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View Full Version : "You don't know the power of the dark side!" (3.5 spells, PEACH)



Noctis Vigil
2012-06-07, 02:37 AM
Pull Of Darkness
Universal (Evil)
Level: Clr 9
Components: V, XP (see text)
Casting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No

This spell consists of one word, a single word which defines the entire concept of "evil". No one knows the now-lost language it came from, but the power it holds is unmistakable. As you speak the word, you channel the power of it into one creature you touch. The creature must make a Will save immediately. If they fail, the evil in their souls is brought to the surface, and their alignment immediately and permanently changes to Evil. Good-aligned characters get a +4 bonus on this save. This is not a mind-affecting spell, charm effect, compulsion, or any other type of mental effect; you simply force the evil in their soul to become dominant. This spell will affect any creature that fails its save.

You must be Evil to cast this spell. Additionally, you may not cast this through a spell, familiar, companion, or any other medium that normally lets you deliver touch spells at range; you personally must be the one to touch the effected creature.

This spell is countered by See The Light.

XP Cost: 1000EXP. You may choose to willingly expend additional EXP when you cast this spell; for every additional 1000EXP you spend, the save DC increases by +1, to a max cost of 5000EXP total.

See The Light
Universal (Good)
Level: Clr 9
Components: V, XP (see text)
Casting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No

This spell consists of one word, a single word which defines the entire concept of "good". No one knows the now-lost language it came from, but the power it holds is unmistakable. As you speak the word, you channel the power of it into one creature you touch. The creature must make a Will save immediately. If they fail, the good in their soul is brought to the surface, and their alignment immediately and permanently changes to Good. Evil-aligned characters get a +4 bonus on this save. This is not a mind-affecting spell, charm effect, compulsion, or any other type of mental effect; you simply force the good in their soul to become dominant. This spell will affect any creature that fails its save.

You must be Good to cast this spell. Additionally, you may not cast this through a spell, familiar, companion, or any other medium that normally lets you deliver touch spells at range; you personally must be the one to touch the effected creature.

This spell is countered by Pull Of Darkness.

XP Cost: 1000EXP. You may choose to willingly expend additional EXP when you cast this spell; for every additional 1000EXP you spend, the save DC increases by +1, to a max cost of 5000EXP total.

Surge Of Anarchy
Universal (Chaos)
Level: Clr 9
Components: V, XP (see text)
Casting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No

This spell consists of one word, a single word which defines the entire concept of "chaos". No one knows the now-lost language it came from, but the power it holds is unmistakable. As you speak the word, you channel the power of it into one creature you touch. The creature must make a Will save immediately. If they fail, the chaos in their soul is brought to the surface, and their alignment immediately and permanently changes to Chaotic. Lawful-aligned characters get a +4 bonus on this save. This is not a mind-affecting spell, charm effect, compulsion, or any other type of mental effect; you simply force the chaos in their soul to become dominant. This spell will affect any creature that fails its save.

You must be Chaotic to cast this spell. Additionally, you may not cast this through a spell, familiar, companion, or any other medium that normally lets you deliver touch spells at range; you personally must be the one to touch the effected creature.

This spell is countered by Stabilizing Law.

XP Cost: 1000EXP. You may choose to willingly expend additional EXP when you cast this spell; for every additional 1000EXP you spend, the save DC increases by +1, to a max cost of 5000EXP total.

Stabilizing Law
Universal (Law)
Level: Clr 9
Components: V, XP (see text)
Casting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No

This spell consists of one word, a single word which defines the entire concept of "law". No one knows the now-lost language it came from, but the power it holds is unmistakable. As you speak the word, you channel the power of it into one creature you touch. The creature must make a Will save immediately. If they fail, the order in their soul is brought to the surface, and their alignment immediately and permanently changes to Lawful. Chaotic-aligned characters get a +4 bonus on this save. This is not a mind-affecting spell, charm effect, compulsion, or any other type of mental effect; you simply force the order in their soul to become dominant. This spell will affect any creature that fails its save.

You must be Lawful to cast this spell. Additionally, you may not cast this through a spell, familiar, companion, or any other medium that normally lets you deliver touch spells at range; you personally must be the one to touch the effected creature.

This spell is countered by Surge Of Anarchy.

XP Cost: 1000EXP. You may choose to willingly expend additional EXP when you cast this spell; for every additional 1000EXP you spend, the save DC increases by +1, to a max of 5000EXP total.

JoshuaZ
2012-06-07, 04:03 PM
The basic idea seems ok. I'm a little worried about the XP cost increasing the save DC indefinitely as a mechanic. That means that I can get for example a +4 bonus to the save DC at the same cost as a wish spell, and it means that if one is willing at around 19th or 20th level to give up a level you can end up pushing the save DC to essentially unbeatable levels.

General Patton
2012-06-07, 05:05 PM
Slight typo from copy-pasting. All four versions mention the evil in their souls being brought to the surface. I think the Lawful one might be best described with the order in their soul. By the way, soul should be singular in those sentences.

Noctis Vigil
2012-06-07, 10:26 PM
Copy pasta errors fixed, and a cap has been added to the boosting of the DC.

As for the cost of the spell: if you really want to throw these out one after the other, the EXP cost will stack up. I think it's enough of a penalty, and the spell is far less useful than some.

Gamer Girl
2012-06-07, 10:45 PM
The spells look mostly ok except:

1.The idea of just switching alignments like a snap of the fingers is just boring. It takes away a lot of role playing to just say ''yawn Good Prince Humperdink is now Evil''. And it's worse to force this type of thing on a player.


2.Why no spell resistance? You'd think it would apply....

3.Why a permanent duration? Then it can be disspelled and such. Would it not be better as an instantaneous duration?

Virdish
2012-06-07, 11:33 PM
Why no love for neutrality? Maybe there is a neutral guy running around who thinks all the clashing of good, evil, law, and chaos are just too much and desires to make the world more neutral. It could be flavored as stripping the alignment off of a person.

Welknair
2012-06-07, 11:37 PM
I'd suggest making Good Outsiders immune to Pull of Darkness. By definition, they have no "evil in their soul". And ditto goes with Evil Outsiders and See the Light.

...And Lawful Outsiders with Surge of Anarchy and Chaotic Outsiders with Stabilizing Law.

At least the Outsiders that are considered to embody those alignments, at least. You shouldn't be able to Pull of Darkness an Angel.

Virdish
2012-06-07, 11:42 PM
Except that WotC has already put in a precedence for having an good outsider fall into evil. I forgot where it is but he kept his subtype but is LE.

Welknair
2012-06-07, 11:46 PM
Except that WotC has already put in a precedence for having an good outsider fall into evil. I forgot where it is but he kept his subtype but is LE.

Ah, that's probably in the BoVD or one of the Fiendish Codices, books I've never obtained. My general knowledge of the topic is that they are beings of "Pure ___" and as such do not include any aspects of the other alignments which could be brought to the surface. I wouldn't be surprised if splatbooks changed that, though.

Noctis Vigil
2012-06-08, 12:36 AM
Spoilered in case someone from my gaming group reads this:

This was created as a plot point for a campaign I've been working on for some time; these will never make it into the hands of anyone but one or two NPCs, all of whom will have deity rankings. These spells were created strictly so I have a working mechanic pre-made when they reach that part of the plot.

As for Neutral versions, I'm working on it; I have a few issues to consider before actually posting final versions of it/them first.

Steward
2012-06-08, 08:15 AM
I always thought it would be cool, for spells that change your alignment so drastically, to confer an Aura of Evil (or Good, or Law, or Chaos) to the target (like the ones described in the Detect Evil (http://www.d20srd.org/srd/spells/detectEvil.htm) spell. It's not necessary at all, but I think it's a cool way of representing mechanically any difference between someone becoming, say, evil on their own and someone becoming evil because they were touched by the embodiment of pure darkness.