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Thealtruistorc
2014-09-03, 05:08 PM
Welcome back, playgrounders, to the Iron Mage competition. Inspired by the popular game show from the OotS universe (See "On the origin of PCs", page 47), the object of this game is to use a material component (selected by your truly) to create a unique new spell for casters everywhere to use. This spell may be of any level or school, and can have any effect you desire (provided it fits with the component). You may create up to five spells for submission, and can also have up to three magic items based around the spells (wondrous items, magic armor or weapons, etc.)

Spells will be judged on the following criteria:
-Originalityl: We want to see something unique and inventive! Use your imagination on this competition! Plagarism is strictly prohibited.
-Flavor: A spell has to fit with the component. You won't be conjuring up lighting using a rock.
-Functionality: Your spell should be fun to use. Make players want to add it to their spellbook.

Without further ado, I give you the component:

A Straight Razor


Submissions are due Wednesday, September 10th at midnight PST. Good Luck and Happy Brewing!



Contest
Name
First Place
Winner


I
An Apple Core (http://www.giantitp.com/forums/showthread.php?368783-Iron-Mage-let-s-brew-some-awesome-spells!&p=18022577&viewfull=1)
As the Nectar, so the Poison (http://www.giantitp.com/forums/showsinglepost.php?p=18022577&postcount=22)
Cyanide (http://www.giantitp.com/forums/member.php?76567-Cyanide)

Milo v3
2014-09-03, 07:21 PM
Flowing Pain
Necromancy
Sorcerer/Wizard 5
Components: M, S
Casting Time: One Minute
Range: Personal
Duration: Instantaneous
Spell Resistance: Yes
As you start to cut, you can feel your suffering start to flow out of you.

During the casting of this spell, you make cuts into yourself with the material component (or your own nails if you have Eschew Materials) dealing 1 point of constitution damage. The blood from these wounds has Agony (BoVD) mixed into it, resulting in 200 gp worth of the liquid pain. Casters immune to ability damage or critical hits cannot cast this spell.
Material Component: Straight razor.
Special: Casters with access to the Pain domain may learn this spell in place of the usual 5th level spell granted by the pain domain.

Folding Steel
Transmutation
Assassin 2, Bard 3, Sorcerer/Wizard 3
Components: M, S, V
Casting Time: Standard Action
Duration: 10 minutes/caster level
Target: One Weapon
Range: Touch
Who says gnomes should get all the fun?

A weapon affected by this spell warps and alters so that it can fold into itself and be quickly flicked out, granting any who would wield it as a one-handed or light weapon the benefits of the quick draw feat with that weapon.
Material Component: Straight razor.

Shave Hide
Transmutation
Druid 2, Sorcerer/Wizard 3
Components: M, S, V
Casting Time: One Round
Duration: Instantaneous
Target: A dead animal or vermin.
Range: Touch
And within seconds you had armour of chitin in your grasp.

The outer layers of the dead creature peel off the corpse and reshaped, creating hide or leather armour designed for a creature of the same size category as the "donating" creature. This spell does not count as destroying the corpse for the purpose of resurrecting of the target creature.
Material Component: Straight razor.

CaDzilla
2014-09-03, 08:15 PM
Skeletonization/ Shave Flesh/ Seperate Flesh from Bone
Necromancy
Cleric 5, Druid 6, Wizard/Sorcerer 6
Components: V,F
Casting time: 1 round
Target: 1 target
duration: Instantaneous
Saving throw: Fortitude
Spell Resistance: Yes

When the spell activates, the target must make a fortitude save or have 1d% pounds of their flesh removed, causing 1 point of constitution drain for every 20 pounds removed. This spell does not work on creatures without flesh or a skeletal structure. When used on a creature of the undead type, all flesh is removed. When used on a monster with the zombie template, the creature loses its template and gains the skeleton template.

Rusty Spoon
2014-09-03, 08:34 PM
Lucky Escape
Abjuration
Level: Assassin 2, Bard 2, Hexblade 2, Ranger 2
Components: V, M, DF
Casting Time: 1 immediate action
Range: Touch
Target: One creature or object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

You close your eyes in despair at your impending doom, and long seconds pass... when you look again, your opponent has somehow just missed you.

This spell must be cast in response to an attack, or an effect that provokes a saving throw.
Make a caster level check with a bonus equal to twice the number of luck feats you possess. This result may be used in place of the target's AC or saving throw against the attack or effect the casting responds to.
In addition, the target gains a luck bonus to AC and saving throws equal to the number of luck feats you possess. This bonus lasts for a number of rounds equal to the spell level (usually 2nd, but may be changed through the use of Heighten Spell or similar effects).

Material Component: A straight razor.

Special: You may expend a luck re-roll as part of the casting of this spell to apply any metamagic feat you know without changing the casting time. Only one metamagic feat may be applied in this way per casting.
Casters with access to the Luck domain may learn this spell in place of the usual 2nd level spell granted by the luck domain.

Lucky Escape, Greater
Abjuration/Conjuration (Teleportation)
Level: Assassin 4, Bard 4, Hexblade 4, Ranger 4

This spell functions like lucky escape, except the target is also instantly teleported up to five feet per spell level (normally 4th, but may be changed through the use of Heighten Spell or similar effects).

Special: You may expend a luck re-roll as part of the casting of this spell to apply any metamagic feat you know without changing the casting time. Only one metamagic feat may be applied in this way per casting.
Casters with access to the Luck domain may learn this spell in place of the usual 4th level spell granted by the luck domain.

MrNobody
2014-09-04, 01:43 PM
Mordenkainen's Favorite Barber
Conjuration (summoning)
Sorcerer/Wizard 6, Bard 6.
Components: V, M, S
Casting Time: 1 standard action.
Range: Close
Effect: One summoned phantom barber.
Duration: 1 hour, see text.
Spell Resistance: No

This spell calls to existence a being made of pure force in the appearance of a fat, cheerful barber armed with all the tools needed to do a proper haircut and shave.
The barber trims and shaves any humanoid, monstrous humanoid or giant that asks for his service. Those that are affected by the phantom barber experience different effects, depending on the demanded service and on time spent with the barber.
The effects are listed below and are cumulative: a giant that receives a 30 minutes service gains the bonus for both the 15 minutes service and the 30 minutes service. Regardless of the time spent with the barber the gained bonuses last for 1 hour per caster level.

15 minutes: The trimmed and shaved creature looks nice and clean. It gains a +4 circumstance bonus to Charisma and a +4 circumstance bonus to Diplomacy.

30 minutes: The treated creature is really good looking: it gains a +4 circumstance bonus to Bluff and Perform checks.

40 minutes: The treated creature is so handsome that it looks like coming from another world. It gains the "Unearthly Grace" supernatural ability of a Nymph.

60 minutes: Looking at the creature after he has endured such a long ritual of trimming and shaving is dangerous for the eyes. Everyone within 10 ft that looks at it must make a Fortitude save (DC 15+the creature Cha modifier) or be blinded for 1 minute.

Any event the would severely ruin the look of the affected creatures (being bathed from head to toe in mud, being outdoor during a storm, taking damage equal to or greater than 2/3 of total HP) immediately removes the benefits given by this spell.

Special: If this spell is cast inside a "Mordenkainen's Private Sanctum" or a "Mordenkainen's Magnificent Mansion" it is considered as cast at a Caster Level higher that the normal by one.

Material components: a barber masterwork toolset, including a silver-bladed straight razor, worth at least 70 gp.

Razor Tongue
Transmutation [Evil]
Corrupt 4
Components: V, M, Corruption
Casting Time: 1 standard action.
Range: Personal.
Duration: 1 hour.
Saving throw: Fortitude negates, see text.
Spell Resistance: No

As you push the material component down your throat like a sword swallower would, you feel it fusing with your own tongue. This spell, mostly favored by female assassins and spies, gives the caster an hidden weapon than can be used when combat becomes too much "close".

When you occupy the same square of your enemy (for example when you are grappled), you can use a swift action that does not provoke an attack of opportunity to flick your tongue, unsheating your hidden razor and "licking" your enemy. Resolve this as a melee attack. Your Razor Tongue deals 2d4+half your Str. Modifier and has a x3 critical multiplier.

When grappled you can choose to make a grapple check as a standard action that does not provoke an attack of opportunity to force-kiss your enemy: if you succeded you automatically deal 2d4+ 1/2 Str. Modifier and your enemy must make a Fortutude save. If he fails he becomes permanently mute as you chop his tongue off.

If you kiss a willing creature (such as one that fell in love with you) you can spend a swift action during the kiss to kill it: as you flick your tongue deep down the throat of your "lover", you make a coup de grace that deal 6d4+ 1 and 1/2 your Str. Modifier. If the creature you are kissing fails its save it's instantly slain.
Creatures immune to criticals and to decapitation are immune to this last effect.

Material component: a straight razor with an obsidian blade worth 25 gp.

Corruption Cost: 1d3 damage to Constitution and 1 damage to Charisma.

Deadly Butterflies

Conjuration (summoning) / Illusion (glamer)
Sorcerer/Wizard 8.
Components: V, M, S
Casting Time: 1 standard action.
Range: Close
Effect: One summoned swarm.
Duration: 1 round/level.
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

As the material component melts away a cloud of beautiful, colored butterflies is conjured in the point you designated.
However, look is deceiving: if anyone could see beyond the illusory veil that covers that butterflies he would see that they are not at all insects but flying, animated straight razors that, opening and closing and whirling mimic the motions of butteflies.

The conjured swarm of animated razors is covered by an illusory effect: anyone that interact with the swarm can attempt a Will save to disbelieve the illusion. Until a creature has not disbelieved this effect it suffers a -4 circumstance penalty on all saves made against the swarm's attacks and special attacks

The swarm has the following stats:



Size/Type:Diminutive Construct (Swarm) Hit Dice: 12d10 (66 hp) Initiative:+10 Speed: fly 40 ft. (good) Armor Class: 22 (+4 size, +6 Dex, +2 natural), touch 20, flat-footed 16 Base Attack/Grapple: +9/ Attack: Swarm (3d6 plus bleeding) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, Bleeding Attack, Sharp blades. Special Qualities: darkvision 60 ft., mindless, immune to weapon damage, low-light vision, construct traits, swarm traits. Saves: Fort +4, Ref +14, Will +5 Abilities: Str 1, Dex 22, Con -, Int -, Wis 13, Cha 1 Challenge Rating: 8 Alignment: Always True Neutral

Distraction (Ex)
Any living creature that begins its turn with this swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Bleeding Attack (Ex)
Any living creature damaged by this swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Sharp Blades (Ex)
A creature that is affected by the swarm attack must make a DC 18 Reflex roll. If it fails, the swarm attack deals double damage (6d6) and causes 2 points of bleeding. DC is Constitution-based


Being mindless, the swarm cannot act on his own initiative: the caster must take a swift action (mental) to direct the swarm. If it doesn't receive instructions, the swarm lingers in the point where it was summoned, attacking those who cross his space, or continues performing the last order it received.

Material Component: A wax replica of a straight razor.

Razor tongues uses the rules for "Corrupt spells" presented in Book of Evil Darkness.
Deadly Butterflies uses the rules for "Dual - School Spells" seen in Players Handbook 2

spikeof2010
2014-09-05, 04:40 AM
Piercing Thorns
Necromancy
Sorcerer/Wizard 3
Components: M, S
Casting Time: One Full Round
Range: One Creature within 30 feet.
Duration: 1 minute per 4 CL
Spell Resistance: Yes
Piercing your own skin, you cause others to have their pain overwhelm them.

You make incisions into yourself, dealing 1 lethal damage to yourself. One creature within 30 ft. of you suddenly gain many small scratches and fresh scars. Any attacks made on them during the duration of this spell does 1d6 nonlethal damage, as they cringe in pain.
Material Component: Straight razor.

Eldan
2014-09-05, 06:19 AM
Ockham's Razor
Divination
Sorcerer/Wizard 3

Components: M, S, V
Casting Time: One Round
Duration: 1 min/level or until discharged
Target: You
Range: Personal

Your mind cuts through unnecessary information, showing you the simplest possible solution and allowing amazing feats of concentration.

While under the effects of this spell, you gain a +5 insight bonus to all concentration, search and autohypnosis checks. At any time during the duration of the spell, you can decide to discharge it as an immediate action to instead gain a +10 insight bonus on a single such check, or a +5 insight bonus on a single diplomacy or knowledge check.

Syne
2014-09-08, 07:18 PM
Phase Razor
Transmutation
Sorcerer/Wizard 7
Components: M, S
Casting Time: One standard action
Range: Personal
Duration: 1 minute
Spell Resistance: No

You enchant a simple razor with supernatural sharpness, granting it the ability to cut through any material, and even the fabric of space itself. The razor deals 1d4 points of slashing damage for a medium creature. Attacks with it ignore item hardness and damage reduction, they are resolved as touch attacks, and they ignore deflection bonuses to armor class as the razor is so sharp it simply cuts through the effect. The razor can deal damage to force effects, and any damage dealt this way immediately destroys the effect as though by a disintegrate spell. Furthermore, the razor interacts with ethereal and incorporeal creatures as though it were a force effect itself.

In addition to these effects, the razor is capable of cutting through the fabric of space, allowing the wielder and others to travel between planes. To use it in this way, the wielder must choose the destination plane and a location on that plane, and then take a standard action to cut a portal through the planar medium. Each portal lasts for 1 minute, and creatures can enter it at the rate of 1 creature per round. A creature can only make a portal that admits creatures and objects of the same size category or lower.

The same Phase Razor cannot open more than 3 portals at a time. A portal can be closed by the wielder by taking a standard action. Trying to open a 4th portal simply fails. Each portal leads to a specific location on the chosen plane. The effect is highly inaccurate however, and so each portal leads to a place 10 to 1000 miles from the intended location (roll 10d100). Different portals can lead to different locations.

The caster can give the razor to others, and it retains its special qualities in their hands as well.

Note: This spell is just a D&D version of The Subtle Knife from the His Dark Materials trilogy. It's not an original concept, though the mechanics are.
Material Component: A straight razor.

Cosmetic Alteration
Transmutation
Sorcerer/Wizard 0, Bard 0, Beguiler 0
Components: M
Casting Time: One standard action
Range: Personal
Duration: Instantaneous
Spell Resistance: No

This simple but oft times very useful spell allows you to subtly tweak an existing disguise in ways difficult through mundane means. Casting it requires merely holding the material component for a few seconds, and so it's almost impossible for most people to tell you are casting a spell at all (though anyone interacting with you can see the effects).

You gain a +4 bonus to your existing Disguise check result, but this bonus doesn't stack with any bonus from a spell or supernatural effect that changes your appearance. This spell doesn't change your appearance, but merely tweaks your existing mundane disguise. It's not possible for anyone to detect a disguise has been modified by this spell.

Material Component: A straight razor.

Kamai
2014-09-08, 08:20 PM
Edge of Time
Transmutation
Classes: Sorcerer/Wizard 2, Alchemist 2, Witch 2
Components: M, S, V
Casting time: Standard action
Range: Touch
Duration: 1 round/level
Spell Resistance: No Saving Throw:Will negates (harmless)

By focusing on the sharp edge of the razorblade, your target can divide time into the smallest segments. Swift and move actions can be readied by using their corresponding action, allowing the target to react to new circumstances more readily. Even the free action touch attack from casting a touch range spell or a single attack during a full-attack action can be readied.

This ability cannot usually be used to evade an attack. When you use this ability with a move action, other creatures have enough time to change their aim or targets of their attacks, abilities, and spells.

Material Component: A straight razor

Special: A character with the Luck domain can choose to have this spell permanently replace their 2nd level Luck Domain spell if they wish. This choice must be made when the character gains the Luck Domain, and cannot be changed short of a Limited Wish, Psychic Reformation, Wish, or Miracle.

Organ Grinder
Evocation [Force]
Classes: Sorcerer/Wizard 5, Anti-paladin 3, Witch 6
Components: M, S, V
Casting time: Standard action
Range: Close (25' + 5'/2 levels)
Duration: 1 minute/level
Spell Resistance: Yes Saving Throw:Fortitude negates

You send out an extremely tiny razor blade of force that tries to enter a creature in any way that it can. If the creature is both holding it's breath and has more than 1/2 it's health, it gains a +4 bonus on the saving throw against this spell. Creatures that are exceptionally formless or amorphous (like oozes and Air Elementals) can not gain this bonus.

If a creature succeeds on a saving throw against this spell, the spell fades. Otherwise, every round, the blade cuts through the creature's internals, doing force damage equal to your caster level. If the creature is not immune to bleeding damage, they are sickened and subject to 1 ability score bleed determined randomly by rolling a 1d6 and referring to the table below. Bleed to the same ability score from this ability does stack.



Roll (1d6)
Ability Score


1
Strength


2
Dexterity


3
Constitution


4
Intelligence


5
Wisdom


6
Charisma



A creature may attempt another Fortitude save (without the bonus listed above) by taking a full-round action that provokes attacks of opportunity, receiving a successful Heal check (DC 15+Caster level, max 35), or being affected by a spell that heals them. All of these ways stop the bleed effect, although if the creature fails the saving throw, the spell can apply new bleed effects.

Material Component: A straight razor

kestrel404
2014-09-09, 11:57 AM
Devil of a Good Shave
Classes: Assassin 3, Cleric 4, Bard 4, Wizard/Sorceror 5
Conjuration (Summoning) (Evil)
Components: V, S, M
Casting time: 10 minutes
Range: Touch
Target: A flat, hard, unbroken surface at least 5' in diameter.
Duration: Special
Saving Throw: None
Spell Resistance: No

A demon barber? You must be joking! Who ever heard of a demon with a beard? - Rilk'vis'tech, Barbazu.

This spell summons a single Bearded Devil into a prepared space (creating the summoning circle is part of the casting time). The Devil will then attempt to bargain with the summoner. They will grant one, and only one, of the following services:

* The Bearded Devil will offer to 'shave' any one person you name. You provide the person's name, and any other information you want to give it, and the devil will attempt to slay the person so named using its full range of abilities. Any help you wish to provide it (such as buff spells, additional information, equipment beyond its normal, etc.) is accepted. The Bearded Devil will then spend the next 24 hours attempting to hunt the named target. It is considered to have an active 'Locate Creature' spell for the named individual for this period, even if the caster is not familiar with the target beyond its name, though the name must be correct and not an alias and the normal means of fooling the Locate Creature spell still apply. The summoner may choose to either give the Bearded Devil a message to deliver when it finds the target (up to 25 words long, as a sending spell) or else to report back if it succeeds in its mission - but the Devil will only do one of those. Well gaurded individuals usually cannot be killed in this manner, as Bearded devils are not well known for their subtlety.

* The Bearded Devil can cut off a single chin-tentacle, and give it to the caster. This tentacle will remain dormant until used. The chin-tentacle's effects are listed below.

* The Bearded Devil might be willing to provide one of the five secrets to perfect grooming (it knows them, even if it doesn't use them itself), if you will do it a service in turn. It will name a mortal who the summoner must kill within the next month (such individual may not be 'shaved' using this spell as noted above). The closer the caster is to lawful evil the tougher the target will be to kill - for example, a chaotic good caster will be asked to kill a peasant child, while a lawful evil character would be tasked with slaying the high priest of an appropriate god. If, at the end of that month the summoner has managed to kill the target, they gain a permanent +1 inherent bonus to their Charisma attribute. This bonus is cumultaive with other castings of this spell, up to +5. Killing the target is always an evil act, and will result in the caster's alignment permanently shifting one step towards Lawful Evil.

In trade, they will either take the caster's beard (using the straight razor provided to them) - which must consist of at least a month's natural growth on a person capable of growing a beard (elves, non-dwarven women, and most non-humanoids are incapable of growing beards), or else they will accept the razor itself if, in the past month, it was used to cut a man's throat while that man was being given a shave.

Material Component: a piece of chalk used to draw a summoning circle and a straight razor which is placed in that circle

Special: A cleric with the Pact domain may choose this spell in place of Divination for their 4th level domain spell.

Bearded Devil Chin-Tentacle:
This vile looking thing appears to be a shriveled, black piece of rubbery meat. It stinks, is somewhat oily to the touch, and if eaten (if anyone were so foolish) would immediately give someone Devil Chills. It may be used in one of two ways.
An alchemist skilled in making poisons can use it as the main ingredient in a poison which does 1d6 strength damage immediately, and an additional 1d6 strength damage after 2 rounds, Fort Save DC 17 to negate.
Alternately, when placed in contact with a person's chin, it will transform into a perfectly groomed but slightly oily goatee, which will last for exactly one day. For that period of time, the user is immune to disease, including magical diseases with a save DC of 17 or less, and the user may use the beard as a weapon. The beard counts as a 1-handed magic, silver and evil weapon which does 1d3 damage with 20x4 critical multiplier, and the user is considered to be proficient (it does not need to be held, of course). It may also be used to make an unarmed touch attack as a standard action, or deliver a touch spell while dealing its normal damage. Anyone damaged by this beard is afflicted by the Devil Chills disease as stated in the Bearded Devil monster entry. The attack and damage bonus for the beard is calculated based on the highest bonus of the user's strength, dexterity or casting attribute modifier. At the end of 24 hours, the chin-tentacle will dry up and fall off, dealing 1 point of strength damage and infecting the user with Devil Chills. While wearing a chin-tentacle, the user's alignment detects as evil in addition to their normal alignment.

ezkajii
2014-09-10, 07:56 AM
Blades of Glory
Transmutation
Level: Dread Necromancer 9, Sor/Wiz 9, Cleric 9
Components: S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round/level

You engage in an elaborate ritual suicide involving the severing of major blood vessels with a straight razor. At its conclusion, you behead yourself, wielding the razor in two hands - at once, your head, body, the razor, and any material possessions on your person explode into dust and blow away as though carried in all directions by hurricane-force winds. For the duration of the spell, your soul is bound not to your body, but instead exists as a 40ft-radius unwordly effect that is completely imperceptible by mortal means. On your turn each round, you may take a move action to move 50ft, and either a second move action or use a standard action to target any one creature within your space with a powerful slashing attack, automatically dealing 20d6 points of slashing damage which bypasses damage reduction as though it were an epic adamantine weapon. A successful Fortitude save halves this damage. Any creature reduced to 0 points or below by this damage is destroyed utterly, leaving behind no bodily remnants, and extends the duration of this spell's effect by 1 round as well as increasing the radius of your presence by 5 feet.
Once this spell expires, you are dead. Naught but the most powerful magic will revive you: only a wish or miracle spell cast in conjunction with a true resurrection can return you to life. Additionally, the xp costs for these spells, when used in this manner, is double the normal amount.
Material component: a straight razor.


Keen Edge, Lesser
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close
Targets: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 1 min/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

As keen edge, except as noted and that a weapon or projectile affected by this spell decreases its damage dealt by 1 die size. For example, a longsword would deal 1d6 but threaten a critical on a natural die roll of 17-20.
Material component: a straight razor.


Eruptive Phlebotomy
Transmutation
Level: Sor/Wiz 4
Components: V, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

Your blood is infused with acid, cold, electricity, or fire (your choice). You gain resistance 10 to the chosen element. In addition, if you are dealt piercing or slashing damage, your elementally-infused blood spews forth, dealing 1d6 damage of the chosen element against the attacker. Finally, once per round, as a move action, you can will your heart to pump harder for a moment, while temporarily opening a hole in the flesh around a major artery. A large gush of your blood erupts from your body in a direction of your choosing. You must make a ranged touch attack to hit an opponent with your blood; a successful hit deals 1d8 damage of the chosen element to the target.
Material component: a straight razor.


Clean Cut
Evocation [force]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close
Effect: 30ft-tall blade of force, extending out from you
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

As you finish the gestures required for the spell, you extend your arm and, with a flick of the wrist, toss out the razor from your hand. It immediately transforms into a 30ft-tall blade of pure force, 5ft deep, which travels out from you in a direction your specify to the extent of this spell's range. Any creature in the line of this blade may make a Reflex save to dodge its narrow edge, avoiding the effect entirely. If they do not, or if they fail their save, they are sliced in two by the blade. The blade deals 100 points of slashing damage and 1 point of Constitution damage as it effortlessly slices through bone, tendon, and vital organs and muscles; if this damage kills the first target it comes across, the blade continues through unimpeded toward the next target in its path. If the victim survives the damage, or if the attack is negated with spell resistance, the blade's travel stops immediately.
Material component: a masterwork straight razor.


Hack Surgery
Evocation
Level: Assassin 4, Sor/Wiz 9
Components: S, M
Casting Time: 1 minute
Range: Close
Target: One creature
Duration: Concentration and instantaneous; see text
Saving Throw: None
Spell Resistance: Yes

With this spell, you continual conjure small bursts of energy that, with great skill, can be used to disassemble and reassemble a creature to your liking. The effects of the surgery are instantaneous effects and cannot be dispelled, but the spell itself lasts as long as the caster can maintain concentration. This spell is usually performed on either a willing creature or one that has been restrained or made unconscious in some way, as the process is extremely painful but otherwise this spell does not prevent the target from attacking you in any way.
When you cast this spell, you may choose to 'perform' one or more of the following 'procedures', provided you can maintain concentration long enough. In addition to the effects described in the individual entries, each procedure deals 1 point of Constitution damage and 1 point of nonlethal damage per round spend concentrating to perform the procedure. If a given procedure is attempted more than once during the duration of the spell, the required amount of time spent concentrating doubles for each subsequent attempt.
Cosmetic Surgery: By spending one minute hacking away and restructuring the target's face, you can change their facial appearance completely, so that they appear to be a different individual of the same race (or of a similar race, such as humans and half-elves). The target must succeed on a Disguise check to convince others of their true identity, just as if they were impersonating another person. By spending an additional 5 minutes, you can change the target's apparent weight or gender, each of which increases the Diguise DC by +5.
Heart Transplant: By spending 10 minutes in intricate, nervewracking work, you can attempt to replace the heart of your target with that of another type of creature. Make a Dexterity check against DC 20; if you succeed, the transplant is successful. The target is considered to be a creature of the type that the 'donor' heart came from for all spells and effects that target specific creature types. If you fail, the new heart still takes, but the surgery was botched, and the target takes 1d6 Constitution drain.
Euthanasia: By spending three rounds concentrating, you can sever the brain stem, burst the jugular, and stop the heart all at once. The target must make a Fortitude save against this spell's save DC (increased by the number of ranks you have in Heal) or die instantly.
Amputation: Requiring only one round of concentration, this is perhaps the easiest procedure to perform. You simply sever one limb from the creature and immediately seal the wounds. The target loses use of that limb.
Implant: By spending 1 minute concentrating, you can place some item of great value (monetary or sentimental) of yours inside the target. At any point in the future, by spending one minute concentrating, you can discern the general location of the creature (as long as the object remains inside it), as with the locate creature spell. The creature suffers a -1 penalty to Constitution which cannot be removed while the object is inside.
Debone: Through an intensive procedure lasting one hour, you can remove all bones from inside the creature, while otherwise leaving it intact. This reduces the target's Dexterity to 1 and its movement speed (for all movement modes it possesses) to 5ft/rd. Its size is effectively reduced by one as it slumps into a pile of flesh on the ground. This procedure cannot be performed on creatures which do not have a skeletal structure.
Material component: a straight razor, a spool of thread, and a needle.

Thealtruistorc
2014-09-15, 07:55 PM
Alright, let the point totaling begin! (Kestrel, you cannot vote for your own, so your vote for DoaGS doesn't count)

First place, with 9 points, we have Syne's (http://www.giantitp.com/forums/member.php?37866-Syne) Phase Razor! (http://www.giantitp.com/forums/showsinglepost.php?p=18079216&postcount=8)

Second place is a three-way tie, with Kamai's (http://www.giantitp.com/forums/member.php?50783-Kamai) Edge of Time (http://www.giantitp.com/forums/showsinglepost.php?p=18079487&postcount=9). kestrel404's (http://www.giantitp.com/forums/member.php?45868-kestrel404) Devil of a Good Shave (http://www.giantitp.com/forums/showsinglepost.php?p=18082634&postcount=10), and ezkajii's (http://www.giantitp.com/forums/member.php?94294-ezkajii) Blades of Glory (http://www.giantitp.com/forums/showsinglepost.php?p=18087237&postcount=11) each receiving five points.

Thank you all for participating and I look forward to seeing you all tomorrow with Iron Mage III: Read All About It!