vegetablevoice
2007-08-05, 11:55 PM
These are spells I've scribbled up for the Tears of Blood setting (Community World Building). The first is basically adding color to the halflings' Travel goddess; the last three are to fill spots in new domains.
The levels of these spells are FIXED. Please help me fit the other mechanics to the level.
Ensoul Ship
Conjuration (Calling)
Level: Andmere 1
Components: V, S, M, DF
Casting Time: One half-hour
Range: Touch
Target: One ocean-going vessel
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
Visual description goes here.
This ritual of Andmere’s faith endows a halfling vessel with its soul. An ensouled ship gives all halflings on board a +1 sacred bonus to all Profession (Sailor) checks, and is treated as a “permanent fixture” of a temple for purposes of consecrate. An ensouled ship can also be hallowed.
Inexhaustible Vigor
Transmutation
Level: Stamina 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Visual description goes here.
This spell makes the target almost impossible to keep down. The target creature is immune to fatigue, exhaustion, stunning, and sickening; any such ailments in effect when the spell is cast are suppressed for the spell’s duration. The target creature also becomes immune to non-lethal damage.
Barbed Taunt
Enchantment (Compulsion) [Mind-Affecting, Language-Dependent (see text)]
Level: Audacity 5
Components: V, S, DF,
Casting Time: 1 immediate action
Range: Short
Target: 1 intelligent creature
Duration: See text
Saving Throw: Will partial; see text
Spell Resistance: Yes
Descriptive text blah.
By taunting an opponent, you force them to attack you. If they fail a Will save, you can choose their attack through your taunt (“Ooh, I’m so scared of your big scary axe scary thing!” “Poison gas? Which end does it come out of?”). If the target makes the Will save, or if they don’t understand the language you taunt them in, they are still compelled to attack you on their next turn, but may choose the attack normally. Successful spell resistance negates the entire spell normally.
Each round, you may continue taunting this opponent as a standard action that provokes attacks of opportunity. A new saving throw is rolled each round.
You may not taunt an opponent into using an attack that you don’t know they have. If you try and compel them to use an attack they don’t have or can’t use (for instance, the wizard doesn’t have meteor swarm memorized, or the creature you think is a fire-breathing red dragon is actually a giant eagle masked by an illusion), your taunt is nonsensical and does not compel them to attack you this round. You may try and attract their ire again the next round; on any round that you do attempt to make them attack you, the spell ends.
Method in Madness
Transmutation
Level: Audacity 6
Components: V, S, DF,
Casting Time: 1 immediate action
Range: Self
Target: Yourself
Duration: 2 rounds/level
Saving Throw: None
Spell Resistance: No
Blah blah descriptive text
This spell is itself a powerful metamagic dweomer. At the end of its duration, or at any time during that duration, you may cast an offensive, single-target spell of 4th level or lower. You may enhance this second spell in the following ways, depending on how many attacks of opportunity you provoked during method in madness’ duration:
*+1 to the DC of any required saving throw (per AoO)
*+1 per die of damage (per AoO)
*One extra target (per 2 AoO; additional targets must have made AoOs against you; this effect creates a copy of the second spell)
*+10 feet of range (per AoO)
Thanks in advance for help!
-VV
The levels of these spells are FIXED. Please help me fit the other mechanics to the level.
Ensoul Ship
Conjuration (Calling)
Level: Andmere 1
Components: V, S, M, DF
Casting Time: One half-hour
Range: Touch
Target: One ocean-going vessel
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
Visual description goes here.
This ritual of Andmere’s faith endows a halfling vessel with its soul. An ensouled ship gives all halflings on board a +1 sacred bonus to all Profession (Sailor) checks, and is treated as a “permanent fixture” of a temple for purposes of consecrate. An ensouled ship can also be hallowed.
Inexhaustible Vigor
Transmutation
Level: Stamina 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Visual description goes here.
This spell makes the target almost impossible to keep down. The target creature is immune to fatigue, exhaustion, stunning, and sickening; any such ailments in effect when the spell is cast are suppressed for the spell’s duration. The target creature also becomes immune to non-lethal damage.
Barbed Taunt
Enchantment (Compulsion) [Mind-Affecting, Language-Dependent (see text)]
Level: Audacity 5
Components: V, S, DF,
Casting Time: 1 immediate action
Range: Short
Target: 1 intelligent creature
Duration: See text
Saving Throw: Will partial; see text
Spell Resistance: Yes
Descriptive text blah.
By taunting an opponent, you force them to attack you. If they fail a Will save, you can choose their attack through your taunt (“Ooh, I’m so scared of your big scary axe scary thing!” “Poison gas? Which end does it come out of?”). If the target makes the Will save, or if they don’t understand the language you taunt them in, they are still compelled to attack you on their next turn, but may choose the attack normally. Successful spell resistance negates the entire spell normally.
Each round, you may continue taunting this opponent as a standard action that provokes attacks of opportunity. A new saving throw is rolled each round.
You may not taunt an opponent into using an attack that you don’t know they have. If you try and compel them to use an attack they don’t have or can’t use (for instance, the wizard doesn’t have meteor swarm memorized, or the creature you think is a fire-breathing red dragon is actually a giant eagle masked by an illusion), your taunt is nonsensical and does not compel them to attack you this round. You may try and attract their ire again the next round; on any round that you do attempt to make them attack you, the spell ends.
Method in Madness
Transmutation
Level: Audacity 6
Components: V, S, DF,
Casting Time: 1 immediate action
Range: Self
Target: Yourself
Duration: 2 rounds/level
Saving Throw: None
Spell Resistance: No
Blah blah descriptive text
This spell is itself a powerful metamagic dweomer. At the end of its duration, or at any time during that duration, you may cast an offensive, single-target spell of 4th level or lower. You may enhance this second spell in the following ways, depending on how many attacks of opportunity you provoked during method in madness’ duration:
*+1 to the DC of any required saving throw (per AoO)
*+1 per die of damage (per AoO)
*One extra target (per 2 AoO; additional targets must have made AoOs against you; this effect creates a copy of the second spell)
*+10 feet of range (per AoO)
Thanks in advance for help!
-VV