rferries
2017-07-29, 03:07 AM
Along the lines of the Giant's divination attack spells (http://www.giantitp.com/forums/showsinglepost.php?p=10546569&postcount=16).
These spells do not allow saving throws or spell resistance - you aren't attacking your enemies directly, instead you're revealing horrible truths to them. To balance them, the spells have long casting times and other drawbacks.
Mad Seer's Grasp
Divination
Level: Bard 4, Clr 4, Knowledge 4, Madness 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 round
Range: Touch
Target: Creature grappled
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You channel a prescient and malevolent extraplanar entity through your own body. Once possessed, you grasp a foe close with unnatural strength and whisper knowledge of their impending doom to them.
Make a grapple attempt against a foe within reach. You provoke an attack of opportunity and must make a melee touch attack, as normal for a grapple attempt. Your grapple check to establish a hold for this attempt is equal to your caster level (maximum +15) + your relevant spellcasting ability modifier (Charisma for bards and sorcerers, Intelligence for wizards, and Wisdom for clerics) + your size modifier. If you fail to establish a hold, the spell fails.
If you establish a hold, you seize your opponent by the arm or the like and gaze fiercely into their eyes, intoning a terrible fate that you have foreseen for them. The horror of this moment overwhelms your opponent and they die instantly.
If there is no foe within reach when you complete the casting, you may take one move action before making a grapple attempt. If there is still no foe within reach after the move, the spell fails and your turn ends. Regardless of whether or not there was a foe within reach or whether or not you established a hold, you are fatigued for the remainder of the encounter.
This is not a mind-affecting effect. The entity you channel speaks through you in an raving gibber that is somehow intelligible to any creature with a language. Creatures immune to non-magical fear are immune to this spell.
Focus
A tattered beggar's garments or other ruined attire, which you must be wearing (they may be magical but the base cost of the clothes themselves must be less than 1 cp).
Oracle's Menace
Divination
Level: Bard 5, Clr 5, Knowledge 5, Madness 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 10 min./level (D)
You gain a preternatural knowledge of the ills that await your foes in future, and by making allusions to their fates you are all the more frightening. You gain a +30 bonus on Intimidate checks.
Whenever you make an Intimidate check to change another’s behaviour, the effect lasts for as long as the target remains in your presence and for one hour per caster level afterward.
Whenever you make an Intimidate check to demoralise an opponent in combat, the target is shaken for the remainder of that encounter. You may make multiple such attempts against the same creature and the effects stack (up to the panicked condition).
Material Component
A bottle of poisonous spring water costing 10 gp, the fumes of which you inhale.
Prophecies of Doom
Divination
Level: Bard 6, Clr 8, Knowledge 8, Madness 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 round
Range: 40 ft.
Area: Creatures in a 40-ft.-radius spread centered on you
Duration: 1 round/level; see text
Saving Throw: None
Spell Resistance: No
Your eyes roll back in your head, you foam at the mouth, and you utter prophecies of unspeakable horror that drive all who witness them to madness.
Upon casting the spell all creatures within range that can see or hear your ravings suffer Wisdom drain each round equal to 1d6+1 per caster level (maximum 1d6+25). To avoid the drain for a given round a creature must spend a full-round action covering its ears and averting its eyes (or otherwise obscuring its senses).
For the duration of the spell you are forced to do little but utter the prophecies (a full-round action). You may take a 5-foot step each round but are blind and deaf for the duration of the spell due to your uncontrollable fit (this protects you from your own prophecies). You may not end the spell voluntarily.
The prophecies are sufficiently frightening that even mindless creatures are susceptible to this effect, but not creatures that are immune to non-magical fear. You utter the prophecies in a strange tongue that is intelligible to all listeners, and your gesticulations convey the same meaning to any who can see them.
Material Component
A striped toadstool (costing 180 gp) (http://www.d20srd.org/srd/specialAbilities.htm#poison) or other hallucinogenic edible, which you consume (making Fortitude saving throws as necessary).
These spells do not allow saving throws or spell resistance - you aren't attacking your enemies directly, instead you're revealing horrible truths to them. To balance them, the spells have long casting times and other drawbacks.
Mad Seer's Grasp
Divination
Level: Bard 4, Clr 4, Knowledge 4, Madness 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 round
Range: Touch
Target: Creature grappled
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You channel a prescient and malevolent extraplanar entity through your own body. Once possessed, you grasp a foe close with unnatural strength and whisper knowledge of their impending doom to them.
Make a grapple attempt against a foe within reach. You provoke an attack of opportunity and must make a melee touch attack, as normal for a grapple attempt. Your grapple check to establish a hold for this attempt is equal to your caster level (maximum +15) + your relevant spellcasting ability modifier (Charisma for bards and sorcerers, Intelligence for wizards, and Wisdom for clerics) + your size modifier. If you fail to establish a hold, the spell fails.
If you establish a hold, you seize your opponent by the arm or the like and gaze fiercely into their eyes, intoning a terrible fate that you have foreseen for them. The horror of this moment overwhelms your opponent and they die instantly.
If there is no foe within reach when you complete the casting, you may take one move action before making a grapple attempt. If there is still no foe within reach after the move, the spell fails and your turn ends. Regardless of whether or not there was a foe within reach or whether or not you established a hold, you are fatigued for the remainder of the encounter.
This is not a mind-affecting effect. The entity you channel speaks through you in an raving gibber that is somehow intelligible to any creature with a language. Creatures immune to non-magical fear are immune to this spell.
Focus
A tattered beggar's garments or other ruined attire, which you must be wearing (they may be magical but the base cost of the clothes themselves must be less than 1 cp).
Oracle's Menace
Divination
Level: Bard 5, Clr 5, Knowledge 5, Madness 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 10 min./level (D)
You gain a preternatural knowledge of the ills that await your foes in future, and by making allusions to their fates you are all the more frightening. You gain a +30 bonus on Intimidate checks.
Whenever you make an Intimidate check to change another’s behaviour, the effect lasts for as long as the target remains in your presence and for one hour per caster level afterward.
Whenever you make an Intimidate check to demoralise an opponent in combat, the target is shaken for the remainder of that encounter. You may make multiple such attempts against the same creature and the effects stack (up to the panicked condition).
Material Component
A bottle of poisonous spring water costing 10 gp, the fumes of which you inhale.
Prophecies of Doom
Divination
Level: Bard 6, Clr 8, Knowledge 8, Madness 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 round
Range: 40 ft.
Area: Creatures in a 40-ft.-radius spread centered on you
Duration: 1 round/level; see text
Saving Throw: None
Spell Resistance: No
Your eyes roll back in your head, you foam at the mouth, and you utter prophecies of unspeakable horror that drive all who witness them to madness.
Upon casting the spell all creatures within range that can see or hear your ravings suffer Wisdom drain each round equal to 1d6+1 per caster level (maximum 1d6+25). To avoid the drain for a given round a creature must spend a full-round action covering its ears and averting its eyes (or otherwise obscuring its senses).
For the duration of the spell you are forced to do little but utter the prophecies (a full-round action). You may take a 5-foot step each round but are blind and deaf for the duration of the spell due to your uncontrollable fit (this protects you from your own prophecies). You may not end the spell voluntarily.
The prophecies are sufficiently frightening that even mindless creatures are susceptible to this effect, but not creatures that are immune to non-magical fear. You utter the prophecies in a strange tongue that is intelligible to all listeners, and your gesticulations convey the same meaning to any who can see them.
Material Component
A striped toadstool (costing 180 gp) (http://www.d20srd.org/srd/specialAbilities.htm#poison) or other hallucinogenic edible, which you consume (making Fortitude saving throws as necessary).