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View Full Version : Optimization Twisted Gift Epic Spell



Schattenbach
2017-01-26, 07:15 AM
I'm currently considering the creation of an epic spell that pretty much transports one unattended (or, optionaly, in the charactrer's possession) object (well ... other entities could work as well, but lets keep it down at objects and such) to some other creature (if possible also mixing it into its possession) and either tricking (or outright forcing) it to interact with it (or use it, depending on the item).

The item/object could be some powerful cursed item, something that does bad things to those nearby or that touch it, or some artifact or such ...

Possibly useful seeds might be ... Forsee Seed (to make sure things work out the way they should and such) ... Teleport Seed (to transport the object/entity) ... as well as Compel Seed/Delude Seed/Transform Seed to somehow make the target use the item by tricking and/or forcing him to use it.

It would be nice if there were three versions of variable strength ...

Standard-Version ... that's reasonably effortlessly useable and does its job just fine, but could be stopped if the target is sufficiently prepared or careful.

Advanced-Version ... that's somewhat difficult to use without significant migiation (ritual or whatever else) and does its job extremely, but could be stopped if the target is extremely well prepared as well as very cautious.

Deluxe-Version ... that ignores costs to scale things up to however high is necessary to make it work ... to more or less screw the target over with its effect pretty much no matter what

Hasa someone some suggestion about the optimization of this spell?

Thanks in advance.

Jormengand
2017-01-26, 09:10 AM
For the basic version of the spell, how about:

Twisted Gift
Seed: Compel, Transport
Conjuration Enchantment (Compulsion, Teleportation) [Mind-affecting]
Spellcraft DC: 46
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Touched objects weighing up to 1,000 lb.
Duration: Instantaneous
Saving Throw: None or Will negates (see text)
Spell Resistance: No or Yes (see text)
To Develop: 414,000 gp; 9 days; 16,650 XP. Seeds: compel (DC 19), transport (DC 27). Factors: Only send item (ad hoc -4 DC), fixed compulsion (ad hoc -8 DC) long range compulsion (ad hoc +12 DC).

You send an item to any creature, who must take a will save or accept it. They needn't accept it if you cannot beat their spell resistance even if they fail the save, but no saves or spell resistance can prevent the object being transported to them.

Arbane
2017-01-26, 12:20 PM
Combine with Trap the Soul for an instakill!