ideasmith
2017-12-23, 06:58 PM
Not sure who would be able to cast it, but here's a spell:
Sanity Claws
Evocation [Force]
Level: ?????
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One pair of claws
Duration: 1 round per 3 caster levels (D)
Saving Throw: None
Spell Resistance: Yes
This spell brings into being shimmering claws of force. The claws strike at any target within its range, as you desire, starting in the round that you cast the spell. The claws attack their designated target once each round on your turn. If the target is willing, no attack roll is needed If the target is unwilling, an attack roll is needed; and the attack bonus is equal to your Caster Level. As a force effect, they can strike ethereal and incorporeal creatures.
The claws deal force damage according to the table below, with a threat range of 20 and a critical multiplier of ×2.
Further, they dispel magical confusion effects, insanity effects, and effects reducing the subject’s Int, Wis, and/or Cha, as dispel magic does, with the same chance of success. The damage inflicted determines the number of spell levels worth of effects that may be dispelled, up to 1 spell level per point of damage inflicted.
If there are no such affects on the target, and at least 4 points of damage are inflicted, they cure 1 point of temporary ability damage to one of the these ability scores. They do not restore permanent ability drain.
The claws always strike from your direction. They do not get a bonus for flanking or help a combatant get one. If the claws go beyond the spell range from you, they go out of your sight, or if you are not directing them, the spell ends and the claws disappear.
Each round after the first, you can use a standard action to switch the claws to a new target. If you do not, the claws continue to attack the previous round’s target.
The claws cannot be harmed by physical attacks, and damage from the attacks affects the caster instead of the claws, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects claws. The sword’s AC is 12 (10, +2 size bonus for Tiny object).
If an attacked creature has spell resistance, the resistance is checked the first time the claws strike it. If the claws are successfully resisted, the spell is dispelled. If not, the claws have their normal full effect on that creature for the duration of the spell.
Caster Level
Damage
3
1d3 or 1d4
4
as above or1d6
5 or greater
as above or1d8
Change Log
01/19/2018 Changed duration (Thank you, InvisibleBison.)
01/19/2018 Increased Attack Bonus (Thank you, InvisibleBison.)
01/19/2018 Removed attack roll for willing targets (Thank you, InvisibleBison.)
01/19/2018 Increased possible damage, and made effect vary by damage inficted (Thank you, InvisibleBison.)
Sanity Claws
Evocation [Force]
Level: ?????
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One pair of claws
Duration: 1 round per 3 caster levels (D)
Saving Throw: None
Spell Resistance: Yes
This spell brings into being shimmering claws of force. The claws strike at any target within its range, as you desire, starting in the round that you cast the spell. The claws attack their designated target once each round on your turn. If the target is willing, no attack roll is needed If the target is unwilling, an attack roll is needed; and the attack bonus is equal to your Caster Level. As a force effect, they can strike ethereal and incorporeal creatures.
The claws deal force damage according to the table below, with a threat range of 20 and a critical multiplier of ×2.
Further, they dispel magical confusion effects, insanity effects, and effects reducing the subject’s Int, Wis, and/or Cha, as dispel magic does, with the same chance of success. The damage inflicted determines the number of spell levels worth of effects that may be dispelled, up to 1 spell level per point of damage inflicted.
If there are no such affects on the target, and at least 4 points of damage are inflicted, they cure 1 point of temporary ability damage to one of the these ability scores. They do not restore permanent ability drain.
The claws always strike from your direction. They do not get a bonus for flanking or help a combatant get one. If the claws go beyond the spell range from you, they go out of your sight, or if you are not directing them, the spell ends and the claws disappear.
Each round after the first, you can use a standard action to switch the claws to a new target. If you do not, the claws continue to attack the previous round’s target.
The claws cannot be harmed by physical attacks, and damage from the attacks affects the caster instead of the claws, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects claws. The sword’s AC is 12 (10, +2 size bonus for Tiny object).
If an attacked creature has spell resistance, the resistance is checked the first time the claws strike it. If the claws are successfully resisted, the spell is dispelled. If not, the claws have their normal full effect on that creature for the duration of the spell.
Caster Level
Damage
3
1d3 or 1d4
4
as above or1d6
5 or greater
as above or1d8
Change Log
01/19/2018 Changed duration (Thank you, InvisibleBison.)
01/19/2018 Increased Attack Bonus (Thank you, InvisibleBison.)
01/19/2018 Removed attack roll for willing targets (Thank you, InvisibleBison.)
01/19/2018 Increased possible damage, and made effect vary by damage inficted (Thank you, InvisibleBison.)