6, sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You shake your head, and your face reshapes itself into feral visage of a dire bat. As this happens, your body covers itself in a layer of dense fur and a slight vestigial membrane of skin hangs from your underarms.

You gain a +6 enhancement bonus to Strength, a +12 enhancement bonus to Dexterity, a +6 enhancement bonus to Constitution, and a +7 enhancement bonus to natural armor. Your face becomes that of a dire bat, and you gain a bite attack that deals 1d8 points of damage (or 1d6 points if you are Small) + 1-1/2 times your Str modifier. You also gain the benefit of the Blind-Fight and Weapon Finesse feats. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: A scrap from a bat's wing.


Bite Of The Werefox
Transmutation
Level: Druid 4, sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You shake your head, and your face reshapes itself into furtive visage of a dire fox. As this happens, your body covers itself in a layer of fine fur.

You gain a +4 enhancement bonus to Strength, a +8 enhancement bonus to Dexterity, a +4 enhancement bonus to Constitution, and a +4 enhancement bonus to natural armor. Your face becomes that of a dire fox, and you gain a bite attack that deals 1d6 points of damage (or 1d4 points if you are Small) + 1-1/2 times your Str modifier. You also gain the benefit of the Blind-Fight and Weapon Finesse feats. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: A tooth from a fox.


Bite Of The Wererhino
Transmutation
Level: Druid 7, sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You shake your head, and your face reshapes itself into the visage of a rhinoceros. As this happens, your body becomes bulkier as you develop a thick hairless gray hide.

You gain a +20 enhancement bonus to Strength, a +10 enhancement bonus to Constitution, and a +10 enhancement bonus to natural armor. Your face becomes that of a rhinoceros, and you gain a gore attack that deals 2d8 points of damage (or 2d6 points if you are Small) + 1-1/2 times your Str modifier. You also gain the benefit of the Blind-Fight and Power Attack feats. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: A pinch of powdered rhinoceros horn.

Comment: Bite of the Wereboar (SpC 28) should grant a gore attack (not a bite attack) and the benefit of the Power Attack feat.


Deathless Veil
Necromancy
Level: Cleric 8, sorcerer/wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

Upon completion of the spell, you exhale your last breath and accept a brief deathless embrace.

You gain many of the traits common to deathless creatures. While the spell lasts, you have immunity to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death effects, extra damage from critical hits, nonlethal damage, death from massive damage, ability drain, fatigue, exhaustion, damage to physical ability scores, and any effect requiring a Fortitude save unless it is an energy drain attack, it is harmless or affects objects.
You need not breathe, eat, or sleep.
You don’t actually gain the deathless type (BoED 157) from casting this spell.

Comment: I wanted to create a non-evil version of the veil of undeath spell as presented in Spell Compendium.


Flexing Weapon
Transmutation
Level: Brd 1, Clr 1, Hex 1, Pal 1, Rgr 1, Sor/Wiz 1
Components: V
Casting Time: 1 standard action
Range: Touch
Target: One touched weapon
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (object)

Any kind of weapon that can be, or has been, modified so that its wielder may apply their strength bonus to damage (such as bows, whips, etc.), is made to dynamically alter its own structure as it is being used. This enables the wielder of the affected weapon to apply their full strength bonus (if any) to damage rolls when using it.
A wielder that lacks the strength requirement normally required to use the affected weapon without penalty, may ingore that penalty and apply their strength modifier to damage rolls with that weapon.


Mage's Indiscernible Location
Abjuration
Level: Sor/Wiz 9
Components: V, S, M

As mage's private sanctum (PH 256) except that all creatures and objects within the area at any given time are also protected as though by mind blank (PHB 253) and sequester (PH 276) against all creatures and effects originating from outside the area, but not against creatures and effects originating from within the area. Creatures within the area are not held comatose or in suspended animation, and function normally.
Mage's indiscernible location can be made permanent with a permanency (PH 259) spell.


Replicate Casting (a slight revision)
Transmutation
Level: Sor/Wiz 9
Components: V, S; see text
Casting Time: 1 round; see text
Range: See Text
Target, Effect or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: See Text

You duplicate the effect of any one spell or spell-like ability you have seen within the last round. This spell can duplicate only spells and spell-like abilities of 8th level or lower. This duplication functions like the ability of
a wish spell to duplicate another spell, except that it is not limited by type of spell (divine or arcane) or by what school the effect is from. If the casting time of the spell you observed is greater than 1 round, the casting time of this spell is increased to the same.
A duplicated spell or spell-like ability functions as if you had the appropriate spell prepared and were casting it yourself. If the spell or ability has an XP cost, you must pay that XP cost. If the spell has a costly material component, you must provide that component or pay an additional XP cost equal to the gold piece value of that component divided by 5.

bloodtide
2011-02-24, 09:25 PM
Nice spells.

I don't see anything wrong with them, they look fine just the way they are...

Andion Isurand
2011-02-27, 09:18 PM
Making the werebeast spells made me realize how messed up the animal stat blocks are relative to one another, so I made a few adjustments when making the wererhino spell.

Of course wererats and werebats are based off the dire rat and dire bat stat blocks... and in the case of the werefox spell, the dire fox in Dragon Magazine 291 was used as a base.

The "Bite Of The Werebeast" spells are also poorly worded by omission regarding cases where the subject has other types of natural weapons from other sources, including other spells of the same series. Unless, of course you chalk it up to quirks of the spell itself from an in-character setting-based point of view. Although the Tiger and Bear spells should grant the Mutliattack feat outright or not at all, for simplicity.

As a trend, it seems the types of natural attacks these "Bite of the Werebeast" grant are those present in the animal form only.

bloodtide
2011-02-28, 05:05 PM
I'm not so sure....the 'Bite' spells just always felt wrong to me. It looks like you get way too much from the spells. The enchantment bonuses are quite high. I can see someone with a high ability just abusing the spells.

Maybe if the spells were a bit harder to cast.....if you needed the fur of a werecreature, not the normal creature. And maybe a penalty? Like an XP cost?