DracoDei
2013-07-14, 09:06 PM
Invented these two spells for a homebrew friendly campaign I am playing in. No idea if the GM will allow my character to research them.
Obviously, a version of this that drops the necromancy tag and works on non-living material components or focii for rituals would be possible, but my character, Martin Morgan, has a necromancy focus and is planning to stick to what he knows.
Also, I know Detect Magic counters most of the uses of this spell... but Magic Aura counters Detect Magic.
Martin's Blood Ritual Sabotage
Necromancy/Abjuration
Level: Clr 3, Druid 4, Pal 3, Sor/Wiz 3
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target or Area: Creature touched
Duration: 2 days/level or until discharged
Saving Throw: See text
Spell Resistance: Yes; see text
If the creature is killed as part of a ritual or other spellcasting the release of spiritual energy from the killing is twisted against the ritual. Creatures of animal intelligence do not receive a saving throw against this spell.
This can have one of three effects, chosen at the time of casting (these effects are without save or spell resistance)*:
As per a Dispel Magic targeted at the ritual. This is either a Targeted Dispel, or Counterspell, depending on which the GM deems most appropriate. This dispel check gains a +2 untyped bonus. Note that this may increase the total bonus beyond the maxima listed in Dispel Magic.
Whatever 'fuel' the creature would provide to the ritual is doubled and then SUBTRACTED from the ritual.** The 'fuel' is instead quadrupled before the subtraction.
The DCs of all checks (Skills, caster-level, etc), is increased by +2 +4. The GM should note down how much each check was made by, since this applies retroactively as well.
*If the creature targeted by this spell has has an intelligence score of at least 3, and gives its consent, knowing the of the function of this spell and willingly fails its saving throw (and spell resistance, if any) against this spell then the effects are increased as detailed in underlined portions. No duress, compulsion, or magical influence can force the subject to accept this spell (although it might still be inflicted on it without the added benefits). Note that this consent can not be later withdrawn to any effect, and the victim can take whatever measures they like to avoid being sacrificed (other than, obviously, successful attempts to negate the effects of this spell) without impairing this spell in the least. This could include attempts to escape, informing the ritualists they are the subject of this spell (an option with limited utility), or whatever.
**For instance:
If a ritual requires 10 infants to be sacrificed, and 11 are actually sacrificed, but one of them has this spell on it, then it fails as if only 9 had been sacrificed.
If a ritual has a 1% chance of success for each (house) cat sacrificed, plus 5% for each great cat (lion, tiger, cheetah, puma, etc) sacrificed, and 50 cats and 10 great cats are sacrificed, but 2 of the (house) cats were the subjects of this spell, then the ritual has a 48+(5*10)-(2*2)= 94% chance of success.
If a ritual has a duration of 1 day for each humanoid sacrificed, and 6 humanoids are sacrificed, but one has willingly had this spell placed on them, then the effects of the ritual last only a single day.
Material Component: A miniature golden statue that is a generic image of the target's species, worth at least 200 GP.
Martin's Blood Ritual Sabotage, Greater
Necromancy/Abjuration
Level: Clr 6, Drd 7, Pal 4*, Sor/Wiz 6
Duration: 1 week/level or until discharged
*When cast by a Paladin, this spell only functions on willing targets (as defined in the description for Martin's Blood Ritual Sabotage).
This spell functions like Martin's Ritual Sabotage, except as follows:
The three effects (and upgrade versions for intelligent, willing recipients of this spell), are as follows:
As per a Dispel Magic, Greater targeted at the ritual. This is either a Targeted Dispel, or Counterspell, depending on which the GM deems most appropriate. This dispel check gains a +4 untyped bonus. Note that this may increase the total bonus beyond the maxima listed in Dispel Magic, Greater.
Whatever 'fuel' the creature would provide to the ritual is tripled and then SUBTRACTED from the ritual. The 'fuel' is instead multiplied by six before the subtraction.
The DCs of all checks (Skills, caster-level, etc), is increased by +4 +8. The GM should note down how much each check was made by, since this applies retroactively as well.
In addition, a willing subject with the ability to cast spells of at least 0th level and/or 1 rank in spellcraft gains the ability to switch between the three effects as a spell-like ability that counts as a 0th level spell for purposes of concentration checks, and has no components.
If an additional material components of 1,000 GP worth of diamonds and 1,000 GP worth of pearls are provided then a willing subject gains spell resistance equal to 15+the caster level of this spell against Soul Bind and similar attempts to manipulate their soul during or after their death, and, much more importantly, if brought back from the dead after being killed during a ritual that triggered this spell via a method that usually involves losing a level, they may either:
Add any XPs that they had above their previous level to their new level, thus perhaps meaning that they do not lose a level after all, only some experience.
Have 80% of the experience points over their new level necessary to progress to their previous level, rather than 50%.
Material Component: A miniature golden statue that is a generic image of the target's species, worth at least 400 GP.
Questions:
Did I give too many examples?
Are all three options for how it disrupts the ritual good to have?
Did I make the kickers for willing sacrifices too powerful? Are they too complicated for the Greater version?
Are the levels right? I based them off of both Dispel Magic/Greater, and Glyph of Warding, Greater for clerics, and sorcerers/wizards. Paladin and Druid were added at the last minute for purposes of this thread. Not sure if druids should get them a level later, or at the same level as a cleric. It seems like a very "Paladin" spell, especially if cast on themselves, so I gave them access to the Greater version, and then threw in a caveat to balance it.
I designed the material components to require either carrying around a lot of them and a substantial gold piece investment, or actual forethought and planning. Does that make it too difficult?
Obviously, a version of this that drops the necromancy tag and works on non-living material components or focii for rituals would be possible, but my character, Martin Morgan, has a necromancy focus and is planning to stick to what he knows.
Also, I know Detect Magic counters most of the uses of this spell... but Magic Aura counters Detect Magic.
Martin's Blood Ritual Sabotage
Necromancy/Abjuration
Level: Clr 3, Druid 4, Pal 3, Sor/Wiz 3
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target or Area: Creature touched
Duration: 2 days/level or until discharged
Saving Throw: See text
Spell Resistance: Yes; see text
If the creature is killed as part of a ritual or other spellcasting the release of spiritual energy from the killing is twisted against the ritual. Creatures of animal intelligence do not receive a saving throw against this spell.
This can have one of three effects, chosen at the time of casting (these effects are without save or spell resistance)*:
As per a Dispel Magic targeted at the ritual. This is either a Targeted Dispel, or Counterspell, depending on which the GM deems most appropriate. This dispel check gains a +2 untyped bonus. Note that this may increase the total bonus beyond the maxima listed in Dispel Magic.
Whatever 'fuel' the creature would provide to the ritual is doubled and then SUBTRACTED from the ritual.** The 'fuel' is instead quadrupled before the subtraction.
The DCs of all checks (Skills, caster-level, etc), is increased by +2 +4. The GM should note down how much each check was made by, since this applies retroactively as well.
*If the creature targeted by this spell has has an intelligence score of at least 3, and gives its consent, knowing the of the function of this spell and willingly fails its saving throw (and spell resistance, if any) against this spell then the effects are increased as detailed in underlined portions. No duress, compulsion, or magical influence can force the subject to accept this spell (although it might still be inflicted on it without the added benefits). Note that this consent can not be later withdrawn to any effect, and the victim can take whatever measures they like to avoid being sacrificed (other than, obviously, successful attempts to negate the effects of this spell) without impairing this spell in the least. This could include attempts to escape, informing the ritualists they are the subject of this spell (an option with limited utility), or whatever.
**For instance:
If a ritual requires 10 infants to be sacrificed, and 11 are actually sacrificed, but one of them has this spell on it, then it fails as if only 9 had been sacrificed.
If a ritual has a 1% chance of success for each (house) cat sacrificed, plus 5% for each great cat (lion, tiger, cheetah, puma, etc) sacrificed, and 50 cats and 10 great cats are sacrificed, but 2 of the (house) cats were the subjects of this spell, then the ritual has a 48+(5*10)-(2*2)= 94% chance of success.
If a ritual has a duration of 1 day for each humanoid sacrificed, and 6 humanoids are sacrificed, but one has willingly had this spell placed on them, then the effects of the ritual last only a single day.
Material Component: A miniature golden statue that is a generic image of the target's species, worth at least 200 GP.
Martin's Blood Ritual Sabotage, Greater
Necromancy/Abjuration
Level: Clr 6, Drd 7, Pal 4*, Sor/Wiz 6
Duration: 1 week/level or until discharged
*When cast by a Paladin, this spell only functions on willing targets (as defined in the description for Martin's Blood Ritual Sabotage).
This spell functions like Martin's Ritual Sabotage, except as follows:
The three effects (and upgrade versions for intelligent, willing recipients of this spell), are as follows:
As per a Dispel Magic, Greater targeted at the ritual. This is either a Targeted Dispel, or Counterspell, depending on which the GM deems most appropriate. This dispel check gains a +4 untyped bonus. Note that this may increase the total bonus beyond the maxima listed in Dispel Magic, Greater.
Whatever 'fuel' the creature would provide to the ritual is tripled and then SUBTRACTED from the ritual. The 'fuel' is instead multiplied by six before the subtraction.
The DCs of all checks (Skills, caster-level, etc), is increased by +4 +8. The GM should note down how much each check was made by, since this applies retroactively as well.
In addition, a willing subject with the ability to cast spells of at least 0th level and/or 1 rank in spellcraft gains the ability to switch between the three effects as a spell-like ability that counts as a 0th level spell for purposes of concentration checks, and has no components.
If an additional material components of 1,000 GP worth of diamonds and 1,000 GP worth of pearls are provided then a willing subject gains spell resistance equal to 15+the caster level of this spell against Soul Bind and similar attempts to manipulate their soul during or after their death, and, much more importantly, if brought back from the dead after being killed during a ritual that triggered this spell via a method that usually involves losing a level, they may either:
Add any XPs that they had above their previous level to their new level, thus perhaps meaning that they do not lose a level after all, only some experience.
Have 80% of the experience points over their new level necessary to progress to their previous level, rather than 50%.
Material Component: A miniature golden statue that is a generic image of the target's species, worth at least 400 GP.
Questions:
Did I give too many examples?
Are all three options for how it disrupts the ritual good to have?
Did I make the kickers for willing sacrifices too powerful? Are they too complicated for the Greater version?
Are the levels right? I based them off of both Dispel Magic/Greater, and Glyph of Warding, Greater for clerics, and sorcerers/wizards. Paladin and Druid were added at the last minute for purposes of this thread. Not sure if druids should get them a level later, or at the same level as a cleric. It seems like a very "Paladin" spell, especially if cast on themselves, so I gave them access to the Greater version, and then threw in a caveat to balance it.
I designed the material components to require either carrying around a lot of them and a substantial gold piece investment, or actual forethought and planning. Does that make it too difficult?