JaronK
2013-01-07, 03:14 AM
I'd love some input on the level of the following spells, as well as any other relevant aspects. They're spells to be researched by my Archivist, who's a big fan of not having to do manual labor at all. They're modeled off Unseen Servant, Servant Horde (SpC, creates 2d6+caster level unseen servants for 1 hour/lvl), and Unseen Crafter (Races of Eberron, 2nd level spell, 1day/lvl, creates an Unseen Servant with craft ranks equal to yours + your spellcasting stat mod who crafts one thing, cannot leave close range). The final spell is modeled after Leomund's Secure Shelter.
1) Marrion's Faithful Laborers. Cleric 4, Wizard/Sorcerer 4, Bard 4, Artificer 4, Magewright 4
Conjuration (Creation), VS, 1StdAct, Close Range, 1 day/lvl
-Creates Caster Level human like forces that handle day to day tasks for you. May be invisible, or may look like members of your race in appropriate clothing for their specialty. Has ranks in one Craft or Profession skill, or Handle Animal, equal to your caster level. Is equivalent to a humanoid with 10s in all stats. Will follow your orders faithfully during this time period, but only for menial tasks or tasks within its area of expertise. Can leave close range without problems. Cannot attack or be the direct target of attacks, but if it takes 6hp of damage from area of effect attacks, it is dissipated. May be made permanent with the permanency spell (3000xp, minimum CL 11). If permanent, laborers respawn in 1 day if dissipated (but will vanish forever if the spell is dispelled)
2) Marrion's Faithful Guards. Clr 4, Sor/Wiz 4, Bard 4, Artificer 4, Magewright 4
Conjuration (Creation), VS,1 Minute Casting Time, Close Range, 2 hours/lvl
-Creates Caster Level human like forces that alert you of danger. May be invisible, or may look like any medium or small sized race wearing the mundane armor and melee weapon of your choice, with a light crossbow, and equipped with your choice of lanterns, bullseye lanterns, or torches. Has ranks in Spot, Listen, and Sense Motive equal to your caster level, and gets a bonus equal to your casting stat in all of these. Regardless of the race they appear as, they have normal human vision. Is equivalent to a humanoid with 10s in all stats. Will follow your orders faithfully during this time period, generally for sounding alarms as needed. Can leave close range without problems. Cannot attack normally (despite their apparent weapons) or be the direct target of attacks, but if they takes 6hp of damage from area of effect attacks, they are dissipated. They may shoot their crossbows, and when they do so the bolts always seem to come from a flaming crossbow. However, they never hit their target. Instead, they hit the ground in the same square as the enemy they are shooting at (if the enemy is on the ground) with a flaming crossbow bolt that burns like a continual flame spell for CL rounds, giving off light like a torch. If the targets are air born the bolts simply fly past the target as though they missed.
3)Marrion's Secure Fort Sor/Wiz 5, Bard 5, Clr 6
Conjuration (Creation), VS AF,10 Minute Casting Time, Close Range, 24 Hours
Creates a Cheap Keep (Stronghold Builder's Guide, see here: https://www.wizards.com/default.asp?x=dnd/ex/20020503e ) protected by 6 Marrion's Faithful Guards (When summoned, two are in the each watchtower and two man the gate). The keep is also staffed by a few Marrion's Faithful Laborers... one with Handle Animal, four with Profession (Cook), and four with Profession (Butler). If any of the staff or guards venture more than 60' from the keep, they dissipate. If they dissipate for any reason, they reappear in the courtyard in 1d4 rounds. The kitchen is always stocked with wild game, root vegetables, and other appropriate foods for a wilderness outpost. The storage room below contains field rations for up to caster level people which may be taken away from the keep, but if not eaten these disappear after the spell expires. Regardless of the location, the well always contains fresh water. The stables always have fresh oats and hay for up to caster level horses and other large animals. Fires in the kitchen, dining room, and bathroom keep the keep relatively warm, but there is no other temperature regulation. The front gate is secured by an Improved Arcane Lock (caster may chose at time of casting who may pass through this), as are all other exterior doors. This spell may only be cast where there is room to do so. When the spell expires, all items created by the spell disappear, and anything else left in the keep falls to the ground after the keep vanishes (or rises to ground level if left in the store room). May be made permanent with the Permanency spell (5000xp, minimum CL 15).
JaronK
1) Marrion's Faithful Laborers. Cleric 4, Wizard/Sorcerer 4, Bard 4, Artificer 4, Magewright 4
Conjuration (Creation), VS, 1StdAct, Close Range, 1 day/lvl
-Creates Caster Level human like forces that handle day to day tasks for you. May be invisible, or may look like members of your race in appropriate clothing for their specialty. Has ranks in one Craft or Profession skill, or Handle Animal, equal to your caster level. Is equivalent to a humanoid with 10s in all stats. Will follow your orders faithfully during this time period, but only for menial tasks or tasks within its area of expertise. Can leave close range without problems. Cannot attack or be the direct target of attacks, but if it takes 6hp of damage from area of effect attacks, it is dissipated. May be made permanent with the permanency spell (3000xp, minimum CL 11). If permanent, laborers respawn in 1 day if dissipated (but will vanish forever if the spell is dispelled)
2) Marrion's Faithful Guards. Clr 4, Sor/Wiz 4, Bard 4, Artificer 4, Magewright 4
Conjuration (Creation), VS,1 Minute Casting Time, Close Range, 2 hours/lvl
-Creates Caster Level human like forces that alert you of danger. May be invisible, or may look like any medium or small sized race wearing the mundane armor and melee weapon of your choice, with a light crossbow, and equipped with your choice of lanterns, bullseye lanterns, or torches. Has ranks in Spot, Listen, and Sense Motive equal to your caster level, and gets a bonus equal to your casting stat in all of these. Regardless of the race they appear as, they have normal human vision. Is equivalent to a humanoid with 10s in all stats. Will follow your orders faithfully during this time period, generally for sounding alarms as needed. Can leave close range without problems. Cannot attack normally (despite their apparent weapons) or be the direct target of attacks, but if they takes 6hp of damage from area of effect attacks, they are dissipated. They may shoot their crossbows, and when they do so the bolts always seem to come from a flaming crossbow. However, they never hit their target. Instead, they hit the ground in the same square as the enemy they are shooting at (if the enemy is on the ground) with a flaming crossbow bolt that burns like a continual flame spell for CL rounds, giving off light like a torch. If the targets are air born the bolts simply fly past the target as though they missed.
3)Marrion's Secure Fort Sor/Wiz 5, Bard 5, Clr 6
Conjuration (Creation), VS AF,10 Minute Casting Time, Close Range, 24 Hours
Creates a Cheap Keep (Stronghold Builder's Guide, see here: https://www.wizards.com/default.asp?x=dnd/ex/20020503e ) protected by 6 Marrion's Faithful Guards (When summoned, two are in the each watchtower and two man the gate). The keep is also staffed by a few Marrion's Faithful Laborers... one with Handle Animal, four with Profession (Cook), and four with Profession (Butler). If any of the staff or guards venture more than 60' from the keep, they dissipate. If they dissipate for any reason, they reappear in the courtyard in 1d4 rounds. The kitchen is always stocked with wild game, root vegetables, and other appropriate foods for a wilderness outpost. The storage room below contains field rations for up to caster level people which may be taken away from the keep, but if not eaten these disappear after the spell expires. Regardless of the location, the well always contains fresh water. The stables always have fresh oats and hay for up to caster level horses and other large animals. Fires in the kitchen, dining room, and bathroom keep the keep relatively warm, but there is no other temperature regulation. The front gate is secured by an Improved Arcane Lock (caster may chose at time of casting who may pass through this), as are all other exterior doors. This spell may only be cast where there is room to do so. When the spell expires, all items created by the spell disappear, and anything else left in the keep falls to the ground after the keep vanishes (or rises to ground level if left in the store room). May be made permanent with the Permanency spell (5000xp, minimum CL 15).
JaronK