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Snowbluff
2015-02-04, 10:05 PM
Spells! Those things that make the game really broken. If you don't have spells, you're not a real PC. Oh, I'm joking... or am I?! Doesn't matter! :smalltongue:

Now, what's in a spell? (http://www.d20srd.org/indexes/magicOverview.htm)Well, spells have a level, school, and classes. They also have properties like range (ex: touch, short, medium, personal, or fixed), a possible save, it might have spell resistance, some components. a duration (ex: by minutes, rounds, hours, instantaneous), and an effect. Don't forget full description and some lore!

Now, we can't do this without the permission of the subject (that's someone affected by a spell), so hit up your buddies and post permissions. When posting permission, make a link with your name that links to itself so I can just copy that, please. For your spell, please include the name of the subject and a link with the spells full name (Ex: Snowbluff's Snowblinding Snowblower).

Requesting/Permissions:
Snowbluff. (http://www.giantitp.com/forums/showsinglepost.php?p=18770018&postcount=2)
eggynack (http://www.giantitp.com/forums/showsinglepost.php?p=18770025&postcount=3)
Blackhawk748 (http://www.giantitp.com/forums/showsinglepost.php?p=18770028&postcount=4)
Silva Stormrage (http://www.giantitp.com/forums/showsinglepost.php?p=18770636&postcount=6)
Thurbane (http://www.giantitp.com/forums/showsinglepost.php?p=18770650&postcount=7)
DMVerdandi (http://www.giantitp.com/forums/showsinglepost.php?p=18770747&postcount=9)
UrashimaJamez (http://www.giantitp.com/forums/showsinglepost.php?p=18770974&postcount=10)
Kazyan (http://www.giantitp.com/forums/showsinglepost.php?p=18771207&postcount=11)
Eldan (http://www.giantitp.com/forums/showsinglepost.php?p=18770747&postcount=12)
Kurald Galain (http://www.giantitp.com/forums/showsinglepost.php?p=18772512&postcount=16)
Elricaltovilla (http://www.giantitp.com/forums/showsinglepost.php?p=18772397&postcount=15)
Lightlawbliss (http://www.giantitp.com/forums/showsinglepost.php?p=18772656&postcount=18)
Lord_Gareth (http://www.giantitp.com/forums/showsinglepost.php?p=18772689&postcount=20)
Loyal Paladin (http://www.giantitp.com/forums/showsinglepost.php?p=18779318&postcount=51)
T. G. Oskar (http://www.giantitp.com/forums/showsinglepost.php?p=18779299&postcount=50)
Jormengand (http://www.giantitp.com/forums/showsinglepost.php?p=18779273&postcount=49)
Threadnaught (http://www.giantitp.com/forums/showsinglepost.php?p=18773827&postcount=30)
Sideswipe (http://www.giantitp.com/forums/showsinglepost.php?p=18773764&postcount=29)
stack (http://www.giantitp.com/forums/showsinglepost.php?p=18773735&postcount=28)
Segev (http://www.giantitp.com/forums/showsinglepost.php?p=18773381&postcount=27)
(Un)inspired (http://www.giantitp.com/forums/showsinglepost.php?p=18773331&postcount=26)
Urpriest (http://www.giantitp.com/forums/showsinglepost.php?p=18773281&postcount=25)
Atemu1234 (http://www.giantitp.com/forums/showsinglepost.php?p=18772741&postcount=22)
Waker (http://www.giantitp.com/forums/showsinglepost.php?p=18773941&postcount=31)
Psybomb (http://www.giantitp.com/forums/showsinglepost.php?p=18774719&postcount=32)
Doc_Maynot (http://www.giantitp.com/forums/showsinglepost.php?p=18774721&postcount=33)
zergling.exe (http://www.giantitp.com/forums/showsinglepost.php?p=18776602&postcount=34)
goto124 (http://www.giantitp.com/forums/showsinglepost.php?p=18776632&postcount=36)
Andion Isurand (http://www.giantitp.com/forums/showsinglepost.php?p=18776719&postcount=38)
jedipotter (http://www.giantitp.com/forums/showsinglepost.php?p=18776785&postcount=39)
Miscast_Mage (http://www.giantitp.com/forums/showsinglepost.php?p=18777369&postcount=42)
illyahr (http://www.giantitp.com/forums/showsinglepost.php?p=18777638&postcount=44)
Der_DWsage (http://www.giantitp.com/forums/showsinglepost.php?p=18778679&postcount=47)
Red Fel (http://www.giantitp.com/forums/showsinglepost.php?p=18778679&postcount=48)
Torrasque666 (http://www.giantitp.com/forums/showsinglepost.php?p=18779600&postcount=53)
Admiral Squish (http://www.giantitp.com/forums/showsinglepost.php?p=18784539&postcount=92)
HunterOfJello (http://www.giantitp.com/forums/showsinglepost.php?p=18784578&postcount=93)
rockdeworld (http://www.giantitp.com/forums/showsinglepost.php?p=18784619&postcount=95)
WhamBamSam (http://www.giantitp.com/forums/showsinglepost.php?p=18785532&postcount=98)
IZ42 (http://www.giantitp.com/forums/showsinglepost.php?p=18785843&postcount=100)
A_S ( http://www.giantitp.com/forums/member.php?20741-A_S)
Lord Raziere (http://www.giantitp.com/forums/showsinglepost.php?p=18784016&postcount=85)
MasterKerfuffle (http://www.giantitp.com/forums/showsinglepost.php?p=18784300&postcount=87)
Zaydos (http://www.giantitp.com/forums/showsinglepost.php?p=18790935&postcount=112)
Telonius (http://www.giantitp.com/forums/showsinglepost.php?p=18793689&postcount=121)
Komatik (http://www.giantitp.com/forums/showsinglepost.php?p=18811855&postcount=129)
afroakuma (http://www.giantitp.com/forums/showsinglepost.php?p=18811968&postcount=131)
Renen (http://www.giantitp.com/forums/showsinglepost.php?p=18818120&postcount=180)

Complete:

0th
Eggynack's Reasonable Advice (http://www.giantitp.com/forums/showsinglepost.php?p=18791364&postcount=113)
Blackhawk's Tearing (http://www.giantitp.com/forums/showsinglepost.php?p=18817481&postcount=178)
Storm Rage (http://www.giantitp.com/forums/showsinglepost.php?p=18817481&postcount=178)
Asmodeus' Fantastic Dental Plan (http://www.giantitp.com/forums/showsinglepost.php?p=18815626&postcount=152)

1st.
(Un)inspired's Sleepy Clarification (http://www.giantitp.com/forums/showsinglepost.php?p=18778679&postcount=47)
2nd.
Elric's Mirrored Maneuver (http://www.giantitp.com/forums/showsinglepost.php?p=18784582&postcount=94)
Merciful Touch of stack (http://www.giantitp.com/forums/showsinglepost.php?p=18785769&postcount=99)
Lightlawbliss' Rightwrongness (http://www.giantitp.com/forums/showsinglepost.php?p=18784273&postcount=86)
Urashima's Balanced Strength (www.giantitp.com/forums/showsinglepost.php?p=18817481&postcount=178)
Lightlawbliss's Sudden Craftsmanship (http://www.giantitp.com/forums/showsinglepost.php?p=18815179&postcount=143)
3rd.
Thurbane's Akashic Record (http://www.giantitp.com/forums/showsinglepost.php?p=18772397&postcount=15)
Eggynack's Druidic Advocacy (http://www.giantitp.com/forums/showsinglepost.php?p=18773331&postcount=26)
Snowbluff's Exploit (http://www.giantitp.com/forums/showsinglepost.php?p=18778679&postcount=47)
Snowbluff's Flaw (http://www.giantitp.com/forums/showsinglepost.php?p=18778679&postcount=47)
Psybomb's Flaw Finder (http://www.giantitp.com/forums/showsinglepost.php?p=18782888&postcount=80)
Illyahr's Fast Talking Talker (http://www.giantitp.com/forums/showsinglepost.php?p=18810185&postcount=128)
Telonius' Acidic Trap (http://www.giantitp.com/forums/showsinglepost.php?p=18818345&postcount=181)
Rage of the Scholar (http://www.giantitp.com/forums/showsinglepost.php?p=18814620&postcount=139)

4th.
Flickerdart's Cunning Assassin (http://www.giantitp.com/forums/showsinglepost.php?p=18779617&postcount=54)
Sideswipe's Fineness (http://www.giantitp.com/forums/showsinglepost.php?p=18784273&postcount=86)
T.G. Oskar's wall of Minimal Text (http://www.giantitp.com/forums/showsinglepost.php?p=18791364&postcount=113)
Jedipotter and the Goblin of Fiery Discord (mind-affecting) (http://www.giantitp.com/forums/showsinglepost.php?p=18792707&postcount=118)
Loyal Paladin's Solar Bow (Paladin) (http://www.giantitp.com/forums/showsinglepost.php?p=18815861&postcount=164)
5th.
Summon the Unwritten (http://www.giantitp.com/forums/showsinglepost.php?p=18791364&postcount=113) (this is for the people with not spell/vestige)
Akuma's Villainy (http://www.giantitp.com/forums/showsinglepost.php?p=18812309&postcount=133)
Verdant Dream (http://www.giantitp.com/forums/showsinglepost.php?p=18817481&postcount=178)
Execute Zerg Rush (http://www.giantitp.com/forums/showsinglepost.php?p=18814634&postcount=140)

6th.
By Urpriest's Will (http://www.giantitp.com/forums/showsinglepost.php?p=18777369&postcount=42)
Mage's Miscast (http://www.giantitp.com/forums/showsinglepost.php?p=18784273&postcount=86)


7th.

8th.
Lord Gareth's Black Speech (http://www.giantitp.com/forums/showsinglepost.php?p=18772759&postcount=23)
Red Fel's Persuasive Argument (http://www.giantitp.com/forums/showsinglepost.php?p=18780831&postcount=61)
Keledrath's Mutation (http://www.giantitp.com/forums/showsinglepost.php?p=18784273&postcount=86)
Zaydos' Everspell (http://www.giantitp.com/forums/showsinglepost.php?p=18794292&postcount=122)
9th.
Jedipotter's Investiture of Orcus (http://www.giantitp.com/forums/showsinglepost.php?p=18777319&postcount=41)
Threadnaught's Rudisplorkery (http://www.giantitp.com/forums/showsinglepost.php?p=18793208&postcount=119)
Loyal Paladin's Solar Bow (http://www.giantitp.com/forums/showsinglepost.php?p=18815794&postcount=162)
WhamBamSam's Conjure True Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=18817333&postcount=176)

Snowbluff
2015-02-04, 10:06 PM
Snowbluff. (http://www.giantitp.com/forums/showsinglepost.php?p=18770018&postcount=2)

I hereby give my example of permission... and permission.

eggynack
2015-02-04, 10:07 PM
I, eggynack (http://www.giantitp.com/forums/showsinglepost.php?p=18770025&postcount=3), be in on this one as well. Might actually do some write uppery, as I know way more about spells than about deities and vestiges.

Blackhawk748
2015-02-04, 10:08 PM
I also give my Permission

Blackhawk748 (http://www.giantitp.com/forums/showsinglepost.php?p=18770028&postcount=4)

meemaas
2015-02-04, 10:26 PM
Oh I wish I posted enough to qualify for these things.

Silva Stormrage
2015-02-05, 12:01 AM
I Silva Stormrage (http://www.giantitp.com/forums/showsinglepost.php?p=18770636&postcount=6) grant permission.

Thurbane
2015-02-05, 12:04 AM
I give my permission (hopefully someone will take me up on it this time!) :smalltongue:

Thurbane (http://www.giantitp.com/forums/showsinglepost.php?p=18770650&postcount=7)

Snowbluff
2015-02-05, 12:19 AM
I give my permission (hopefully someone will take me up on it this time!) :smalltongue:

Thurbane (http://www.giantitp.com/forums/showsinglepost.php?p=18770650&postcount=7)

I'll leave your inappropriately large font in for your sake. :smalltongue::smallwink:

DMVerdandi
2015-02-05, 12:24 AM
I give my permission. :smallbiggrin:

DMVerdandi (http://www.giantitp.com/forums/showsinglepost.php?p=18770747&postcount=9)

Yael
2015-02-05, 01:23 AM
I, UrashimaJamez (http://www.giantitp.com/forums/showsinglepost.php?p=18770974&postcount=10), allow the use of my name for the creation of a not-so-flashy (totally flashy) spell. (I hope?)

Kazyan
2015-02-05, 02:58 AM
I have to wonder what people think of my cantankerousness.

Kazyan (http://www.giantitp.com/forums/showsinglepost.php?p=18771207&postcount=11)

Eldan
2015-02-05, 06:56 AM
Hehe. Try away.

http://www.giantitp.com/forums/showsinglepost.php?p=18770747&postcount=11 (http://www.giantitp.com/forums/showsinglepost.php?p=18770747&postcount=9)

Crake
2015-02-05, 10:51 AM
I'm down for this, permission away!

Crake (http://www.giantitp.com/forums/showsinglepost.php?p=18772318&postcount=13)

Suitably unlucky 13

Vhaidara
2015-02-05, 11:03 AM
I volunteer as tribute!

Keledrath (http://www.giantitp.com/forums/member.php?21712-Keledrath)

Elricaltovilla
2015-02-05, 11:13 AM
Thurbane's Akashic Record

School: Divination
Level: Sorcerer/Wizard 3, Bard 2
Casting Time: 1 round
Components: V, S, F (a new, blank book worth at least 50 GP)

Range: See Text
Duration: 1 hour/level
Saving Throw: None Spell Resistance: No

The great wizard Thurbane collected many useful tomes and tools of knowledge throughout his life, which he stored in his vast demiplane library. Although he still frequently went adventuring, Thurbane found himself in need of an easy way to pull knowledge from his library, so he created this spell.

When this spell is cast, the focus component becomes filed with text on various subjects. For the duration of the spell, the book has an unlimited number of pages filled with useful information. The spell makes it easy to search for whatever information the caster is looking for, granting a +4 bonus on skill checks, and an additional +2 bonus on Knowledge Checks for the duration of the spell. In addition, while the spell is still in effect, the caster can retry failed knowledge checks after 1 hour.


So, I'm not super familiar with most of the people who gave permission, but I noticed that your Signature was full of really useful little tools and after poking around in your post history you seem to be pretty knowledgeable about a lot of D&D topics. I hope this manages to do you justice, if not I'll be happy to rewrite it. :smallbiggrin:


Oh and I guess I'm giving my permission, although you know how anti-caster I've become Snowbluff :smalltongue:

Elricaltovilla (http://www.giantitp.com/forums/showsinglepost.php?p=18772397&postcount=15)

Kurald Galain
2015-02-05, 11:43 AM
Sure, go for it.

http://www.giantitp.com/forums/showsinglepost.php?p=18772512&postcount=16

Snowbluff
2015-02-05, 11:56 AM
Thurbane's Akashic Record

School: Divination
Level: Sorcerer/Wizard 3, Bard 2
Casting Time: 1 round
Components: V, S, F (a new, blank book worth at least 50 GP)

Range: See Text
Duration: 1 hour/level
Saving Throw: None Spell Resistance: No

The great wizard Thurbane collected many useful tomes and tools of knowledge throughout his life, which he stored in his vast demiplane library. Although he still frequently went adventuring, Thurbane found himself in need of an easy way to pull knowledge from his library, so he created this spell.

When this spell is cast, the focus component becomes filed with text on various subjects. For the duration of the spell, the book has an unlimited number of pages filled with useful information. The spell makes it easy to search for whatever information the caster is looking for, granting a +4 bonus on skill checks, and an additional +2 bonus on Knowledge Checks for the duration of the spell. In addition, while the spell is still in effect, the caster can retry failed knowledge checks after 1 hour.


So, I'm not super familiar with most of the people who gave permission, but I noticed that your Signature was full of really useful little tools and after poking around in your post history you seem to be pretty knowledgeable about a lot of D&D topics. I hope this manages to do you justice, if not I'll be happy to rewrite it. :smallbiggrin:


Oh and I guess I'm giving my permission, although you know how anti-caster I've become Snowbluff :smalltongue:

Elricaltovilla (http://www.giantitp.com/forums/showsinglepost.php?p=18772397&postcount=15)
Not to be confused with my index. (http://www.giantitp.com/forums/showsinglepost.php?p=18617789&postcount=237)

"Die, mage!" :smalltongue:
http://hydra-media.cursecdn.com/hearthstone.gamepedia.com/5/5a/Spellbreaker%2842%29_Gold.png?version=b0da17e2126f 41e0b18e140a3336f40f

Lightlawbliss
2015-02-05, 12:14 PM
Lightlawbliss (http://www.giantitp.com/forums/showsinglepost.php?p=18772656&postcount=18) does give permision

INoKnowNames
2015-02-05, 12:19 PM
I find the lack of Epic Level Spells as options, for crazy people like Emperor Tippy and Curmudgeon, to be questionable.

I also find the lack of space in Snowbluff's inbox to be disturbing.

Actually, I wonder what cantrip I'd end up a... wait, there's no cantrip option either? Every true caster starts somewhere...

Lord_Gareth
2015-02-05, 12:21 PM
All are doomed to sorrow. Especially whoever ends up making mine.

Lord_Gareth (http://www.giantitp.com/forums/showsinglepost.php?p=18772689&postcount=20)

Snowbluff
2015-02-05, 12:28 PM
I find the lack of Epic Level Spells as options, for crazy people like Emperor Tippy and Curmudgeon, to be questionable. I want people actually use these spells. :smalltongue:


I also find the lack of space in Snowbluff's inbox to be disturbing.
Maybe I'm talking to other people about things that I can't talk about because a certain something would collapse in on itself?


Actually, I wonder what cantrip I'd end up a... wait, there's no cantrip option either? Every true caster starts somewhere... I put that in.


All are doomed to sorrow. Especially whoever ends up making mine.

Lord_Gareth (http://www.giantitp.com/forums/showsinglepost.php?p=18772689&postcount=20)
Jees, who would risk their lives for this? :smalltongue:

atemu1234
2015-02-05, 12:32 PM
I volunteer if anyone wants to make me a spell.

Elricaltovilla
2015-02-05, 12:35 PM
All are doomed to sorrow. Especially whoever ends up making mine.

Lord_Gareth (http://www.giantitp.com/forums/showsinglepost.php?p=18772689&postcount=20)

Lord Gareth's Black Speech

School: Enchantment
Level: Bard 6, Inquisitor 6, Sorcerer/Wizard 8, Cleric/Oracle 8
Casting Time: 1 standard action
Components: V

Range: 40 ft.
Area: All creatures within a 40 ft. radius spread centered on you
Duration: Instantaneous
Saving Throw: Fortitude partial, Reflex Partial, Will Partial (see text) Spell Resistance: No

A scholar of black curses and dark magics, Lord Gareth crafted this spell to properly express his disdain for others. Once, he tested it on a class full of eager young apprentice mages, there were no survivors.

You unleash a bellowing tirade of the foulest curses and most egregious insults in every language, tearing the very air itself apart with your words. Creatures in the area (other than you) must succeed on a Fortitude Save or become nauseated for 1 round per level by the disgusting phrases you sling at them, those who succeed on their save are sickened instead. Creatures affected by the spell must also succeed on a Will save or become frightened by your anger for 1 round per level, those who fail their save are instead shaken for the duration. Lastly, your words are so vile and potent that all creatures within the area (other than you) must succeed on a Reflex save or catch fire from the burns you inflicted upon them. Creatures that succeed on this reflex save still take 1d6 points of fire damage simply from being exposed to the heat of your fury. Any creature who fails their save against one of the effects of this spell can attempt a new save each round to reduce the effect. This is not a language dependent spell, however creatures must be able to hear you in order to be affected.

Thurbane
2015-02-05, 01:20 PM
Thurbane's Akashic Record

School: Divination
Level: Sorcerer/Wizard 3, Bard 2
Casting Time: 1 round
Components: V, S, F (a new, blank book worth at least 50 GP)

Range: See Text
Duration: 1 hour/level
Saving Throw: None Spell Resistance: No

The great wizard Thurbane collected many useful tomes and tools of knowledge throughout his life, which he stored in his vast demiplane library. Although he still frequently went adventuring, Thurbane found himself in need of an easy way to pull knowledge from his library, so he created this spell.

When this spell is cast, the focus component becomes filed with text on various subjects. For the duration of the spell, the book has an unlimited number of pages filled with useful information. The spell makes it easy to search for whatever information the caster is looking for, granting a +4 bonus on skill checks, and an additional +2 bonus on Knowledge Checks for the duration of the spell. In addition, while the spell is still in effect, the caster can retry failed knowledge checks after 1 hour.


So, I'm not super familiar with most of the people who gave permission, but I noticed that your Signature was full of really useful little tools and after poking around in your post history you seem to be pretty knowledgeable about a lot of D&D topics. I hope this manages to do you justice, if not I'll be happy to rewrite it. :smallbiggrin:


Oh and I guess I'm giving my permission, although you know how anti-caster I've become Snowbluff :smalltongue:

Elricaltovilla (http://www.giantitp.com/forums/showsinglepost.php?p=18772397&postcount=15)

Awesome, thank you so much! :smallbiggrin:

Urpriest
2015-02-05, 02:13 PM
Oh, we're doing this now? Cool. Permission granted then.

Urpriest (http://www.giantitp.com/forums/showsinglepost.php?p=18773281&postcount=25)

(Un)Inspired
2015-02-05, 02:22 PM
eggynack's Druidic Advocacy

School: Conjuration
Level: Sorcerer/Wizard 4, Druid 3, Bard 2
Casting Time: 10 minutes
Components: V, DF, F (a work of art depicting a natural setting worth at least 1500 GP)

Range: Close
Duration: 24 hours or Permanent
Saving Throw: Will negates (harmless) Spell Resistance: No

Many have sought out the teachings of the Druid sage eggynack. He created this spell so that casters can draw upon his experience to better utilize the gifts that nature offers.

Upon casting this spell a Druid Advocate appears within close range and begins to lecture all creatures within a 30' radius on the merits of the path of Druidism.

Any ally who spends one full round listening to the lecture can increase their caster level for all spells that summon or interact with animals, vermin or plants by 1 for the next 24 hours.

Additional, the caster can expend the focus component of the spell to have one listener's favored class change to Druid permanently regardless of their race.

The Druidic Advocate persists for 24 hours and otherwise functions as a Wood Wose (Spell Compendium p.242) for it's duration.


i don't think I've encountered anyone on this forum that gives out better advice on Druids than eggynack. This spell ( like eggynack himself) offers extra power to Druid characters and gives players extra incentive to take levels in the awesome class.

I give permission as well although I don't think I've got a reputation large enough to have my own spell.

(Un)Inspired (http://www.giantitp.com/forums/showsinglepost.php?p=18773331&postcount=26)

Segev
2015-02-05, 02:29 PM
Alright, I'll bite on this one.

Segev (http://www.giantitp.com/forums/showsinglepost.php?p=18773381&postcount=27) gives permission and requests such a spell.

I'm curious where this will go.

stack
2015-02-05, 03:38 PM
I never even got my vestige and now we are on to spells.:smallfrown:

Permission if anyone cares to. /eeyor voice off

sideswipe
2015-02-05, 03:44 PM
I Sideswipe (http://www.giantitp.com/forums/showsinglepost.php?p=18773764&postcount=29) hereby give my permission to become a spell.

Threadnaught
2015-02-05, 03:58 PM
I would appreciate being Rudisplorked into a "powerful" Spell.

So, a Spell. :smallbiggrin:


Threadnaught (http://www.giantitp.com/forums/showsinglepost.php?p=18773827&postcount=30)

Waker
2015-02-05, 04:20 PM
I haven't been on with nearly the same regularity as I used to, but I'll still toss my name out there. Waker (http://www.giantitp.com/forums/member.php?56549-Waker)

PsyBomb
2015-02-05, 06:40 PM
I hearby grant permission to make me into a spell. I will of course write at least one at some point, probably going to do stack.

PsyBomb (http://www.giantitp.com/forums/showsinglepost.php?p=18774719&postcount=32)

Doc_Maynot
2015-02-05, 06:40 PM
Doc_Maynot (http://www.giantitp.com/forums/showsinglepost.php?p=18774721&postcount=33) here, seeing if anyone would like to take a swing at me.

zergling.exe
2015-02-06, 01:35 AM
eggynack's Druidic Advocacy

School: Conjuration
Level: Sorcerer/Wizard 4, Druid 3, Bard 2
Casting Time: 10 minutes
Components: V, DF, F (a work of art depicting a natural setting worth at least 1500 GP)

Range: Close
Duration: 24 hours or Permanent
Saving Throw: Will negates (harmless) Spell Resistance: No

Many have sought out the teachings of the Druid sage eggynack. He created this spell so that casters can draw upon his experience to better utilize the gifts that nature offers.

Upon casting this spell a Druid Advocate appears within close range and begins to lecture all creatures within a 30' radius on the merits of the path of Druidism.

Any ally who spends one full round listening to the lecture can increase their caster level for all spells that summon or interact with animals, vermin or plants by 1 for the next 24 hours.

Additional, the caster can expend the focus component of the spell to have one listener's favored class change to Druid permanently regardless of their race.


i don't think I've encountered anyone on this forum that gives out better advice on Druids than eggynack. This spell ( like eggynack himself) offers extra power to Druid characters and gives players extra incentive to take levels in the awesome class.

I give permission as well although I don't think I've got a reputation large enough to have my own spell.

(Un)Inspired (http://www.giantitp.com/forums/showsinglepost.php?p=18773331&postcount=26)

Just want to point out that the emissary has no listed time for which they stay. Do they stay for 1 round? The full 24 hours?

Sadly I'm not big enough around these parts to be made into a spell. :smallfrown:

Unless someone wants to make one based on my username that'd be fine. Zergling.exe (http://www.giantitp.com/forums/showsinglepost.php?p=18776602&postcount=34)

Vhaidara
2015-02-06, 01:39 AM
I might take you up on that.

And Eggy's emissary then follows the party around pointing out logical fallacies and murderhobo tendencies. And casting Protection from Fiat on them.

goto124
2015-02-06, 01:45 AM
If I give permission must I write the spell myself? I really hope not!

Anyway... I give permission.

goto124 (http://www.giantitp.com/forums/showthread.php?396719-3-x-PF-GitP-Regulars-as-Spells!/page2&p=18776632#post18776632)

Twilightwyrm
2015-02-06, 01:47 AM
I might take you up on that.

And Eggy's emissary then follows the party around pointing out logical fallacies and murderhobo tendencies. And casting Protection from Fiat on them.

Wait, he has Protection from Fiat? I must have this spell now!

Andion Isurand
2015-02-06, 02:15 AM
I give my permission for the following username to be used in the naming of new spells, primarily spells that can be found on the wizard class spell list. Try to stay away from those that have an evil lean.

Andion Isurand (http://www.giantitp.com/forums/showsinglepost.php?p=18776719&postcount=38)

Please send me a PM or some kind of notice when it happens, so I can check it out.

jedipotter
2015-02-06, 02:40 AM
I would appreciate being Rudisplorked into a "powerful" Spell.

So, a Spell. :smallbiggrin:


Threadnaught (http://www.giantitp.com/forums/showsinglepost.php?p=18773827&postcount=30)

I wonder if I could even do this....you know without, at best, getting the Lock of Ill Omen. And, oh, shudder to think of the worst.....black lists for everyone! Oh, the horror of the spells that could be made.....''Jedipotter's No Comprmise'', ''Jedipotter's Gift of Troll Dolls'', ''Jedipotter's Create Guild'', ''Jedipotters Obambulating Orcus'', ''Jedipotters Obganiating Orcus'', ''Jedipotters Outrecuidance of Orcus''.....oh, we could fill a thread.

eggynack
2015-02-06, 07:13 AM
I wonder if I could even do this....you know without, at best, getting the Lock of Ill Omen. And, oh, shudder to think of the worst.....black lists for everyone! Oh, the horror of the spells that could be made.....''Jedipotter's No Comprmise'', ''Jedipotter's Gift of Troll Dolls'', ''Jedipotter's Create Guild'', ''Jedipotters Obambulating Orcus'', ''Jedipotters Obganiating Orcus'', ''Jedipotters Outrecuidance of Orcus''.....oh, we could fill a thread.
Most of those seem rather mean spirited, but "Jedipotter's No Compromise" actually sounds kinda cool, though I'd probably call it "Jedipotter's Compromise" instead. Offhand, I'm thinking a higher level version of command that skips the save and grants perfect control for a round. Maybe keep in an Orcus statue as a focus, cause it has some iconic value to it. Could probably just write that up, if ya want.

Eldan
2015-02-06, 07:23 AM
I wonder if I could even do this....you know without, at best, getting the Lock of Ill Omen. And, oh, shudder to think of the worst.....black lists for everyone! Oh, the horror of the spells that could be made.....''Jedipotter's No Comprmise'', ''Jedipotter's Gift of Troll Dolls'', ''Jedipotter's Create Guild'', ''Jedipotters Obambulating Orcus'', ''Jedipotters Obganiating Orcus'', ''Jedipotters Outrecuidance of Orcus''.....oh, we could fill a thread.

Jedipotter's Investiture of the Orcus
Necromancy, Transmutation [Chaotic, Evil, Investiture]
Level: Cleric 9, Sorcerer 9, Wizard 9, Dread Necromancer 9
Components: V, S, M,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless); see text
Spell Resistance: Yes (harmless)

The target is infused with the unholy might of Orcus and gains the following effects:
A pair of red leathery wings tears free from the flesh of the subject's back, granting it a fly speed of 60 feet with average maneuverability. Massive ram's horns sprout from its head, giving it a gore attack dealing 1d8 points of damage. Finally, it gains darkvision out to a distance of 60 feet.
Then, the target can choose one of three aspects:
Tenebrous: the target treats all shadowy illumination as total darkness for the purposes of gaining concealment. Their darkvision works even in total darkness. Finally, every round, they can speak a dreadful word in truespeak. This word is a death effect that deals a single negative level to the target unless they succeed on a fortitude saving throw.
Lord of the Undead: At any point, the target can discharge the spell to cast Control Undead, as the spell, with the same caster level as the investiture cast upon it.
Demon Lord: The target's creature type changes to outsider [chaotic, evil], it gains damage reduction 10/cold iron and good and immunity to fire and poison.
While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.
After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

As a side effect of this spell, the target can not speak any sentence that does not contain the word orcus. This gives them a 20% higher arcane spell failure chance than normal with all spells with vocal components and a -8 penalty to diplomacy checks.

Miscast_Mage
2015-02-06, 07:41 AM
Figured I'd give this a go. Urpriest (http://www.giantitp.com/forums/showsinglepost.php?p=18773281&postcount=25), you're up!

By Urpriest's Will

School: Divination
Level: Cleric 6, Wizard 7
Casting Time: 10 minutes
Components: V, S, M(fine parchment and a mixture of the casters blood and ink, total cost of 200gp)

Range: You
Duration: 1 day/level
Saving Throw: Will(see text) Spell Resistance: No

With this spell you scribe down an event, goal or aspiration to be achieved, and ordain it in such a way that niether the gods nor destiny can stop you from achieving it. Writing this down requires 200gp worth of scribing materials, and a drop of the casters blood to be mixed with the ink. When finished writing, the parchment and writing dissolve to ashes in the casters hands.

When actively pursuing or working towards your goal, you gain a +2 insight bonus on skill checks, saves, attack rolls and overcoming SR. This bonus increases to +4 if it against a divine source, or from a target aligned and in service to the gods, such as a Cleric. This may also include targets without explicit divine abilities, such as zealots or cultists sworn duty to the gods.

In addition, anyone who opposes or actively tries to stop your goal from happening, regardless of range or location, must make a will save or be sickened, for as long as they actively keep trying to oppose it. If an enemy stops opposing your goal and attempts to re-oppose it, they must make another will save, unless they have previously failed one, in which case they automatically fail this save. In addition, clerics or additional targets(see above) also suffer the effect of bestow curse, at your choice, in addition to sickness.

Finally, you may end this spell as a free action to re-roll any one D20 you roll. This re-roll may be taken, even after success or failure is determined, but not before any effects of it are applied. This must be a roll involved in your goal.

When the spell ends, either via completing the goal, the duration running out, after ending the spell for a re-roll, or a successful dispel magic, its effect on any other targets is immediately ended.


Well, one of the written rules of GITP is that Urpriest is always right, isn't it? :smallwink: And naturally an Urpriest would be opposed to the gods and any who serve them. It's not a stretch that destiny would be involved in this, so Urpriest saying "This is what will happen. I will it, gods be damned." was the driving inspiration.


If anyone wants to give me a go:
Miscast_Mage (http://www.giantitp.com/forums/showsinglepost.php?p=18777369&postcount=42)

Threadnaught
2015-02-06, 07:49 AM
I wonder if I could even do this....you know without, at best, getting the Lock of Ill Omen. And, oh, shudder to think of the worst.....black lists for everyone! Oh, the horror of the spells that could be made.....''Jedipotter's No Comprmise'', ''Jedipotter's Gift of Troll Dolls'', ''Jedipotter's Create Guild'', ''Jedipotters Obambulating Orcus'', ''Jedipotters Obganiating Orcus'', ''Jedipotters Outrecuidance of Orcus''.....oh, we could fill a thread.

Edit the contents of the following spoiler into your post if you want to be Spelled up, buddy.

[URL="http://www.giantitp.com/forums/showsinglepost.php?p=18776785&postcount=39"]jedipotter[/URLDELETETHIS]

There's some additional text so you can just copy the coding and delete the surplus content.


Edit: I just wanted to clarify that I am the one who created the Rudisplorkers' Guild, and am credited as the founder.

illyahr
2015-02-06, 08:59 AM
I can see this being ridiculously fun. :smallbiggrin:

I, illyahr (http://www.giantitp.com/forums/showsinglepost.php?p=18777638&postcount=44), give my permission. I can't figure out how to do the link-to-post thing though.

Can someone make a fun diplomancer spell for me? Something snarky. :smalltongue:

EDIT: Thanks, zergling :smallsmile:

zergling.exe
2015-02-06, 11:08 AM
I can see this being ridiculously fun. :smallbiggrin:

I, illyahr, give my permission. I can't figure out how to do the link-to-post thing though.

Can someone make a fun diplomancer spell for me? Something snarky. :smalltongue:

Here you are! illyahr (http://www.giantitp.com/forums/showsinglepost.php?p=18777638&postcount=44)

(Un)Inspired
2015-02-06, 11:31 AM
Just want to point out that the emissary has no listed time for which they stay. Do they stay for 1 round? The full 24 hours?

Sadly I'm not big enough around these parts to be made into a spell. :smallfrown:

Unless someone wants to make one based on my username that'd be fine. Zergling.exe (http://www.giantitp.com/forums/showsinglepost.php?p=18776602&postcount=34)

I did some clarifying but it's early and I'm still half asleep; I may have just complicated it further.

Der_DWSage
2015-02-06, 01:13 PM
Sure, lemme take a shot at this.


School: Transmutation
Level: Bard 2, Beguiler 3, Sorcerer/Wizard 3, Cleric 3
Casting Time: 1 standard action
Components: V, S, F(A book or other text explaining rules to a flawed game)
Range: Living Creature Touched
Duration: 10 minutes/level
Saving Throw: Will Negates(Harmless)
Spell Resistance: Yes

Snowbluff was an impressive mage, one who said that flaws and exploits are vital to any system if it is to be used by a large number of people-not just because it is difficult to remove such things, but because fellow mages just love finding how broken things are! This spell expands on how exploitable the universe truly is.

The subject of Snowbluff's exploit is granted a +10 circumstance bonus on all d20 rolls for 10 minutes per caster level. However, if they ever come within 30 feet of a person under the effects of Snowbluff's Flaw, the effect is reversed for the amount of time remaining, taking a -10 penalty to all d20 rolls.


School: Transmutation
Level: Bard 2, Beguiler 3, Sorcerer/Wizard 3, Cleric 3
Casting Time: 1 standard action
Components: V, S, M(A book or other text explaining how to take advantage of a game)
Range: Close (25 feet + 5 feet/2 levels)
Duration: 1 minute/level
Saving Throw: Will Negates
Spell Resistance: Yes

Snowbluff was an impressive mage, one who said that flaws and exploits are vital to any system if it is to be used by a large number of people-not just because it is difficult to remove such things, but because fellow mages just love finding how broken things are! This spell expands on pointing out how flawed most people truly are.

The victim of Snowbluff's Flaw finds that their class features simply don't work as well as they used to. All level-based abilities are halved, such as a Paladin's ability to smite evil, a wizard's caster level when using spells, and a Bard's ability to Inspire Courage. This does not affect access to these abilities, and if lesser abilities are replaced by better ones (Such as a Barbarian's Greater Rage) they are unaffected. Spellcasters do not lose spell slots, and Psions do not lose power points.

However, if a person suffering from this spell comes within 30 feet of a victim suffering from Snowbluff's Exploit, the effect is reversed for the duration of time remaining. Instead of halving all level-based abilities, they instead have a circumstance bonus on all level-based effects equal to their current character level.


School: Divination
Level: Bard 0, Sorcerer/Wizard 1
Casting Time: 1 minute
Components: V, S, M(A caffeinated beverage, that must be drank during casting)
Range: 15 foot cone
Duration: Instantaneous
Saving Throw: Will;See text
Spell Resistance: No

A favorite of lecturers that haven't fully woken up. While potentially useful, it's also been the reason that many mage colleges offer 'Understanding Tired Mumbling 101'

Any that wish to benefit from this spell must be inside the area of effect for the entire duration of the casting time. This spell only benefits those that have failed an Intelligence-based check within the last hour-(Un)Inspired's Sleepy Clarification allows them to roll again, but only if they succeed on a will save against the tired rambling to stay focused on the topic at hand. If they fail the will save, they instead take a -4 on Intelligence-based checks about the particular topic they failed in the first place for the next 24 hours.

And I give my permission (http://www.giantitp.com/forums/showsinglepost.php?p=18778679&postcount=47) as well, though I also doubt I've enough of a reputation to merit it.

Red Fel
2015-02-06, 02:40 PM
Alright, I'm game. I volunteer as tribute give my permission.

It is I! Red Fel (http://www.giantitp.com/forums/showsinglepost.php?p=18779105&postcount=48)!

Jormengand
2015-02-06, 03:12 PM
All right, sure.

Jormengand (http://www.giantitp.com/forums/showsinglepost.php?p=18779273&postcount=49)

Might stat up some other people; not right now, though.

T.G. Oskar
2015-02-06, 03:18 PM
I would have given my permission to enter had there been fewer spells, but it seems that between yesterday and today the Muses have inspired a few gents to 'brew (or rather, scribe?) some spells. So...

...ah, what the (Nine) Hells! I'll join the initiative!

Since it may be difficult for 'brewers (scribes?) to get a clue just from a name harness the inspiration of the Muses and transcribe it through the skill of Spellcraft, may I suggest that anyone who joins the initiative, as few have done, provide ideas as to the quirks that identify them? Regularity in the forums doesn't imply popularity, and avatars and signatures can only take you so far.

Allow me to give an example, using myself. Quite probably the biggest quirk any GitP regular knows is my extraordinary ability to conjure veritable "Walls of Text", sometimes conjuring them from quotes in an attempt to dissect the information and respond appropriately. Ideally, this is done in accordance to the rules of the forum, and in an attempt to illustrate, or comically disarm a tense situation as a voice of reason. As the sage Seerow would say, "this man is incapable of writing a post of fewer than five hundred words, yet we still admire him for such", though I have proven otherwise; that said, I'm not known for being laconic. A second notable quirk is that I am a prolific homebrewer, and notably a prolific retooler, to such an extent that I'd copyright the term were it not of popular use. Less known to regulars, but still mentioned occasionally, is my preference towards Paladins, their code and their challenges in life. Much less known, save probably by one, is my platonic devotion to a specific video game character, though at least one has that knowledge.

With such an example, anyone could easily request the Muses for an idea that can be coalesced into a spell formula through the skill of Spellcraft. Obviously, not everyone has to be so eloquent in their description, or even florid...

Florid...hmm...something's odd...*checks Language Options*...oh, dagnabbit, the "Florid Language" option has been altered closer towards Purple Prose! Allow me a few seconds...

*lowers the Florid Language bar to "Cordial"*

...there, that should do. Must have auto-adjusted while playing Baldur's Gate...

So there: I, T.G. Oskar (http://www.giantitp.com/forums/showsinglepost.php?p=18779299&postcount=50), hereby give permission to create a spell based on my posting style. There, that shouldn't be so hard, doesn't it?

LoyalPaladin
2015-02-06, 03:21 PM
I'm not sure if I've been around long enough to count as a regular, but I'm here every day! If anyone wants to take a crack at it, I give permission.

LoyalPaladin (http://www.giantitp.com/forums/showsinglepost.php?p=18779318&postcount=51)

Snowbluff
2015-02-06, 04:00 PM
Sure, lemme take a shot at this.


School: Transmutation
Level: Bard 2, Beguiler 3, Sorcerer/Wizard 3, Cleric 3
Casting Time: 1 standard action
Components: V, S, F(A book or other text explaining rules to a flawed game)
Range: Living Creature Touched
Duration: 10 minutes/level
Saving Throw: Will Negates(Harmless)
Spell Resistance: Yes

Snowbluff was an impressive mage, one who said that flaws and exploits are vital to any system if it is to be used by a large number of people-not just because it is difficult to remove such things, but because fellow mages just love finding how broken things are! This spell expands on how exploitable the universe truly is.

The subject of Snowbluff's exploit is granted a +10 circumstance bonus on all d20 rolls for 10 minutes per caster level. However, if they ever come within 30 feet of a person under the effects of Snowbluff's Flaw, the effect is reversed for the amount of time remaining, taking a -10 penalty to all d20 rolls.


School: Transmutation
Level: Bard 2, Beguiler 3, Sorcerer/Wizard 3, Cleric 3
Casting Time: 1 standard action
Components: V, S, M(A book or other text explaining how to take advantage of a game)
Range: Close (25 feet + 5 feet/2 levels)
Duration: 1 minute/level
Saving Throw: Will Negates
Spell Resistance: Yes

Snowbluff was an impressive mage, one who said that flaws and exploits are vital to any system if it is to be used by a large number of people-not just because it is difficult to remove such things, but because fellow mages just love finding how broken things are! This spell expands on pointing out how flawed most people truly are.

The victim of Snowbluff's Flaw finds that their class features simply don't work as well as they used to. All level-based abilities are halved, such as a Paladin's ability to smite evil, a wizard's caster level when using spells, and a Bard's ability to Inspire Courage. This does not affect access to these abilities, and if lesser abilities are replaced by better ones (Such as a Barbarian's Greater Rage) they are unaffected. Spellcasters do not lose spell slots, and Psions do not lose power points.

However, if a person suffering from this spell comes within 30 feet of a victim suffering from Snowbluff's Exploit, the effect is reversed for the duration of time remaining. Instead of halving all level-based abilities, they instead have a circumstance bonus on all level-based effects equal to their current character level.

http://media.giphy.com/media/SjRAHsLeRykPm/giphy.gif

torrasque666
2015-02-06, 04:12 PM
I don't know if I have demonstrated enough defining traits for a spell, but I'll give my permission.

Torrasque666 (http://www.giantitp.com/forums/showsinglepost.php?p=18779600&postcount=53)

Flickerdart
2015-02-06, 04:16 PM
ZeroNumerous made a spell of me a while back (Flickerdart's Cunning Assassin (http://www.giantitp.com/forums/showsinglepost.php?p=18779617&postcount=54)), I feel like it should be posted here for completeness' sake.


Here ya go.

Flickerdart's Cunning Assassin
Evocation [Force]
Level: Cleric 4, Wizard/Sorcerer 4, Bard 3, Cunning Assassin 2
Components: V, S, DF/M
Casting Time: 1 Standard Action
Range: Close (25ft + 5ft per level)
Effect: Magical assassin made of Force.
Duration: 1 round per level.
Saving Throw: None
Spell Resistance: Yes

An assassin made of pure force and dual-wielding a pair of short swords springs into being within range. The assassin shares the race of the caster or may appear as a faceless humanoid wearing a thick long coat and cloak. The assassin attacks foes twice and deals 1d6 Force damage + 3d6 Sneak Attack damage (if applicable) + your casting stat per attack. The assassin has a critical threat range of 19-20 and deals x2 damage on a critical hit. The assassin uses the caster's base attack bonus (possibly gaining multiple attacks) plus the caster's casting stat (Wisdom, Charisma or Intelligence) - 2 to make it's attacks. The assassin strikes as a spell and ignores damage reduction. As a Force effect it strikes incorporeal creatures without the associated miss chance. The assassin can benefit from and assist in flanking maneuvers.

Each round after the first, you can use a move action to redirect the assassin to a new target. If you do not, the assassin continues to attack the previous round’s target. On any round that the assassin switches targets, it gets only one attack. Subsequent rounds of attacking that target allow the assassin to make multiple attacks as allowed by BAB.

An assassin cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. An assassin’s AC against touch attacks is 10.

If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the assassin strikes it. If the assassin is successfully resisted, the spell is dispelled. If not, the assassin has its normal full effect on that creature for the duration of the spell.

Anyone else can feel free to give it a go. Maybe an advanced version of Trollshape? :smallamused: Flickerdart (http://www.giantitp.com/forums/showsinglepost.php?p=18779617&postcount=54)

Seerow
2015-02-06, 04:19 PM
I would have given my permission to enter had there been fewer spells, but it seems that between yesterday and today the Muses have inspired a few gents to 'brew (or rather, scribe?) some spells. So...

...ah, what the (Nine) Hells! I'll join the initiative!

Since it may be difficult for 'brewers (scribes?) to get a clue just from a name harness the inspiration of the Muses and transcribe it through the skill of Spellcraft, may I suggest that anyone who joins the initiative, as few have done, provide ideas as to the quirks that identify them? Regularity in the forums doesn't imply popularity, and avatars and signatures can only take you so far.

Allow me to give an example, using myself. Quite probably the biggest quirk any GitP regular knows is my extraordinary ability to conjure veritable "Walls of Text", sometimes conjuring them from quotes in an attempt to dissect the information and respond appropriately. Ideally, this is done in accordance to the rules of the forum, and in an attempt to illustrate, or comically disarm a tense situation as a voice of reason. As the sage Seerow would say, "this man is incapable of writing a post of fewer than five hundred words, yet we still admire him for such", though I have proven otherwise; that said, I'm not known for being laconic. A second notable quirk is that I am a prolific homebrewer, and notably a prolific retooler, to such an extent that I'd copyright the term were it not of popular use. Less known to regulars, but still mentioned occasionally, is my preference towards Paladins, their code and their challenges in life. Much less known, save probably by one, is my platonic devotion to a specific video game character, though at least one has that knowledge.

With such an example, anyone could easily request the Muses for an idea that can be coalesced into a spell formula through the skill of Spellcraft. Obviously, not everyone has to be so eloquent in their description, or even florid...

Florid...hmm...something's odd...*checks Language Options*...oh, dagnabbit, the "Florid Language" option has been altered closer towards Purple Prose! Allow me a few seconds...

*lowers the Florid Language bar to "Cordial"*

...there, that should do. Must have auto-adjusted while playing Baldur's Gate...

So there: I, T.G. Oskar (http://www.giantitp.com/forums/showsinglepost.php?p=18779299&postcount=50), hereby give permission to create a spell based on my posting style. There, that shouldn't be so hard, doesn't it?

You know, it's really no fun to come in here, see your name on the list, get ready to go write up "Oskar's Impenetrable Wall of Text" only to find your post and see you've already done half the work :p

(Un)Inspired
2015-02-06, 04:19 PM
Sure, lemme take a shot at this.


School: Transmutation
Level: Bard 2, Beguiler 3, Sorcerer/Wizard 3, Cleric 3
Casting Time: 1 standard action
Components: V, S, F(A book or other text explaining rules to a flawed game)
Range: Living Creature Touched
Duration: 10 minutes/level
Saving Throw: Will Negates(Harmless)
Spell Resistance: Yes

Snowbluff was an impressive mage, one who said that flaws and exploits are vital to any system if it is to be used by a large number of people-not just because it is difficult to remove such things, but because fellow mages just love finding how broken things are! This spell expands on how exploitable the universe truly is.

The subject of Snowbluff's exploit is granted a +10 circumstance bonus on all d20 rolls for 10 minutes per caster level. However, if they ever come within 30 feet of a person under the effects of Snowbluff's Flaw, the effect is reversed for the amount of time remaining, taking a -10 penalty to all d20 rolls.


School: Transmutation
Level: Bard 2, Beguiler 3, Sorcerer/Wizard 3, Cleric 3
Casting Time: 1 standard action
Components: V, S, M(A book or other text explaining how to take advantage of a game)
Range: Close (25 feet + 5 feet/2 levels)
Duration: 1 minute/level
Saving Throw: Will Negates
Spell Resistance: Yes

Snowbluff was an impressive mage, one who said that flaws and exploits are vital to any system if it is to be used by a large number of people-not just because it is difficult to remove such things, but because fellow mages just love finding how broken things are! This spell expands on pointing out how flawed most people truly are.

The victim of Snowbluff's Flaw finds that their class features simply don't work as well as they used to. All level-based abilities are halved, such as a Paladin's ability to smite evil, a wizard's caster level when using spells, and a Bard's ability to Inspire Courage. This does not affect access to these abilities, and if lesser abilities are replaced by better ones (Such as a Barbarian's Greater Rage) they are unaffected. Spellcasters do not lose spell slots, and Psions do not lose power points.

However, if a person suffering from this spell comes within 30 feet of a victim suffering from Snowbluff's Exploit, the effect is reversed for the duration of time remaining. Instead of halving all level-based abilities, they instead have a circumstance bonus on all level-based effects equal to their current character level.


School: Divination
Level: Bard 0, Sorcerer/Wizard 1
Casting Time: 1 minute
Components: V, S, M(A caffeinated beverage, that must be drank during casting)
Range: 15 foot cone
Duration: Instantaneous
Saving Throw: Will;See text
Spell Resistance: No

A favorite of lecturers that haven't fully woken up. While potentially useful, it's also been the reason that many mage colleges offer 'Understanding Tired Mumbling 101'

Any that wish to benefit from this spell must be inside the area of effect for the entire duration of the casting time. This spell only benefits those that have failed an Intelligence-based check within the last hour-(Un)Inspired's Sleepy Clarification allows them to roll again, but only if they succeed on a will save against the tired rambling to stay focused on the topic at hand. If they fail the will save, they instead take a -4 on Intelligence-based checks about the particular topic they failed in the first place.

And I give my permission (http://www.giantitp.com/forums/showsinglepost.php?p=18778679&postcount=47) as well, though I also doubt I've enough of a reputation to merit it.

Hahaha awesome. I love it.

T.G. Oskar
2015-02-06, 05:13 PM
You know, it's really no fun to come in here, see your name on the list, get ready to go write up "Oskar's Impenetrable Wall of Text" only to find your post and see you've already done half the work :p

Well, it doesn't have to be the only spell. Nor it has to be the only iteration of the spell. Just look at Bigby - he took one spell and just ran with it, pretty much making 1 spell per level that deals with making a humongous hand. Same thing with a bunch of spells dealing with Wall of Text, even going for crossovers (Truenaming, anyone? Make it so that you only lose the ability to taste...I dunno, sherbets?)

Flickerdart
2015-02-06, 05:22 PM
Well, it doesn't have to be the only spell. Nor it has to be the only iteration of the spell. Just look at Bigby - he took one spell and just ran with it, pretty much making 1 spell per level that deals with making a humongous hand. Same thing with a bunch of spells dealing with Wall of Text, even going for crossovers (Truenaming, anyone? Make it so that you only lose the ability to taste...I dunno, sherbets?)
Wall of Text
Wall of Text, Nouns
Wall of Text, Italics


This forum requires that you wait 60 seconds between casting.

T.G. Oskar
2015-02-06, 06:00 PM
Wall of Text
Wall of Text, Nouns
Wall of Text, Italics


This forum requires that you wait 60 seconds between casting.

Pacifying Wall of Text.

Illustrating Wall of Text.

Goading Wall of Text.

Scathing Wall of Text.

Stunning Wall of Text.

Hilarious Wall of Text.

Misunderstood Wall of Text.

Wall of Translated Text.

Walls of Text.

Wall of Hypertext.

And a completely different one, though this one may be debated: Wall of Reality Retooling Text.

That should be enough ideas for anyone who wants to work with them.

Blackhawk748
2015-02-06, 06:32 PM
Alright, I'm game. I volunteer as tribute give my permission.

It is I! Red Fel (http://www.giantitp.com/forums/showsinglepost.php?p=18779105&postcount=48)!

I feel any spell for you should involve lots of collateral damage......

AvatarVecna
2015-02-06, 08:34 PM
Alright, I'm game. I volunteer as tribute give my permission.

It is I! Red Fel (http://www.giantitp.com/forums/showsinglepost.php?p=18779105&postcount=48)!


Red Fel's Persuasive Argument

Enchantment (Mind Affecting) [Evil]
Level: Bard 5; Sorcerer/Wizard 8
Components: V, S
Casting Time: 1 Minute
Range: 40 ft
Area:40 ft radius centered on caster
Duration: see text
Saving Throw: Will partial; see text
Spell Resistance: No

Known far and wide for their lengthy and compelling speeches advocating the merits of immorality, Red Fel's words could work a magic all their own, bending the listener's ear to Red Fel's argument.

When the spell is completed, all non-mindless creatures within the area must make a Will save; creatures that are not mindless but have Immunity to Mind-Affecting effects are not immune to this spell (although they do receive a +4 to their Will save). If a Good or Neutral target fails their save, their alignment shifts one step closer to Evil instantaneously. This effect can only be undone by Wish or Miracle, followed by Atonement. If an Evil target fails their save, they gain a +4 profane bonus to Intelligence, Wisdom, and Charisma for 1 round/level.

Regardless of the result of the save, all targets are temporarily more susceptible to immoral suggestion: for the next 24 hours, any attempt to convince the target to perform an evil act has a +5 profane bonus to the check, and any check the target makes to resist any such attempts is made with a -5 penalty.

So...thoughts?

Marlowe
2015-02-06, 08:58 PM
Since I never got my vestige, anyone object if I just write my own spell?:smallbiggrin:

Threadnaught
2015-02-06, 09:10 PM
I hope mine ends up being called Threadnaught's Rudisplorkery (http://www.giantitp.com/forums/showsinglepost.php?p=18793208&postcount=119). :smallbiggrin:

A man can dream.


Edit: The dream is reality, troll text has been replaced.

Red Fel
2015-02-06, 09:28 PM
So...thoughts?

... That's brilliant. Seriously brilliant.

I was actually hoping someone would do an Evil version of Sanctify the Wicked. This is so much better. Yes, it involves a save and a long casting time, but (1) it's an area effect, so it nails multiple targets, (2) it even affects Mind-Immune targets, (3) it buffs Evil characters, and (4) even on a successful save, the extra effect ensures that more corruptible innocents fall into my clutches some benefit accrues. Plus, the flavor is just delicious.

Well played, AV. Well played. :smallamused:

Starbuck_II
2015-02-06, 10:18 PM
Starbuck_II. (http://www.giantitp.com/forums/showsinglepost.php?p=18781256&postcount=65)

I'm game for being a spell (if I linked right).

Still not a vestige sadly. The spells so far are pretty decent.

AvatarVecna
2015-02-06, 10:39 PM
... That's brilliant. Seriously brilliant.

I was actually hoping someone would do an Evil version of Sanctify the Wicked. This is so much better. Yes, it involves a save and a long casting time, but (1) it's an area effect, so it nails multiple targets, (2) it even affects Mind-Immune targets, (3) it buffs Evil characters, and (4) even on a successful save, the extra effect ensures that more corruptible innocents fall into my clutches some benefit accrues. Plus, the flavor is just delicious.

Well played, AV. Well played. :smallamused:

The only thing worth noting is that the long casting time makes it almost entirely useless in a combat situation (since, by the time you can cast it, taking 10 rounds to cast it is essentially suicide); no, this is the spell you cast when petitioning the king's court.

The hole in this attack that I intended, other than that, is for mindless creatures; so...unintelligent undead are safe, and so are constructs, but not much else is immune. Animal fails its save? Evil. Angel fails it's save? Neutral, and it needs a wish or a miracle to become Good again...if it even bothers.

A Bard/Sublime Chord, using this spell, Leadership, and Bardic Music, has a badass army.

Vhaidara
2015-02-06, 10:44 PM
The only thing worth noting is that the long casting time makes it almost entirely useless in a combat situation (since, by the time you can cast it, taking 10 rounds to cast it is essentially suicide); no, this is the spell you cast when petitioning the king's court.

Oh, that's a simple matter of metamagic reducers until you can quicken it.

Flickerdart
2015-02-06, 10:45 PM
Oh, that's a simple matter of metamagic reducers until you can quicken it.
A spell whose casting time is more than 1 full round action cannot be quickened.

Snowbluff
2015-02-06, 10:45 PM
So, you cast it in front of people who oppose your alignment... who would suddenly have no qualms about having you killed instantly for messing with them. You can speed up the casting with Arcane Archer, but I loathe everything about the spell. You can literally read me each line and I will tell you that I hate it.

We should quit while we are ahead.

Vhaidara
2015-02-06, 10:48 PM
A spell whose casting time is more than 1 full round action cannot be quickened.

I'm sure there's a way to finagle Battle Blessing onto it, then. Or something we can do with a StP Erudite giving it to a Psion. Or something. Work with me here!

Der_DWSage
2015-02-06, 10:56 PM
How about the Conceal Spellcasting skill trick? People don't even realize what you're doing until it's too late, and the spell then punishes people who don't truly embrace Red Fel's brand of rudisplorkery. That said, I could see doing away with the Somatic component. Or are hand gestures truly important to evil?

Flickerdart
2015-02-06, 11:10 PM
I'm sure there's a way to finagle Battle Blessing onto it, then. Or something we can do with a StP Erudite giving it to a Psion. Or something. Work with me here!
Never!

Okay fine, use Uncanny Forethought to cast it as a full-round action.

Vhaidara
2015-02-06, 11:15 PM
Never!

Okay fine, use Uncanny Forethought to cast it as a full-round action.

Wait! Can you use Uncanny Forethought to make it a full round action to cast and then Quicken it from there?

AvatarVecna
2015-02-06, 11:24 PM
So, you cast it in front of people who oppose your alignment... who would suddenly have no qualms about having you killed instantly for messing with them. You can speed up the casting with Arcane Archer, but I loathe everything about the spell. You can literally read me each line and I will tell you that I hate it.

We should quit while we are ahead.

Because the only time anyone would ever use this spell is on someone with a high enough Will save to resist and a high enough Spellcraft to recognize it. And there's no way they'd use any number of metamagic-based/spellcraft-based/skill trick-based ways of concealing the fact that they're casting a spell.


How about the Conceal Spellcasting skill trick? People don't even realize what you're doing until it's too late, and the spell then punishes people who don't truly embrace Red Fel's brand of rudisplorkery. That said, I could see doing away with the Somatic component. Or are hand gestures truly important to evil?

Necessary? Perhaps. Effective? Quite. After all, what's a good Evil speech good for, without a raised fist clenched as if at your enemies' throat?

Red Fel
2015-02-06, 11:26 PM
That said, I could see doing away with the Somatic component. Or are hand gestures truly important to evil?

They are if you're gesturing to the "vent airlock" button.

Vhaidara
2015-02-06, 11:29 PM
Also, you use this to hype up your army before a big fight. Then, any Neutral members get turned fully Evil, the Evil members get some nice mental buffs, and any Good spies that you somehow missed are suddenly questioning their moral standing.

My god, you HAVE captured the essence of Red Fel in this.

Snowbluff
2015-02-06, 11:38 PM
Keledrath, use Arcane Archer and arrow splitting!

Because the only time anyone would ever use this spell is on someone with a high enough Will save to resist and a high enough Spellcraft to recognize it. And there's no way they'd use any number of metamagic-based/spellcraft-based/skill trick-based ways of concealing the fact that they're casting a spell.


Well, those are the only times it would be useful. If you can cast 8th level spells, other minions are just rocks to you. Now, does this matter. It's irrelevant. Even if we ignore the casting time, you have 19 other lines to fix.

Anyway, I was thinking that monsters would be next, but I think we've got some good ones already. Legendary weapons?

Flickerdart
2015-02-06, 11:43 PM
Wait! Can you use Uncanny Forethought to make it a full round action to cast and then Quicken it from there?
No - Uncanny Forethought requires you to straight up pick a spell you know, bypassing spell preparation. It isn't even spontaneous casting.

Flickerdart's buzz kill now available at your local scrollerie.

goto124
2015-02-07, 06:08 AM
Maybe my spell should be Goto's Utter Cluelessness.

stack
2015-02-07, 10:05 AM
I hearby grant permission to make me into a spell. I will of course write at least one at some point, probably going to do stack.

PsyBomb (http://www.giantitp.com/forums/showsinglepost.php?p=18774719&postcount=32)

Psybomb's Flaw Finder

Divination
Level: Cleric 4, Inquisitor 3, Magus 3, Sorcerer/Wizard 3, Witch 3
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Duration: Minute/level or until discharged
Saving Throw: None
Spell Resistance: No

A mage skilled at analysis the strength's and weaknesses of friend and foe alike, Psybomb's insight is a powerful tool for those that prefer caution and discernment to rash action.

During the duration of this spell, a successful monster lore check reveals all resistances, immunities, spell resistance, and vulnerabilities of the creature in addition to the information normally gained for a successful check. The caster gain a +10 insight bonus on monster lore checks. The caster may discharge this spell as a free action to gain insight into the defenses on one creature the caster can see, allowing the caster to ignore resistance to any one element, to bypass DR, to treat immunity to any one element as resistance equal to the creatures HD for one round, or to treat the creature's spell resistance as 5 lower.

Focus Component - sheet of paper covered in statistics

PsyBomb
2015-02-07, 11:20 AM
Psybomb's Flaw Finder

Divination
Level: Cleric 4, Inquisitor 3, Magus 3, Sorcerer/Wizard 3, Witch 3
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Duration: Minute/level or until discharged
Saving Throw: None
Spell Resistance: No

A mage skilled at analysis the strength's and weaknesses of friend and foe alike, Psybomb's insight is a powerful tool for those that prefer caution and discernment to rash action.

During the duration of this spell, a successful monster lore check reveals all resistances, immunities, spell resistance, and vulnerabilities of the creature in addition to the information normally gained for a successful check. The caster gain a +10 insight bonus on monster lore checks. The caster may discharge this spell as a free action to gain insight into the defenses on one creature the caster can see, allowing the caster to ignore resistance to any one element, to bypass DR, to treat immunity to any one element as resistance equal to the creatures HD for one round, or to treat the creature's spell resistance as 5 lower.

Focus Component - sheet of paper covered in statistics

Love it! Especially the focus component, the wall-o-text sims I post look even crazier when I do it on physical paper

Snowbluff
2015-02-07, 11:44 AM
Flickerdart's buzz kill now available at your local scrollerie.
Ugh, screw that spell! They keep selling out, so I had to pay an exorbitant price for it on Scrollbay. :smallfurious:

Love it! Especially the focus component, the wall-o-text sims I post look even crazier when I do it on physical paper
We need to just make a wall of text line of spells.

stack
2015-02-07, 12:05 PM
Love it! Especially the focus component, the wall-o-text sims I post look even crazier when I do it on physical paper

I thought it was a nice touch.

T.G. Oskar
2015-02-07, 03:14 PM
We need to just make a wall of text line of spells.

Kinda strange that casters never had a collaborative effort to create spells. Contrasts with the recent winners of Nobel Chemistry and Physics Prizes' winners, in which there's ALWAYS a collaborative effort, and thus the investigators are all recognized.

There's dual-school spells, why not "X & Y's Flaw-Dissecting Wall of Text"?

Lord Raziere
2015-02-07, 03:24 PM
I will grant permission/make a request to make a spell of me. I don't really know what, I will allow your creativity to come up with whatever fits me.

Jormengand
2015-02-07, 04:29 PM
Eldan's link goes to Dmverdandi's post. For some reason. This (http://www.giantitp.com/forums/showsinglepost.php?p=18771594&postcount=12) is the correct link.

Anyway...

Mage's Miscast
Evocation [Fire, Cursed]
Level: Wiz/Sor 6
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until expended.
Saving throw: Will negates (Appears harmless)
Spell resistance: Yes (Appears harmless)

Mage's Miscast appears for all intents and purposes to be the spell Greater Heroism, and it actually has the same effect even though it's not an enchantment. However, the moment the subject wishes to cast a spell of any import, they instead botch the spell horribly - they spend the spell slot as normal and instead cast a fireball spell, centred on themselves. A psionic manifester or a user of spell-like or psi-like abilities is still subject to this effect in the same way. The spell's effect is then discharged, including the spell masking it.

A creature who doesn't recognise the Mage's Miscast spell doesn't know why their spell fails, though they know they lost their heroism effect. Creatures who can't use any abilties what would trigger the effect can't be affected.

Lightlawbliss' Rightwrongness
Illusion [Figment, Cursed]
Level: Clr 2
Casting Time: 1 standard action
Components: V, S, DF
Range: Close (25 ft + 5 ft/2 levels)
Area: 20 ft radius emanation
Duration: 1 minute/level
Saving throw: Will disbelief
Spell resistance: No.

This spell appears for all intents and purposes to be a Zone of Truth, but actually allows anyone within to speak freely.

Sideswipe's Fineness
Transmutation [Cursed]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell appears to be the spell Polymorph, and actually works as such until triggered by the creature actually attempting fight in earnest using their new form. If the creature attacks or is attacked in a serious manner, they immediately transform into another form chosen by you upon casting the spell, this form being of fine size. They retain this new form until the spell is ended.

Material component
An empty cocoon.

Keledrath's Mutation
Transmutation [Cursed]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Duration: See text
Saving Throw: No
Spell Resistance: No

This spell looks like Polymorph Any Object until the creature attempts to fight in combat, or use any of the new form's abilities. When they do, they are mutated into a horrible new form.

They take 2d6 points of damage to each ability score, and take on a size one greater than their own. They move at half their normal speed, can't fly or burrow, and lose access to all of their equipment for the duration. While in this mutant form, they can't speak, severely hampering their ability to cast most spells (though many powers are unaffected). Because they aren't silenced and they literally can't speak at all, the Truenamer's The Universe Hears Just Fine ability doesn't take effect.


I like cursed items so I made some cursed spells - enjoy!

YossarianLives
2015-02-07, 04:36 PM
I give my permission to be spell. Please, please, please. I want to cast it on my players.

Elricaltovilla
2015-02-07, 04:41 PM
pssst guys! Maybe we should write up some of these spells instead of all just sitting around waiting for someone to do us as spells?

Starbuck_II
2015-02-07, 04:46 PM
I really like Mage's miscast. It lets their guard down as it appears harmless. And then bam, gishes are not casting unless they want to be hurt.

A_S
2015-02-07, 05:02 PM
I'm always late to these parties. Permission: A_S ( http://www.giantitp.com/forums/member.php?20741-A_S)

I'll look into spellifying some folks when I'm not on a phone.

stack
2015-02-07, 05:22 PM
pssst guys! Maybe we should write up some of these spells instead of all just sitting around waiting for someone to do us as spells?

Looking at the list I don't know too many others well enough to spell them properly (though presumably I get a pass since I contributed one already), but I'll try to give it a think and see if I can come up with one for you.

Admiral Squish
2015-02-07, 05:28 PM
Well, this could be interesting to see... I, Admiral Squish (http://www.giantitp.com/forums/showsinglepost.php?p=18784539&postcount=92), give my permission to be spellified.

...I wonder if I have enough of a reputation for this.

HunterOfJello
2015-02-07, 05:36 PM
By the counter-holy rudisplork, I give permission.

HunterOfJello (http://www.giantitp.com/forums/showsinglepost.php?p=18784578&postcount=93)

stack
2015-02-07, 05:38 PM
Elric's Mirrored Maneuver

Divination
Level: Achemist 2, Magus 2
Components: V, S
Casting Time: 1 immediate action
Range: Personal
Duration: round/level or until discharged
Saving Throw: None
Spell Resistance: No

Upon making a successful knowledge (martial) check to identify a maneuver as it is used, the caster casst the spell as an immediate action, granting the ability to initiate the maneuver for a number of rounds equal to caster level, using his csting modifier as his initiating modifier. Once used, knowledge of the maneuver is gone. The minimum initiator level required for the maneuver cannot exceed the caster's caster level.

rockdeworld
2015-02-07, 05:46 PM
I grant my permission if anyone in interested in creating a spell for me.

rockdeworld (http://www.giantitp.com/forums/showsinglepost.php?p=18784619&postcount=95)

And as befits my enormous ego, I'd like to propose one of my own:


Rockdeworld's Grace of Power of Majesty of Deific Strength
Enchantment (Compulsion) [Mind-affecting, Evil]
Level: Clr 8, Pal 4
Components: V, S, M/DF, F, XP
Casting Time: 1 full-round action
Range: Personal
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You fill the surrounding space with the aura of your deity, who, in a stunning display of magnanimity, sends you all the power at his or her disposal. Your eyes glow, and rainbow fire appears to surround your entire being. The earth seems to shake, and you are filled with conviction, hope, and a feeling of peace, knowing that all will be well. You get a fleeting sensation that time has frozen while your deity communicates to you the sum of all its knowledge and power. Although humble in relation to your deity, you become a bit crazed by the power. You look on your enemies with new ferocity, and they seem to cower before your gaze. You get a +6 enhancement bonus to your Wisdom score.

Material Component
A 10 ft. tall symbol of your deity made of iron.

Focus
In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 5,000 gp.

XP Cost
20,000 xp

I know it's a bit OP gaiz, so I tried to balance it by making it SR: Yes.

Elricaltovilla
2015-02-07, 08:11 PM
Elric's Mirrored Maneuver

Divination
Level: Achemist 2, Magus 2
Components: V, S
Casting Time: 1 immediate action
Range: Personal
Duration: round/level or until discharged
Saving Throw: None
Spell Resistance: No

Upon making a successful knowledge (martial) check to identify a maneuver as it is used, the caster casst the spell as an immediate action, granting the ability to initiate the maneuver for a number of rounds equal to caster level, using his csting modifier as his initiating modifier. Once used, knowledge of the maneuver is gone. The minimum initiator level required for the maneuver cannot exceed the caster's caster level.

Nice and straightforward. And on the list of my two favorite Gish classes. I approve! :smallbiggrin:

Thurbane
2015-02-07, 08:55 PM
Would it be OK to post conversions of 1 or 2 of my old 2E spells here, under my name?

http://www.angelfire.com/games/thurbanesdomain/spells01.htm

WhamBamSam
2015-02-07, 09:21 PM
I hereby offer my permission.

WhamBamSam (http://www.giantitp.com/forums/showsinglepost.php?p=18785532&postcount=98)

PsyBomb
2015-02-07, 10:18 PM
Returning the favor here for stack

Merciful Touch of stack (http://www.giantitp.com/forums/showsinglepost.php?p=18785769&postcount=99)

Divination
Level: Adept 2, Cleric 2, Inquisitor 2, Magus 2, Sorcerer/Wizard 2, Witch 2
Components: V
Casting Time: 1 standard action
Range: Short
Target: Up to one target per two caster levels
Duration: Round/level
Saving Throw: Will Negates
Spell Resistance: No

Always kind to those about him, and always willing to go the extra mile to ensure the mission's successful completion, stack (humble to the point of not capitalizing his own name) was known for one other thing. He always brought his target in alive. This spell is likely a major reason why neither he nor his companions ever killed a target that could possibly be rehabilitated, and also why his enemies never once killed him or any of his companions

While under the effects of this spell, the target treats all weapons (natural or manufactured) as having the Merciful weapon property. In addition, any damage dealt by the creature by any spell, power, edict, spell-like or supernatural ability, or other such is automatically converted to subdual.

stack has been a MAJOR player of the Guru class through playtest, so I figured that making it into a spell that could be used both on the offense or defense would be perfect.

IZ42
2015-02-07, 10:38 PM
I IZ42, doth give me permission.

EDIT: Having trouble linking my post to itself. I'm such a nub at doing thingies on this forum.

EDIT: Might do a spell for admiral squish, as he's the only one I have any knowledge of here that doesn't already have a spell of themselves.

stack
2015-02-07, 11:24 PM
Returning the favor here for stack

Merciful Touch of stack (http://www.giantitp.com/forums/showsinglepost.php?p=18785769&postcount=99)

Divination
Level: Adept 2, Cleric 2, Inquisitor 2, Magus 2, Sorcerer/Wizard 2, Witch 2
Components: V
Casting Time: 1 standard action
Range: Short
Target: Up to one target per two caster levels
Duration: Round/level
Saving Throw: Will Negates
Spell Resistance: No

Always kind to those about him, and always willing to go the extra mile to ensure the mission's successful completion, stack (humble to the point of not capitalizing his own name) was known for one other thing. He always brought his target in alive. This spell is likely a major reason why neither he nor his companions ever killed a target that could possibly be rehabilitated, and also why his enemies never once killed him or any of his companions

While under the effects of this spell, the target treats all weapons (natural or manufactured) as having the Merciful weapon property. In addition, any damage dealt by the creature by any spell, power, edict, spell-like or supernatural ability, or other such is automatically converted to subdual.

stack has been a MAJOR player of the Guru class through playtest, so I figured that making it into a spell that could be used both on the offense or defense would be perfect.
Cool. Now, to get immunity to subdual damage....

Snowbluff
2015-02-07, 11:30 PM
I thought it was a nice touch.
I like the component for my spells. It's a manual for breaking the game. One spell uses it as a focus, but the other burns it. The trick is to use the manual to cast both spells on yourself to double your CL. It gets even more obnoxious if you twist the game terms to meet your needs. :smalltongue:

Eldan's link goes to Dmverdandi's post. For some reason. This (http://www.giantitp.com/forums/showsinglepost.php?p=18771594&postcount=12) is the correct link.
Thank you. If you guys see another issue with the links, please post a message like this. I've been doing this by hand, so every bit helps. :smallsmile:

Speaking of being a royal **** up, I'd like to apologize to AvatarVecna for being a huge ****. I'm sorry.

pssst guys! Maybe we should write up some of these spells instead of all just sitting around waiting for someone to do us as spells?
*cough*Yeah!*cough*

Would it be OK to post conversions of 1 or 2 of my old 2E spells here, under my name?

http://www.angelfire.com/games/thurbanesdomain/spells01.htm
How do you mean?

I IZ42, doth give me permission.

EDIT: Having trouble linking my post to itself. I'm such a nub at doing thingies on this forum.

EDIT: Might do a spell for admiral squish, as he's the only one I have any knowledge of here that doesn't already have a spell of themselves.
Don't worry about it. The linking has been so inconsistent that I can't sort the linked ones and unlinked ones effectively. I've been doing it manually. You can't make this any harder than Jormengand, who is so prolific it's hard to keep up with and link. :smalltongue:

AvatarVecna
2015-02-08, 06:58 AM
@WhamBamSam

Unless someone can come up with something better, I'm thinking of making your spell as some kind of minion-creation spell (ala Animate Dead, Animate Objects, Simulacrum, and similar). Any preference as to more specific mechanical aspects, or would you prefer to be surprised?


Speaking of being a royal **** up, I'd like to apologize to AvatarVecna for being a huge ****. I'm sorry.

It's not a problem; different people just have different ways of playing the game, and there's nothing wrong with that. The spell I made wasn't intended to be the most optimal, but rather to capture the flavor of the forum member it was based on (which I think I succeeded at).

EDIT: So, apology accepted. Have a nice day, everyone!

stack
2015-02-08, 09:40 AM
Nice and straightforward. And on the list of my two favorite Gish classes. I approve! :smallbiggrin:

Feel free to include it in PoW:e. I work for contributor credit, just ask Ssalarn.

Elricaltovilla
2015-02-08, 10:06 AM
Feel free to include it in PoW:e. I work for contributor credit, just ask Ssalarn.

I'll talk with Lord_Gareth about it. Although I'm personally of the opinion that there shouldn't be any spells in the PoW line. But it's been brought up in development numerous times.

Snowbluff
2015-02-08, 10:29 AM
It's not a problem; different people just have different ways of playing the game, and there's nothing wrong with that. The spell I made wasn't intended to be the most optimal, but rather to capture the flavor of the forum member it was based on (which I think I succeeded at).


That's literally the opposite of what I think is wrong with the spell. I think more stuff should protect you from things that affect your characterization. Being Mind-Affecting but avoiding immunity and no spell resistance is a problem. Keep in mind there is a reason why Mind-Affecting has so many countermeasures. These spells mess you up!

Despite what many may lead you to believe, I'm actually a pretty hardcore story person. Most of my optimization I actually use isn't about being overpowering, but to make a weak concept workable.

Red Fel
2015-02-08, 12:24 PM
That's literally the opposite of what I think is wrong with the spell. I think more stuff should protect you from things that affect your characterization. Being Mind-Affecting but avoiding immunity and no spell resistance is a problem. Keep in mind there is a reason why Mind-Affecting has so many countermeasures. These spells mess you up!

I actually agree with Snowbluff's concern, to a certain extent. Not necessarily the "bypasses Mind-Affecting immunity" issue - there are ways to overcome almost every immunity. (Whether that's a good thing or a bad thing is a separate discussion.) Also, there are still final lines of defense, such as a Will save. Again, we can compare it with three alignment-shifting effects: Sanctify the Wicked: 9th level Sanctified spell, single target. Costs a 10,000 gp diamond and a character level. Imprisons an Evil creature in a diamond, after one year it emerges as a Sanctified creature. Extremely expensive to cast, takes a year to become effective. Works regardless of Mind-Affecting immunity. Mindrape: 9th-level spell, Enchantment [Mind-Affecting, Evil], single target. Instantaneous, lets you change a creature's alignment. Can be corrected by Break Enchantment if used for this purpose. Emissary of Barachiel 3, Conversion: class ability from a PrC, multiple targets. Consumes a use of the Calling ability (usable 1/day/class level), inflicts 5d4 nonlethal damage on the user, counts as an Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] effect. After Calling effect is triggered, any creature subject to the effect (other than LG creatures) must make a saving throw or take a temporary step towards LG. They can make a new saving throw 1/day for seven days, at the end of which time it becomes permanent. Break Enchantment can make it temporary, Atonement can make it permanent. While this is multi-use and has multiple functions, it takes a long time to become effective, provokes multiple saves, and only changes alignment by one step per week.
Now, let's compare it to this spell. My spell. The best spell. Multiple targets, overcomes Mind-Affecting immunity, has an effect even if save is successful, causes an instant change that can only be fixed by Wish or Miracle plus Atonement, and has no real cost other than casting time.

Sanctify the Wicked and Conversion each take time, a year and a week respectively. Mindrape is instantaneous, but is blocked by Mind-Affecting immunity and can be reversed with Break Enchantment; Atonement may not be required, either. Sanctify and Mindrape are both single-target spells; only Conversion is multi-target, but its radius is 30 feet. Sanctify and Conversion both have a cost (a diamond and a character level, and nonlethal damage, respectively). Of the three, only Sanctify - which fundamentally alters the creature, rather than simply changing their mind - is not Mind-Affecting, and thus avoids immunity. Although Conversion functions as an add-on to Calling, and therefore may impose the Calling effect even if targets save against Conversion, none of them - Conversion, Sanctify or Mindrape - have an effect on a successful save.

I'm not complaining, mind you. I have an outrageously powerful spell named after me. Clearly, this is the result of me having a sit-down with Mystra and explaining our respective positions in terms so plain and firm as to command her assent. But it bears note that this is an extraordinarily potent spell, both for its spell level and its effects.

WhamBamSam
2015-02-08, 01:15 PM
@WhamBamSam

Unless someone can come up with something better, I'm thinking of making your spell as some kind of minion-creation spell (ala Animate Dead, Animate Objects, Simulacrum, and similar). Any preference as to more specific mechanical aspects, or would you prefer to be surprised?Go ahead and surprise me. You probably have a better idea of what you're going for with the minionmancy angle than I do, so go with what you feel.

eggynack
2015-02-08, 01:31 PM
I was thinking something with a dragonish angle, personally, either transformative or calling, though not quite sure on the specifics yet. Current idea is something called "Whambamsam's Hc Svnt Dracones", and it'd be some variety of short term summoning or calling. I have some underlying desire there to make it such that there was totally a dragon there all along, and the opponent just didn't notice it, and the dragon is totally your friend now, at least for a little while. Lotsa moving parts, as you obviously have spell level, along with dragon variety and dragon age to work with.

Snowbluff
2015-02-08, 11:27 PM
I think I'll write a spell for zergling.exe. "Execute Zerg Rush."

Honjuden
2015-02-08, 11:54 PM
If only it were possible to make Sir Giacomo's Summon Wand Merchant.

Zaydos
2015-02-09, 12:03 AM
*Looks at thread*

:smallconfused:

Sure you've got permission (http://www.giantitp.com/forums/showsinglepost.php?p=18790935&postcount=112) to spellify me. More commonly found on homebrew and smbc than general role-playing, but why not.

Der_DWSage
2015-02-09, 02:33 AM
Alright, let's do a few more while I'm in the mood!


School: Universal [Language-Dependent] (Every Wizard loves talking!)
Level: Bard 3, Sorcerer/Wizard 4;Rune 4
Casting Time: 1 standard action
Components: V, S, F
Range: Close (25 feet + 5 feet/2 levels)
Effect:A curtain of text covering two 5-foot cubes/level.
Duration: 10 minutes/level
Saving Throw: Will Negates;see text
Spell Resistance: No

There are some people that just love talking. Then there are those that are okay about it, and just don't know when to stop. Then there are those that don't know how to say something without spending a thousand words doing it, but they paint such a picture with the words that you can't imagine telling them to stop. T.G. Oskar is the last one.

T.G. Oskar's Wall of Minimal text creates a large whiteboard, upon which a long dissertation is written. The wall grants total concealment to anything on the other side, and has a Hardness of 0 with 5 HP per square foot of text. Words cannot handle sticks and stones being thrown at them.

However, any literate being that is within 10 feet of T.G. Oskar's Wall of Minimal Text must make a will save or else spend the next 3 rounds reading the wall from top to bottom. They are unable to take any actions beyond reading the wall and are treated as being flatfooted, but are otherwise able to defend themselves. If the subject passes the will save, they are uninterested in the text and do not need to save again.

Illiterate Barbarians within 10 feet of T.G. Oskar's Wall of Minimal Text are granted a +8 circumstance bonus on damage rolls against the wall, as the words make their heads hurt.

Focus:A dissertation written about a subject the caster is passionate about, that is a minimum of 500 words long.


School: Enchantment [Language-Dependent]
Level: Bard 0, Beguiler 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
Casting Time: 1 standard action
Components: V
Range: Close (25 feet + 5 feet/2 levels)
Target:A single target within range
Duration: 1 minute
Saving Throw: Will Negates(Harmless)
Spell Resistance: Yes(Harmless)

Eggynack's Reasonable Advice is a peaceful mnemonic, meant to soothe the savage beast and grant a bit of wisdom where there would otherwise be confusion. For the next minute, the target is granted a +1 insight bonus on Intelligence checks, Wisdom checks, and Charisma checks, as well as having a +1 insight bonus on saves vs. Enchantment spells of the Compulsion subschool.


School: Conjuration
Level: Bard 4, Cleric 5, Druid 5, Sorcerer/Wizard 5
Casting Time: 1 standard action
Components: V, S
Range: Close (25 feet + 5 feet/2 levels)
Effect: One summoned poster
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No

This spell summons one of those who have not yet had a spell, Vestige, or other such creation written in their honor. Trapped in the void between posts, they are unable to resist the allure of recognition. The summoned Unwritten have identical stats to an Air Mephit, but without spell-like abilities. Instead, they have one of the four abilities below.

Creator:This creature shares a bond with the caster, granting it a +1 Insight bonus on caster level checks and spell DCs while within 30 feet.

Forgotten:This creature is under the effects of Greater Invisibility at all times, even if it does not wish to be.

Unknown:This creature has a gaze attack that causes Confusion (Will save, DC 13, Charisma Based) as people try to remember who they are.

Unsure:This creature is not truly forgotten, despite being an Unwritten. People simply aren't sure what to do with them-this creature is under a constant Sanctuary effect (Will save, DC 13, Charisma Based) as people try to figure out whether they should harm this creature or not.

...There, now everyone has a spell about them. :smallwink:

Miscast_Mage
2015-02-09, 03:53 AM
Mage's Miscast
Evocation [Fire, Cursed]
Level: Wiz/Sor 6
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until expended.
Saving throw: Will negates (Appears harmless)
Spell resistance: Yes (Appears harmless)

Mage's Miscast appears for all intents and purposes to be the spell Greater Heroism, and it actually has the same effect even though it's not an enchantment. However, the moment the subject wishes to cast a spell of any import, they instead botch the spell horribly - they spend the spell slot as normal and instead cast a fireball spell, centred on themselves. A psionic manifester or a user of spell-like or psi-like abilities is still subject to this effect in the same way. The spell's effect is then discharged, including the spell masking it.

A creature who doesn't recognise the Mage's Miscast spell doesn't know why their spell fails, though they know they lost their heroism effect. Creatures who can't use any abilties what would trigger the effect can't be affected.


Bwahaha, I love it! Cursed spells are an absolutely amazing idea. I'll have to steal these for a home game. Imagine getting a potion of this as loot, not knowing it's not actually a potion of Great Heroism.

You, my friend, just made one of my future players cry. :smallbiggrin:

Blackhawk748
2015-02-09, 06:54 AM
Summon the Unwritten
School: Conjuration
Level: Bard 4, Cleric 5, Druid 5, Sorcerer/Wizard 5
Casting Time: 1 standard action
Components: V, S
Range: Close (25 feet + 5 feet/2 levels)
Effect: One summoned poster
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No

This spell summons one of those who have not yet had a spell, Vestige, or other such creation written in their honor. Trapped in the void between posts, they are unable to resist the allure of recognition. The summoned Unwritten have identical stats to an Air Mephit, but without spell-like abilities. Instead, they have one of the four abilities below.

Creator:This creature shares a bond with the caster, granting it a +1 Insight bonus on caster level checks and spell DCs while within 30 feet.

Forgotten:This creature is under the effects of Greater Invisibility at all times, even if it does not wish to be.

Unknown:This creature has a gaze attack that causes Confusion (Will save, DC 13, Charisma Based) as people try to remember who they are.

Unsure:This creature is not truly forgotten, despite being an Unwritten. People simply aren't sure what to do with them-this creature is under a constant Sanctuary effect (Will save, DC 13, Charisma Based) as people try to figure out whether they should harm this creature or not.

...There, now everyone has a spell about them. :smallwink:

This is priceless lol

torrasque666
2015-02-09, 11:24 AM
Summon the Unwritten
School: Conjuration
Level: Bard 4, Cleric 5, Druid 5, Sorcerer/Wizard 5
Casting Time: 1 standard action
Components: V, S
Range: Close (25 feet + 5 feet/2 levels)
Effect: One summoned poster
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No

This spell summons one of those who have not yet had a spell, Vestige, or other such creation written in their honor. Trapped in the void between posts, they are unable to resist the allure of recognition. The summoned Unwritten have identical stats to an Air Mephit, but without spell-like abilities. Instead, they have one of the four abilities below.

Creator:This creature shares a bond with the caster, granting it a +1 Insight bonus on caster level checks and spell DCs while within 30 feet.

Forgotten:This creature is under the effects of Greater Invisibility at all times, even if it does not wish to be.

Unknown:This creature has a gaze attack that causes Confusion (Will save, DC 13, Charisma Based) as people try to remember who they are.

Unsure:This creature is not truly forgotten, despite being an Unwritten. People simply aren't sure what to do with them-this creature is under a constant Sanctuary effect (Will save, DC 13, Charisma Based) as people try to figure out whether they should harm this creature or not.[/Spoiler]

I have a spell! Yay!

LoyalPaladin
2015-02-09, 11:29 AM
They are if you're gesturing to the "vent airlock" button.
It is actually impossible to read your posts without putting Megamind's voice to them now. Which is not a bad thing.

Segev
2015-02-09, 11:37 AM
I enjoy submitting myself to these because I'm curious what, if any, reputation I've built on a board. I don't know that I have one around here yet. Unlike the Exalted forums, I've not been in the thick of particularly controversial threads (though those in the probability thread on the RP parent forum may disagree).

Meanwhile, in an effort to offer some contribution of my own...

Jedipotter and the Goblin of Fiery Discord (mind-affecting) (http://www.giantitp.com/forums/showsinglepost.php?p=18792707&postcount=118)
School: Illusion
Level: Bard 3, Cleric 4, Sorcerer/Wizard 4
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 feet + 10 feet/level)
Effect: An illusion of a dire, punitive threat
Duration: 1 minute
Saving Throw: Will Disbelief
Spell Resistance: Yes

This spell always starts the same way: it appears to summon a hideous but puny goblin which charges recklessly at a target character of the caster's choice. This goblin is easily dispatched with a single blow, but the character and anybody he perceives as an ally then witnesses a terrible punishment for the obviously overpowered attack which one-shotted this antagonist: a threat of no less than CR 20 appears to exact revenge. This could be anything from a great wyrm dragon to a Planetar to Orcus himself.

The illusion appears totally real to those who do not succeed their saving throws, and they all blame each other for it having to be summoned. They instinctively understand that it is the fault of their fellow party members for being so overpowered or such bullies that this monstrous punishment has come to inflict itself upon them, and may even turn upon each other in hopes that doing so will placate the wrath of the punitive being.

Every time the monstrous creature attacks, it is actually one of the other characters attacking. Use that character's last attack on "Orcus" to resolve its success against "Orcus's" target.




edit: I have linked this post in the spell's title. Should I instead have linked jedipotter's (http://www.giantitp.com/forums/showsinglepost.php?p=18776785&postcount=39) permission post?

illyahr
2015-02-09, 01:14 PM
Here's one for you, Threadnaught

Threadnaught's Rudisplorkery
School: Transmutation [Lawful]
Level: Druid 9, Sorcerer/Wizard 9, Cleric 9
Casting Time: 1 minute
Material: V, S, F
Range: Self, or Medium (100 ft + 10 ft/CL)
Duration 1 minute/caster level or until discharged
Saving Throw: See text
Spell Resistance: See text

With the final words and gestures of this spell, you can suddenly perceive and understand the fundamental laws of the universe. You can see how each bit of magical and physical energy interact with each other and, what's more, alter them as you see fit. In only a short while, you have altered the magic around and inside of you to maximize each magical and physical effect you are subject to.

You also realize that, with a bit of effort, you can undo the effects on another.

After you have cast this spell, you may make temporary adjustments to yourself. You may add bonuses, remove penalties, and generally enhance yourself however you see fit. You gain a number of charges equal to your Caster Level and each adjustment has a charge cost.



Change
Cost1


+1 circumstance bonus to attribute
1


+3 circumstance bonus to a skill
1


Removal of a defined negative status effect
2


+1 circumstance bonus to BAB
2


Change a bonus's type (ex. armor bonus into dodge bonus)
3


1: Other similar costs/effects may be allowed by your DM

You may also designate one 10' area at Medium range (a ranged touch) and discharge this effect to hinder the abilities of anything caught in its area. Every creature within the targeted area must pass a Will save or lose access to all bonuses, Spell Resistance, Energy Resistances, Spell-like abilities, and Supernatural abilities as the tapestry of the universe unravels around them. Every creature must then make a Reflex save to exit the area (falling prone to do so) or all magical equipment the targets are holding have their effects suppressed. Both of these effects last for 24 hours.

Focus: A published work of magical, physical, or theological theory worth at least 1000gp and a magnifying glass.

So? What do you think?

EDIT: Adjusted per Threadnaught's suggestion

Lightlawbliss
2015-02-09, 02:36 PM
Here's one for you, Threadnaught

Threadnaught's Rudisplorkery
School: Transmutation [Lawful]
Level: Sorcerer/Wizard 9, Cleric 9
Casting Time: 1 minute
Material: V, S, M
Range: Self, or Medium (100 ft + 10 ft/CL)
Duration 1 minute/caster level or until discharged
Saving Throw: See text
Spell Resistance: See text

With the final words and gestures of this spell, you can suddenly perceive and understand the fundamental laws of the universe. You can see how each bit of magical and physical energy interact with each other and, what's more, alter them as you see fit. In only a short while, you have altered the magic around and inside of you to maximize each magical and physical effect you are subject to.

You also realize that, with a bit of effort, you can undo the effects on another.

After you have cast this spell, you may make temporary adjustments to yourself. You may add bonuses, remove penalties, and generally enhance yourself however you see fit. You gain a number of charges equal to your Caster Level and each adjustment has a charge cost.



Change
Cost1


+1 circumstance bonus to attribute
1


+3 circumstance bonus to a skill
1


Removal of a defined negative status effect
2


+1 circumstance bonus to BAB
2


Change a bonus's type (ex. armor bonus into dodge bonus)
3


1: Other similar costs/effects may be allowed by your DM

You may also designate one 10' area at Medium range (a ranged touch) and discharge this effect to hinder the abilities of anything caught in its area. Every creature within the targeted area must pass a Will save or lose access to all bonuses, Spell Resistance, Energy Resistances, Spell-like abilities, and Supernatural abilities as the tapestry of the universe unravels around them. Every creature must then make a Reflex save to exit the area (falling prone to do so) or all magical equipment the targets are holding have their effects suppressed. Both of these effects last for 24 hours.

Material: A published work of magical, physical, or theological theory and a magnifying glass.

So? What do you think?

I think the remaining charges need to have some effect on the discharge.

Telonius
2015-02-09, 02:40 PM
If anyone wants to make a spell out of me, go ahead.

Jormengand
2015-02-09, 04:30 PM
Bwahaha, I love it! Cursed spells are an absolutely amazing idea. I'll have to steal these for a home game. Imagine getting a potion of this as loot, not knowing it's not actually a potion of Great Heroism.

You, my friend, just made one of my future players cry. :smallbiggrin:

You're welcome. I love cursed items, and your name inspired me to cursed spells. So now I'm making tons of cursed spells.

Zaydos' Everspell
Transmutation [Cursed]
Level: Sor/Wiz 8
Components: V, S, M, F
Casting Time: 1 standard action
Range: Touch
Targets: Up to one willing creature touched per four levels
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (Appears harmless)

This spell appears to all inspection to be the spell Protection from spells. In actuality, it applies the Extend Spell metamagic to hostile spells cast on the targeted creatures.

Material Component
A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets. The material component of the spell may be faked, as it is not actually necessary for the spell, but doing so incurs the possibility of those in the know realising what you are doing.

Focus
One 1,000 gp diamond per creature to be affected. Before the spell's real power reveals itself, ridding oneself of the diamond will cause the spell no longer to affect you, but thereafter the diamond becomes irrelevant. The diamond may be faked, but some object must be used to hold the spell.

illyahr
2015-02-09, 04:34 PM
I think the remaining charges need to have some effect on the discharge.

What remaining? You use up the charges on yourself or your target. You can't partially discharge the spell.

Threadnaught
2015-02-09, 05:24 PM
Here's one for you, Threadnaught

Threadnaught's Rudisplorkery
School: Transmutation [Lawful]
Level: Sorcerer/Wizard 9, Cleric 9
Casting Time: 1 minute
Material: V, S, M
Range: Self, or Medium (100 ft + 10 ft/CL)
Duration 1 minute/caster level or until discharged
Saving Throw: See text
Spell Resistance: See text

With the final words and gestures of this spell, you can suddenly perceive and understand the fundamental laws of the universe. You can see how each bit of magical and physical energy interact with each other and, what's more, alter them as you see fit. In only a short while, you have altered the magic around and inside of you to maximize each magical and physical effect you are subject to.

You also realize that, with a bit of effort, you can undo the effects on another.

After you have cast this spell, you may make temporary adjustments to yourself. You may add bonuses, remove penalties, and generally enhance yourself however you see fit. You gain a number of charges equal to your Caster Level and each adjustment has a charge cost.



Change
Cost1


+1 circumstance bonus to attribute
1


+3 circumstance bonus to a skill
1


Removal of a defined negative status effect
2


+1 circumstance bonus to BAB
2


Change a bonus's type (ex. armor bonus into dodge bonus)
3


1: Other similar costs/effects may be allowed by your DM

You may also designate one 10' area at Medium range (a ranged touch) and discharge this effect to hinder the abilities of anything caught in its area. Every creature within the targeted area must pass a Will save or lose access to all bonuses, Spell Resistance, Energy Resistances, Spell-like abilities, and Supernatural abilities as the tapestry of the universe unravels around them. Every creature must then make a Reflex save to exit the area (falling prone to do so) or all magical equipment the targets are holding have their effects suppressed. Both of these effects last for 24 hours.

Material: A published work of magical, physical, or theological theory and a magnifying glass.

So? What do you think?

Looks pretty cool, there's only two things I'd change about it.

1: It's not on the Druid list. :smallfrown: (That Class is pure Rudisplorking power.)
2: I'm not a fan of book burning, I'm making it a point to collect a pristine copy of each 3.x hardback and memorize each. Instead of the components being Material, I believe it would be better as a Focus, worth no less than 1000gp. D&D hardbacks are quite pricey. :smallbiggrin:

illyahr
2015-02-09, 05:42 PM
Looks pretty cool, there's only two things I'd change about it.

1: It's not on the Druid list. :smallfrown: (That Class is pure Rudisplorking power.)
2: I'm not a fan of book burning, I'm making it a point to collect a pristine copy of each 3.x hardback and memorize each. Instead of the components being Material, I believe it would be better as a Focus, worth no less than 1000gp. D&D hardbacks are quite pricey. :smallbiggrin:

Fixed. :smalltongue::smallbiggrin:

Threadnaught
2015-02-09, 07:47 PM
Fixed. :smalltongue::smallbiggrin:

It's perfect. You've captured my casters perfectly.

I'm wanting to allow it in a Campaign where I'm using minimal homebrew, which brings the other Spells here into consideration.

illyahr
2015-02-12, 10:00 AM
Come on, someone give me a diplomancer spell. Something that looks simple but can break things when used properly. Something particularly snarky. :smallsmile:

Lightlawbliss
2015-02-12, 11:29 AM
Come on, someone give me a diplomancer spell. Something that looks simple but can break things when used properly. Something particularly snarky. :smallsmile:

Illyahr's fast talking talker
School: Transmutation
Level: Sor/wiz 3
Casting time: swift
Componants: V, S
Range: personal
Durration: 1 round

Just when you thought you knew the meaning of fast talking, you suddenly learn just how fast one can really talk.

Until your next turn, you are able to make a Diplomacy check in one round without suffering a penalty to your result for doing so.

Edit: any thoughts?

Komatik
2015-02-12, 05:00 PM
We, Komatik (http://www.giantitp.com/forums/showsinglepost.php?p=18811855&postcount=129), think this is a hilarious idea and are very interested in getting in on the fun.

Tragak
2015-02-12, 05:17 PM
There's a new joke thread (GitP Regulars as Spells) (http://www.giantitp.com/forums/showthread.php?396719-3-x-PF-GitP-Regulars-as-Spells!) that just started about a week ago. They need permission from each potential subject before they can write anything: would you be interested in seeing what they might make for you?

Huh. I hadn't seen it, but I'm not surprised after the vestige thread. They have my permission if they want to. ...You guys trust me that this conversation happened, right :smallredface:

afroakuma
2015-02-12, 05:17 PM
...You guys trust me that this conversation happened, right :smallredface:

It did. :smalltongue:

Snowbluff
2015-02-12, 05:20 PM
Illyahr's fast talking talker
School: Transmutation
Level: Sor/wiz 3
Casting time: swift
Componants: V, S
Range: personal
Durration: 1 round

Just when you thought you knew the meaning of fast talking, you suddenly learn just how fast one can really talk.

Until your next turn, you are able to make a Diplomacy check in one round without suffering a penalty to your result for doing so.

Edit: any thoughts?We should write a spell about how fast this spell came out.


It did. :smalltongue:

Thanks for posting. :smallsmile:

Jormengand
2015-02-12, 06:08 PM
Akuma's Villainy
Enchantment [Mind-affecting, Cursed]
Level: Clr 5, Drd 5
Components: V, S, M, F, DF
Casting Time: 1 hour
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Akuma's Villainy is a cursed spell, which appears to all inspection to be the spell Atonement. In reality, if a willing creature accepts the spell, their alignment immediately becomes evil. There is no effect on the law/chaos axis.

The spell functions a similar way to Atonement when used to restore a paladin of slaughter or tyranny to power, or otherwise redeem a good act. In this case, the spell loses the cursed descriptor and isn't disguised.

Material Component
Burning incense.

Focus
In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp.

Komatik
2015-02-12, 06:45 PM
Akuma's Villainy
Enchantment [Mind-affecting, Cursed]
Level: Clr 5, Drd 5
Components: V, S, M, F, DF
Casting Time: 1 hour
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

So evil. I love it.

Snowbluff
2015-02-12, 07:05 PM
Akuma's Villainy
Enchantment [Mind-affecting, Cursed]
Level: Clr 5, Drd 5
Components: V, S, M, F, DF
Casting Time: 1 hour
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Akuma's Villainy is a cursed spell, which appears to all inspection to be the spell Atonement. In reality, if a willing creature accepts the spell, their alignment immediately becomes evil. There is no effect on the law/chaos axis.

The spell functions a similar way to Atonement when used to restore a paladin of slaughter or tyranny to power, or otherwise redeem a good act. In this case, the spell loses the cursed descriptor and isn't disguised.

Material Component
Burning incense.

Focus
In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp.
Wow, so many evil spells.

You should make a curse for everyone left on the list. :smalltongue:

Jormengand
2015-02-12, 07:49 PM
Wow, so many evil spells.

You should make a curse for everyone left on the list. :smalltongue:

I am just making everyone into [Cursed] spells. I came up with them on a whim (How do I make a spell about miscasting?) and then fell in love with them.

More to follow. :smalltongue:

Lightlawbliss
2015-02-12, 08:42 PM
We should write a spell about how fast this spell came out. ...
I'm not stopping you.

goto124
2015-02-13, 04:57 AM
Refuffled Clerity? *wonders*

Eldan
2015-02-13, 05:11 AM
It did. :smalltongue:

Rage of the Scholar
Divination/Enchantment [Mind-affecting, evil]
Level: Bard 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: personal
Targets: Self
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

This works exactly like the spell Rage (http://www.d20srd.org/srd/spells/rage.htm), except as noted above. In addition to the normal affects of the rage, all your melee attacks deal bonus damage equal to the number of ranks you have in knowledge: the planes. This bonus is half fire damage and half profane damage. This damage is doubled against creatures with no rank or racial bonus in knowledge: the planes. Unlike a normal barbarian's rage, you may still make knowledge checks as normal while under the effect of this spell.

Finally, any creature you successfully damage with a lethal melee attack while under the effect of this spell gains a +2 insight bonus on all knowledge (the planes) checks until the end of this spell's duration.

Andion Isurand
2015-02-13, 05:20 AM
I think I'll write a spell for zergling.exe. "Execute Zerg Rush."

Instead of one or more fixed spells, I’ve decided to make a feat or two that modifies existing spells.


SCION OF THE SWARM [GENERAL]
You have come by the means to execute a zerg rush.
Prerequisite: Ability to cast the summon monster III spell or any other summon monster spell capable of summoning the same creatures.
Benefit: You may add creatures with the Zerg subtype, to the list of creatures that you can summon using summon monster spells. In addition, if you can cast the gate spell, you may use it to create an opening up to 300 feet in diameter. You may also use the gate spell to call upon and control creatures with the Zerg subtype, within the limits of the spell.


HIERARCH'S FAVOR [GENERAL]
You have gained permission to borrow protoss assets.
Prerequisite: Ability to cast the summon monster II spell or any other summon monster spell capable of summoning the same creatures.
Benefit: You may add creatures with the Protoss subtype, to the list of creatures that you can summon using summon monster spells.


----------

Zerg Units:

Zerglings (http://www.giantitp.com/forums/showsinglepost.php?p=18843782&postcount=225)
Hydralisks (http://www.giantitp.com/forums/showsinglepost.php?p=18855595&postcount=226)
Mutalisks (http://www.giantitp.com/forums/showsinglepost.php?p=18873625&postcount=230)
Ultralisks (http://www.giantitp.com/forums/showsinglepost.php?p=18873638&postcount=231)
Overlords (http://www.giantitp.com/forums/showsinglepost.php?p=18879367&postcount=232)
Brood Lords (http://magerune.blogspot.com/2015/03/brood-lord.html)*

Protoss Units:

Interceptors (http://www.giantitp.com/forums/showsinglepost.php?p=18892632&postcount=251)
Dragoons/Immortals (http://www.giantitp.com/forums/showsinglepost.php?p=18899665&postcount=252)
Carriers (http://www.giantitp.com/forums/showsinglepost.php?p=18906092&postcount=253)
Observers (http://magerune.blogspot.com/2015/03/protoss-observer.html)*
Tempests (http://magerune.blogspot.com/2015/03/protoss-tempest.html)*
Dark Templars (http://magerune.blogspot.com/2015/03/dark-templar-substitution-levels.html)*

Terran Units:

Battlecruiser (http://magerune.blogspot.com/2015/04/terran-battlecruiser.html)*
Marine (http://magerune.blogspot.com/2015/03/terran-marine.html)*
Siege Tank (http://magerune.blogspot.com/2015/04/terran-siege-tank.html)*

Miscellaneous Links:

Additional Updates (http://magerune.blogspot.com/2015/03/starcraft-d20.html)*
Protoss Racial Traits (http://www.giantitp.com/forums/showthread.php?402195-Starcraft-d20-Conversions&p=18916080)


( *Linked to my blog. )

goto124
2015-02-13, 07:52 AM
Does Zerg Rush cause you to roll 100d20 dice?

Andion Isurand
2015-02-13, 09:11 AM
Hehe, I suppose it can take 1000 attack rolls to deliver a death by 1000 cuts.

I've only ever played the first version of Starcraft, where you could produce up to 6 zerglings simultaneously, provided you had the maximum number of 3 larvae ready to evolve.

However, after checking how long it takes to produce zerglings in the original starcraft (28 seconds) perhaps I could change the casting time to 5 rounds. Or perhaps add material component of "25 gp" for each pair of zerglings.

Alternatively, I could also give the spell a channeled casting time, where each zergling summoned has Hit Dice equal to the number of rounds you spent casting the spell (3 maximum).

However, perhaps I will make the number of zerglings variable and reduce the spell level, so metamagic feats like Maximize Spell can be applied to get all six zerglings using a 8th-level spell slot.

Update: Replaced the spells previously listed with a feat (http://www.giantitp.com/forums/showsinglepost.php?p=18814634&postcount=140) the modifies existing spells.

Zaydos
2015-02-13, 09:52 AM
Lightlawbliss's Sudden Craftsmanship
Transmutation
Level: Bard 2, Cle 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: personal
Target: Self
Duration: 1 day

For the duration of this spell whenever you make a craft check to progress the creation of an item on a daily basis it progresses as if you had worked on it for a week (in silver pieces instead of copper pieces).

afroakuma
2015-02-13, 10:42 AM
*looks up*

Why do I feel like I'm going to be a spellbook...

Vhaidara
2015-02-13, 10:55 AM
*looks up*

Why do I feel like I'm going to be a spellbook...

I have no idea, especially given that you're a Cleric/Druid spell. At best you'll be in a prayerbook.

Lightlawbliss
2015-02-13, 10:58 AM
Lightlawbliss's Sudden Craftsmanship
Transmutation
Level: Bard 2, Cle 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: personal
Target: Self
Duration: 1 day

For the duration of this spell whenever you make a craft check to progress the creation of an item on a daily basis it progresses as if you had worked on it for a week (in silver pieces instead of copper pieces).

Lightlawbliss Approved.

LoyalPaladin
2015-02-13, 11:00 AM
Wow, so many evil spells.

You should make a curse for everyone left on the list. :smalltongue:
If worshiping Torm is a curse, sign me up. Ya'll could use some Torm.

On a different note, I think since Red Fel has coined the "purple is evil" schtick, that I should now pick a color of lawful good.

Eldan
2015-02-13, 11:19 AM
Yellow. It's not very visible on the background and annoying to look at for anyone who doesn't love it. Like LG!

LoyalPaladin
2015-02-13, 11:28 AM
Yellow. It's not very visible on the background and annoying to look at for anyone who doesn't love it. Like LG!
Yellow sounds good. But it is so hard to see. Orange on the other hand, is really hard to ignore. Just like the higher calling from Torm. You know you want to convert, Eldan.

Vhaidara
2015-02-13, 11:29 AM
Yellow sounds good. But it is so hard to see. Orange on the other hand, is really hard to ignore. Just like the higher calling from Torm. You know you want to convert, Eldan.

I'll pass, for one. Asmodeus gives a better dental plan.

LoyalPaladin
2015-02-13, 11:37 AM
I'll pass, for one. Asmodeus gives a better dental plan.
Celestial's don't need dental. But we do get a free AmeriTorm Express card.

Vhaidara
2015-02-13, 11:42 AM
Celestial's don't need dental. But we do get a free AmeriTorm Express card.

Excuse me, you expect places to take credit from a celestial? Everyone know you guys give away all of your money.

Also, I have a side contribution

Asmodeus' Fantastic Dental Plan
Transmutation
Level: Bard 0, Clr 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: personal
Target: Self
Duration: 1 day

Your teeth are perfectly cleaned.

Focus: A contract for your immortal soul. Includes other benefits.

Red Fel
2015-02-13, 11:43 AM
Yellow sounds good. But it is so hard to see. Orange on the other hand, is really hard to ignore. Just like the higher calling from Torm. You know you want to convert, Eldan.

My advice? This color of yellow, bold-faced. The color code is FFCC00. Bold makes it quite legible.


I'll pass, for one. Asmodeus gives a better dental plan.

Naturally. Perfect teeth are vital to a sinister grin. And there's nothing uncool about healthy teeth and bones.


Celestial's don't need dental. But we do get a free AmeriTorm Express card.

Wait... Your patrons don't provide dental coverage - which can be incredibly expensive - but they do encourage you to accumulate mountains of unsecured debt?

Wow. And I thought I was Evil.

Segev
2015-02-13, 11:45 AM
I suspect all the evil spells are more a commentary about what we think about ourselves, than anything else.

Zaydos
2015-02-13, 11:46 AM
Yellow sounds good. But it is so hard to see. Orange on the other hand, is really hard to ignore. Just like the higher calling from Torm. You know you want to convert, Eldan.

I'll pass too since I think they frown upon attempts to ascend to godhood.

LoyalPaladin
2015-02-13, 11:50 AM
My advice? This color of yellow, bold-faced. The color code is FFCC00. Bold makes it quite legible.
Since I've failed my sense motive check... Red Fel clearly has the law's best interests at heart. I'll gladly change colors.



Wait... Your patrons don't provide dental coverage - which can be incredibly expensive - but they do encourage you to accumulate mountains of unsecured debt?

Wow. And I thought I was Evil.
How else am I supposed to afford a Bow of the Solars? Praisin' ain't easy.

Red Fel
2015-02-13, 11:54 AM
How else am I supposed to afford a Bow of the Solars? Praisin' ain't easy.

Hard work and perseverance. Just like every other Evil Overlord.

Rome wasn't sacked in a day, you know.

LoyalPaladin
2015-02-13, 11:59 AM
Hard work and perseverance. Just like every other Evil Overlord.
I'll pretend I failed my listen check too. I'll let this thread go back on topic, otherwise no one is getting a spell.

afroakuma
2015-02-13, 12:02 PM
I have no idea, especially given that you're a Cleric/Druid spell. At best you'll be in a prayerbook.

Second one's Sor/Wiz. Which...

wait who the devil thinks of me as a cleric spell? Let alone druid. :smallannoyed:

(Un)Inspired
2015-02-13, 12:06 PM
Is anyone else reading about all this bad teeth stuff and looking at all the yellow text and making the mental association between gross yellow teeth and Lawful Good?

Vhaidara
2015-02-13, 12:07 PM
Second one's Sor/Wiz. Which...

wait who the devil thinks of me as a cleric spell? Let alone druid. :smallannoyed:

Well, to be fair, that's the fake atonement, so it had to go to the people who can cast atonement.


Is anyone else reading about all this bad teeth stuff and looking at all the yellow text and making the mental association between gross yellow teeth and Lawful Good?

I have no idea what you're talking about.

Zaydos
2015-02-13, 12:09 PM
Personally I Bold Dark Slate Gray (#696969) for Lawful Good. And Navy for Evil but that has something to do with often being a blue dragon which talks LIKE THIS.

Oh yes, the actual point of this thread.

Loyal Paladin's Solar Bow
Transmutation
Level: Sanctified 9
Components: S, V, Sacrifice
Casting Time: 1 Standard.
Range: Touch.
Target: Bow touched.
Duration: 10 minutes/caster level.
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

When you cast this spell you imbue the touched bow (not crossbow) with the mighty power of a Solar's weapon. The touched weapon gains a +2 enhancement bonus and any arrow fired from it functions as a slaying arrow of the chosen type (DC remains 20).

Sacrifice: When this spell is cast the caster suffers 2 points of Constitution burn.

Lightlawbliss
2015-02-13, 12:16 PM
Personally I Bold Dark Slate Gray (#696969) for Lawful Good. And Navy for Evil but that has something to do with often being a blue dragon which talks LIKE THIS.

Oh yes, the actual point of this thread.

Loyal Paladin's Solar Bow
Transmutation
Level: Sanctified 9
Components: S, V, Sacrifice
Casting Time: 1 Standard.
Range: Touch.
Target: Bow touched.
Duration: 10 minutes/caster level.
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

When you cast this spell you imbue the touched bow (not crossbow) with the mighty power of a Solar's weapon. The touched weapon gains a +2 enhancement bonus and any arrow fired from it functions as a slaying arrow of the chosen type (DC remains 20).

Sacrifice: When this spell is cast the caster suffers 2 points of Constitution burn.
But... paladins can't cast 9th level spells.

Zaydos
2015-02-13, 12:20 PM
But... paladins can't cast 9th level spells.

I cannot in good conscience make a spell that adds a death effect (which affects Undead and Constructs) to every attack of an ally or yourself be a 4th level spell even on the paladin list. I guess...

Loyal Paladin's Solar Bow (Redux)
Transmutation
Level: Paladin 4
Components: S, V
Casting Time: 1 Swift action.
Range: Personal.
Target: You.
Duration: 1 round/3 caster levels.

When you cast this spell you imbue yourself with an echo of a solar's divine power. For the duration any bow (but not crossbow) you wield gains a +2 enhancement bonus and any arrow fired from it functions as a slaying arrow of the chosen type (DC remains 20).

LoyalPaladin
2015-02-13, 12:33 PM
Loyal Paladin's Solar Bow (Redux)
Transmutation
Level: Paladin 4
Components: S, V
Casting Time: 1 Swift action.
Range: Personal.
Target: You.
Duration: 1 round/3 caster levels.

When you cast this spell you imbue yourself with an echo of a solar's divine power. For the duration any bow (but not crossbow) you wield gains a +2 enhancement bonus and any arrow fired from it functions as a slaying arrow of the chosen type (DC remains 20).
I am beyond pleased with this spell. Hands down my favorite weapon in the whole game. It'll take me till 15th level to get it if I go straight Paladin anyways haha. I think it's a fair 4th. Thank you my friend!



Personally I Bold Dark Slate Gray (#696969) for Lawful Good.
I just saw this. I prefer this actually. The law is indecisive today.

zergling.exe
2015-02-13, 01:16 PM
Well, don't let this version stop you from making your own. I may edit this more as time goes on.

Execute Zerg Rush
Conjuration (Summoning)
Level: Sor/Wiz 6
Components: V, S
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

As summon monster I, except that you summon 2d3 “zerglings”. Each zergling can follow simple commands no greater than 10 words in length, regardless of language. For each individual zergling, use the stats for a typical Serval (Sa 194) with a number of Hit Dice equal to the number of rounds you spent casting this spell (minimum 1, maximum 3). Then apply the Magebred template (ECS 295) to each individual zergling as you see fit, along with the following.


Type: Change to Aberration (augmented Animal) without any statistical recalculation.
Speed: Same as the base creature, plus a burrow speed of 10 feet and a swim speed of 20 feet.
Special Attacks: Same as the base creature plus the following.

Corrosive Strikes (Ex): Zerglings deal 1 additional point of acid damage when making a successful attack with any natural weapon. This damage always ignores the hardness of organic and metallic materials.
Reaving Strikes (Ex): The natural weapons of zerg overcome all forms of damage reduction based on a metallic material. Zerg that attack an object or structure with a natural weapon, deal double damage and ignore half its hardness (rounded up).
Special Qualities: Same as the base creature plus the following.

Darkvision 180 ft.
Tremorsense 60 ft.
Superior Low-light Vision
Fast Healing 1
Immunity to disease, paralysis, poison and sleep effects.
Immune to damage caused by high pressure or a lack thereof.
Resistance to acid 10, cold 15, desiccation 15, electricity 5 and fire 5.
Amphibious (Ex): Zerg breathe both air and water equally well.
Hold Breath (Ex): A zergling can hold its breath for a number of hours equal to four times its Constitution score, after which it must make a Constitution check each hour (DC 10 + 1 per previous success) to avoid suffocation.
Linked Minds (Ex): Zerg within 300 feet of one another are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No zerg in the group is considered flanked unless all of them are.
Abilities: Change from the base creature as follows: Int 3, Cha +4.
Skills: Same as the base creature, but with a +8 racial bonus to Spot and Swim checks. The creature can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when swimming, provided it swims in a straight line.
Feats: Same as the base creature, plus Altitude Adaptation (Fr 45), Blind-Fight, Darkstalker (LoM 179) and Run as racial bonus feats.

This spell is awesome! Sigged it :smallsmile:

T.G. Oskar
2015-02-13, 03:07 PM
Wait... Your patrons don't provide dental coverage - which can be incredibly expensive - but they do encourage you to accumulate mountains of unsecured debt?

Wow. And I thought I was Evil.

When your entire lifestyle leads to not just healthy teeth, but also healthy body and clean soul, medical coverage is overrated. Besides, most gods of healing are Good-aligned. If, as someone else claimed, Good gives away everything...well, how about free, non-taxed, 100% secure, 99.99% effective healing? After all, isn't Evil the kind of group that gives dental coverage, but has the fine print just about everywhere to screw you up?

Besides, isn't the slogan of AmeriTorm "no fine print, no usury, just fair payment, accepted in Faerun, Sigil, and everywhere Torm is available"? For everything else, there's always the Kundarak-sponsored Kol Korran's SovereignCard (accepted in more than 13 countries and three continents!)


Hard work and perseverance. Just like every other Evil Overlord.

Rome wasn't sacked in a day, you know.

Further proof of Evil. Taking something from Good and twisting it. Don't Evil Overlords usually achieve their spot through gloating, backstabbing and manipulation? The Evil Overlord's List is just a self-help booklet to teach Evil Overlords that a pinch of Good always does a lot of good, which is by itself a twisting mockery of Good. Then again, a bit of Evil does a lot of bad...



School: Universal [Language-Dependent] (Every Wizard loves talking!)
Level: Bard 3, Sorcerer/Wizard 4;Rune 4
Casting Time: 1 standard action
Components: V, S, F
Range: Close (25 feet + 5 feet/2 levels)
Effect:A curtain of text covering two 5-foot cubes/level.
Duration: 10 minutes/level
Saving Throw: Will Negates;see text
Spell Resistance: No

There are some people that just love talking. Then there are those that are okay about it, and just don't know when to stop. Then there are those that don't know how to say something without spending a thousand words doing it, but they paint such a picture with the words that you can't imagine telling them to stop. T.G. Oskar is the last one.

T.G. Oskar's Wall of Minimal text creates a large whiteboard, upon which a long dissertation is written. The wall grants total concealment to anything on the other side, and has a Hardness of 0 with 5 HP per square foot of text. Words cannot handle sticks and stones being thrown at them.

However, any literate being that is within 10 feet of T.G. Oskar's Wall of Minimal Text must make a will save or else spend the next 3 rounds reading the wall from top to bottom. They are unable to take any actions beyond reading the wall and are treated as being flatfooted, but are otherwise able to defend themselves. If the subject passes the will save, they are uninterested in the text and do not need to save again.

Illiterate Barbarians within 10 feet of T.G. Oskar's Wall of Minimal Text are granted a +8 circumstance bonus on damage rolls against the wall, as the words make their heads hurt.

Focus:A dissertation written about a subject the caster is passionate about, that is a minimum of 500 words long.
...There, now everyone has a spell about them. :smallwink:

Well...it's a start. Strange that Paladins don't get to cast it; maybe they have their own version?


Pacifying Wall of Text.

Illustrating Wall of Text.

Goading Wall of Text.

Scathing Wall of Text.

Stunning Wall of Text.

Hilarious Wall of Text.

Misunderstood Wall of Text.

Wall of Translated Text.

Walls of Text.

Wall of Hypertext.

And a completely different one, though this one may be debated: Wall of Reality Retooling Text.

That should be enough ideas for anyone who wants to work with them.

There's still enough ideas to make more spells, guys, and with a base spell, it should be easier. Just saying...

Jormengand
2015-02-13, 04:01 PM
Well, to be fair, that's the fake atonement, so it had to go to the people who can cast atonement.

Yeah, that was the reasoning behind it. Sorry!

LoyalPaladin
2015-02-13, 04:11 PM
When your entire lifestyle leads to not just healthy teeth, but also healthy body and clean soul, medical coverage is overrated. Besides, most gods of healing are Good-aligned. If, as someone else claimed, Good gives away everything...well, how about free, non-taxed, 100% secure, 99.99% effective healing? After all, isn't Evil the kind of group that gives dental coverage, but has the fine print just about everywhere to screw you up?

Besides, isn't the slogan of AmeriTorm "no fine print, no usury, just fair payment, accepted in Faerun, Sigil, and everywhere Torm is available"? For everything else, there's always the Kundarak-sponsored Kol Korran's SovereignCard (accepted in more than 13 countries and three continents!)
Is this happening?! Is there another person who appreciates the top end of the alignment chat on this website besides me?!

Zaydos
2015-02-13, 04:23 PM
Is this happening?! Is there another person who appreciates the top end of the alignment chat on this website besides me?!

*typically plays Good, usually Lawful, when not DMing*

That said my most recent character is an exception (being my first Evil PC) and I DM far more than play.

LoyalPaladin
2015-02-13, 04:44 PM
*typically plays Good, usually Lawful, when not DMing*
It's like Christmas! Praise Torm!

WhamBamSam
2015-02-13, 04:47 PM
I was thinking something with a dragonish angle, personally, either transformative or calling, though not quite sure on the specifics yet. Current idea is something called "Whambamsam's Hc Svnt Dracones", and it'd be some variety of short term summoning or calling. I have some underlying desire there to make it such that there was totally a dragon there all along, and the opponent just didn't notice it, and the dragon is totally your friend now, at least for a little while. Lotsa moving parts, as you obviously have spell level, along with dragon variety and dragon age to work with.Since the thread seems to have drifted into other people's spells and I seem to be in danger of not getting one, I'd like to make it clear that I'm totally on board with this idea if you or someone else wants to fit all the pieces together.

T.G. Oskar
2015-02-13, 04:50 PM
Is this happening?! Is there another person who appreciates the top end of the alignment chat on this website besides me?!

Guess I'm not that popular if that wasn't obvious by now. Not just my application form for spell-creation explicitly say so, I also have a high discussion ratio on Paladin-related threads AND what I consider my Magnum Opus in homebrewing has to deal with Paladins. Understanding Good is a prerequisite for that. Not to mention...erm, my signature is pretty much a dead giveaway.

The closest thing to Evil I've played was a Chaotic Neutral Bard, and he wasn't really Chaotic Stupid but instead free-spirited. More like "not enough Good to be Good, but nowhere near Evil, and most definitely Chaotic".

Komatik
2015-02-13, 04:52 PM
But LE is much more delicious ;_;

LoyalPaladin
2015-02-13, 04:59 PM
Guess I'm not that popular if that wasn't obvious by now. Not just my application form for spell-creation explicitly say so, I also have a high discussion ratio on Paladin-related threads AND what I consider my Magnum Opus in homebrewing has to deal with Paladins. Understanding Good is a prerequisite for that. Not to mention...erm, my signature is pretty much a dead giveaway.

The closest thing to Evil I've played was a Chaotic Neutral Bard, and he wasn't really Chaotic Stupid but instead free-spirited. More like "not enough Good to be Good, but nowhere near Evil, and most definitely Chaotic".
I appreciate you, sir. I've not been around nearly as long as you and I think I've only been in one other thread with you. So that's probably why I didn't know. I will treat as a brother in arms against the forces of evil.

Zaydos
2015-02-13, 05:07 PM
Not quite a calling affect, but this work for you WhamBamSam?

WhamBamSam's Conjure True Dragon
Conjuration (Summoning)
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 full round.
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

When you learn this spell you learn how to summon 8 true dragons with CR 12 or less (each configuration of feats and/or skills counts as a separate dragon; you build these dragons when you learn this spell). When you cast this spell you may summon one of these 8 dragons. By spending 8 hours a day in research for 1 week you may change one dragon you know how to summon.

Focus: 1,000 GP worth of coins.

Eldan
2015-02-13, 05:30 PM
Yellow sounds good. But it is so hard to see. Orange on the other hand, is really hard to ignore. Just like the higher calling from Torm. You know you want to convert, Eldan.

Sorry, I am and always will be dedicated to Chaos. My estimated position on the other axis varies by mood and medication.

Jormengand
2015-02-13, 05:37 PM
Blackhawk's Tearing
Transmutation [Cursed]
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: One object of up to 1 lb whose possessor (and the object itself, if intelligent) is willing.
Duration: Until discharged
Saving Throw: Will negates (appears harmless, object)
Spell Resistance: Yes (appears harmless, object)

This spell appears to be the spell Mending to all scrutiny - which means that the spell becomes undetectable the moment its casting is complete, though someone might dispel it without noticing it even exists. In reality, it reverses any beneficial effect it had, and also causes 1d6 points of damage to the object in question, when that object is used or attacked.

Storm Rage
Evocation [Mind-Affecting, Cursed]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One willing living creature per three levels, no two of which may be more than 30 ft. apart
Duration: Concentration + 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

Storm Rage works much like Rage, and indeed appears to be the same spell for all intents and purposes. However, it deals 1d6/level electricity damage to each raging creature when the rage ends, and the subjects are fatigued as a barbarian at the end of the rage.

Verdant Dream
Illusion (Phantasm) [Cursed, Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 minute
Range: Unlimited
Target: One living creature touched
Duration: 6 hours
Saving Throw: None
Spell Resistance: Yes

This spell tricks a creature into acting as a messenger for a Dream spell which is not actually being cast, but appears to be regardless of what means are used to investigate. The creature is instead trapped in a green forest, which appears to be part of the dream in question, and delivers their message, unaware that time is being slowed so much that they are actually taking six hours in reality to deliver the message, and that no-one will ever receive it. In this time, the would-be-messenger can be picked up, carried around, and even attacked without ever noticing it.

Urashima's Balanced Strength
Transmutation [Cursed]
Level: Clr 2, Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell appears to be the spell Bull's Strength, until the target takes an action requiring their strength score, at which point the effect is reversed for the rest of the duration.

Arcane Material Component
A few hairs, or a pinch of dung, from a bull. The material component is not strictly necessary, but those in the know might notice its omission.

Will work down the rest of the list eventually. :smalltongue:

Blackhawk748
2015-02-13, 07:54 PM
Blackhawk's Tearing
Transmutation [Cursed]
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: One object of up to 1 lb whose possessor (and the object itself, if intelligent) is willing.
Duration: Until discharged
Saving Throw: Will negates (appears harmless, object)
Spell Resistance: Yes (appears harmless, object)

This spell appears to be the spell Mending to all scrutiny - which means that the spell becomes undetectable the moment its casting is complete, though someone might dispel it without noticing it even exists. In reality, it reverses any beneficial effect it had, and also causes 1d6 points of damage to the object in question, when that object is used or attacked.


Oh my god, oh my god, im a spell. And i break stuff?!? YES!!!!

Renen
2015-02-13, 07:59 PM
Oh! Oh! I grant permission! :D

YossarianLives
2015-02-13, 08:51 PM
Telonius' Acidic Trap
Evocation [acid]
Sor/Wiz 3
Components: V, S, M
Casting Time: 1 full-round action
Range: 50 feet
Duration: permanent.
Saving Throw: see text
Spell Resistance: no

Telonius the Wicked was a powerful warmage who lived over 500 years ago. He was infamous for creating terrible spells designed to kill huge groups of soldiers.

You create a magical trap buried two feet under the ground. When any creature enters within three feet of this trap it explodes destroying itself and spraying acid on everything in a 20 foot radius dealing 1d6 acid damage per caster level (maximum 10d6) to everything in the area of effect. Creatures in this radius are also blinded from the corrosive acid. A successful reflex save will halve the damage and negate the blindness.

Material Component
A tiny piece of red litmus paper.

Snowbluff
2015-02-13, 09:11 PM
If worshiping Torm is a curse, sign me up. Ya'll could use some Torm.

On a different note, I think since Red Fel has coined the "purple is evil" schtick, that I should now pick a color of lawful good.I'm more of a Red Knight or Wee Jas guy myself, even if I have a chaotic alignment. :smallsmile: :smalltongue:


Excuse me, you expect places to take credit from a celestial? Everyone know you guys give away all of your money.

Also, I have a side contribution

Asmodeus' Fantastic Dental Plan
Transmutation
Level: Bard 0, Clr 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: personal
Target: Self
Duration: 1 day

Your teeth are perfectly cleaned.

Focus: A contract for your immortal soul. Includes other benefits.
This is a terrible dental plan. For the copay of your immortal soul, you get your teeth to be clean for 1 day. After that, they are bad again. :smalltongue:

Vhaidara
2015-02-13, 09:16 PM
This is a terrible dental plan. For the copay of your immortal soul, you get your teeth to be clean for 1 day. After that, they are bad again. :smalltongue:

Remember, the contract is a focus. It would also be a focus for other spells. The point of the duration is that it's a cantrip. Also, I've always run cantrips the way PF does.

Snowbluff
2015-02-13, 09:20 PM
Remember, the contract is a focus. It would also be a focus for other spells. The point of the duration is that it's a cantrip. Also, I've always run cantrips the way PF does.

Oh, so now liches can't cast unless they keep there phylacteries with them. :smalltongue:

Cast Prestidigitation!

Zaydos
2015-02-13, 09:23 PM
This is a terrible dental plan. For the copay of your immortal soul, you get your teeth to be clean for 1 day. After that, they are bad again. :smalltongue:

It's a focus, you can keep it and cast it every day. Though it should be straightened, cleaned, and cavity free.

Also

Keledrath's Unhallowed Pact
Evocation [Evil, Lawful]
Level: Sor/Wiz 3
Components: V, S, M, Special
Casting Time: 10 minutes.
Range: Personal.
Target: You.
Duration: 1 week.

You call upon diabolic powers, communicating your desire with a harvester devil or imp through this spell. When you complete it a contract for your soul appears in your hand, your copy, and you gain Fast Healing equal to 1/2 your caster level, an enhancement bonus to each physical ability score equal to 2 + 1/2 your caster level, an enhancement bonus to natural armor equal to 1/2 your caster level, and Spell Resistance 12 + your caster level for the duration.

Material: 1 ounce of blood.

Special: As part of casting this spell you sell your soul, and your copy of the contract appears in your hand. You may not cast this spell if you do not have a soul to sell, or have already sold your soul.

WhamBamSam
2015-02-13, 09:34 PM
Not quite a calling affect, but this work for you WhamBamSam?

WhamBamSam's Conjure True Dragon
Conjuration (Summoning)
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 hour.
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

When you learn this spell you learn how to summon 8 true dragons with CR 12 or less (each configuration of feats and/or skills counts as a separate dragon; you build these dragons when you learn this spell). When you cast this spell you may summon one of these 8 dragons. By spending 8 hours a day in research for 1 week you may change one dragon you know how to summon.

Focus: 1,000 GP worth of coins.I feel like you should have to sit on the focus as part of the casting.:smalltongue:

It looks abusable to me (CR 12 Epic Spellcasting Steel Dragons, the possibility of arbitrary CR reduction via the Ravening Psychosis, Uncanny Forethought, other things and stuff), but those may be issues with the things being used to abuse it rather than the spell itself. It also doesn't appear to have a non-cheesy use, since it's such short duration compared to its casting time under normal circumstances. I do like it on the whole though.

Vhaidara
2015-02-13, 09:35 PM
One objection: You call upon INFERNAL powers, not DEMONIC powers. Demons don't honor contracts.

Zaydos
2015-02-13, 09:52 PM
I feel like you should have to sit on the focus as part of the casting.:smalltongue:

It looks abusable to me (CR 12 Epic Spellcasting Steel Dragons, the possibility of arbitrary CR reduction via the Ravening Psychosis, Uncanny Forethought, other things and stuff), but those may be issues with the things being used to abuse it rather than the spell itself. It also doesn't appear to have a non-cheesy use, since it's such short duration compared to its casting time under normal circumstances. I do like it on the whole though.

Originally it was going to be cast ahead of time and then triggered later to force you to choose the dragon at the beginning of the day, I abandoned that idea, but forgot to amend the casting time. And originally it was going to require rolling in the focus, but then I decided to make it more like a normal Summon Spell... I just forgot to reduce the casting time to 1 full round.


One objection: You call upon INFERNAL powers, not DEMONIC powers. Demons don't honor contracts.

Verily, it ought to be diabolic... gonna fix some things now.

Tragak
2015-02-13, 10:10 PM
One objection: You call upon INFERNAL powers, not DEMONIC powers. Demons don't honor contracts. I don't know: if you enter into a contract with a Devil, and his superior decides that said Devil has a more important job to do, then the superior will find a way to make your contract with his servant invalid.

When you negotiate with a Demon, you are negotiating with a Demon - just one - and if you promise her something she wants to have in "exchange" for giving her an opportunity to do something that she wants to do, then she's not going to let any so-called "superiors" stop her from doing what she wants to get what she wants.

Far more trustworthy :smallcool:

Andion Isurand
2015-02-13, 10:28 PM
I cannot in good conscience make a spell that adds a death effect (which affects Undead and Constructs) to every attack of an ally or yourself be a 4th level spell even on the paladin list. I guess...

Loyal Paladin's Solar Bow (Redux)
Transmutation
Level: Paladin 4
Components: S, V
Casting Time: 1 Swift action.
Range: Personal.
Target: You.
Duration: 1 round/3 caster levels.

When you cast this spell you imbue yourself with an echo of a solar's divine power. For the duration any bow (but not crossbow) you wield gains a +2 enhancement bonus and any arrow fired from it functions as a slaying arrow of the chosen type (DC remains 20).

I recently modified a solar's abilities for using a bow, so it leaves behind less treasure.

Slayer's Salvo (Su): While carrying or using any bow, a solar may increase its enhancement bonus by 6 and may apply their full Strength bonus (if any) to the damage dealt by any arrow it fires.
Everlasting Arrows (Sp): During any attack or other action, a solar may use a functional bow as a focus to conjure any number of masterwork arrows the bow can fire, each made of any functional materials the solar desires. These arrows appear on the solar's person in whatever configuration it chooses. Each of them remain for 1 round or until it has left the solar's possession, unless the solar fires it from a bow, in which case the arrow remains until the action is fully resolved.
Slaying Arrow (Sp): When firing an arrow from any bow, a solar may alter that arrow to become a slaying arrow with a type of its choosing (in addition to its other properties) until the attack resolves.

So maybe...

Solar Archery
Transmutation
Level: Cleric 9, Paladin 4
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One creature (see text)
Duration: 2 hours/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This spell's subject gains the following abilities with an effective caster level equal to your own, while its alignment remains within one step of yours.


Slayer's Salvo (Su): When carrying or using any bow, you may increase its enhancement bonus by 1 and may apply your full Strength bonus (if any) to the damage dealt by any arrow it fires.
Everlasting Arrows (Sp): During any attack or other action, you may use a functional bow as a focus to conjure any number of masterwork arrows the bow can fire, each made of any functional materials you desire. These arrows appear on your person in whatever configuration you choose. Each of them remain for 1 round or until they leave your possession, unless you fire it from a bow, in which case the arrow remains until the action is fully resolved. This spell-like ability is lost once used to create a number of arrows equal to your caster level.
Slaying Arrow (Sp): When firing an arrow from any bow, you may alter that arrow to become a slaying arrow with a type of your choosing (in addition to its other properties) until the attack resolves. This spell-like ability is lost once used to alter 1 arrow for every 3 caster levels you possess.

Telonius
2015-02-13, 11:30 PM
Telonius' Acidic Trap
Evocation [acid]
Sor/Wiz 3
Components: V, S, M
Casting Time: 1 full-round action
Range: 50 feet
Duration: permanent.
Saving Throw: see text
Spell Resistance: no

Telonius the Wicked was a powerful warmage who lived over 500 years ago. He was infamous for creating terrible spells designed to kill huge groups of soldiers.

You create a magical trap buried two feet under the ground. When any creature enters within three feet of this trap it explodes destroying itself and spraying acid on everything in a 20 foot radius dealing 1d6 acid damage (maximum 10d6) to everything in the area of effect. Creatures in this radius are also blinded from the corrosive acid. A successful reflex save will halve the damage and negate the blindness.

Material Component
A tiny piece of red litmus paper.

I like it! The verbal component should probably some sort of horrendous pun...:smallbiggrin:

goto124
2015-02-14, 04:33 AM
How do you get litmus paper in a medieval fantasy world? Or is it meant only for modern worlds?

Jormengand
2015-02-14, 09:08 AM
Oh my god, oh my god, im a spell. And i break stuff?!? YES!!!!

"Mr Aochev, tear down this wall!"

Starbuck_II
2015-02-14, 09:36 AM
Oh, so now liches can't cast unless they keep there phylacteries with them. :smalltongue:

Cast Prestidigitation!

Nope, Prestigidation can't copy other spells. Now that this spell is made Prestigidation is weaker and can't use that function :smalltongue:.

Lightlawbliss
2015-02-14, 10:18 AM
Telonius' Acidic Trap
Evocation [acid]
Sor/Wiz 3
Components: V, S, M
Casting Time: 1 full-round action
Range: 50 feet
Duration: permanent.
Saving Throw: see text
Spell Resistance: no

Telonius the Wicked was a powerful warmage who lived over 500 years ago. He was infamous for creating terrible spells designed to kill huge groups of soldiers.

You create a magical trap buried two feet under the ground. When any creature enters within three feet of this trap it explodes destroying itself and spraying acid on everything in a 20 foot radius dealing 1d6 acid damage (maximum 10d6) to everything in the area of effect. Creatures in this radius are also blinded from the corrosive acid. A successful reflex save will halve the damage and negate the blindness.

Material Component
A tiny piece of red litmus paper.
Three thing thing I noticed is that it being buried, by raw, would block line of effect. By RAW, the AOE would be stopped before it even broke the surface. Second, you may want to clarify where the 20 ft radius is centered because there are multiple valid centers in that spell. Finally, giving a max doesn't matter when the value never increases (I think you meant 1d6 per caster level but that isn't what it says).

Starbuck_II
2015-02-14, 10:59 AM
Three thing thing I noticed is that it being buried, by raw, would block line of effect. By RAW, the AOE would be stopped before it even broke the surface. Second, you may want to clarify where the 20 ft radius is centered because there are multiple valid centers in that spell. Finally, giving a max doesn't matter when the value never increases (I think you meant 1d6 per caster level but that isn't what it says).

Doesn't that just mean the spell needs to deal enough damage to break the barrier (2 feet of earth) before anyone takes damage. Acid isn't reduced before applying hardness making this easier.

But yeah if it isn't 1d6/caster it won't deal anything.

Andion Isurand
2015-02-14, 11:11 AM
Telonius' Acidic Trap
Evocation [acid]
Sor/Wiz 3
Components: V, S, M
Casting Time: 1 full-round action
Range: 50 feet
Duration: permanent.
Saving Throw: see text
Spell Resistance: no

Telonius the Wicked was a powerful warmage who lived over 500 years ago. He was infamous for creating terrible spells designed to kill huge groups of soldiers.

You create a magical trap buried two feet under the ground. When any creature enters within three feet of this trap it explodes destroying itself and spraying acid on everything in a 20 foot radius dealing 1d6 acid damage (maximum 10d6) to everything in the area of effect. Creatures in this radius are also blinded from the corrosive acid. A successful reflex save will halve the damage and negate the blindness.

Material Component
A tiny piece of red litmus paper.


You could also check out the create trap spell (RotD 112), modify it to specify a capped amount of gp one can spend modifying the traps it offers, and then make more powerful versions of the spell that use higher CR traps.

You could also cannibalize the Earthbound Spell feat (PH2 91) and work some of how it works into a spell involving acid.

Lightlawbliss
2015-02-14, 11:13 AM
Doesn't that just mean the spell needs to deal enough damage to break the barrier (2 feet of earth) before anyone takes damage. Acid isn't reduced before applying hardness making this easier.

But yeah if it isn't 1d6/caster it won't deal anything.

That rule is not general, it is specific to some spells.
If we ignore this and assume it is a general rule, we still have the 24 inches of "earth" to destroy. If it is stone, it has hardness 8 and 15 hp/inch. That is 360 hp or 368 damage needing to be done. 10d6 does a max of 60, leaving 308 more damage to be done. If we instead have it be dirt and be really kind by giving it hardness 0 and 1 hp/inch, that is still 24 damage that needs to be done. At the minimum caster level, it has to deal over one standard deviation above average to break through and at max damage, it still has a 2% chance to not break through. If we decide dirt has even 1 more hp/inch, the max damage has a 99% chance of not breaking through.

stack
2015-02-14, 11:48 AM
Walls of Text
[Illusion], [Mind Affecting]
Level: Sorcerer/Wizard 3, Bard 2
Components: Verbal, Somatic
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: A sheet of text up to 20 ft. long/level or a ring of text with a radius of up to 5 ft./2 levels
Duration: Concentration + 1 round/ level
Saving Throw: Will
Spell Resistance: No

You create an immobile sheet of text. One side of the sheet, selected by you, is legible, forcing any creature within 10 feet to make a will save or be be compelled to read the endless, meandering text, gaining the fascinated for the duration of the spell or until the fascinated condition is broken (see the fascinated condition for details). The sheet grants partial cover to creatures on the opposite side but does not impede movement through the space it occupies.

Wall of Text is countered and dispelled by TL;DR.

YossarianLives
2015-02-14, 12:17 PM
How do you get litmus paper in a medieval fantasy world? Or is it meant only for modern worlds?
Shhhh. Don't tell anybody.

Three thing thing I noticed is that it being buried, by raw, would block line of effect. By RAW, the AOE would be stopped before it even broke the surface. Second, you may want to clarify where the 20 ft radius is centered because there are multiple valid centers in that spell. Finally, giving a max doesn't matter when the value never increases (I think you meant 1d6 per caster level but that isn't what it says).
Thanks for pointing that out, I have corrected the caster level error.

Admiral Squish
2015-02-14, 12:28 PM
Man, these are all really cool...

Kazyan
2015-02-14, 01:27 PM
Walls of Text
[Illusion], [Mind Affecting]
Level: Sorcerer/Wizard 3, Bard 2
Components: Verbal, Somatic
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: A sheet of text up to 20 ft. long/level or a ring of text with a radius of up to 5 ft./2 levels
Duration: Concentration + 1 round/ level
Saving Throw: Will
Spell Resistance: No

You create an immobile sheet of text. One side of the sheet, selected by you, is legible, forcing any creature within 10 feet to make a will save or be be compelled to read the endless, meandering text, gaining the fascinated for the duration of the spell or until the fascinated condition is broken (see the fascinated condition for details). The sheet grants partial cover to creatures on the opposite side but does not impede movement through the space it occupies.

Wall of Text is countered and dispelled by TL;DR.

TL;DR
Level: Brd 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: Magical or nonmagical writing
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You mutter five syllables with a disdainful cadence and flick of your hand similar to how one could close a book. The offending words are struck out, leaving in their place a rapidly-fading cyan hoofprint.

This spell functions like erase, except that it can also erase magical writing. No dispel check is required, but the magical writings of artifacts and deities are unaffected. It can also be used to counterspell any [Language-Dependent] spell; this works like counterspelling normally, but substitutes for the spell otherwise required to counter the [Language-Dependent] spell.

Strangely, Illumian text is unaffected by this spell.

TL;DR is countered and dispelled by Wall of Text.

Elricaltovilla
2015-02-16, 03:13 PM
This seems to have slowed down a bit, but I figured I'd give it a bump and propose an idea for our next GitP category: (non-sucky) weapons of legacy?

Jormengand
2015-02-16, 03:36 PM
This seems to have slowed down a bit, but I figured I'd give it a bump

Yeah. I need to spell everyone else, but I've been working on the base class competition.

I'm not letting this thread die before someone spells me, though. :smalltongue:

Der_DWSage
2015-02-16, 04:19 PM
Well...it's a start. Strange that Paladins don't get to cast it; maybe they have their own version?

Tsk, you're right. This has been a clear oversight on my part. I must make a speechier spell for Paladins! So, with no further ado!


School: Abjuration [Good]
Level: Paladin 3, Bard 4, Cleric 5
Casting Time: 1 standard action
Components: V, S, F
Range: Close (25 feet + 5 feet/2 levels)
Effect:A curtain of text covering two 5-foot cubes/level.
Duration: Concentration + 1 round/level
Saving Throw: Will Negates;See text
Spell Resistance: Yes

It's been said that there are times when it's truly needed to praise those who fight so that others do not need to, and to take a moment to remember that evil's words are often twisted beyond measure. The wicked scorn those who listen to such words, while the hearts of good are liberated by them.

The caster creates a wall of shimmering text in front of the caster, the words of which shift and twist as they're read, forming themselves into text understandable by all who read it-even those without a written language. The text expands on the virtues of virtue, holy words taken from only the most learned of seraphs and angels, having significant effects on any who look upon it.

The Righteous Speech has different effects depending on the alignment of the creatures that look upon it, as well as other miscellaneous effects. Any creature within line of sight is considered to look at the wall, though they may avert their eyes as if it were a gaze attack. This wall does not provide concealment, nor is it a solid barrier-as such, creatures can walk through it willingly.

When an Evil creature looks upon the wall, they must succeed on a Will Save or be sickened by such goody-two-shoes talk until the wall collapses. If they attempt to pass through the wall, they must succeed on a will save or be Nauseated for 1d4 rounds.
When a Neutral creature looks upon the wall, they must succeed on a Will Save or be Fascinated by the speech until the wall collapses. If they attempt to pass through the wall, they must make a will save or be Charmed by the spell, as if by Charm Monster, lasting for one day per caster level.
When a Good creature looks upon the wall, they are filled with hope for the future, granting them a +4 morale bonus on saves against fear and a +1 morale bonus on all saving throws until the wall collapses. They may pass through the wall without penalty, and if they are under the effects of a spell that grants ongoing control (Such as Charm Person or Dominate Monster) they are allowed a new save with a +4 bonus. If the creature was going to take a standard action after this move action, the save comes before the standard action.
Undead that look upon this wall must succeed on a will saving throw or be panicked, circumventing their usual immunities to will saves. Any Undead that attempts to pass through the wall must make a will saving throw or be destroyed, as if they had taken sufficient damage from Disintegrate to turn them to dust.

Additionally, any creature that is not an Outsider of the [Evil] subtype that looks upon the wall may be inspired by the words, and willingly choose to have their alignment shift one step closer to Good. This can only be done once-multiple castings, even by different casters, do not stack. This also functions as an Atonement spell for Paladins and Clerics with the same one-time restriction. If a creature was suffering from a status effect from the wall, it is immediately cleansed, even if their alignment has merely turned neutral.

Lastly, the wall provides cover to all good-aligned creatures that are attacked through it. This bonus is not granted to neutral or evil creatures that are attacked by good-aligned creatures.

Righteous Speech counters and dispels Red Fel's Persuasive Argument.

Focus:A holy text worth 2500 GP that has been written in by four Outsiders of the [Good] subtype, each of which have a Charisma of 20 or more, and Wisdom of 18 or more.

LoyalPaladin
2015-02-16, 04:51 PM
This seems to have slowed down a bit, but I figured I'd give it a bump and propose an idea for our next GitP category: (non-sucky) weapons of legacy?
That sounds awesome.

Blackhawk748
2015-02-16, 05:02 PM
This seems to have slowed down a bit, but I figured I'd give it a bump and propose an idea for our next GitP category: (non-sucky) weapons of legacy?

Seconded, i love WoL

Snowbluff
2015-02-16, 05:51 PM
This seems to have slowed down a bit, but I figured I'd give it a bump and propose an idea for our next GitP category: (non-sucky) weapons of legacy?

You beat me to it, actually. Weapons will be next. Not legacy equipment per-se, but definitely magic weapon.

WoL gives me pause, since setting a full progression might be a bit much. We'll see when I launch the next thread. Monsters will probably go after that.

Threadnaught
2015-02-16, 06:13 PM
This seems to have slowed down a bit, but I figured I'd give it a bump and propose an idea for our next GitP category: (non-sucky) weapons of legacy?

Ooh, I hope I'm a Spiked Chain. :smallbiggrin:

PsyBomb
2015-02-16, 06:29 PM
I vote "Weapon/Armor properties, or specific Weapons/Armor"

IZ42
2015-02-16, 08:50 PM
I'd probably end up as a set of nunchuks. Or a greatsword for magic items. I'll probably end up making a few items for people, simply because I like making magic items. Not good at spells though.

illyahr
2015-02-17, 11:21 AM
Illyahr's fast talking talker
School: Transmutation
Level: Sor/wiz 4, Bard 3
Casting time: swift
Componants: V, S
Range: personal
Durration: 1 round

Just when you thought you knew the meaning of fast talking, you suddenly learn just how fast one can really talk.

Until your next turn, you are able to make a Diplomacy check in one round without suffering a penalty to your result for doing so.

Slight spell level adjustment and allows use by bards but otherwise hilarious! They will all bow before me even if they are opposed to it because that's a penalty and you don't have one with this check! :smallbiggrin::smallbiggrin::smallbiggrin:

Segev
2015-02-17, 11:47 AM
I'm still neither a spell nor a vestige, so I'm really not sure what kind of weapon (or weapon property) I would be.

Elricaltovilla
2015-02-17, 11:58 AM
I'm still neither a spell nor a vestige, so I'm really not sure what kind of weapon (or weapon property) I would be.

I don't really know you that well, but if you want to PM me some of your stuff or interests, I can whip you up a spell.

Segev
2015-02-17, 12:12 PM
I don't really know you that well, but if you want to PM me some of your stuff or interests, I can whip you up a spell.

I appreciate the offer, but part of the exercise from my perspective is to see what impression, if any, I've made on the denizens here by what somebody comes up with a spell for me, for. Please do not feel obligated; while I acknowledge the somewhat passive-aggressive plea for attention in my last post, I am not asking people to go out of their way if they don't have any ideas. Just to call attention to myself in case there's somebody who has both inspiration and an impression of me.

Elricaltovilla
2015-02-17, 12:14 PM
I appreciate the offer, but part of the exercise from my perspective is to see what impression, if any, I've made on the denizens here by what somebody comes up with a spell for me, for. Please do not feel obligated; while I acknowledge the somewhat passive-aggressive plea for attention in my last post, I am not asking people to go out of their way if they don't have any ideas. Just to call attention to myself in case there's somebody who has both inspiration and an impression of me.

I didn't assume passive aggressiveness, I just offered to be nice.:smallsmile:

Its up to you in either case. Just shoot me a PM if you change your mind.

Segev
2015-02-17, 12:18 PM
I didn't assume passive aggressiveness, I just offered to be nice.:smallsmile:

Its up to you in either case. Just shoot me a PM if you change your mind.

No, no, I wasn't trying to accuse you of accusing me of--bah. I think I'm getting tangled up in social awkwardness here, so I'll stop.

Instead, I will thank you for your kind offer. I do appreciate it. And if I change my mind, I will take you up on it. ^_^

(I think part of the reason I don't want to do it is that, if I were going that route, I'd probably just write up my own spell. I'd feel like I was trying to color the kind of spell "I want" anyway by picking and choosing what to share about myself. And anything deeper would be waaaaaay too much like trying to psychoanalyze myself, which is silly to do for a for-fun exercise.)

And man, I'm over-analyzing this anyway! *cough*

Um, look! An obvious distraction!

*absconds*

IZ42
2015-02-17, 01:02 PM
I should become a more well known person in the playground. The problem is I suck at homebrewing, I'm meh at drawing, can't DM to save my life, and the only the thing I'm moderately good at is writing decently constructed sentences and using my extensive vocabulary.

Zaydos
2015-02-17, 01:20 PM
Invocation of IZ42
Evocation/Necromancy
Level: Cle 3, Pal 2, Ran 2
Components: V
Casting Time: 1 swift action.
Range: Personal
Target: You.
Duration: 1 round.

With a powerful kiai shout you invoke the wisdom of the master warrior IZ42. Channeling the spirit of the ancient warrior you move your body with an echo of his skill and grace. Until end of turn you gain Improved Unarmed Strike, Improved Grapple, Improved Trip, and the unarmed strike damage of a monk of your character level. In addition if you take a full attack action you gain 2 additional attacks with your unarmed strike at your highest attack bonus.

>.>
All I really know about IZ42 is they like monks
<.<

IZ42
2015-02-17, 03:31 PM
Invocation of IZ42
Evocation/Necromancy
Level: Cle 3, Pal 2, Ran 2
Components: V
Casting Time: 1 swift action.
Range: Personal
Target: You.
Duration: 1 round.

With a powerful kiai shout you invoke the wisdom of the master warrior IZ42. Channeling the spirit of the ancient warrior you move your body with an echo of his skill and grace. Until end of turn you gain Improved Unarmed Strike, Improved Grapple, Improved Trip, and the unarmed strike damage of a monk of your character level. In addition if you take a full attack action you gain 2 additional attacks with your unarmed strike at your highest attack bonus.

>.>
All I really know about IZ42 is they like monks
<.<

Humph. Thanks! I do like monks. And brawlers. And beatsticks.

Blackhawk748
2015-02-17, 08:39 PM
I'm not letting this thread die before someone spells me, though. :smalltongue:

Ask and ye shall recieve.

Jormengand's Master Curse
Necromancy
Level: Cleric 5, Sorc/Wiz 6
Components: V,S
Casting Time: 1 Standard Action
Range: 20ft spread centered on the caster
Target: Enemies within the spread
Duration: Permanent
Saving Throw: Will Negates
Spell Resist:Yes

Created by the Master of Curses Jormengand to be the ultimate curse delivery spell.

You place a curse on the subjects. Choose two of the following three effects.

–6 decrease to an ability score (minimum 1).
–4 penalty on attack rolls, saves, ability checks, and skill checks.
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Bestow curse counters remove curse.

PsyBomb
2015-02-17, 08:43 PM
Ask and ye shall recieve.

Jormengand's Master Curse
Necromancy
Level: Cleric 5, Sorc/Wiz 6
Components: V,S
Casting Time: 1 Standard Action
Range: 20ft spread centered on the caster
Target: Enemies within the spread
Duration: Permanent
Saving Throw: Will Negates
Spell Resist:Yes

Created by the Master of Curses Jormengand to be the ultimate curse delivery spell.

You place a curse on the subjects. Choose two of the following three effects.

–6 decrease to an ability score (minimum 1).
–4 penalty on attack rolls, saves, ability checks, and skill checks.
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Bestow curse counters remove curse.

Woof, that spell is VICIOUS. I'd use it

Lightlawbliss
2015-02-17, 11:31 PM
Ask and ye shall recieve.

Jormengand's Master Curse
Necromancy
Level: Cleric 5, Sorc/Wiz 6
Components: V,S
Casting Time: 1 Standard Action
Range: 20ft spread centered on the caster
Target: Enemies within the spread
Duration: Permanent
Saving Throw: Will Negates
Spell Resist:Yes

Created by the Master of Curses Jormengand to be the ultimate curse delivery spell.

You place a curse on the subjects. Choose two of the following three effects.

–6 decrease to an ability score (minimum 1).
–4 penalty on attack rolls, saves, ability checks, and skill checks.
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Bestow curse counters remove curse.

Is using the same ability twice allowed? For example, could it apply -6 to str and -6 to con as the two effects?

WhamBamSam
2015-02-17, 11:59 PM
Is using the same ability twice allowed? For example, could it apply -6 to str and -6 to con as the two effects?The answer, as with Bestow Curse, which this spell is based on, is probably no, per the rules for the same spell affecting a creature twice (http://www.d20srd.org/srd/magicOverview/castingSpells.htm#combiningMagicalEffects).
Same Effect More than Once in Different Strengths
In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the best one applies.

Same Effect with Differing Results
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.

Andion Isurand
2015-02-18, 11:42 PM
A spellcaster with the Scion of the Swarm (http://www.giantitp.com/forums/showsinglepost.php?p=18814634&postcount=140) feat, can summon “zerglings” using a summon monster III spell.

For each individual zergling, use the stats of a typical Serval (Sa 194) with 3 racial Hit Dice, along with the Weapon Finesse and Weapon Focus [Dorsal Claws] feats. Then apply the Magebred template (ECS 295) to each individual zergling as you see fit, along with the following.


Type: The creature’s type changes to Aberration (augmented Animal, Zerg) without any statistical recalculation.
Senses: In addition to its existing senses, the creature gains Darkvision out to 300 feet, Tremorsense out to 20 feet and Superior Low-Light Vision.
hp: Zerglings gain Damage Reduction 1/- and Fast Healing 1.
Resist: Same as base creature, plus resistance to acid 10, cold 15, desiccation 15, electricity 10 and fire 5.
Immune: Same as base creature in addition to altitude fatigue, altitude sickness, disease, intelligence damage, intelligence drain, nausea, paralysis, poison, sleep effects, and damage caused by high pressure or a lack thereof.
Speed: Same as the base creature, plus a burrow speed of 10 feet and a swim speed of 20 feet.
Melee: Remove all natural weapons from the base creature and add the following.

2 primary dorsal claw (http://vignette1.wikia.nocookie.net/starcraft/images/9/9a/Zergling_SC-G_Art1.jpg/revision/latest?cb=20080505234627) attacks each dealing 1d6 unmodified base damage.
2 secondary foreclaw attacks each dealing 1d3 unmodified base damage.
A secondary bite attack dealing 1d4 unmodified base damage.
Special Attacks: Same as the base creature, except that each Rake attack now equates to an additional foreclaw attack. In addition, add the following.

Reaving Strikes (Ex): The natural weapons of zerg overcome all forms of damage reduction based on a metallic material. When attacking an object or structure with a natural weapon, zerg may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
Corrosive Saliva (Ex): Zerglings deal 1 additional point of acid damage when making a successful bite attack.
Abilities: Change from the base creature as follows: Int 3, Cha +4.
Special Qualities: Same as the base creature plus the following.

Amphibious (Ex): Zerg breathe both air and water equally well.
Hold Breath (Ex): A zerg can usually hold its breath for a number of hours equal to four times its Constitution score, after which it must make a Constitution check each hour (DC 10 + 1 per previous success) to avoid suffocation.
Pack Attack (Ex): Two allied zerg of Small size with this ability, can occupy the same 5-foot square at no penalty, even during combat.
Wakefulness (Ex): Zerg do not sleep.
Zerg Biology (Ex): All zerg gain Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158) and Tireless (PGtF 46) as racial bonus feats.
Zerg Metabolism (Ex): A zerg can usually go without food for a number of days equal to its Constitution score + 3, after which it must make Constitution checks as normal to avoid starvation. A zerg can usually go without water for 2 days plus a number of hours equal to eight times its constitution score, after which it must make Constitution checks as normal to avoid dehydration.
Feats: Same as the base creature, plus Clever Wrestling (Sto 92), Close-Quarters Fighting (CW 97), Combat Reflexes, Mobility, Power Attack, Track, Tunnel Fighting (RS 145) and Tunnelrunner (Und 27) as racial bonus feats.
Skills: Same as the base creature, plus a +4 racial bonus to Balance, Climb and Escape Artist checks and a +8 racial bonus to Listen, Spot and Swim checks. The creature can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when swimming, provided it swims in a straight line.

ZERGLING CR 3
Usually N Small Aberration (augmented Animal, Zerg)
Init +4 (+4 Dex); Senses Darkvision 300 ft., Tremorsense 20 ft., Superior Low-Light Vision, Scent; Listen +9, Spot +9
AC 18, touch 15, flat-footed 14 (+1 Size, +4 Dex, +3 natural)
hp 19 (3d8+6); Fast Healing 1; DR 1/-
Immune altitude fatigue, altitude sickness, disease, intelligence damage, intelligence drain, nausea, paralysis, poison, sleep effects, damage caused by high pressure or a lack thereof
Resist acid 10, cold 15, desiccation 15, electricity 10, fire 5
Fort +5, Ref +7, Will +3
Speed 40 ft., swim 20 ft., burrow 10 ft.; Run
Melee 2 dorsal claws +8 (1d6+2) and 2 foreclaws +2 (1d3+1) and bite +2 (1d4+1 plus 1 acid)
Space 5 ft.; Reach 5 ft. (Long)
Base Atk +2; Grp +0
Atk Options improved grab, pounce, Power Attack, rake, reaving strikes, Weapon Finesse
Special Actions Track
Abilities Str 14, Dex 19, Con 15, Int 3, Wis 12, Cha 11
SA corrosive saliva, improved grab, pounce, rake, reaving strikes
SQ amphibious, hold breath, pack attack, wakefulness, zerg aptitude, zerg biology, zerg breeding, zerg metabolism, zerg talent
Feats Weapon Finesse, Weapon Focus [Dorsal Claws]
Racial Feats Blind-Fight, Clever Wrestling (Sto 92), Diehard, Endurance, Close-Quarters Fighting (CW 97), Combat Reflexes, Mind Over Body (XPH 48), Mobility, Power Attack, Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158), Tireless (PGtF 46), Track, Tunnel Fighting (RS 145), Tunnelrunner (Und 27)
Skills Balance +13*, Climb +6, Escape Artist +8, Hide +12**, Jump +12, Listen +9, Move Silently +8, Spot +9, Swim +10, Tumble +5
Improved Grab (Ex) To use this ability, a zergling must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex) If a zergling charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex) Attack bonus +2 melee, damage 1d3+1.
Reaving Strikes (Ex) The natural weapons of zerg overcome all forms of damage reduction based on a metallic material. When attacking an object or structure with a natural weapon, zerg may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
Corrosive Saliva (Ex) Zerglings deal 1 additional point of acid damage when making a successful bite attack.
Amphibious (Ex) Zerg breathe both air and water equally well.
Hold Breath (Ex) A zerg can usually hold its breath for a number of hours equal to four times its Constitution score, after which it must make a Constitution check each hour (DC 10 + 1 per previous success) to avoid suffocation.
Pack Attack (Ex) Two allied zerg of Small size with this ability, can occupy the same 5-foot square at no penalty, even during combat.
Wakefulness (Ex) Zerg do not sleep.
Zerg Aptitude (Ex) One of a zerg’s physical ability scores increases by 2.
Zerg Biology (Ex) All zerg gain Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158) and Tireless (PGtF 46) as racial bonus feats.
Zerg Breeding (Ex) Each zerg gains one of the following additional special qualities:
Swift Breed: One of the creature’s modes of movement increases its speed by 10 feet.
Thick-Skinned Breed: The creature’s natural armor bonus to AC improves by an additional 2.
Tracking Breed: The creature gains a +4 bonus on Survival checks made to follow tracks.
Zerg Metabolism (Ex) A zerg can usually go without food for a number of days equal to its Constitution score + 3, after which it must make Constitution checks as normal to avoid starvation. A zerg can usually go without water for 2 days plus a number of hours equal to eight times its constitution score, after which it must make Constitution checks as normal to avoid dehydration.
Zerg Talent (Ex) Each zerg gains one of the following feats as a racial bonus feat: Alertness, Athletic, Improved Natural Attack (MM 304) or Multiattack.
Skills Zerglings have a +4 racial bonus on Balance, Climb, Escape Artist, Hide and Move Silently checks and a +8 racial bonus on Jump, Listen, Spot and Swim checks. They use their Dexterity modifier instead of their Strength modifier for Jump checks. *A zergling with 5 ranks in Balance does not lose its Dex bonus (if any) to AC while balancing. **In areas of tall grass or heavy undergrowth, the racial Hide bonus increases to +8. A zergling can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when swimming, provided it swims in a straight line.

Andion Isurand
2015-02-21, 08:29 AM
A spellcaster with the Scion of the Swarm (http://www.giantitp.com/forums/showsinglepost.php?p=18814634&postcount=140) feat, can summon “hydralisks” using a summon monster V spell.

For each individual hydralisk, use the stats of a typical Protoceratops (Sa 147) with 6 racial Hit Dice, along with the Improved Initiative, Lightning Reflexes and Weapon Focus [Spine Jets] feats. Then apply the Magebred template (ECS 295) to each individual hydralisk as you see fit, along with the following.


Type: The creature’s type changes to Aberration (augmented Animal, Zerg) without any statistical recalculation.
Senses: In addition to its existing senses, the creature gains Darkvision out to 300 feet, Tremorsense out to 20 feet and Superior Low-Light Vision.
hp: Hydralisks gain Damage Reduction 1/- and Fast Healing 1.
Resist: Same as base creature, plus resistance to acid 10, cold 15, desiccation 15, electricity 10 and fire 5.
Immune: Same as base creature in addition to altitude fatigue, altitude sickness, disease, intelligence damage, intelligence drain, nausea, paralysis, poison, sleep effects, and damage caused by high pressure or a lack thereof.
Speed: The base creature’s land speed is reduced by 10 feet. The creature also gains a burrow speed of 10 feet and a swim speed of 20 feet.
Melee/Ranged: Remove all natural weapons from the base creature and add the following.

2 primary spine jet attacks each dealing 1d6 unmodified base damage (x3 crit).
2 secondary claw attacks each dealing 1d6 unmodified base damage.
A secondary bite attack dealing 1d6 unmodified base damage.
Special Attacks: Remove all special attacks from the base creature. Add the following.

Spine Jets (Ex): Hydralisks grow a series of spines found behind flaps found on either side of the carapace that extends from its head, where they remain part of the hydralisk itself. A hydralisk can forcibly expel them without provoking attacks of opportunity. Both of its spine jet attacks are considered primary natural weapons and not manufactured weapons, despite having a projectile weapon’s unmodified range increment of 150 feet. Spine jet attacks made underwater have an unmodified range increment of 30 feet with no additional penalties for range. A successful spine jet attack deals piercing damage. A hydralisk applies its Strength modifier to this damage as if using a sling.
Spines (Ex): When expelled, spines are always considered ammunition for the purpose of durability, and as bullets when wind speeds and water currents become a factor. Spells and abilities that affect one or more spine jet attacks, affect the spines they shoot accordingly. When used as improvised weapons, spines are considered darts.
Reaving Strikes (Ex): The natural weapons of zerg overcome all forms of damage reduction based on a metallic material. When attacking an object or structure with a natural weapon, zerg may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
Corrosive Saliva (Ex): Hydralisks deal 1d2 additional points of acid damage when making a successful bite attack.
Abilities: Change from the base creature as follows: Dex -4, Int 3, Wis +6, Cha +6.
Special Qualities: Same as the base creature plus the following.

Amphibious (Ex): Zerg breathe both air and water equally well.
Hold Breath (Ex): A zerg can usually hold its breath for a number of hours equal to four times its Constitution score, after which it must make a Constitution check each hour (DC 10 + 1 per previous success) to avoid suffocation.
Wakefulness (Ex): Zerg do not sleep.
Zerg Biology (Ex): All zerg gain Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158) and Tireless (PGtF 46) as racial bonus feats.
Zerg Metabolism (Ex): A zerg can usually go without food for a number of days equal to its Constitution score + 3, after which it must make Constitution checks as normal to avoid starvation. A zerg can usually go without water for 2 days plus a number of hours equal to eight times its constitution score, after which it must make Constitution checks as normal to avoid dehydration.
Feats: Same as the base creature, plus Aquatic Shot (Sto 90), Clever Wrestling (Sto 92), Coordinated Shot (HB 96), Far Shot, Improved Toughness (CW 205), Point Blank Shot, Precise Shot, Sharp-Shooting (CW 105), Track and Zen Archery (CW 106) as racial bonus feats.
Skills: Same as base creature, plus a +4 racial bonus to Balance, Climb, Escape Artist, Hide and Move Silently checks and a +8 racial bonus to Listen, Spot and Swim checks. The creature can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when swimming, provided it swims in a straight line.

HYDRALISK CR 6
Usually N Medium Aberration (augmented Animal, Zerg)
Init +3 (-1 Dex, +4 feat); Senses Darkvision 300 ft., Tremorsense 20 ft., Superior Low-Light Vision, Scent; Listen +12, Spot +12
AC 19, touch 9, flat-footed 19 (-1 Dex, +10 natural)
hp 63 (6d8+30+6); Fast Healing 1; DR 1/-
Immune altitude fatigue, altitude sickness, disease, intelligence damage, intelligence drain, nausea, paralysis, poison, sleep effects, damage caused by high pressure or a lack thereof
Resist acid 10, cold 15, desiccation 15, electricity 10, fire 5
Fort +10, Ref +6, Will +7
Speed 20 ft., swim 20 ft., burrow 10 ft.; Run
Melee 2 claws +3 (1d6+2) and bite +3 (1d6+2 plus 1d2 acid)
Ranged 2 spine jets +9 (1d6+4/x3)
Space 5 ft.; Reach 5 ft. (Long)
Base Atk +4; Grp +8
Atk Options reaving strikes, Zen Archery
Special Actions Track
Abilities Str 18, Dex 9, Con 21, Int 3, Wis 18, Cha 12
SA corrosive saliva, reaving strikes, spines
SQ amphibious, hold breath, wakefulness, zerg aptitude, zerg biology, zerg breeding, zerg metabolism, zerg talent
Feats Improved Initiative, Lightning Reflexes, Weapon Focus [Spine Jets]
Racial Feats Aquatic Shot (Sto 90), Blind-Fight, Clever Wrestling (Sto 92), Coordinated Shot (HB 96), Diehard, Endurance, Far Shot, Improved Toughness (CW 205), Mind Over Body (XPH 48), Point Blank Shot, Precise Shot, Rapid Metabolism (XPH 50), Run, Sharp-Shooting (CW 105), Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158), Tireless (PGtF 46), Track, Zen Archery (CW 106)
Skills Balance +8*, Climb +8, Escape Artist +3, Hide +5, Listen +12, Move Silently +5, Spot +12, Survival +8, Swim +12
Spine Jets (Ex) Hydralisks grow a series of spines found behind flaps found on either side of the carapace that extends from its head, where they remain part of the hydralisk itself. A hydralisk can forcibly expel them without provoking attacks of opportunity. Both of its spine jet attacks are considered primary natural weapons and not manufactured weapons, despite having a projectile weapon’s unmodified range increment of 150 feet. Spine jet attacks made underwater have an unmodified range increment of 30 feet with no additional penalties for range. A successful spine jet attack deals piercing damage. A hydralisk applies its Strength modifier to this damage as if using a sling.
Spines (Ex) When expelled, spines are always considered ammunition for the purpose of durability, and as bullets when wind speeds and water currents become a factor. Spells and abilities that affect one or more spine jet attacks, affect the spines they shoot accordingly. When used as improvised weapons, spines are considered darts.
Reaving Strikes (Ex) The natural weapons of zerg overcome all forms of damage reduction based on a metallic material. When attacking an object or structure with a natural weapon, zerg may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
Corrosive Saliva (Ex) Hydralisks deal 1d2 additional points of acid damage when making a successful bite attack.
Amphibious (Ex) Zerg breathe both air and water equally well.
Hold Breath (Ex) A zerg can usually hold its breath for a number of hours equal to four times its Constitution score, after which it must make a Constitution check each hour (DC 10 + 1 per previous success) to avoid suffocation.
Wakefulness (Ex) Zerg do not sleep.
Zerg Aptitude (Ex) One of a zerg’s physical ability scores increases by 2.
Zerg Biology (Ex) All zerg gain Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158) and Tireless (PGtF 46) as racial bonus feats.
Zerg Breeding (Ex) Each zerg gains one of the following additional special qualities:
Swift Breed: One of the creature’s modes of movement increases its speed by 10 feet.
Thick-Skinned Breed: The creature’s natural armor bonus to AC improves by an additional 2.
Tracking Breed: The creature gains a +4 bonus on Survival checks made to follow tracks.
Zerg Metabolism (Ex) A zerg can usually go without food for a number of days equal to its Constitution score + 3, after which it must make Constitution checks as normal to avoid starvation. A zerg can usually go without water for 2 days plus a number of hours equal to eight times its constitution score, after which it must make Constitution checks as normal to avoid dehydration.
Zerg Talent (Ex) Each zerg gains one of the following feats as a racial bonus feat: Alertness, Athletic, Improved Natural Attack (MM 304) or Multiattack.
Skills Hydralisks have a +4 racial bonus to Balance, Climb, Escape Artist, Hide, Move Silently and Survival checks and a +8 racial bonus to Listen, Spot and Swim checks. *A hydralisk with 5 ranks in Balance does not lose its Dex bonus (if any) to AC while balancing. A hydralisk can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when swimming, provided it swims in a straight line.

Thurbane
2015-02-21, 04:59 PM
I'm not familiar with the source material, but wouldn't the Kruthik (MH) be a close enough fit?

http://i60.tinypic.com/1zczqeb.jpg

Andion Isurand
2015-02-21, 08:20 PM
Yeah, I looked at both the hatchling and adult kruthiks, but then I'd probably be having to use more magical beasts as a base... which means I would miss offering the customization of the magebred template if I wanted to keep its application somewhat legal as written. Plus the kruthiks have a typical LE alignment, and enough intelligence to have a linguistic dialect of their own. I typically wanted zerg alterations to build creatures up from their base and wanted to keep the alignment of the "lower" zerg "minion" breeds as neutral without having to change it.

But yes, the hatchling and adult kruthiks have some uncanny similarities with the zerglings and hydralisks and could probably be used with slightly fewer alterations. In the beginning I had started with them, but ultimately leaned toward trying to modify more animals.

Right now I'm looking at making mutalisks (large) for use in summon monster VII and ultralisks (huge) at summon monster IX.
I've also been dabbling with overlords (colossal) as a longer duration utility summon.
Most of the other zerg strains changed between Starcraft and Starcraft II.

Shadowscale
2015-02-21, 09:12 PM
If someone would make a spell of me, I'd find it really cool, I'd use it in games even. o.o

Andion Isurand
2015-02-25, 03:45 AM
A spellcaster with the Scion of the Swarm (http://www.giantitp.com/forums/showsinglepost.php?p=18814634&postcount=140) feat, can summon “mutalisks” using a summon monster VII spell.

For each individual mutalisk, use the stats of a typical Dire Hawk (RW 189) with 9 racial Hit Dice (size increase and +1 Constitution), along with the Flyby Attack (MM 303), Improved Flight (CW 151), Improved Toughness (CW 205) and Weapon Focus [Wurm Launcher] feats. Then apply the Magebred template (ECS 295) to each individual mutalisk as you see fit, along with the following.


Type: The creature’s type changes to Aberration (augmented Animal, Zerg) without any statistical recalculation.
Senses: In addition to its existing senses, the creature gains Darkvision out to 300 feet, Blindsight out to 60 feet and Superior Low-Light Vision.
hp: Mutalisks gain Damage Reduction 1/- and Fast Healing 1.
Resist: Same as base creature, plus resistance to acid 10, cold 15, desiccation 15, electricity 10 and fire 5.
Immune: Same as base creature in addition to altitude fatigue, altitude sickness, disease, intelligence damage, intelligence drain, nausea, paralysis, poison, sleep effects, and damage caused by high pressure or a lack thereof.
Speed: Same as the base creature, plus a swim speed of 20 feet.
Melee/Ranged: Remove all natural weapons from the base creature and add the following.

A primary wurm launcher attack dealing 1d8 unmodified base damage.
A secondary gore attack dealing 1d8 unmodified base damage.
A secondary bite attack dealing 1d8 unmodified base damage.

Special Attacks: Remove all special attacks from the base creature and add the following.

Wurm Launcher (Ex): Glaive wurms are parasites that live and spawn inside a mutalisk, where they remain part of the mutalisk itself. A mutalisk can forcefully expel them from the ovipositor at the rear end of its long segmented body, without provoking attacks of opportunity. Its wurm launcher attack is considered a primary natural weapon and not a manufactured weapon, despite having a projectile weapon’s unmodified range increment of 100 feet. A wurm launcher attack made underwater has an unmodified range increment of 20 feet with no additional penalties for range. A wurm launcher attack that hits a target with a normal ranged attack roll, deals bludgeoning damage. A mutalisk applies its strength modifier to this damage as if using a sling.
Glaive Wurms (Ex): When expelled, glaive wurms are always considered ammunition for the purpose of durability, and as bullets when wind speeds and water currents become a factor. Spells and abilities that affect a wurm launcher attack, affect the glaive wurms it shoots accordingly.
Wurm Blast (Ex): An expelled glaive wurm explodes when destroyed, dealing an amount of slashing damage in its current square and all adjacent squares, equal to the base damage of the wurm launcher it came from. Creatures in the area can attempt a Reflex save for half damage (DC is Constitution-based). A glaive wurm that hits its target with a normal attack roll is always destroyed, offering that target no saving throw when it explodes. Each time a glaive wurm ricochets off a creature, object or surface, it has a 50% chance of doing the same thing. Glaive wurms that survive their expulsion for 1 round, decay into sludge without incident.
Reaving Strikes (Ex): The natural weapons of zerg overcome all forms of damage reduction based on a metallic material. When attacking an object or structure with a natural weapon, zerg may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
Corrosive Saliva (Ex): Mutalisks deal 1d3 additional points of acid damage when making a successful bite attack.
Abilities: Change from the base creature as follows: Int 3.
Special Qualities: Same as the base creature plus the following.

Amphibious (Ex): Zerg breathe both air and water equally well.
Gas Bladders (Ex): Mutalisks possess the reach and carrying capacity of a quadruped, and can maintain their atmospheric and aquatic buoyancy with internal gas bladders, improving their flight maneuverability to good. In the vacuum of space, a mutalisk may expel small jets of gas to move at its listed fly speed with perfect maneuverability.
Hold Breath (Ex): A zerg can usually hold its breath for a number of hours equal to four times its Constitution score, after which it must make a Constitution check each hour (DC 10 + 1 per previous success) to avoid suffocation.
Wakefulness (Ex): Zerg do not sleep.
Zerg Biology (Ex): All zerg gain Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158) and Tireless (PGtF 46) as racial bonus feats.
Zerg Metabolism (Ex): A zerg can usually go without food for a number of days equal to its Constitution score + 3, after which it must make Constitution checks as normal to avoid starvation. A zerg can usually go without water for 2 days plus a number of hours equal to eight times its constitution score, after which it must make Constitution checks as normal to avoid dehydration.
Feats: Same as the base creature, plus Aquatic Shot (Sto 90), Combat Reflexes, Coordinated Shot (HB 96), Far Shot, Point Blank Shot, Precise Shot, Rapid Shot and Sharp-Shooting (CW 105) as racial bonus feats.
Skills: Remove all racial skill bonuses from base creature and add a +4 racial bonus to Escape Artist and Hide checks and a +8 racial bonus to Listen, Spot and Swim checks. The creature can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when flying or swimming, provided it does so in a straight line.

MUTALISK CR 9
Usually N Large Aberration (augmented Animal, Zerg)
Init +6 (+6 Dex); Senses Darkvision 300 ft., Blindsight 60 ft., Superior Low-Light Vision; Listen +14, Spot +14
AC 22, touch 15, flat-footed 16 (-1 Size, +6 Dex, +7 natural)
hp 103 (9d8+54+9); Fast Healing 1; DR 1/-
Immune altitude fatigue, altitude sickness, disease, intelligence damage, intelligence drain, nausea, paralysis, poison, sleep effects, damage caused by high pressure or a lack thereof
Resist acid 10, cold 15, desiccation 15, electricity 10, fire 5
Fort +12, Ref +12, Will +9
Speed 10 ft., swim 20 ft., fly 80 ft. (perfect); Run, Flyby Attack (MM 303)
Melee gore +6 (1d8+3) and bite +6 (1d8+3 plus 1d3 acid)
Ranged wurm launcher +12 (1d8+6 plus wurm blast)
Space 10 ft.; Reach 5 ft. (Long)
Base Atk +6; Grp +16
Atk Options Rapid Shot, reaving strikes
Abilities Str 22, Dex 22, Con 22, Int 3, Wis 15, Cha 11
SA corrosive saliva, glaive wurms, reaving strikes, wurm blast
SQ amphibious, gas bladders, hold breath, wakefulness, zerg aptitude, zerg biology, zerg breeding, zerg metabolism, zerg talent
Feats Flyby Attack (MM 303), Improved Flight (CW 151), Improved Toughness (CW 205), Weapon Focus [Wurm Launcher]
Racial Feats Aquatic Shot (Sto 90), Blind-Fight, Combat Reflexes, Coordinated Shot (HB 96), Diehard, Endurance, Far Shot, Mind Over Body (XPH 48), Point Blank Shot, Precise Shot, Rapid Metabolism (XPH 50), Rapid Shot, Run, Sharp-Shooting (CW 105), Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158), Tireless (PGtF 46)
Skills Escape Artist +10, Hide +9, Listen +14, Spot +14, Swim +14, Tumble +7
Wurm Launcher (Ex) Glaive wurms are parasites that live and spawn inside a mutalisk, where they remain part of the mutalisk itself. A mutalisk can forcefully expel them from the ovipositor at the rear end of its long segmented body, without provoking attacks of opportunity. Its wurm launcher attack is considered a primary natural weapon and not a manufactured weapon, despite having a projectile weapon’s unmodified range increment of 100 feet. A wurm launcher attack made underwater has an unmodified range increment of 20 feet with no additional penalties for range. A wurm launcher attack that hits a target with a normal ranged attack roll, deals bludgeoning damage. A mutalisk applies its strength modifier to this damage as if using a sling.
Glaive Wurms (Ex) When expelled, glaive wurms are always considered ammunition for the purpose of durability, and as bullets when wind speeds and water currents become a factor. Spells and abilities that affect a wurm launcher attack, affect the glaive wurms it shoots accordingly.
Wurm Blast (Ex) An expelled glaive wurm explodes when destroyed, dealing an amount of slashing damage in its current square and all adjacent squares, equal to the base damage of the wurm launcher it came from. Creatures in the area can attempt a Reflex save for half damage (DC is Constitution-based). A glaive wurm that hits its target with a normal attack roll is always destroyed, offering that target no saving throw when it explodes. Each time a glaive wurm ricochets off a creature, object or surface, it has a 50% chance of doing the same thing. Glaive wurms that survive their expulsion for 1 round, decay into sludge without incident.
Reaving Strikes (Ex) The natural weapons of zerg overcome all forms of damage reduction based on a metallic material. When attacking an object or structure with a natural weapon, zerg may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
Corrosive Saliva (Ex) Mutalisks deal 1d3 additional points of acid damage when making a successful bite attack.
Amphibious (Ex) Zerg breathe both air and water equally well.
Gas Bladders (Ex) Mutalisks possess the reach and carrying capacity of a quadruped, and can maintain their atmospheric and aquatic buoyancy with internal gas bladders, improving their flight maneuverability to good. In the vacuum of space, a mutalisk may expel small jets of gas to move at its listed fly speed with perfect maneuverability.
Hold Breath (Ex) A zerg can usually hold its breath for a number of hours equal to four times its Constitution score, after which it must make a Constitution check each hour (DC 10 + 1 per previous success) to avoid suffocation.
Wakefulness (Ex) Zerg do not sleep.
Zerg Aptitude (Ex) One of a zerg’s physical ability scores increases by 2.
Zerg Biology (Ex) All zerg gain Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158) and Tireless (PGtF 46) as racial bonus feats.
Zerg Breeding (Ex) Each zerg gains one of the following additional special qualities:
Swift Breed: One of the creature’s modes of movement increases its speed by 10 feet.
Thick-Skinned Breed: The creature’s natural armor bonus to AC improves by an additional 2.
Tracking Breed: The creature gains a +4 bonus on Survival checks made to follow tracks.
Zerg Metabolism (Ex) A zerg can usually go without food for a number of days equal to its Constitution score + 3, after which it must make Constitution checks as normal to avoid starvation. A zerg can usually go without water for 2 days plus a number of hours equal to eight times its constitution score, after which it must make Constitution checks as normal to avoid dehydration.
Zerg Talent (Ex) Each zerg gains one of the following feats as a racial bonus feat: Alertness, Athletic, Improved Natural Attack (MM 304) or Multiattack.
Skills Mutalisks gain a +4 racial bonus to Escape Artist and Hide checks and a +8 racial bonus to Listen, Spot and Swim checks. A mutalisk can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when flying or swimming, provided it does so in a straight line.

Andion Isurand
2015-02-25, 03:51 AM
A spellcaster with the Scion of the Swarm (http://www.giantitp.com/forums/showsinglepost.php?p=18814634&postcount=140) feat, can summon “ultralisks” using a summon monster IX spell.

For each individual ultralisk, use the stats of a typical Dire Rhinoceros (FF 61) with 18 racial Hit Dice, along with the Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Initiative, Shock Trooper (CW 112) and Power Attack feats. Then apply the Magebred template (ECS 295) to each individual ultralisk as you see fit, along with the following.


Type: The creature’s type changes to Aberration (augmented Animal, Zerg) without any statistical recalculation.
Senses: In addition to its existing senses, the creature gains Darkvision out to 300 feet, Tremorsense out to 20 feet and Superior Low-Light Vision.
hp: Ultralisks gain Damage Reduction 3/- and Fast Healing 1.
Resist: Same as base creature, plus resistance to acid 10, cold 15, desiccation 15, electricity 10 and fire 5.
Immune: Same as base creature in addition to altitude fatigue, altitude sickness, disease, intelligence damage, intelligence drain, nausea, paralysis, poison, sleep effects, and damage caused by high pressure or a lack thereof.
Speed: Same as the base creature, plus a burrow speed of 5 feet and a swim speed of 20 feet.
Melee: Remove all natural weapons from the base creature and add the following.

2 primary kaiser blade attacks each dealing 4d6 unmodified base damage.
A secondary bite attack dealing 2d6 unmodified base damage.
Special Attacks: Remove all special attacks from the base creature. Add the following.

Kaiser Blades (Ex): Both arms of an ultralisk, bear a broad curved blade that it can swing into and through its enemies. A successful kaiser blade attack may deal piercing or slashing damage.
Dual Strike (Ex): An ultralisk may attack the same target once with each kaiser blade as a standard action or at the end of a charge.
Reaving Strikes (Ex): The natural weapons of zerg overcome all forms of damage reduction based on a metallic material. When attacking an object or structure with a natural weapon, zerg may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
Trample (Ex): An ultralisk’s trample attack deals an amount of damage equal to 2d12 plus 1 ½ times its Strength modifier. A successful Reflex save halves this damage. The save DC is Strength-based.
Augmented Critical (Ex): Each kaiser blade attack an ultralisk makes, threatens a critical hit on a natural roll of 17-20 (owing to its Improved Critical feat), dealing triple damage on a successful critical hit.
Corrosive Saliva (Ex): Ultralisks deal 1d4 additional points of acid damage when making a successful bite attack.
Abilities: Change from the base creature as follows: Int 3.
Special Qualities: Same as the base creature plus the following.

Amphibious (Ex): Zerg breathe both air and water equally well.
Hold Breath (Ex): A zerg can usually hold its breath for a number of hours equal to four times its Constitution score, after which it must make a Constitution check each hour (DC 10 + 1 per previous success) to avoid suffocation.
Wakefulness (Ex): Zerg do not sleep.
Zerg Biology (Ex): All zerg gain Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158) and Tireless (PGtF 46) as racial bonus feats.
Zerg Metabolism (Ex): A zerg can usually go without food for a number of days equal to its Constitution score + 3, after which it must make Constitution checks as normal to avoid starvation. A zerg can usually go without water for 2 days plus a number of hours equal to eight times its constitution score, after which it must make Constitution checks as normal to avoid dehydration.
Feats: Same as the base creature, plus Improved Critical [Kaiser Blades], Improved Toughness (CW 205) and Track as racial bonus feats.
Skills: Same as base creature, plus a +4 racial bonus to Balance, Climb, Escape Artist and Hide checks, a +12 racial bonus to Listen and Spot checks and a +8 racial bonus to Swim checks. The creature can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when swimming, provided it swims in a straight line.

ULTRALISK CR 13
Usually N Huge Aberration (augmented Animal, Zerg)
Init +6 (+2 Dex, +4 feat); Senses Darkvision 300 ft., Tremorsense 20 ft., Superior Low-Light Vision, Scent; Listen +18, Spot +18
AC 24, touch 10, flat-footed 22 (-2 Size, +2 Dex, +14 natural)
hp 279 (18d8+180+18); Fast Healing 1; DR 3/-
Immune altitude fatigue, altitude sickness, disease, intelligence damage, intelligence drain, nausea, paralysis, poison, sleep effects, damage caused by high pressure or a lack thereof
Resist acid 10, cold 15, desiccation 15, electricity 10, fire 5
Fort +21, Ref +13, Will +16
Speed 30 ft., swim 20 ft., burrow 5 ft.; Run
Melee 2 kaiser blades +22 (4d6+11/17-20 x3) and bite +17 (2d6+5 plus 1d4 acid)
Space 15 ft.; Reach 10 ft. (Long)
Base Atk +13; Grp +32
Atk Options dual strike, Power Attack, Shock Trooper (CW 112), reaving strikes, trample
Special Actions Track
Abilities Str 32, Dex 15, Con 31, Int 3, Wis 13, Cha 10
SA augmented critical, corrosive saliva, dual strike, reaving strikes, trample
SQ amphibious, hold breath, wakefulness, zerg aptitude, zerg biology, zerg breeding, zerg metabolism, zerg talent
Feats Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Initiative, Shock Trooper (CW 112), Power Attack
Racial Feats Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Improved Critical [Kaiser Blades], Improved Toughness (CW 205), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158), Tireless (PGtF 46), Track
Skills Balance +11*, Climb +15, Escape Artist +6, Hide +3, Listen +18, Move Silently +3, Spot +18, Swim +19
Kaiser Blades (Ex) Both arms of an ultralisk, bear a broad curved blade that it can swing into and through its enemies. A successful kaiser blade attack may deal piercing or slashing damage.
Dual Strike (Ex) An ultralisk may attack the same target once with each kaiser blade as a standard action or at the end of a charge.
Reaving Strikes (Ex) The natural weapons of zerg overcome all forms of damage reduction based on a metallic material. When attacking an object or structure with a natural weapon, zerg may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
Trample (Ex) An ultralisk’s trample attack deals an amount of damage equal to 2d12 plus 1 ½ times its Strength modifier. A successful Reflex save halves this damage. The save DC is Strength-based.
Augmented Critical (Ex) Each kaiser blade attack an ultralisk makes, threatens a critical hit on a natural roll of 17-20 (owing to its Improved Critical feat), dealing triple damage on a successful critical hit.
Corrosive Saliva (Ex) Ultralisks deal 1d4 additional points of acid damage when making a successful bite attack.
Amphibious (Ex) Zerg breathe both air and water equally well.
Hold Breath (Ex) A zerg can usually hold its breath for a number of hours equal to four times its Constitution score, after which it must make a Constitution check each hour (DC 10 + 1 per previous success) to avoid suffocation.
Wakefulness (Ex) Zerg do not sleep.
Zerg Aptitude (Ex) One of a zerg’s physical ability scores increases by 2.
Zerg Biology (Ex) All zerg gain Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158) and Tireless (PGtF 46) as racial bonus feats.
Zerg Breeding (Ex) Each zerg gains one of the following additional special qualities:
Swift Breed: One of the creature’s modes of movement increases its speed by 10 feet.
Thick-Skinned Breed: The creature’s natural armor bonus to AC improves by an additional 2.
Tracking Breed: The creature gains a +4 bonus on Survival checks made to follow tracks.
Zerg Metabolism (Ex) A zerg can usually go without food for a number of days equal to its Constitution score + 3, after which it must make Constitution checks as normal to avoid starvation. A zerg can usually go without water for 2 days plus a number of hours equal to eight times its constitution score, after which it must make Constitution checks as normal to avoid dehydration.
Zerg Talent (Ex) Each zerg gains one of the following feats as a racial bonus feat: Alertness, Athletic, Improved Natural Attack (MM 304) or Multiattack.
Skills Ultralisks gain a +4 racial bonus to Balance, Climb, Escape Artist and Hide checks, a +12 racial bonus to Listen and Spot checks and a +8 racial bonus to Swim checks. *An ultralisk with 5 ranks in Balance does not lose its Dex bonus (if any) to AC while balancing. An ultralisk can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when swimming, provided it swims in a straight line.

Andion Isurand
2015-02-26, 08:19 AM
A spellcaster with the Scion of the Swarm (http://www.giantitp.com/forums/showsinglepost.php?p=18814634&postcount=140) feat, can use the gate spell to call creatures of the Zerg subtype, including this "modified version" of a zerg overlord.


Zerg overlords that travel through the vacuum of space, use adapt body to reduce any environmental damage that might otherwise overcome their resistances, and use psionic overland flight to orient and propel themselves. For an extended journey through space without assistance, a zerg overlord uses know direction and location to navigate and suspend life to reduce its biological needs after building up the vast amount of momentum it requires to reach its destination. Accounting for periodic course corrections and minimal disruptions, a typical overlord can spend over eleven years drifting through space in a near-suspended state, without making a planetary pit stop.

A zerg overlord uses the stats of a typical Starwhale (AE 89) with 36 racial Hit Dice (+1 Constitution), along with Improved Toughness (CW 205), Master of Knowledge (HH 123), Mind Mask (SoS 117), Open Minded (taken seven times, XPH 48), Psionic Mastery (CP 59), Psionic Meditation (XPH 50) and Quick Reconnoiter (CAd 112) feats. A zerg overlord also includes the following changes:


Type: The creature’s type changes to Aberration (augmented Magical Beast, Psionic, Zerg) without any statistical recalculation.
Senses: In addition to its existing senses, the creature gains Darkvision out to 10 miles per racial Hit Die, Blindsight out to 120 feet, Superior Low-Light Vision and Superior Farsight (see below).
Languages: Even though they can’t speak verbally, zerg overlords know Common and possess Telepathy out to 10 feet per racial Hit Die.
hp: Zerg overlords gain Damage Reduction 1/- and Fast Healing 1.
Resist: Same as base creature, plus resistance to acid 10, cold 15, desiccation 15, electricity 10 and fire 5.
Immune: Same as base creature in addition to altitude fatigue, altitude sickness, disease, mental ability damage, mental ability drain, nausea, paralysis, poison, sleep effects, and damage caused by high pressure or a lack thereof.
Weaknesses: Same as the base creature, then add Docile (see below).
Speed: Same as the base creature, plus a swim speed of 20 feet.
Space/Reach: 30 ft./20 ft.
Melee: Remove all natural weapons from the base creature and add the following. A zerg overlord has no primary natural weapons.

2 secondary slam attacks each dealing 1d6 unmodified base damage.
8 secondary dropkick attacks dealing 1d2 unmodified base damage.
A secondary bite attack dealing 1d4 unmodified base damage.
Special Attacks/Actions: Remove all special attacks from the base creature. Add the following.

Drop Zone (Ex): A zerg overlord’s 8 legs have a reach of 5 feet per racial Hit Die. However, its legs can only reach locations that lie directly “under” its space. In conditions of zero gravity, an overlord using psionic overland flight can orient itself so that its legs can extend in any direction.
Dropkicks (Ex): A zerg overlord can use each of its legs to make a dropkick attack against any target that lies within its “Drop Zone”. Dropkick attacks deal bludgeoning damage and have a critical modifier of x2.
Reaving Strikes (Ex): The natural weapons of zerg overcome all forms of damage reduction based on a metallic material. When attacking an object or structure with a natural weapon, zerg may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
Drop Sacs (Ex): Even when flat-footed, a zerg overlord may release any number of ventral sacs currently attached to it as a free or immediate action. Once released, a ventral sac becomes an object attended by its occupant, but starts to automatically lose 1 hit point per round until it is destroyed. A zerg overlord automatically releases all of its ventral sacs when it dies or when it would normally lose this extraordinary ability. When underwater, released ventral sacs float to the surface at a rate of 60 feet per round.
Ethereal Wake (Su): A zerg overlord emanates a psionic ghost trap (SpC 103) effect, with an effective manifester level equal to its Hit Dice. It may suspend or resume this effect as a free or immediate action.
Mend Sacs (Su): As a swift action, a zerg overlord may psionically repair any number of ventral sacs currently attached to it, back to full hit points and hardness.
Seize Assets (Ex): As full-round action that provokes attacks of opportunity, a zerg overlord may use all of its legs to automatically grab up to 8 willing creatures or unattended objects at least two sizes smaller than its own that lie within its “Drop Zone” and bring them to any other location that lies within the same area, provided their combined weight does not exceed the overlord’s light load. Creatures and objects moved due to this ability, provoke attacks of opportunity for that movement.
Ventral Sacs (Ex): During its turn as an unlimited free action, a zerg overlord may envelop an unattended object or a willing creature that is at least two sizes smaller than its own, in a ventral sac, provided that it is both adjacent and completely within the “underside” of its space. The ventral sac then becomes attached to the overlord and continues to occupy that space relative to the overlord until it is discarded or destroyed.
Once created, a ventral sac is an opaque airtight rubbery object with an exterior hardness equal to the overlord’s natural armor bonus and hit points equal to its Hit Dice. Ventral sacs that remain attached to a zerg overlord, are considered attended objects in the overlord’s possession, and are supplied with an atmosphere ideal for other zerg strains. Creatures and objects inside a ventral sac gain immunity to environmental extremes and external sources of hit point damage in addition to total cover and total concealment, but are unable to leave their space. Any that wish to cut their way out of a ventral sac, must bring it to 0 hit points using light or natural weapons that deal piercing or slashing damage (AC 0). When an attack, force or effect destroys a ventral sac, the ventral sac absorbs it entirely just before dissolving and evaporating.
Corrosive Saliva (Ex): Zerg overlords deal 1 additional point of acid damage when making a successful bite attack.
Power Points/Day: Zerg overlords gain additional power points equal to their Hit Dice.
Psi-Like Abilities: Zerg overlords may manifest their psi-like abilities with a manifester level equal to their Hit Dice. The save DCs are charisma-based. In addition, the range for each psi-like ability is doubled and those with the charm or compulsion descriptor only function when used on creatures with the zerg subtype and an Intelligence score lower than 10. (A constant psi-like ability has no use limit and an indefinite duration; unless otherwise stated, a creature can only use a constant psi-like ability on itself. Dismissing or reactivating a constant psi-like ability is a swift action.)

Constant—adapt body, dispelling buffer, psionic overland flight, schism, psionic tongues, ubiquitous vision;
At will—correspond, know direction and location, mass missive, mindlink, psionic restoration, restore extremity, sense link, shatter mind blank, suspend life;
5/day—psionic charm, psionic dominate, psychic beacon, implanted suggestion;
Abilities: Change from the base creature as follows: Int 13, Cha +12.
Special Qualities: Same as the base creature plus the following.

Amphibious (Ex): Zerg breathe both air and water equally well.
Docile (Ex): Zerg overlords possess a low base attack bonus progression for their racial Hit Dice, and no primary natural weapons.
Gas Bladders (Ex): Zerg overlords possess the reach and carrying capacity of a quadruped, and can maintain their atmospheric and aquatic buoyancy with internal gas bladders. This allows them to fly and swim at their listed movement speeds, with a +4 racial bonus to Move Silently checks. In the vacuum of space, a zerg overlord may expel small jets of gas to move at its listed fly speed with perfect maneuverability.
Hold Breath (Ex): A zerg can usually hold its breath for a number of hours equal to four times its Constitution score, after which it must make a Constitution check each hour (DC 10 + 1 per previous success) to avoid suffocation.
Inside Access (Ex): A zerg overlord can see through any ventral sacs currently attached to it when using its ubiquitous vision psi-like ability. When using any of its magical or psionic abilities, a zerg overlord may automatically touch, target or include anything within those ventral sacs as if it had line of effect.
Planar Link (Su): Whenever a zerg overlord is teleported or leaves a plane by any means, everything inside the ventral sacs attached to it, travel to the same destination in the same configuration, except unwilling creatures and their possessions, which are left behind.
Service Provider (Su): While they remain inside ventral sacs attached to a zerg overlord, creatures gain the instinctive ability to manifest psionic restoration, restore extremity and suspend life as psi-like abilities usable at will, with an effective manifester level equal to that overlord’s Hit Dice.
Shared Adaptation (Su): The effect of a zerg overlord's adapt body psi-like ability, extends to all creatures inside any ventral sacs attached to it.
Superior Farsight (Ex): A zerg overlord suffers only one-tenth the normal penalty on Spot checks because of distance (-1 per 100 feet of distance, rather than -1 per 10 feet).
Swarm Marshal (Ex): When using its telepathy or psi-like abilities to communicate with other creatures of the zerg subtype, a zerg overlord is always understood regardless of language.
Wakefulness (Ex): Zerg do not sleep.
Zerg Biology (Ex): All zerg gain Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158) and Tireless (PGtF 46) as racial bonus feats.
Zerg Metabolism (Ex): A zerg can usually go without food for a number of days equal to its Constitution score + 3, after which it must make Constitution checks as normal to avoid starvation. A zerg can usually go without water for 2 days plus a number of hours equal to eight times its constitution score, after which it must make Constitution checks as normal to avoid dehydration.
Feats: Same as the base creature, plus Track as a racial bonus feat.
Skills: A zerg overlord gains all skills as class skills. A typical zerg overlord has the following skill ranks: Concentration 15 ranks, Hide 21 ranks, Knowledge (any 11) 1 rank, Listen 10 ranks, Move Silently 5 ranks, Psicraft 20 ranks, Search 10 ranks, Sense Motive 10 ranks, Spellcraft 20 ranks, Spot 10 ranks, Survival 15 ranks and Tumble 5 ranks. It also gains a +4 racial bonus to Escape Artist, Hide and Sense Motive checks, a +12 racial bonus to Listen and Spot checks, and a +8 racial bonus to Swim checks. The creature can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when flying or swimming, provided it does so in a straight line.

ZERG OVERLORD CR 14
Usually N Colossal Aberration (augmented Magical Beast, Zerg)
Init +0 (+0 Dex); Senses Darkvision 360 miles (10 per racial Hit Die), Blindsight 120 ft., Superior Low-Light Vision, Superior Farsight; Listen +24, Spot +24; Quick Reconnoiter
Languages understands Common; cannot speak; Telepathy 360 ft. (10 per racial Hit Die); swarm marshal
AC 14, touch 2, flat-footed 14 (-8 Size, +12 natural)
hp 594 (36d10+360+36); Fast Healing 1; DR 1/-
Immune altitude fatigue, altitude sickness, disease, mental ability damage, mental ability drain, nausea, paralysis, poison, sleep effects, damage caused by high pressure or a lack thereof
Resist acid 10, cold 15, desiccation 15, electricity 10, fire 5
Weakness Docile
Fort +30, Ref +20, Will +22
Speed fly 20 ft. (good), swim 20 ft.; Run
Melee 2 slams +19 (1d6+7) and 8 dropkicks +19 (1d2+7) and bite +19 (1d4+7 plus 1 acid)
Space 30 ft.; Reach 20 ft. (Long); drop zone
Base Atk +18; Grp +48
Atk Options dropkicks, reaving strikes
Special Actions drop sacs, ethereal wake, mend sacs, seize assets, Track, ventral sacs
Power Points/Day 36
Psi-Like Abilities (ML 36th, Cha-based):

Constant—adapt body, dispelling buffer, psionic overland flight, schism, psionic tongues, ubiquitous vision;
At will—correspond, know direction and location, mass missive, mindlink, psionic restoration, restore extremity, sense link, shatter mind blank, suspend life;
5/day—psionic charm, psionic dominate, psychic beacon, implanted suggestion;
Abilities Str 39, Dex 11, Con 30, Int 13, Wis 14, Cha 18
SA corrosive saliva, dropkicks, reaving strikes
SQ amphibious, docile, drop zone, gas bladders, hold breath, inside access, planar link, service provider, shared adaptation, superior farsight, swarm marshal, wakefulness, zerg aptitude, zerg biology, zerg breeding, zerg metabolism, zerg talent
Feats Improved Toughness (CW 205), Master of Knowledge (HH 123), Mind Mask (SoS 117), Open Minded (taken seven times, XPH 48), Psionic Mastery (CP 59), Psionic Meditation (XPH 50), Quick Reconnoiter (CAd 112)
Racial Feats Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158), Tireless (PGtF 46), Track
Skills Concentration +25, Escape Artist +4, Hide +9, Knowledge (any 11) +3, Listen +24, Move Silently +9, Psicraft +21, Search +11, Sense Motive +16, Spellcraft +21, Spot +24, Survival +17, Swim +22, Tumble +5
Synergy Diplomacy +2, Knowledge (nature) +3, Survival +2 (follow tracks)
Drop Zone (Ex) A zerg overlord’s 8 legs have a reach of 5 feet per racial Hit Die. However, its legs can only reach locations that lie directly “under” its space. In conditions of zero gravity, an overlord using psionic overland flight can orient itself so that its legs can extend in any direction.
Dropkicks (Ex) A zerg overlord can use each of its legs to make a dropkick attack against any target that lies within its “Drop Zone”. Dropkick attacks deal bludgeoning damage and have a critical modifier of x2.
Reaving Strikes (Ex) The natural weapons of zerg overcome all forms of damage reduction based on a metallic material. When attacking an object or structure with a natural weapon, zerg may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
Drop Sacs (Ex) Even when flat-footed, a zerg overlord may release any number of ventral sacs currently attached to it as a free or immediate action. Once released, a ventral sac becomes an object attended by its occupant, but starts to automatically lose 1 hit point per round until it is destroyed. A zerg overlord automatically releases all of its ventral sacs when it dies or when it would normally lose this extraordinary ability. When underwater, released ventral sacs float to the surface at a rate of 60 feet per round.
Ethereal Wake (Su) A zerg overlord emanates a psionic ghost trap (SpC 103) effect, with an effective manifester level equal to its Hit Dice. It may suspend or resume this effect as a free or immediate action.
Mend Sacs (Su) As a swift action, a zerg overlord may psionically repair any number of ventral sacs currently attached to it, back to full hit points and hardness.
Seize Assets (Ex) As full-round action that provokes attacks of opportunity, a zerg overlord may use all of its legs to automatically grab up to 8 willing creatures or unattended objects at least two sizes smaller than its own that lie within its “Drop Zone” and bring them to any other location that lies within the same area, provided their combined weight does not exceed the overlord’s light load. Creatures and objects moved due to this ability, provoke attacks of opportunity for that movement.
Ventral Sacs (Ex) During its turn as an unlimited free action, a zerg overlord may envelop an unattended object or a willing creature that is at least two sizes smaller than its own, in a ventral sac, provided that it is both adjacent and completely within the “underside” of its space. The ventral sac then becomes attached to the overlord and continues to occupy that space relative to the overlord until it is discarded or destroyed.
Once created, a ventral sac is an opaque airtight rubbery object with an exterior hardness equal to the overlord’s natural armor bonus and hit points equal to its Hit Dice. Ventral sacs that remain attached to a zerg overlord, are considered attended objects in the overlord’s possession, and are supplied with an atmosphere ideal for other zerg strains. Creatures and objects inside a ventral sac gain immunity to environmental extremes and external sources of hit point damage in addition to total cover and total concealment, but are unable to leave their space. Any that wish to cut their way out of a ventral sac, must bring it to 0 hit points using light or natural weapons that deal piercing or slashing damage (AC 0). When an attack, force or effect destroys a ventral sac, the ventral sac absorbs it entirely just before dissolving and evaporating.
Power Points/Day (Ex) Zerg overlords gain additional power points equal to their Hit Dice.
Psi-Like Abilities (Sp) Zerg overlords may manifest their psi-like abilities with a manifester level equal to their Hit Dice. The save DCs are charisma-based. In addition, the range for each psi-like ability is doubled and those with the charm or compulsion descriptor only function when used on creatures with the zerg subtype and an Intelligence score lower than 10. (A constant psi-like ability has no use limit and an indefinite duration; unless otherwise stated, a creature can only use a constant psi-like ability on itself. Dismissing or reactivating a constant psi-like ability is a swift action.)
Corrosive Saliva (Ex) Zerg overlords deal 1 additional point of acid damage when making a successful bite attack.
Amphibious (Ex) Zerg breathe both air and water equally well.
Docile (Ex) Zerg overlords possess a low base attack bonus progression for their racial Hit Dice, and no primary natural weapons.
Gas Bladders (Ex) Zerg overlords possess the reach and carrying capacity of a quadruped, and can maintain their atmospheric and aquatic buoyancy with internal gas bladders. This allows them to fly and swim at their listed movement speeds, with a +4 racial bonus to Move Silently checks. In the vacuum of space, a zerg overlord may expel small jets of gas to move at its listed fly speed with perfect maneuverability.
Hold Breath (Ex) A zerg can usually hold its breath for a number of hours equal to four times its Constitution score, after which it must make a Constitution check each hour (DC 10 + 1 per previous success) to avoid suffocation.
Inside Access (Ex) A zerg overlord can see through any ventral sacs currently attached to it when using its ubiquitous vision psi-like ability. When using any of its magical or psionic abilities, a zerg overlord may automatically touch, target or include anything within those ventral sacs as if it had line of effect.
Planar Link (Su) Whenever a zerg overlord is teleported or leaves a plane by any means, everything inside the ventral sacs attached to it, travel to the same destination in the same configuration, except unwilling creatures and their possessions, which are left behind.
Service Provider (Su) While they remain inside ventral sacs attached to a zerg overlord, creatures gain the instinctive ability to manifest psionic restoration, restore extremity and suspend life as psi-like abilities usable at will, with an effective manifester level equal to that overlord’s Hit Dice.
Shared Adaptation (Su) The effect of a zerg overlord's adapt body psi-like ability, extends to all creatures inside any ventral sacs attached to it.
Superior Farsight (Ex) A zerg overlord suffers only one-tenth the normal penalty on Spot checks because of distance (-1 per 100 feet of distance, rather than -1 per 10 feet).
Swarm Marshal (Ex) When using its telepathy or psi-like abilities to communicate with other creatures of the zerg subtype, a zerg overlord is always understood regardless of language.
Wakefulness (Ex) Zerg do not sleep.
Zerg Aptitude (Ex) One of a zerg’s physical ability scores increases by 2.
Zerg Biology (Ex) All zerg gain Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158) and Tireless (PGtF 46) as racial bonus feats.
Zerg Breeding (Ex) Each zerg gains one of the following additional special qualities:
Swift Breed: One of the creature’s modes of movement increases its speed by 10 feet.
Thick-Skinned Breed: The creature’s natural armor bonus to AC improves by an additional 2.
Tracking Breed: The creature gains a +4 bonus on Survival checks made to follow tracks.
Zerg Metabolism (Ex) A zerg can usually go without food for a number of days equal to its Constitution score + 3, after which it must make Constitution checks as normal to avoid starvation. A zerg can usually go without water for 2 days plus a number of hours equal to eight times its constitution score, after which it must make Constitution checks as normal to avoid dehydration.
Zerg Talent (Ex) Each zerg gains one of the following feats as a racial bonus feat: Alertness, Athletic, Improved Natural Attack (MM 304) or Multiattack.
Skills A zerg overlord gains all skills as class skills. Zerg overlords gain a +4 racial bonus to Escape Artist, Hide and Sense Motive checks, a +12 racial bonus to Listen and Spot checks, and a +8 racial bonus to Swim checks. A zerg overlord can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when flying or swimming, provided it does so in a straight line.

DeAnno
2015-02-26, 02:37 PM
I have mostly lurked for the past... while, but this is too cute to ignore. DeAnno (http://www.giantitp.com/forums/showsinglepost.php?p=18880992&postcount=233) gives whatever permission is necessary. My sig has things that might be inspirational, and, well:

Common Themes:
Sorcerers
Direct Damage
Elements (Elementals, Inner Planes, Energy and Force Damage)
Paranoia
Speed
Accuracy

illyahr
2015-02-26, 03:22 PM
All over that

DeAnno's Reflexive Shot
Evocation [Force]
Level: Bard 2, Sorc/Wiz 3
Components: V,S
Casting Time: 1 Immediate Action
Range: Touch
Target: Enemy attacking you
Duration: Instantaneous
Saving Throw: No
Spell Resist:Yes

A surprise attack from behind makes your nerves jump. Before you even see who it is, you have launched a blast and sent your attacker flying.

When you are attacked while denied your Dexterity to AC (such as when you are Flat-Footed) or while you are flanked, you can send a blast of Force to knock your attacker backwards. This does not provoke an Attack of Opportunity. Target takes 1d4 damage/2 CL and you may initiate a free Bull Rush attempt with a bonus to the check equal to your caster level.

Good for squishy low-level casters so they can survive for a bit. :smallsmile:

DeAnno
2015-02-26, 04:03 PM
DeAnno's Reflexive Shot

Interesting, and handy; the idea of the shock and fear letting you cast the spell at all is cool. You might want to specify if it can be cast while flat-footed though (you can't take actions by default while flat-footed, but the text of the spell seems to indicate it's useful for surprises).

137beth
2015-02-26, 05:34 PM
Kurald Galain's Ability Geekery (http://www.giantitp.com/forums/showthread.php?396719-3-x-PF-GitP-Regulars-as-Spells!&p=18882100#post18882100)
Divination [Law]
Level: Sorcerer/Wizard 5
Components: S, M
Casting Time: 1 full round action
Range: Medium
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
Duration: Permanent, See Text
Material: A book of 50 blank pages worth 1 gp

The book used as a material component is transformed into a magical compendium of information about the target. Initially, it is blank. Whenever the target uses an ability of any kind after the spell takes effect, that ability is automatically recorded in the book. If any of these abilities reveal information about the subject's race or class, these are also recorded.
When all 50 pages are filled, the book becomes "locked". It's contents remain visible, but any new information is not recorded in the book. However, a second casting of this spell allows the record-keeping to continue into a second book. For subsequent castings used to extend the spell's effects in this manner, you do not need to be within range of the target, or even have line of effect.


Obviously, this is a riff on the Class and Level Geekery. It does not have a verbal component, since forum threads do not require verbal input. The book is limited to 50 pages, because forum threads are locked at that point. You only need to get close to someone once, though, and you can continue filling up books about them--no character is removed from the C&LG, even those long gone from the comic.


Also, I give permission to anyone who wants to make a spell for me.
137ben (http://www.giantitp.com/forums/showthread.php?396719-3-x-PF-GitP-Regulars-as-Spells!&p=18882100#post18882100)

fluke1993
2015-02-26, 05:34 PM
Dunno if I warrant it, but I give my permission.

illyahr
2015-02-26, 05:43 PM
Interesting, and handy; the idea of the shock and fear letting you cast the spell at all is cool. You might want to specify if it can be cast while flat-footed though (you can't take actions by default while flat-footed, but the text of the spell seems to indicate it's useful for surprises).

Clarified, just to be safe. :smallsmile:

zergling.exe
2015-02-26, 06:04 PM
Kurald Galain's Ability Geekery (http://www.giantitp.com/forums/showthread.php?396719-3-x-PF-GitP-Regulars-as-Spells!&p=18882100#post18882100)
Divination [Law]
Level: Sorcerer/Wizard 5
Components: S, M
Casting Time: 1 full round action
Range: Medium
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
Duration: Permanent, See Text
Material: A book of 50 blank pages worth 1 gp

The book used as a material component is transformed into a magical compendium of information about the target. Initially, it is blank. Whenever the target uses an ability of any kind after the spell takes effect, that ability is automatically recorded in the book. If any of these abilities reveal information about the subject's race or class, these are also recorded.
When all 50 pages are filled, the book becomes "locked". It's contents remain visible, but any new information is not recorded in the book. However, a second casting of this spell allows the record-keeping to continue into a second book. For subsequent castings used to extend the spell's effects in this manner, you do not need to be within range of the target, or even have line of effect.


Obviously, this is a riff on the Class and Level Geekery. It does not have a verbal component, since forum threads do not require verbal input. The book is limited to 50 pages, because forum threads are locked at that point. You only need to get close to someone once, though, and you can continue filling up books about them--no character is removed from the C&LG, even those long gone from the comic.


Also, I give permission to anyone who wants to make a spell for me.
137ben (http://www.giantitp.com/forums/showthread.php?396719-3-x-PF-GitP-Regulars-as-Spells!&p=18882100#post18882100)

Might want to make the book a focus, as material components are consumed upon casting thus you would have no book to fill.

Jormengand
2015-02-26, 06:27 PM
Dunno if I warrant it, but I give my permission.

Fluke's Burning Head
Evocation [Fire, Cursed]
Level: Clr 4
Casting Time: 1 standard action
Components: V, S, DF
Range: Touch
Target: Creature touched
Duration: Permanent until discharged
Saving throw: Will negates (Appears harmless)
Spell resistance: Yes (Appears harmless)

This spell appears to be the spell Imbue with spell ability, (though no spells are actually transferred, some appear to be) and cannot be detected for what it is until one of the granted spells is actually cast. At this point, the target's head is set ablaze, and they take 1d6 points of fire damage per level. They fail, of course, actually to cast the granted spell, and the others (if any) are lost. While the source of the damage is probably obvious, the target is not necessarily aware of it.

Blackhawk748
2015-02-26, 06:47 PM
[More Curse laden goodness

See Jormengand? This i why your the Master of Curses, and why no one is gonna mess with one of your casters :smalltongue:

Jormengand
2015-02-27, 04:20 AM
See Jormengand? This i why your the Master of Curses, and why no one is gonna mess with one of your casters :smalltongue:

A curses-only spellcaster would be hilarious.

Ultimately ineffective because you have to get someone to accept the cursed spell, but hilarious.

Ferronach
2015-02-27, 01:49 PM
First ever attempt at making a spell so please bear with me.


School: Conjuration
Level: Artificer 1, Wizard/Sorcerer 6
Casting Time: 20 seconds
Components: V, S
Range: 0 ft.
Duration: Instantaneous
Effect: One serving of Jell-O summoned
Saving Throw: None
Spell Resistance: No

Legend states that long ago an artificer of some repute was working on a very potent spell that would be applied to a weapon at a later date. This artificer researched for many days and nights, looking for ways to ensure that the wielder of the weapon know exactly what his weapon could and could not do in every possible situation.

So thorough was his search that he travelled the planes to a world with strange people and stranger customs and even stranger victuals. It was here that he became enamoured with a food unlike any he had ever encountered. It came in a rainbow of colours and flavours, and an awe inspiring variety of shapes. The most common shape was a cube, which reminded the artificer of a gelatinous cube that he had encountered. This food had shape and structure but – like the ooze – was able to wriggle and contort itself in hilarious ways. When he asked what it was, the locals uttered a single word – “Jell-O”.

Upon returning to his work-shop he resumed working on his spell; perfecting it and the instructions to along with it. Unfortunately, his mind kept drifting back to the Jell-O and he became so fixated on it that he abandoned his masterpiece and crafted a new spell, one that would bring Jell-O from that far off world to him so that he could eat it.
The true nature of the original spell he was working on is as lost to time as his name. Fortunately, his Jell-O spell has survived the ravages of time and as such, he has become known as the Hunter of Jell-O.

When cast, the caster must choose where the summoned Jell-O is to appear, what shape it is to assume and what colour and flavour it is to be. The Caster must also decide on a spoon or a fork as the spell will summon a serving of Jell-O in a bowl with the desired utensil to the specified location.

The summoned Jell-O functions in the same as 1 Goodberry/caster level (up to 8).


HunterOfJello seems to like Artificers and researching things. The name implies a love of Jell-O (either that or a hatred for it).

Let me know if I am remotely close?

Blackhawk748
2015-02-27, 02:07 PM
A curses-only spellcaster would be hilarious.

Ultimately ineffective because you have to get someone to accept the cursed spell, but hilarious.

MWAHAHAHAHA!!! ALL THE CURSES!!

Its actually fairly viable, go into Hexer for more cursey goodness and then just use all of those wonderful cursed spells you made. Gonna need a lot of Bluff....

Segev
2015-02-27, 02:41 PM
Would the cursed version of the Jell-O spell be, "Curses, foiled again?" It binds the jell-o in a strangely maleable metal armor?

dascarletm
2015-02-27, 02:51 PM
Permission, because who doesn't want to have a spell named after them? :smalltongue:

dascarletm (http://www.giantitp.com/forums/showsinglepost.php?p=18886395&postcount=246)

Ferronach
2015-02-27, 02:59 PM
Would the cursed version of the Jell-O spell be, "Curses, foiled again?" It binds the jell-o in a strangely maleable metal armor?

Only if it is cast by some meddling kids! hahaha

Jormengand
2015-02-27, 03:43 PM
I have no idea how to write maneuvres, but I really want to write a cursed maneuvre that looks like IHS, but actually causes you/your partner to concieve the next time you dance the horizontal dance with someone compatible.

Regardless, I shall have to use your other sig quote and thing:

Scarlet's Heated Craze
Enchantment (Compulsion) [Cursed, Mind-affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One willing living creature per three levels, no two of which may be more than 30 ft. apart
Duration: Concentration + 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

This spell appears, when cast, to be the spell Rage, to the point of actually being unidentifiable as anything else until it takes effect. The moment that anyone actually attempts to use any aspect of their rage, they become heavily inebriated, taking a -6 penalty to their dexterity, wisdom and intelligence, and losing the actual effects of their rage, for the duration. They sober up afterwards, but even then are oblivious to the cause of their own drunkenness unless they work it out through rational deduction of the spell's sudden loss of functionality inciding with their sudden impairment.

Those who are barbarians or others of their calibre may still rage as normal while drunk, though whether or not this is advisable is up for debate.



I hope you're amused.

dascarletm
2015-02-27, 05:37 PM
Most hilarious!

I appreciate the effort! :smallbiggrin:

My next NPC will use this and other similar things....

:smallamused: should be entertaining.

Venger
2015-02-27, 06:09 PM
this thread is hilarious. I'm down. permission granted

Venger (http://www.giantitp.com/forums/showsinglepost.php?p=18887267&postcount=250)