Baron Corm
2007-06-25, 12:41 PM
Alright here we go. Self destruct is something you see magicians in movies and stuff do a lot; I'd like to know whether you think drawback 1 or 2 is more appropriate. Violent renewal is kind of a crazy thing to give a wizard, but you can't use it on yourself. If there's some way of using it on yourself with contingency or something, I'd like to know that. Also in the market for a better drawback than 2 rounds of stun, since that seems kind of random, or would it be alright to drop the stun, since you can't use it on yourself anyway? Incessant renewal is kind of like an upgraded version of displacement and blink; it actually destroys parts of you, so neither true seeing nor a ghost touch weapon will bypass the miss chance. PEACH.
Self Destruct
Transmutation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 round
Range: Personal/Long (400 ft. + 40 ft./level)
Target: You/Creatures within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No/Yes
This spell causes the magical energies stored in your body to go wild and burst from your body, tearing you apart in the process. Spells you still have left to cast for the day take the form of magic missiles which deal 1d6 force damage per spell level. You may choose the target of these missiles. For example, if you had two 0th level spells, two 1st level spells, and two 8th level spells left to cast, you would be able to target two missiles dealing 1d6 force damage and two missiles dealing 8d6 force damage against any creature or combination of creatures within range.
Possible Drawback 1: This spell instantly slays you. If you are somehow immune to being killed by this spell, it fizzles. Because your magical energies are dispersed, nothing short of a wish or miracle (to make your soul one piece again) followed by a true ressurection can bring you back. Any items you are carrying are unharmed.
Possible Drawback 2: Any spell slots used to power this spell are considered used. All spell slots you have left to cast for the day must be used.
Violent Renewal
Transmutation
Level: Clr 9, Sor/Wiz 9
Components: V, S, DF
Casting Time: 1 standard action (see text)
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Reflex half, Fortitude negates, or Fortitude and Will partial (see text)
Spell Resistance: No (bludgeoning damage) or Yes (creature touched)
This spell causes a touched creature to be blown to bits, killing it and dealing 1d(creature's hit dice) bludgeoning damage/level (maximum 25d(creature's hit dice)) to creatures within 20 feet (including you). You may spend a swift action during the same round you cast this spell to cause the creature to reassemble itself, healing it of all damage, ability damage, poison, disease, and any other physical ailment. This would not include, for example, energy drain. A creature reassembled takes 2 points of Constitution damage and is considered fatigued. He is rendered prone and stunned for 2 rounds. A creature immune to stunning is still rendered prone.
A willing creature who does not receive the swift action he expected you to use to bring him back to full health may attempt a Fortitude save and a Will save to bring himself back to health. A successful Fortitude save brings his body back to the way it was before (including all negative conditions), while a successful Fortitude save and a successful Will save causes the spell to have its normal effects.
An unwilling creature may attempt a Fortitude save to prevent himself from being blown up in the first place, which negates all effects of the spell.
A creature with a Constution score of 10 or less is unable to be reassembled with this spell (it simply destroys the creature). If this spell is used on yourself, you have no means of reassembling yourself, so you just die.
Incessant Renewal
Transmutation
Level: Brd 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Personal; see text
Target: You; see text
Duration: 1 round/level
Save: None
Spell Resistance: No
This spell causes a random part of your body to explode and subsequently remake itself once every round. This effectively grants you fast healing 1 per 4 levels (maximum 5), deals 1d8 bludgeoning damage per 2 levels (maximum 10d8) to adjacent creatures, and gives attacks against you a 25% miss chance. Every round, there is a 25% chance that 1 point of ability damage to an ability score of your choice is cured.
Any spell with a somatic or verbal component has a 25% chance to fail with this spell active, and any spell with both has a 50% chance to fail. The noise this spell creates is sufficient to give away your position if you are invisible or trying to hide.
Self Destruct
Transmutation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 round
Range: Personal/Long (400 ft. + 40 ft./level)
Target: You/Creatures within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No/Yes
This spell causes the magical energies stored in your body to go wild and burst from your body, tearing you apart in the process. Spells you still have left to cast for the day take the form of magic missiles which deal 1d6 force damage per spell level. You may choose the target of these missiles. For example, if you had two 0th level spells, two 1st level spells, and two 8th level spells left to cast, you would be able to target two missiles dealing 1d6 force damage and two missiles dealing 8d6 force damage against any creature or combination of creatures within range.
Possible Drawback 1: This spell instantly slays you. If you are somehow immune to being killed by this spell, it fizzles. Because your magical energies are dispersed, nothing short of a wish or miracle (to make your soul one piece again) followed by a true ressurection can bring you back. Any items you are carrying are unharmed.
Possible Drawback 2: Any spell slots used to power this spell are considered used. All spell slots you have left to cast for the day must be used.
Violent Renewal
Transmutation
Level: Clr 9, Sor/Wiz 9
Components: V, S, DF
Casting Time: 1 standard action (see text)
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Reflex half, Fortitude negates, or Fortitude and Will partial (see text)
Spell Resistance: No (bludgeoning damage) or Yes (creature touched)
This spell causes a touched creature to be blown to bits, killing it and dealing 1d(creature's hit dice) bludgeoning damage/level (maximum 25d(creature's hit dice)) to creatures within 20 feet (including you). You may spend a swift action during the same round you cast this spell to cause the creature to reassemble itself, healing it of all damage, ability damage, poison, disease, and any other physical ailment. This would not include, for example, energy drain. A creature reassembled takes 2 points of Constitution damage and is considered fatigued. He is rendered prone and stunned for 2 rounds. A creature immune to stunning is still rendered prone.
A willing creature who does not receive the swift action he expected you to use to bring him back to full health may attempt a Fortitude save and a Will save to bring himself back to health. A successful Fortitude save brings his body back to the way it was before (including all negative conditions), while a successful Fortitude save and a successful Will save causes the spell to have its normal effects.
An unwilling creature may attempt a Fortitude save to prevent himself from being blown up in the first place, which negates all effects of the spell.
A creature with a Constution score of 10 or less is unable to be reassembled with this spell (it simply destroys the creature). If this spell is used on yourself, you have no means of reassembling yourself, so you just die.
Incessant Renewal
Transmutation
Level: Brd 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Personal; see text
Target: You; see text
Duration: 1 round/level
Save: None
Spell Resistance: No
This spell causes a random part of your body to explode and subsequently remake itself once every round. This effectively grants you fast healing 1 per 4 levels (maximum 5), deals 1d8 bludgeoning damage per 2 levels (maximum 10d8) to adjacent creatures, and gives attacks against you a 25% miss chance. Every round, there is a 25% chance that 1 point of ability damage to an ability score of your choice is cured.
Any spell with a somatic or verbal component has a 25% chance to fail with this spell active, and any spell with both has a 50% chance to fail. The noise this spell creates is sufficient to give away your position if you are invisible or trying to hide.