137beth
2011-08-06, 05:14 PM
So, I looked at the various vote up a __ threads, and saw nothing intended for epic play (Edit from a year later: the various voting threads I just referred to were those that were running at the time I created this thread). So just for the heck of it, I decided to see who would want to vote up an epic spell.
Phase 1: Base Seed
Yes, I am aware that a lot of the more interesting epic spells use more than one seed. This vote is to determine the "main" seed (which also determines the school of the final spell). We will vote on any secondary seeds later. Vote for as many seeds as you want (just not all), but you may not give more than one vote to a single seed. You also get several detractor votes (count as -1 votes each) (again, you can give no more than 1 detractor vote to a single seed). You do not have to use all of your detractor votes (or even use any of them), but the total number of detractor votes you use must be LESS than the number of normal votes you use.
{table=head]Seed | Votes
Afflict|0
Animate|2
Animate Dead|2
Armor|1
Banish|0
Compel|1
Conceal|0
Conjure|2
Contact|
Delude|1
Destroy|-2
Dispel|1
Energy|-2
Foresee|2
Fortify|3
Heal|1
Life|3
Reflect|2
Reveal|
Slay|4
Summon|0
Transform|4
Transport|1
Ward|3[/Table]
Voting will close on August 9th.
Phase 2: Base Seed tie-breaker
For this round, vote for as many of the top 5 as you like (just not all). There are NO DETRACTOR VOTES this time.
{table=head]Seed | Votes
Fortify|2
Life|2
Slay|3
Transform|4
Ward|6[/Table]
And the primary seed is Ward!
Phase 3: Primary Effect
Most epic spell seeds, including ward, have several base effects to choose between. In this phase we will decide which of those we will use. To vote, simply rank your choices from favorite to least favorite.
{table=head]Use | Points
Resist particular damage type (either bludgeoning, slashing, or piercing)|16.66666
Resist energy type (fire, cold, ect.)|11.66666
Ward certain type|34
Ward certain subtype|20
Protect against magic|25.66666[/Table]
Note: people who left choices blank had their unallocated votes divided equally among choices. This can leave certain options with non-integer points.
Scoring system:A simple point system. The rankings of your choices determines how many points are allotted:
1st: 9 points
2nd: 5 points
3rd: 3 points
4th: 1 point
5th: 0 points
And the winner is: ward against a certain creature type!
Phase 4: Type targeted, part 1
Last phase we decided that this spell will ward against all creatures of a particular type. Now, we will decide WHICH type. This will happen in two phases. For this phase, the voting process is the same as it was during phase 1, except that your total detractor votes can EQUAL (but not exceed) your total normal votes (so if you vote for 5 types, you can de-vote up to 5).
{table=head]Type | Votes
Aberration | 1
Animal | -1
Construct | -1
Dragon | 3
Elemental | 1
Fey | -1
Giant | -1
Humanoid | 2
Magical Beast | -1
Monstrous Humanoid | 1
Ooze | -2
Outsider | 4
Plant | -2
Undead | 4
Vermin | -3[/table]
And that's the end of the round! The top 7 were aberration, dragon, elemental, humanoid, monstrous humanoid, outsider, and undead. After that, there was a tie, so I'll break the tie: Construct will be moving on as well.
Phase 5: Targeted type, part 2
Of the 8 remaining types (aberration, construct, dragon, elemental, humanoid, monstrous humanoid, outsider, and undead), rank your choices from favorite. The spell will ward against a creature of the selected type.
And the results:
{table=head]Type | Points
Aberration | 13
Construct|4
Dragon | 22.25
Elemental | 16.25
Humanoid | 0
Monstrous Humanoid | 4
Outsider | 25
Undead | 4[/table]
And the spell wards against outsiders!
Phase 6: Secondary effect
Now, for the interesting phase! Currently, the only effect the spell has is what is given in the seed description:
A ward against a specific type of creature prevents bodily contact from whichever one of several monster types the caster selects. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection ends if the warded creature makes an attack against or intentionally moves within 5 feet of the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
So y'all can come up with secondary effects. ANY effects you enter WILL be voted on!
As an example:If any outsider attempts to come within 5 feet of you, or use a spell or spell-like ability which specifically targets you, they are banished to their home plane (will save to resist).
Note that as a result the spell will likely have multiple seeds used. Any or all nominated abilities could make it into the final spell, depending on the vote.
Other ideas:
--You may attack an outsider without losing protection against them. Any attacks you make which specifically target an outsider also deal negative levels (exact number to be decided later).--137ben
--Any outsiders near you must make a will save at the beginning of every turn, or be tempted to attack you. If an outsider fails its save, it must spend its turn moving directly towards you as fast as it can (running if it has normal movement). If it is flying, it turns in your direction as much as possible. If a flying outsider moving straight towards you would need to descend faster than it otherwise could, it descends as steeply as possible until directly over you or until the end of its movement, then it falls. If the outsider comes within 5 feet of you as a result, it takes damage. You may exempt a specific outsider from this as a free action.--137ben
From Travellog:
1) Reverse outsider's stats such that:
Strength<->Dex, Int<->Wis and Con<->Cha.
2) Absorb the essence of an outsider's alignment and grant fitting bonuses (like auto-Axiomatic Strike, stat boosts, etc.)
3) Force the outsider to make a will save or be considered bound to an item owned by the wielder.
4) Outsider's that come into contact with the ward must make a will save or turn against their allies. If no other allies are present, the outsider offers it's services to the party temporarily.
5) An outsider which comes into contact with the ward must make a Con save, followed by a will save. If the Con save fails, the outsider temporarily loses all benefits of being an outsider. If both saves fail, it is permanently considered humanoid and is bound to the material plane.
From Eledragon:
make yourself undetectable by outsiders?
instantly plane shift outsiders to a plane opposite their alignment?
cause outsiders to be bound to your will, or trap them in a planelocked orb of force?
Turn the outsider into the most similar creature that isn't an outsider?
Temporarily invert the alignment of any outsider that attacks you?
attempts to kill the outsider and if it succeeds it is brought back as some sort of undead.
I like the whole "make the outsider no longer and outsider" idea. It is a ... suitably epic act.
You could also have a "reverse polarity" spell. outsiders with the good subtype have it changed to evil. the Water subtype turns to fire. This effect sweeps through the outsider and changes its outlook, as well as neccessary aspects of its physical form. I don't know if the elemental type is as easily changed as the alignment type though.
aha! on the elemental, there are interesting changes you can make: any burrow speed is turned into a fly speed at X4, and fly speeds become burrow speeds at X 1/4. The fire subtype changes to both water and cold, and damage simply becomes cold damage. As for water to fire... thats the hard change....
Phase 7: Secondary effect voting
The compiled list of suggested secondary effects are:
1. If any outsider attempts to come within 5 feet of you, or use a spell or spell-like ability which specifically targets you, they are banished to their home plane (will save to resist). (137ben)
2. You may attack an outsider without losing protection against them. Any attacks you make which specifically target an outsider also deal negative levels (exact number to be decided later).(137ben)
3.Any outsiders near you must make a will save at the beginning of every turn, or be tempted to attack you. If an outsider fails its save, it must spend its turn moving directly towards you as fast as it can (running if it has normal movement). If it is flying, it turns in your direction as much as possible. If a flying outsider moving straight towards you would need to descend faster than it otherwise could, it descends as steeply as possible until directly over you or until the end of its movement, then it falls. If the outsider comes within 5 feet of you as a result, it takes damage. You may exempt a specific outsider from this as a free action. (137ben)
4. Reverse outsider's stats such that:
Strength<->Dex, Int<->Wis and Con<->Cha. (travellog)
5. Absorb the essence of an outsider's alignment and grant fitting bonuses (like auto-Axiomatic Strike, stat boosts, etc.) (travellog)
6. Force the outsider to make a will save or be considered bound to an item owned by the wielder. (travellog)
7. Outsider's that come into contact with the ward must make a will save or turn against their allies. If no other allies are present, the outsider offers it's services to the party temporarily. (travellog)
8. An outsider which comes into contact with the ward must make a Con save, followed by a will save. If the Con save fails, the outsider temporarily loses all benefits of being an outsider. If both saves fail, it is permanently considered humanoid and is bound to the material plane. (travellog)
9. make yourself undetectable by outsiders? (eledragon)
10. instantly plane shift outsiders to a plane opposite their alignment? (eledragon)
11. cause outsiders to be bound to your will (eledragon)
12. trap them in a planelocked orb of force (eledragon)
13.Turn the outsider into the most similar creature that isn't an outsider? (master256)
14.Temporarily invert the alignment of any outsider that attacks you? (Zale)
15. attempts to kill the outsider and if it succeeds it is brought back as some sort of undead. (razoroftruth)
16. You could also have a "reverse polarity" spell. outsiders with the good subtype have it changed to evil. the Water subtype turns to fire. This effect sweeps through the outsider and changes its outlook, as well as neccessary aspects of its physical form. I don't know if the elemental type is as easily changed as the alignment type though. aha! on the elemental, there are interesting changes you can make: any burrow speed is turned into a fly speed at X4, and fly speeds become burrow speeds at X 1/4. The fire subtype changes to both water and cold, and damage simply becomes cold damage. As for water to fire... thats the hard change....(erictheredd)
17. Reduces the Outsider to Fine size. (malimar)
18. Polymorphs the Outsider into a newt. (malimar)
19. Pelts the Outsider with rocks. (malimar)
Of the 19 ideas, vote for as many as you want (just list the numbers, e.g. "I vote for 3.6.7. and 12). Any or all of them could make it into the final spell!
And the winning effects are 6, 7, 8, 10, 14, and 16!
New round will be up soon...
Here are the effects as they stand:
This spell wards against bodily contact by outsiders. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection ends if the warded creature makes an attack against or intentionally moves within 5 feet of the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Additionally, any outsider that comes within 300 feet of the warded creature must make a Will save, or have its alignment inverted permanently. Any alignment-related subtypes are also reversed. If its save fails, it must make a fortitude save or have its elemental traits reversed: A fly speed becomes a burrow speed, and 1/4 the original fly speed. A burrow speed becomes a fly speed (4*original burrow speed), a swim speed becomes lightning resistance (couldn't think of anything better), and lightning resistance becomes a swim speed. All SAs/Natural attacks that deal cold damage become fire, and vice versa. All immunities/vulnerabilities/resistances to fire become cold, and vice versa.
Regardless of the results of the previous saves, the outsider must then make a Will save or lose all benefits (but not drawbacks) of being an outsider for 1 hour. If it fails its save, it must immediately make a Fortitude save or permanently be considered a humanoid.
Regardless of the results of the previous saves, the outsider (or former outsider) must then make a Will save or be transported to a plane which is opposite its alignment.
If the outsider is still within 300 ft of the warded creature, it must make a Will save or turn against their allies. If no other allies are present, the outsider offers it's services to the creature temporarily.
If, after all that, the (former) outsider is still alive, hostile, and within 300 ft. of the warded creature, it must make a Will save or be affected by a Soul Bind spell (except that the save DC is that of an epic spell, not a 9th level spell).
The caster may exempt any outsider from any of these effects, at the caster's option. The caster decides before each saving throw whether the outsider has to make it. The caster knows the results of any previous saves before deciding whether to exempt an outsider from subsequent saves.
Phase 8: Duration, part 1:
As written, the spell has several durations. The temperary debuff to outsiders who avoid being turned into humaniods has a duration of 1 hour, the actual ward lasts 24, and everything else is permanent. The stuff that is already permanent will stay permanent, and the other two durations will be decided in two phases. This phase has two parts:
First, vote on the duration for the main ward (how long is the target protected against outsiders). Vote from favorite to least favorite, either
a)permanent, b)more than 1 day (not permanent), or c)1 day or less.
Then, vote for the duration of the temporary debuff (that makes them lose all benefits of being an outsider), either "more than 1 day", or "less than 1 day". (e.g., for the first vote, permanent, more than one day, less than 1 day, and for the second vote less than one day).
Phase 9: Duration, part 2:
So, I inconveniently forgot one of the effects (effect 7: The outsider turns against its allies, or temporarily offers its services to the party). Fortunately, Rafinius reminded me. But since effect 7 is TEMPORARY, it should have been included in the previous phase *facepalm*.
So, now, we'll vote on part 1 of deciding the duration of effect #7. This vote will work the same as the previous vote, except we are only voting on one effect. From favorite to least favorite, say less than a day, more than a day, and permanent.
And done!
--The outsider can temporarily lose benefits of being an outsider for more than 1 day.
--The outsider can fight on your side for less than a day.
--The ward's main duration is less than a day.
Phase 10: Duration, part 3:
Now, we can (finally) decide the exact duration of the effects! There are three things to vote on in this phase:
First, outsiders affected by the aura of this spell can temporarily lose all benefits of being an outsider. This duration is at least 1 day. Choose a time duration in days, between 1 and 100 (if the duration is more than 100 days...you may as well have tried making it permanent, which we voted not to do).
Second, outsiders who fail a save will temporarily assist the warded creature. Pick the duration of this effect, in hours (max 24 hours), and I will average your votes together.
Finally, vote for the duration of the main spell effect (pick a number of hours, max 24 hours).
Voting will close on May 24, at which point we will (finally) be done with duration, and move on to range/area!
And, done! The outsider can lose its type benefits for 20 days, can assist the warded creature for 18 hours, and the ward lasts for 17 hours!
Phase 11: Target:
Right now, what we have is a single-target spell. For this phase, you have a choice between keeping it singe target, making it personal, making it multi-target, and making it an area effect. Rank the four choices from favorite to least favorite (unless you specify otherwise, I will assume the first one you list is your favorite, etc.) Voting will close May 25, at which point we will move on to casting time!
And the winner is: Multi-target!
Phase 12: Target, part 2 and caster level checks:
There are three questions to decide in this phase:
First, it is a non-area multi-target spell, so we need to decide how many creatures it targets. Just pick a number of targets.
Second, we might want to give it a bonus to overcome spell resistance (while it is a harmless effect, outsiders affected by the warded creatures' aura may have SR). Vote either "yes" or "no" for getting a bonus to overcome SR.
Finally, we might want to give it a bonus to effective-caster level against being dispelled. This is also a yes/no vote (if yes wins, then we will decide the exact bonus in the next phase).
These are all pretty simple votes, so this phase will end June 4.
Phase 1: Base Seed
Yes, I am aware that a lot of the more interesting epic spells use more than one seed. This vote is to determine the "main" seed (which also determines the school of the final spell). We will vote on any secondary seeds later. Vote for as many seeds as you want (just not all), but you may not give more than one vote to a single seed. You also get several detractor votes (count as -1 votes each) (again, you can give no more than 1 detractor vote to a single seed). You do not have to use all of your detractor votes (or even use any of them), but the total number of detractor votes you use must be LESS than the number of normal votes you use.
{table=head]Seed | Votes
Afflict|0
Animate|2
Animate Dead|2
Armor|1
Banish|0
Compel|1
Conceal|0
Conjure|2
Contact|
Delude|1
Destroy|-2
Dispel|1
Energy|-2
Foresee|2
Fortify|3
Heal|1
Life|3
Reflect|2
Reveal|
Slay|4
Summon|0
Transform|4
Transport|1
Ward|3[/Table]
Voting will close on August 9th.
Phase 2: Base Seed tie-breaker
For this round, vote for as many of the top 5 as you like (just not all). There are NO DETRACTOR VOTES this time.
{table=head]Seed | Votes
Fortify|2
Life|2
Slay|3
Transform|4
Ward|6[/Table]
And the primary seed is Ward!
Phase 3: Primary Effect
Most epic spell seeds, including ward, have several base effects to choose between. In this phase we will decide which of those we will use. To vote, simply rank your choices from favorite to least favorite.
{table=head]Use | Points
Resist particular damage type (either bludgeoning, slashing, or piercing)|16.66666
Resist energy type (fire, cold, ect.)|11.66666
Ward certain type|34
Ward certain subtype|20
Protect against magic|25.66666[/Table]
Note: people who left choices blank had their unallocated votes divided equally among choices. This can leave certain options with non-integer points.
Scoring system:A simple point system. The rankings of your choices determines how many points are allotted:
1st: 9 points
2nd: 5 points
3rd: 3 points
4th: 1 point
5th: 0 points
And the winner is: ward against a certain creature type!
Phase 4: Type targeted, part 1
Last phase we decided that this spell will ward against all creatures of a particular type. Now, we will decide WHICH type. This will happen in two phases. For this phase, the voting process is the same as it was during phase 1, except that your total detractor votes can EQUAL (but not exceed) your total normal votes (so if you vote for 5 types, you can de-vote up to 5).
{table=head]Type | Votes
Aberration | 1
Animal | -1
Construct | -1
Dragon | 3
Elemental | 1
Fey | -1
Giant | -1
Humanoid | 2
Magical Beast | -1
Monstrous Humanoid | 1
Ooze | -2
Outsider | 4
Plant | -2
Undead | 4
Vermin | -3[/table]
And that's the end of the round! The top 7 were aberration, dragon, elemental, humanoid, monstrous humanoid, outsider, and undead. After that, there was a tie, so I'll break the tie: Construct will be moving on as well.
Phase 5: Targeted type, part 2
Of the 8 remaining types (aberration, construct, dragon, elemental, humanoid, monstrous humanoid, outsider, and undead), rank your choices from favorite. The spell will ward against a creature of the selected type.
And the results:
{table=head]Type | Points
Aberration | 13
Construct|4
Dragon | 22.25
Elemental | 16.25
Humanoid | 0
Monstrous Humanoid | 4
Outsider | 25
Undead | 4[/table]
And the spell wards against outsiders!
Phase 6: Secondary effect
Now, for the interesting phase! Currently, the only effect the spell has is what is given in the seed description:
A ward against a specific type of creature prevents bodily contact from whichever one of several monster types the caster selects. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection ends if the warded creature makes an attack against or intentionally moves within 5 feet of the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
So y'all can come up with secondary effects. ANY effects you enter WILL be voted on!
As an example:If any outsider attempts to come within 5 feet of you, or use a spell or spell-like ability which specifically targets you, they are banished to their home plane (will save to resist).
Note that as a result the spell will likely have multiple seeds used. Any or all nominated abilities could make it into the final spell, depending on the vote.
Other ideas:
--You may attack an outsider without losing protection against them. Any attacks you make which specifically target an outsider also deal negative levels (exact number to be decided later).--137ben
--Any outsiders near you must make a will save at the beginning of every turn, or be tempted to attack you. If an outsider fails its save, it must spend its turn moving directly towards you as fast as it can (running if it has normal movement). If it is flying, it turns in your direction as much as possible. If a flying outsider moving straight towards you would need to descend faster than it otherwise could, it descends as steeply as possible until directly over you or until the end of its movement, then it falls. If the outsider comes within 5 feet of you as a result, it takes damage. You may exempt a specific outsider from this as a free action.--137ben
From Travellog:
1) Reverse outsider's stats such that:
Strength<->Dex, Int<->Wis and Con<->Cha.
2) Absorb the essence of an outsider's alignment and grant fitting bonuses (like auto-Axiomatic Strike, stat boosts, etc.)
3) Force the outsider to make a will save or be considered bound to an item owned by the wielder.
4) Outsider's that come into contact with the ward must make a will save or turn against their allies. If no other allies are present, the outsider offers it's services to the party temporarily.
5) An outsider which comes into contact with the ward must make a Con save, followed by a will save. If the Con save fails, the outsider temporarily loses all benefits of being an outsider. If both saves fail, it is permanently considered humanoid and is bound to the material plane.
From Eledragon:
make yourself undetectable by outsiders?
instantly plane shift outsiders to a plane opposite their alignment?
cause outsiders to be bound to your will, or trap them in a planelocked orb of force?
Turn the outsider into the most similar creature that isn't an outsider?
Temporarily invert the alignment of any outsider that attacks you?
attempts to kill the outsider and if it succeeds it is brought back as some sort of undead.
I like the whole "make the outsider no longer and outsider" idea. It is a ... suitably epic act.
You could also have a "reverse polarity" spell. outsiders with the good subtype have it changed to evil. the Water subtype turns to fire. This effect sweeps through the outsider and changes its outlook, as well as neccessary aspects of its physical form. I don't know if the elemental type is as easily changed as the alignment type though.
aha! on the elemental, there are interesting changes you can make: any burrow speed is turned into a fly speed at X4, and fly speeds become burrow speeds at X 1/4. The fire subtype changes to both water and cold, and damage simply becomes cold damage. As for water to fire... thats the hard change....
Phase 7: Secondary effect voting
The compiled list of suggested secondary effects are:
1. If any outsider attempts to come within 5 feet of you, or use a spell or spell-like ability which specifically targets you, they are banished to their home plane (will save to resist). (137ben)
2. You may attack an outsider without losing protection against them. Any attacks you make which specifically target an outsider also deal negative levels (exact number to be decided later).(137ben)
3.Any outsiders near you must make a will save at the beginning of every turn, or be tempted to attack you. If an outsider fails its save, it must spend its turn moving directly towards you as fast as it can (running if it has normal movement). If it is flying, it turns in your direction as much as possible. If a flying outsider moving straight towards you would need to descend faster than it otherwise could, it descends as steeply as possible until directly over you or until the end of its movement, then it falls. If the outsider comes within 5 feet of you as a result, it takes damage. You may exempt a specific outsider from this as a free action. (137ben)
4. Reverse outsider's stats such that:
Strength<->Dex, Int<->Wis and Con<->Cha. (travellog)
5. Absorb the essence of an outsider's alignment and grant fitting bonuses (like auto-Axiomatic Strike, stat boosts, etc.) (travellog)
6. Force the outsider to make a will save or be considered bound to an item owned by the wielder. (travellog)
7. Outsider's that come into contact with the ward must make a will save or turn against their allies. If no other allies are present, the outsider offers it's services to the party temporarily. (travellog)
8. An outsider which comes into contact with the ward must make a Con save, followed by a will save. If the Con save fails, the outsider temporarily loses all benefits of being an outsider. If both saves fail, it is permanently considered humanoid and is bound to the material plane. (travellog)
9. make yourself undetectable by outsiders? (eledragon)
10. instantly plane shift outsiders to a plane opposite their alignment? (eledragon)
11. cause outsiders to be bound to your will (eledragon)
12. trap them in a planelocked orb of force (eledragon)
13.Turn the outsider into the most similar creature that isn't an outsider? (master256)
14.Temporarily invert the alignment of any outsider that attacks you? (Zale)
15. attempts to kill the outsider and if it succeeds it is brought back as some sort of undead. (razoroftruth)
16. You could also have a "reverse polarity" spell. outsiders with the good subtype have it changed to evil. the Water subtype turns to fire. This effect sweeps through the outsider and changes its outlook, as well as neccessary aspects of its physical form. I don't know if the elemental type is as easily changed as the alignment type though. aha! on the elemental, there are interesting changes you can make: any burrow speed is turned into a fly speed at X4, and fly speeds become burrow speeds at X 1/4. The fire subtype changes to both water and cold, and damage simply becomes cold damage. As for water to fire... thats the hard change....(erictheredd)
17. Reduces the Outsider to Fine size. (malimar)
18. Polymorphs the Outsider into a newt. (malimar)
19. Pelts the Outsider with rocks. (malimar)
Of the 19 ideas, vote for as many as you want (just list the numbers, e.g. "I vote for 3.6.7. and 12). Any or all of them could make it into the final spell!
And the winning effects are 6, 7, 8, 10, 14, and 16!
New round will be up soon...
Here are the effects as they stand:
This spell wards against bodily contact by outsiders. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection ends if the warded creature makes an attack against or intentionally moves within 5 feet of the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Additionally, any outsider that comes within 300 feet of the warded creature must make a Will save, or have its alignment inverted permanently. Any alignment-related subtypes are also reversed. If its save fails, it must make a fortitude save or have its elemental traits reversed: A fly speed becomes a burrow speed, and 1/4 the original fly speed. A burrow speed becomes a fly speed (4*original burrow speed), a swim speed becomes lightning resistance (couldn't think of anything better), and lightning resistance becomes a swim speed. All SAs/Natural attacks that deal cold damage become fire, and vice versa. All immunities/vulnerabilities/resistances to fire become cold, and vice versa.
Regardless of the results of the previous saves, the outsider must then make a Will save or lose all benefits (but not drawbacks) of being an outsider for 1 hour. If it fails its save, it must immediately make a Fortitude save or permanently be considered a humanoid.
Regardless of the results of the previous saves, the outsider (or former outsider) must then make a Will save or be transported to a plane which is opposite its alignment.
If the outsider is still within 300 ft of the warded creature, it must make a Will save or turn against their allies. If no other allies are present, the outsider offers it's services to the creature temporarily.
If, after all that, the (former) outsider is still alive, hostile, and within 300 ft. of the warded creature, it must make a Will save or be affected by a Soul Bind spell (except that the save DC is that of an epic spell, not a 9th level spell).
The caster may exempt any outsider from any of these effects, at the caster's option. The caster decides before each saving throw whether the outsider has to make it. The caster knows the results of any previous saves before deciding whether to exempt an outsider from subsequent saves.
Phase 8: Duration, part 1:
As written, the spell has several durations. The temperary debuff to outsiders who avoid being turned into humaniods has a duration of 1 hour, the actual ward lasts 24, and everything else is permanent. The stuff that is already permanent will stay permanent, and the other two durations will be decided in two phases. This phase has two parts:
First, vote on the duration for the main ward (how long is the target protected against outsiders). Vote from favorite to least favorite, either
a)permanent, b)more than 1 day (not permanent), or c)1 day or less.
Then, vote for the duration of the temporary debuff (that makes them lose all benefits of being an outsider), either "more than 1 day", or "less than 1 day". (e.g., for the first vote, permanent, more than one day, less than 1 day, and for the second vote less than one day).
Phase 9: Duration, part 2:
So, I inconveniently forgot one of the effects (effect 7: The outsider turns against its allies, or temporarily offers its services to the party). Fortunately, Rafinius reminded me. But since effect 7 is TEMPORARY, it should have been included in the previous phase *facepalm*.
So, now, we'll vote on part 1 of deciding the duration of effect #7. This vote will work the same as the previous vote, except we are only voting on one effect. From favorite to least favorite, say less than a day, more than a day, and permanent.
And done!
--The outsider can temporarily lose benefits of being an outsider for more than 1 day.
--The outsider can fight on your side for less than a day.
--The ward's main duration is less than a day.
Phase 10: Duration, part 3:
Now, we can (finally) decide the exact duration of the effects! There are three things to vote on in this phase:
First, outsiders affected by the aura of this spell can temporarily lose all benefits of being an outsider. This duration is at least 1 day. Choose a time duration in days, between 1 and 100 (if the duration is more than 100 days...you may as well have tried making it permanent, which we voted not to do).
Second, outsiders who fail a save will temporarily assist the warded creature. Pick the duration of this effect, in hours (max 24 hours), and I will average your votes together.
Finally, vote for the duration of the main spell effect (pick a number of hours, max 24 hours).
Voting will close on May 24, at which point we will (finally) be done with duration, and move on to range/area!
And, done! The outsider can lose its type benefits for 20 days, can assist the warded creature for 18 hours, and the ward lasts for 17 hours!
Phase 11: Target:
Right now, what we have is a single-target spell. For this phase, you have a choice between keeping it singe target, making it personal, making it multi-target, and making it an area effect. Rank the four choices from favorite to least favorite (unless you specify otherwise, I will assume the first one you list is your favorite, etc.) Voting will close May 25, at which point we will move on to casting time!
And the winner is: Multi-target!
Phase 12: Target, part 2 and caster level checks:
There are three questions to decide in this phase:
First, it is a non-area multi-target spell, so we need to decide how many creatures it targets. Just pick a number of targets.
Second, we might want to give it a bonus to overcome spell resistance (while it is a harmless effect, outsiders affected by the warded creatures' aura may have SR). Vote either "yes" or "no" for getting a bonus to overcome SR.
Finally, we might want to give it a bonus to effective-caster level against being dispelled. This is also a yes/no vote (if yes wins, then we will decide the exact bonus in the next phase).
These are all pretty simple votes, so this phase will end June 4.