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Jormengand
2013-11-28, 03:35 PM
Subversion
Enchantment
Level: Sorcererer/wizard 4, cleric 4
Components: V, S
Casting time: 1 immediate action
Range: Short (25 feet + 5 feet/2 levels)
Target: One creature in range.
Duration: 1 round + concentration up to one round per seven levels.
Saving throw: Will negates (Harmless)
Spell resistance: Yes

The subject takes damage as healing and healing as damage, in a similar manner to an undead creature's reaction to positive and negative energy - thus, subversion does not react to damage or healing it caused itself.

If there is more than one combined instance of Subversion, Retrograde or Torsion (Except reversed Torsion), the two which were cast first dispel each other, and the process is repeated until there are fewer than two instances remaining.

Retrograde
Psychometabolism
Level: Psion/Wilder 4
Display: Auditory
Power Resistance: Yes
Power Points: 7

As Subversion, except as noted here.

Augmentation:

For every seven points invested, the duration increases for one round.

Torsion
Level: Evolving Mind 4
Normal: Torsion acts exactly as Subversion except as noted here.
Reverse: As normal, except that instead of swapping damage and healing, both damage and healing are doubled for the duration.






Rising agony
Necromancy
Level: Wizard/sorcerer 5 Cleric 5 Bard 4
Components: V, S
Casting time: 1 standard action
Range: Short (25 feet + 5 feet/2 levels)
Target: One creature in range.
Duration: Until saved or target is slain.
Saving throw: Will negates/partial, see text
Spell resistance: Yes

When the spell comes into effect, the target must take a will save at a -10 penalty or take 1d6 damage. Each round, the target must save again or take another 1d6 damage for each failed save (so 2d6 in the first round, 3d6 in the second, and so forth), but the penalty is reduced by 2 each time - if the effect lasts long enough, they will start getting a bonus to their saves.

Echo of doom
Level: World Asunder 8 This was designed for worldspeaker; trunamers should use Evolving Mind 5
Target: Creature seen Truenamers use "Creature in range"
Duration: Until saved
Saving throw: Will or fortitude negates/partial, see text.
Normal: The target must make a will save with a -10 penalty or take 1d4 damage to a physical ability score of your choice. They must save again each round, or take another die of damage for each time they have failed the save (so two dice on the first round, three dice on the second) with the dice distributed between physical ability scores as you choose before rolling them. However, the penalty to their saves is reduced by 2 each time.
Reverse: As normal, but the save is fortitude and the damage is inflicted upon the target's mental ability scores.


Thoughts?

JoshuaZ
2013-11-28, 04:43 PM
What happens to extra hit points in subversion? Are they lost or do they become temporary hit points? Also I'm confused slightly by the wording- does it only apply to positive and negative energy damage or to all damage? And why is it in the enchantment school? It seems closer to transmutation or necromancy.

Jormengand
2013-11-28, 05:05 PM
What happens to extra hit points in subversion? Are they lost or do they become temporary hit points? Also I'm confused slightly by the wording- does it only apply to positive and negative energy damage or to all damage? And why is it in the enchantment school? It seems closer to transmutation or necromancy.

They're lost, in exactly the same way as healing from Cure X Wounds or Heal, or positive energy damage. All damage ("Damage as healing and healing as damage") is changed, it just happens in a similar way to undead ("In a similar manner to an undead creature's reaction to positive and negative energy").

It's enchantment because it's not really transmuting the creature to another form, nor raising them from the dead or doing anything really necromantic so much as well... enchanting them.

JoshuaZ
2013-11-28, 05:10 PM
They're lost, in exactly the same way as healing from Cure X Wounds or Heal, or positive energy damage. All damage ("Damage as healing and healing as damage") is changed, it just happens in a similar way to undead ("In a similar manner to an undead creature's reaction to positive and negative energy").

It's enchantment because it's not really transmuting the creature to another form, nor raising them from the dead or doing anything really necromantic so much as well... enchanting them.

The word enchantment has a variety of different meanings. It does mean some sort of general change or effect in for example Magic the Gathering. In D&D, the "enchantment" school generally refers to spells which impact the mind in some way. Thus for example, both Death Ward and Mage Armor are not in the enchantment school.

Jormengand
2013-11-28, 05:18 PM
The word enchantment has a variety of different meanings. It does mean some sort of general change or effect in for example Magic the Gathering. In D&D, the "enchantment" school generally refers to spells which impact the mind in some way. Thus for example, both Death Ward and Mage Armor are not in the enchantment school.

Mage armour is conjuration creation because it conjures and creates armour. Subversion is enchantment because it enchants you. It doesn't transmute you, conjure you, evoke you, divine you or necromance (?) you, nor is it an illusion, but it does enchant you.

Abjuration might make more sense, though.

JoshuaZ
2013-11-28, 06:21 PM
Mage armour is conjuration creation because it conjures and creates armour. Subversion is enchantment because it enchants you. It doesn't transmute you, conjure you, evoke you, divine you or necromance (?) you, nor is it an illusion, but it does enchant you.


Do you have any other examples of spells which fall into that school that are similar to this spell?