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View Full Version : D&D 3.x Other Bestow Curse, Love Spell, Polymorph: Medusa, Raise Undead Army, Shadow Magic (spells)



rferries
2018-05-07, 03:58 AM
Bestow Curse Revised version of core spell
Necromancy [Curse]
Level: Cleric 3, Druid 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

The scoundrel cowers before your rage.

"Liar! Braggart! From this time forward, you shall speak only the truth!"

You place a curse on the subject. Choose one of the following effects:

-6 decrease to an ability score (minimum 1).
-4 decrease to all mental ability scores or all physical ability scores (minimum 3).
-4 penalty on attack rolls, saves, ability checks, and skill checks.
-Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
-30 penalty on a particular skill check (e.g. Bluff).
-Advance two age categories (to a maximum of venerable), accruing physical ability penalties but not mental ability bonuses.
-Assume a bestial or demonic guise (-20 penalty to Charisma-based skills other than Intimidate).
-At the end of every hour, make a Fortitude save or transform into an animal (as baleful polymorph, save that the target always retains his own mind). At the caster's option, the target may return to his original form at specific times (e.g. at night).
-Become a lycanthrope (of the caster's choice), a vampire, or similar accursed creature.
-Falls asleep. The target can be awoken (see sleep) but if not disturbed will sleep indefinitely, without aging or needing to eat or drink.

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

If you are a divine spellcaster, the curse should take a form suitable to your ethos or the portfolio of your deity.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. At the DM's option certain other effects (e.g. the Kiss of True LoveTM) may also negate the curse.

Bestow curse counters remove curse.

Love Spell For an actual Elixir of Love (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#elixirofLove)
Enchantment (Charm) [Curse] [Evil] [Mind-Affecting]
Level: Charm 3, Sor/Wiz 3
Components: V, S, M/DF, F
Casting Time: 10 minutes
Range: See text
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

The peasant watches nervously as you cast the lock of hair into the bubbling cauldron. Your incantations seem to echo throughout the hut - soon your client will find that the object of his desire returns his affections a hundred-fold.

You inspire a consuming passion in a target creature - either for yourself or for a third party you designate at the time of casting. Unless the creature succeeds on a Will save it falls madly in love with the beneficiary of the spell (treat as a charm spell, save that target is never allowed another save to break the effect).

The spell fails automatically if cast on a creature on a different plane, but otherwise has no range limit.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. At the DM's option certain other effects (e.g. the Kiss of True LoveTM) may also negate the curse.

True Love
The spell can instead awaken the possibility of love, rather than directly overpowering the target's will. The target is not charmed, but the beneficiary gains a +30 competence bonus on Diplomacy checks when interacting with the target. This version of the spell loses the [Evil] descriptor.

Material Component
A connection to the target (see the scrying (http://www.d20srd.org/srd/spells/scrying.htm) spell). The target takes a penalty on Will saves depending on the connection as for scrying, but the spell fails automatically if there is no connection available.

Polymorph: Medusan.b. my Polymorph school removes spellcasting ability
Transmutation (Polymorph (http://www.giantitp.com/forums/showthread.php?555256-Transmutation-(Polymorph)-A-new-subschool-(-amp-new-spells)-with-template-mechanics))
Level: Sor/Wiz 6
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Personal or Touch
Target: You or one creature
Duration: 1 hour/level (D) or Permanent
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Your hair is a mass of hissing serpents; your legs are now the writhing coils of a great serpent. All living things that gaze upon you are soon reduced to cold stone statues.

You transform into a monstrous gorgon. Your type changes to monstrous humanoid (d8 Hit Dice, full base attack bonus, good Reflex and Will saves) as described under Polymorph Rules, with the following additional changes:

Size and Type
Your size increases one step (to a maximum of Colossal).

Speed
Unchanged.

Armour Class
Your natural armour bonus (if any) becomes equal to 1/2th your Hit Dice.

Attacks
You gain a "snakes" natural attack (treat as a swarm attack (http://www.d20srd.org/srd/typesSubtypes.htm#swarmSubtype) as for a swarm of your Hit Dice).

You gain two claw attacks and a tail slap attack as a creature of your size size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size). The claws are primary natural attacks and the tail slap is a secondary natural attack. The tail slap has reach. You may use all these attacks freely (you ignore the Impaired Attacks special quality for this purpose).

You gain proficiency with the longbow, shortbow, composite longbow, and composite shortbow.

Special Attacks
You gain the following special attacks:

Constrict (Ex)
You deal automatic tail slap damage with a successful grapple check.

Improved Grab (Ex)
To use this ability, you must hit with a tail slap. You can then attempt to start a grapple as a free action without provoking an attack of opportunity. If you win the grapple check, you establish a hold and can constrict.

Petrifying Visage (Su)
Any creature looking at you takes 2d6 points of Dexterity damage (Fortitude save negates, DC 10 + 1/2 your Hit dice + your Charisma modifier). A creature reduced to 0 Dexterity in this way is permanently transformed to stone (as by flesh to stone). This is a gaze attack.

Poison (Ex)
Any creature damaged by your snakes or hit by your spittle (see below) takes initial and secondary damage of 2d6 points of Constitution damage (Fortitude save negates, DC 10 + 1/2 your Hit dice + your Constitution modifier).

Spit (Ex)
You can spit your venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.

Special Qualities
The base creature gains the following special qualities:

All-Around Vision (Ex)
The many eyes of your serpentine tresses allow you to look in any direction, providing a +4 racial bonus on Spot and Search checks. You can’t be flanked.

Brazen Scales (Su)
Your coppery scales grant you damage reduction 15/adamantine or magic.

Abilities
You gain an enhancement bonus to your Strength score equal to 1/2th your Hit Dice.

Athena's Curse
You may instead use this spell curse a foe. A target that fails a Fortitude save against this version of the spell is permanently transformed into a standard medusa (losing all memories of their prior life, as baleful polymorph); this version of the spell gains the [Curse] descriptor.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. At the DM's option certain other effects (e.g. the Kiss of True LoveTM) may also negate the curse.

Focus
A small replica shield engraved with a gorgon's face.
Raise Undead Army
Necromancy [Evil]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 24 hours
Range: One mile
Target: One or more humanoid corpses within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The skeletal legions stand arrayed before you in perfect silence. You have but to give the word, and they will lay waste to the city of your enemies.

This spell functions as animate dead, save that you may animate and command up to 100 humanoid skeletons or zombies per caster level (maximum 2,000). The limit of undead you may command with this spell stacks with the limit of undead you may command through animate dead.

This spell may be used to create an army (http://paizo.com/pathfinderRPG/prd/ultimateCampaign/kingdomsAndWar/massCombat.html) of up to Colossal size. Such an army requires no upkeep.

Material Component
Bloodstones, ivory, and onyx gemstones worth a total of 25 gp per skeleton or zombie to be animated.

Shadow Magic, Lesser Replaces (Greater) Shadow Conjuration, (Greater) Shadow Evocation, and Shades
Illusion (Shadow)
Level: Bard 2, Sor/Wiz 3, Trickery 3
Components: V, S
Casting Time: See text
Range: See text
Area, Effect, or Target (s): See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies; see text
Spell Resistance: Will disbelief (if interacted with); varies; see text

All things are possible with magic.

This spell allows you to duplicate the effects of any other spell of 2nd level or lower, with the following provisos.

Spell Level
If a spell appears on multiple lists, treat it as the sorcerer/wizard, cleric, druid, bard, paladin, or ranger version (in that order).

Interactions
All creatures interacting with the spell are permitted a Will save. For harmless effects (e.g. a duplicated cure spell, a duplicated rope trick spell, etc.) creatures must fail this Will save to benefit from the effect. They may not choose to fail their Will saves for this purpose.

Save DC and Spell Resistance
The Will save DC, plus the original save DC (if any) against a duplicated spell is based off of lesser shadow magic's save DC. A duplicated spell always allows spell resistance - e.g. a creature attacked by a duplicated summon monster may make a spell resistance check to ignore each attack.

Shadow Magic
Illusion (Shadow)
Level: Bard 4, Sor/Wiz 6, Trickery 6
As lesser shadow magic, save that it may duplicate a spell of up to 5th level.

Shadow Magic, Greater
Illusion (Shadow)
Level: Bard 6, Sor/Wiz 9, Trickery 9
As shadow magic, save that it may duplicate a spell of up to 8th level.

JoshuaZ
2018-05-07, 11:23 AM
So Bestow Curse replaces the regular Bestow Curse? Can you expand/explain what your goal is here in your modifications?

I have some concerns about Shadow Magic. First, I'm concerned that these spells being on the bard list would make absolutely any bard take it. Since they can use it to duplicate any bard spell of the corresponding level, they don't lose anything by taking it for almost any utility spell. Second, the Shadow Conjuration and Shadow Evocation lines of spells are already very powerful and are one of the things that make T1 casters T1. These spells seem to be essentially even better than those: Now a wizard doesn't even need to worry about preparing either Shadow Conjuration or Shadow Evocation- they get them both together and can decide how to use it on the fly. This seems like a big power jump to already powerful classes.

(As a rule of thumb, if a new option is so good that almost everyone will take it, then it is probably too strong unless it is intended specifically as a fix for a weak class.)

rferries
2018-05-11, 12:50 AM
So Bestow Curse replaces the regular Bestow Curse? Can you expand/explain what your goal is here in your modifications?

Sorry for the delay! That particular spell is a revised version of the core spell and replaces it (I just gave additional examples of curses). The other spells are simply new, except for the shadow magic line which replaces the mentioned spells.


I have some concerns about Shadow Magic. First, I'm concerned that these spells being on the bard list would make absolutely any bard take it. Since they can use it to duplicate any bard spell of the corresponding level, they don't lose anything by taking it for almost any utility spell. Second, the Shadow Conjuration and Shadow Evocation lines of spells are already very powerful and are one of the things that make T1 casters T1. These spells seem to be essentially even better than those: Now a wizard doesn't even need to worry about preparing either Shadow Conjuration or Shadow Evocation- they get them both together and can decide how to use it on the fly. This seems like a big power jump to already powerful classes.

(As a rule of thumb, if a new option is so good that almost everyone will take it, then it is probably too strong unless it is intended specifically as a fix for a weak class.)

Agreed on the bard comment, and the level is very negotiable. I'm almost ok with it though; bards won't be tier 1 even with these spells.

Also agreed on them being a buffed version of the pre-existing spells. I wrote them for simplicity's sake (no separate evocation/conjuration spells, no calculating "% realness" as for the core spells) and am happy to decrease the maximum level of spells they can mimic.