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zagan
2011-08-16, 01:21 PM
Magics

Spells Summary

{table=head]
Spell Name|
Level|
Description

Detect Template|
Brd 1, Clr 1, Drd 1, Hlr 1, Shu 1, Sor/Wiz 1, Wuj 1|
Reveal creature with a changing template within 60ft

Exchange Template|
Clr 7, Drd 7, Hlr 7, Shu 7, Sor/Wiz 7, Wuj 7|
Exchange the changing template of one creature for another

Grant Template|
Clr 8, Drd 8, Hlr 8, Shu 8, Sor/Wiz 8, Wuj 8|
Granted one changing template to a creature

Remove Template|
Clr 6, Drd 6, Hlr 6, Shu 6, Sor/Wiz 6, Wuj 6|
Permanently remove a changing template from a creature

Suppress Template|
Clr 3, Drd 3, Hlr 3, Shu 3, Sor/Wiz 3, Wuj 3|
Temporarily suppress all the effect of a changing template on a touched creature

[/table]

Spells Descriptions

Detect Template
Divination
Level: Brd 1, Clr 1, Drd 1, Hlr 1, Shu 1, Sor/Wiz 1, Wuj 1
Components: V, S, M/DF
Casting time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No

You can detect the fact that some creature in the area posses a changing template. The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of changed creature.
2nd Round: Number of changed creature in the area and if they all have the same template or not.
3rd Round: The location of each changed creature and their type. If the creature is outside your line of sight, then you discern its direction but not its exact location.
Each round, you can turn to detect template in a new area. The 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.
Arcane Material Component: A shard of mirror

Exchange Template
Transmutation
Level: Clr 7, Drd 7, Hlr 7, Shu 7, Sor/Wiz 7, Wuj 7
Components: V, S, DF, F, M, XP
Casting time: 30 minutes
Range: Touch
Area: Willing creature with a changing template touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You remove the target’s changing templates and grant it another changing template of your choice, you also make any and all choice that may be allowed when applying the chosen template such as ability or feat. The target lose all the bonus/penalty, natural weapon, special attacks, special quality, bonus feats, skills granted by the template that was removed and gain all the benefit of the new templates. If losing the template mean that the creature no longer qualify for feats or prestige class it loses all the benefit and ability so granted. If the creature posses racial Hit dices recalculate derived hit points, base attack bonus, saves and skills point as if it has always posses its new template.
Material Component: A vial of blood (or similar) from the target creature mixed with 5000gp worth of diamond.
Focus: A creature possessing the new template must be present during the entire time of the casting.
XP cost: 300 XP per Hit dice of the target.

Grant Template
Transmutation
Level: Clr 8, Drd 8, Hlr 8, Shu 8, Sor/Wiz 8, Wuj 8
Components: V, S, DF, M, F, XP
Casting time: 1 hour
Range: Touch
Area: Willing creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You granted one changing template of your choice to the target creature, you also make any and all choice that may be allowed when applying the chosen template such as ability or feat. If the creature already posses a changing template or is of a type ineligible for the chosen template this spell fail but the material component and experience cost are still expend.
Material Component: This depend on the template to be granted but always cost 10000gp either to buy, to treat with the right alchemical process or to create. The component are as follow:

Arthropod: The fresh venom of a giant vermin
Artificial: A miniature golem
Bizarre: The blood from at least three different aberration.
Breather: The crystallize breath of a dragon
Divided: The preserved soul of an animal
Energy: The raw essence from all four elemental plane
Exiled: A stone from the astral plane
Mundane: The preserved skin of a dead humanoid
Oversized: The tooth of a giant
Savage: The weapon of a barbarian chief
Seelie: Hairs from a Fey princess
Slime: An acid vial in which a diamond was dissolved
Unliving: A vampire bone magically preserved
Weed: A freely given leaf from a Treant
Wonderful: A phoenix feather

Focus: A creature possessing the new template must be present during the entire time of the casting.
XP cost: 500 XP per Hit dice of the target.

Remove Template
Transmutation
Level: Clr 6, Drd 6, Hlr 6, Shu 6, Sor/Wiz 6, Wuj 6
Components: V, S, M/DF, XP
Casting time: 10 minutes
Range: Touch
Area: Willing creature with a changing template touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You remove the changing template from the targeted creature. The target lose all the bonus/penalty, natural weapon, special attacks, special quality, bonus feats, skills granted by the template that was removed. If losing the template mean that the creature no longer qualify for feats or prestige class it loses all the benefit and ability so granted. If the creature posses racial Hit dices recalculate derived hit points, base attack bonus, saves and skills point as if it has never gained the template.
Material Component: A vial of blood (or equivalent) from a normal (without changing template) creature of the same original species as the target. In addition powered sapphire worth 2500gp must be add to the blood.
XP: 250 XP per Hit dice of the target.

Suppress Template
Transmutation
Level: Clr 3, Drd 3, Hlr 3, Shu 3, Sor/Wiz 3, Wuj 3
Components: V, S, M/DF
Casting time: 1 standard action
Range: Touch
Area: Creature with a changing template touched
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

You suppress the target changing template. For the duration of the spell the target lose all the bonus/penalty, natural weapon, special attacks, special quality and bonus feats. It keep it’s Hit dice, base attack bonus, saves and skills. It does not regain any special attack or special qualities it may have lost because of its changing template.
If the creature doesn’t have any changing template the spell failed.
Arcane Material Component: A small piece of eraser

Powers Summary

{table=head]
Power Name|
Level|
Description

Psionic Detect Template|
Psion/Wilder 1|
Reveal creature with a changing template within 60ft

Manipulate Template|
Psion/Wilder 3|
Suppress, remove, exchange or grant a changing template

[/table]

Powers Descriptions

Detect Template
Divination
Level: Psion/Wilder 1
Display: Auditory and visual
Manifesting time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/ level (D)
Saving Throw: None
Power Resistance: No
Power Point: 1

As the detect template spell, except as noted here.

Manipulate Template
Psychometabolism
Level: Psion/Wilder 3
Display: Auditory Material, Olfactory and Visual
Manifesting time: As the spell
Range: Touch
Area: As the spell
Duration: As the spell
Saving Throw: As the spell
Power Resistance: Yes
Power Point: 5, XP (see text)

As the suppress template spell, except as noted here.

Augment: You can augment this power in one of the following ways.

If you spend 6 additional power points, it act as the remove template spell instead but without material component and the XP cost is 275 XP per Hit dice of the target instead of 250 XP.
If you spend 8 additional power points, it act as the exchange template spell instead but without material component or focus and the XP cost is 350 XP per Hit dice of the target instead of 300 XP.
If you spend 10 additional power points, it act as the grant template spell instead but without material component or focus and the XP cost is 600 XP per Hit dice of the target instead of 500 XP.


Infusions Summary

{table=head]
Power Name|
Level|
Description

Grant Artificial Template, Lesser|
Artificer 4|
Grant the artificial template to a creature for a short duration

Grant Artificial Template|
Artificer 5|
Grant the artificial template to a creature for a moderate duration

Grant Artificial Template, Greater|
Artificer 6|
Grant the artificial template to a creature for a long duration
[/table]

Infusions Descriptions

Grant Artificial Template, Lesser
Transmutation
Level: Artificer 4
Components: V, S, M
Casting time: 1 round
Range: Touch
Area: Non-construct creature touched.
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You grant the artificial template to the creature touched for the duration of the spell, you also make any and all choice that may be allowed when applying the template such the material that the creature is made of. Unlike normal do not recalculate the creature base attack bonus, saves and skills.
Material component: Miniature statue of a golem worth 300gp made of the same material as chosen for the creature.

Grant Artificial Template
Level: Artificer 5
Casting time: 1 minute
Duration: 10 minute/level
As Grant Artificial Template Lesser except as noted here.
Material component: Miniature statue of a golem worth 500gp made of the same material as chosen for the creature.

Grant Artificial Template, Greater
Level: Artificer 6
Components: V, S, M
Casting time: 10 minutes
Duration: 1 hour/level
As Grant Artificial Template Lesser except as noted here.
Material component: Miniature statue of a golem worth 1000gp made of the same material as chosen for the creature.

Change Log:


The wording has been changed to reflect the new changing template appellation.
Removed the useless Knowledge check as part of detect template, it already give the type.
Augment the cost of the material component for exchange and grant.
Add a price to the costly material component on remove template.
Fold the psionic version of suppress, remove, exchange and grant template into one power.
The infusion now have a shorter duration and none are permanent