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View Full Version : D&D 3.x Other Modify Creature & Modifying Burst [3.5 Sor/Wiz Spells]



gooddragon1
2017-08-07, 06:22 PM
Modify Creature
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous or 1 round/level; see text
Saving Throw: Fortitude partial
Spell Resistance: Yes

A modify creature spell envelops a creature in transmutation energy that modifies that creature. The harmful version of this spell makes a negative modification to the creature for 1 round per caster level and deals 1d6 points of damage per caster level (maximum 10d6) to it immediately. A successful saving throw negates the modification and reduces the damage by half. The helpful version of this spell makes a positive modification to the creature for 1 round per caster level and grants it 1d6 per two caster levels in temporary HP (maximum 5d6) for 1 round per caster level.

Negative Modifications (Choose One):
-Suppresses an ability of the base creature. This can be a single extraordinary, supernatural, or spell-like ability.
-Reduce an ability score by -6 (minimum 1).
-Removes resistance and immunity to an energy damage type (acid, cold, electricity, fire, or sonic) or to critical hits.

Positive Modifications (Choose One):
+Reverse a harmful transmutation (such as baleful polymorph or flesh to stone) with a dispel check (add caster level to this check up to +10).
+Enhancement bonus of +6 to an ability score.
+Grants energy resistance 10 to an energy type of your choice (acid, cold, electricity, fire, or sonic) or 25% resistance to critical hits.

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

Material Component

A drop of mercury.

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Modifying Burst
Transmutation
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous or 1 round/level; see text
Saving Throw: Fortitude partial
Spell Resistance: Yes

A modifying burst spell creates a sudden burst of transmutation energy that modifies creatures in its area. The harmful version of this spell makes a single negative modification to the creatures for 1 round per caster level and deals 1d6 points of damage per caster level (maximum 20d6) to them immediately. A successful saving throw negates the modification and reduces the damage by half. The helpful version of this spell makes a single positive modification to the creatures for 1 round per caster level and grants them 1d6 per two caster levels in temporary HP (maximum 10d6) for 1 round per caster level.

Negative Modifications (Choose One):
-Suppresses an ability of the base creature. This can be a single extraordinary, supernatural, or spell-like ability.
-Reduce an ability score by -6 (minimum 1).
-Removes immunity and resistance to an energy damage type (acid, cold, electricity, fire, or sonic) or to critical hits.

Positive Modifications (Choose One):
+Reverse a harmful transmutation (such as baleful polymorph or flesh to stone) with a dispel check (add caster level to this check up to +20).
+Enhancement bonus of +6 to an ability score.
+Grants energy resistance 20 to an energy type of your choice (acid, cold, electricity, fire, or sonic) or 50% resistance to critical hits.

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

Material Component

A drop of mercury.

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My main inspiration for this spell was that you could remove a creature's immunity to cold with baleful polymorph, but at that point you'd already beaten it. This spell does damage while also doing that or other things and it can be used beneficially instead. However, it has a very short duration as a result.

Edit: Modified the first spell to only remove resistance, not immunity.
Edit2: Reverted above change... :X, it's not necessarily a lose and it's single target (the important part)
Edit3: Clarified that the spell only allows you to choose 1 modification.