ken-do-nim
2007-09-10, 02:50 PM
Hi all -
I could have resurrected the older thread, but I decided to start with a fresh new one. My spell fixes have undergone some tweaks and alterations, and I thought others on this forum might find them useful. Please let me know about other spells that need fixing or clarifying. [And sorry about the odd spacing where some lines wrap and some don't]
ALL
1. Summoning
1a. Summoning uses the individualized variant rule. When creating the
statistics for a summoned monster, the caster can change one feat the monster has, provided the feat swapped out was not a prerequisite for another one the monster has and with the new feat a feat progression can be made in which all the prerequisites fit (a feat progression is "it took xyz at 1HD, abc at 3HD..." etc. Any skill choices left vague should also be chosen ahead of time (such as with the avoral's knowledge or lillend perform skills).
1b. Abilities used by a summoned creature that have limitations per day must
be kept track of for all summonings that day. For instance, if a lillend is
summoned in the morning and casts spells, when the lillend is summoned later
that same day those spell slots are still used up.
1c. Spells cast by a summoned creature DO have their durations continue beyond the end of the summoning spell. So a spellcaster can summon a lillend at the beginning of the day to cast undetectable alignment on a party member and it will last for the normal 24 hour duration.
2. All force effects allow spell resistance and can be dispelled by the touch
of a rod of cancellation.
3. All spells which create energy are evocation spells and allow spell resistance.
SPELLS (alphabetical order)
Alter Self
a. This spell will not grant flight no matter what the caster changes into
unless the caster has flight in his natural form.
b. A familiar can be absorbed into the caster's form, but this spell cannot
otherwise allow a familiar to change shape.
Assay Spell Resistance - banned
Blade Barrier
a. A rod of cancellation can take it down.
b. An opponent who makes a successful reflex save moves one square away of their choice. An opponent who cannot move, or has no open square to move to, cannot make a save vs. this spell. This goes for other similar spells.
Blast of Flame - evocation and allows spell resistance.
Delay Death - banned
Dimension Door - willing allies who ready an action to attack just after
the teleport attack as if coming out of invisibility.
Divine Power - spellcasting while this spell is active is prohibited (just
like Tenser's Transformation)
Enervate - fort save for 1/2 round down
Fire Shield - creatures with natural attacks and reach are still affected.
Flaming Sphere - an opponent who makes a successful reflex save against a
flaming sphere (or similar spell) moves one square away. This still stops the
sphere's movement. An opponent who cannot move, or has no open square to move to, cannot make a save vs. this spell. This goes for other similar spells.
Forcecage - allows spell resistance and a reflex save to negate
(move the target to the square of their choice just outside the cage). Change the material component to a focus.
Freedom of Movement - it does not provide any benefit to grapple checks.
Rather, it gives a +20 bonus to escape artist checks like a salve of
slipperiness does.
Grease
a. The description of the balance skill only discusses moving through a
slippery area. Thus any individual standing on a greased area who does not
attempt to move is not considered flat-footed if he has less than 5 ranks in
balance.
b. The spell description mentions making a balance check for those moving into or through a greased area. A balance check must also be made for moving out of the greased area. Keep in mind though that failure does not necessarily mean staying in the greased area; it could also mean ending up prone in the next square out of the area if the victim so desires.
Greater Arcane Sight - it shows every detail of every active spell. For
example, it would reveal not only a resist energy spell but a resist cold 20
energy spell.
Heal - also removes all ability penalties
Imbue Familiar With Spell Ability
a. The familiar can share spells with the master just as the master shares
spells with it.
b. A sorcerer archmage casting it can make all the decisions ordinarily made
at casting time at the time the spell is given to the familiar. For instance,
an archmage with mastery of elements can give the familiar a lightning ray
instead of the usual scorching ray. The sorcerer can also apply a metamagic
feat to a spell, losing the appropriate spell slot. When a familiar casts a
metamagic-enhanced spell, its casting time is increased just like when the
sorcerer casts it himself. Another example is with mastery of shaping; the
sorcerer can decide up front where the spaces are. A good usage of this is
granting the familiar a fireball where the middle square is out of the spell's
area of effect. Then when the familiar casts the spell, it can center the
fireball on itself and not be injured. On the other hand, the archmage's
reach ability can't be transferred to the familiar, nor can the mastery of
counterspelling.
Lesser Orb spells - all evocation and allow spell resistance.
Limited Wish - this spell can be used to duplicate spells needed for item
creation and permanency (including permanency itself)
Mass Fire Shield - revise the spell level to 8 instead of 5.
Mass Resist Energy - revise the spell level to 6 (even for cleric/druid)
Mass Shield of Faith - revise the spell level to 5
Miracle - this spell can be used to duplicate spells needed for item
creation and permanency (including permanency itself)
Mordenkainen's Sword - switching it to a different opponent is a move
action.
Nerveskitter - banned (you can't use an immediate action while flat-footed
anyway)
Orb spells - all evocation and allow spell resistance.
Polymorph
a. This is no longer just one spell. Each version of the polymorph
spell learned by a sorcerer or in a wizard's spell book allows the change of
shape into one specific creature at a given amount of hit dice. For instance,
"polymorph into 7-headed hydra" or "polymorph into bulette".
b. See alter self for effects on a familiar.
Polymorph Any Object - like polymorph, this is broken up into many spells,
each called something like "polymorph any object into xyz".
Project Image - touch attacks delivered by this spell are rolled as ranged
touch attacks, so dex is used.
Ray of Clumsiness - fort save for 1/2 dex penalty, round down
Ray of Dizziness - will save at -4 negates
Ray of Enfeeblement - fort save for 1/2 str penalty, round down
Ray of Entropy - fort save for 1/2 penalties
Ray of Light - will save for 1/2 duration rounded down
Ray of Stupidity - banned
Resist Energy - this now works just like the special ability energy
resistance; damage is resisted per round not per attack.
Shapechange
a. Like polymorph, each version of this spell only allows the change of shape
into one particular creature (and at a particular amount of hit dice if the DM
allows changing shape into an advanced creature). So for instance there is
"shapechange into iron golem", "shapechange into leonal", etc.
b. Forms with an ability usable a number of times per day must be kept
track of for all castings of this spell per day. For instance, a leonal can
heal up to its hit points per day with lay on hands. If the caster casts
"shapechange into leonal" in the morning, uses up the healing, then later casts the spell again that same day, that ability will have been used up. This even extends to casting via scroll.
c. The DM is urged to use common sense in adjucating this spell. For instance, it would be very reasonable for the DM to assess the same spell-casting failure for trying to cast while shape changed into an iron golem as the iron body spell.
d. A choker gets 2 standard actions per round due to its natural speed;
however spell-casting cannot be rushed so a spell-caster shapechanged into a choker must use BOTH of those 2 standard actions to cast a standard action casting length spell.
e. See alter self for effects on the caster's familiar.
Shivering Touch - banned
Stinking Cloud - poison immunity negates the effects of this spell.
Time Stop
a. Spells with the duration expiring in the last round of a time stop go
off just after the time stop expires (so you can cast delayed blast fireball in
the last round of the time stop with a delay of 1 round and it will explode and
affect opponents)
b. Time stop cannot be cast during a time stop.
Touch of Idiocy - will save for 1/2 to all penalties, round down
Wall of Stone - when an opponent saves successfully to avoid entrapment,
move him or her to the square of their choice just outside the wall.
Wish - this spell can be used to duplicate spells needed for item creation
and permanency (including permanency itself)
Wraithstrike - banned
I could have resurrected the older thread, but I decided to start with a fresh new one. My spell fixes have undergone some tweaks and alterations, and I thought others on this forum might find them useful. Please let me know about other spells that need fixing or clarifying. [And sorry about the odd spacing where some lines wrap and some don't]
ALL
1. Summoning
1a. Summoning uses the individualized variant rule. When creating the
statistics for a summoned monster, the caster can change one feat the monster has, provided the feat swapped out was not a prerequisite for another one the monster has and with the new feat a feat progression can be made in which all the prerequisites fit (a feat progression is "it took xyz at 1HD, abc at 3HD..." etc. Any skill choices left vague should also be chosen ahead of time (such as with the avoral's knowledge or lillend perform skills).
1b. Abilities used by a summoned creature that have limitations per day must
be kept track of for all summonings that day. For instance, if a lillend is
summoned in the morning and casts spells, when the lillend is summoned later
that same day those spell slots are still used up.
1c. Spells cast by a summoned creature DO have their durations continue beyond the end of the summoning spell. So a spellcaster can summon a lillend at the beginning of the day to cast undetectable alignment on a party member and it will last for the normal 24 hour duration.
2. All force effects allow spell resistance and can be dispelled by the touch
of a rod of cancellation.
3. All spells which create energy are evocation spells and allow spell resistance.
SPELLS (alphabetical order)
Alter Self
a. This spell will not grant flight no matter what the caster changes into
unless the caster has flight in his natural form.
b. A familiar can be absorbed into the caster's form, but this spell cannot
otherwise allow a familiar to change shape.
Assay Spell Resistance - banned
Blade Barrier
a. A rod of cancellation can take it down.
b. An opponent who makes a successful reflex save moves one square away of their choice. An opponent who cannot move, or has no open square to move to, cannot make a save vs. this spell. This goes for other similar spells.
Blast of Flame - evocation and allows spell resistance.
Delay Death - banned
Dimension Door - willing allies who ready an action to attack just after
the teleport attack as if coming out of invisibility.
Divine Power - spellcasting while this spell is active is prohibited (just
like Tenser's Transformation)
Enervate - fort save for 1/2 round down
Fire Shield - creatures with natural attacks and reach are still affected.
Flaming Sphere - an opponent who makes a successful reflex save against a
flaming sphere (or similar spell) moves one square away. This still stops the
sphere's movement. An opponent who cannot move, or has no open square to move to, cannot make a save vs. this spell. This goes for other similar spells.
Forcecage - allows spell resistance and a reflex save to negate
(move the target to the square of their choice just outside the cage). Change the material component to a focus.
Freedom of Movement - it does not provide any benefit to grapple checks.
Rather, it gives a +20 bonus to escape artist checks like a salve of
slipperiness does.
Grease
a. The description of the balance skill only discusses moving through a
slippery area. Thus any individual standing on a greased area who does not
attempt to move is not considered flat-footed if he has less than 5 ranks in
balance.
b. The spell description mentions making a balance check for those moving into or through a greased area. A balance check must also be made for moving out of the greased area. Keep in mind though that failure does not necessarily mean staying in the greased area; it could also mean ending up prone in the next square out of the area if the victim so desires.
Greater Arcane Sight - it shows every detail of every active spell. For
example, it would reveal not only a resist energy spell but a resist cold 20
energy spell.
Heal - also removes all ability penalties
Imbue Familiar With Spell Ability
a. The familiar can share spells with the master just as the master shares
spells with it.
b. A sorcerer archmage casting it can make all the decisions ordinarily made
at casting time at the time the spell is given to the familiar. For instance,
an archmage with mastery of elements can give the familiar a lightning ray
instead of the usual scorching ray. The sorcerer can also apply a metamagic
feat to a spell, losing the appropriate spell slot. When a familiar casts a
metamagic-enhanced spell, its casting time is increased just like when the
sorcerer casts it himself. Another example is with mastery of shaping; the
sorcerer can decide up front where the spaces are. A good usage of this is
granting the familiar a fireball where the middle square is out of the spell's
area of effect. Then when the familiar casts the spell, it can center the
fireball on itself and not be injured. On the other hand, the archmage's
reach ability can't be transferred to the familiar, nor can the mastery of
counterspelling.
Lesser Orb spells - all evocation and allow spell resistance.
Limited Wish - this spell can be used to duplicate spells needed for item
creation and permanency (including permanency itself)
Mass Fire Shield - revise the spell level to 8 instead of 5.
Mass Resist Energy - revise the spell level to 6 (even for cleric/druid)
Mass Shield of Faith - revise the spell level to 5
Miracle - this spell can be used to duplicate spells needed for item
creation and permanency (including permanency itself)
Mordenkainen's Sword - switching it to a different opponent is a move
action.
Nerveskitter - banned (you can't use an immediate action while flat-footed
anyway)
Orb spells - all evocation and allow spell resistance.
Polymorph
a. This is no longer just one spell. Each version of the polymorph
spell learned by a sorcerer or in a wizard's spell book allows the change of
shape into one specific creature at a given amount of hit dice. For instance,
"polymorph into 7-headed hydra" or "polymorph into bulette".
b. See alter self for effects on a familiar.
Polymorph Any Object - like polymorph, this is broken up into many spells,
each called something like "polymorph any object into xyz".
Project Image - touch attacks delivered by this spell are rolled as ranged
touch attacks, so dex is used.
Ray of Clumsiness - fort save for 1/2 dex penalty, round down
Ray of Dizziness - will save at -4 negates
Ray of Enfeeblement - fort save for 1/2 str penalty, round down
Ray of Entropy - fort save for 1/2 penalties
Ray of Light - will save for 1/2 duration rounded down
Ray of Stupidity - banned
Resist Energy - this now works just like the special ability energy
resistance; damage is resisted per round not per attack.
Shapechange
a. Like polymorph, each version of this spell only allows the change of shape
into one particular creature (and at a particular amount of hit dice if the DM
allows changing shape into an advanced creature). So for instance there is
"shapechange into iron golem", "shapechange into leonal", etc.
b. Forms with an ability usable a number of times per day must be kept
track of for all castings of this spell per day. For instance, a leonal can
heal up to its hit points per day with lay on hands. If the caster casts
"shapechange into leonal" in the morning, uses up the healing, then later casts the spell again that same day, that ability will have been used up. This even extends to casting via scroll.
c. The DM is urged to use common sense in adjucating this spell. For instance, it would be very reasonable for the DM to assess the same spell-casting failure for trying to cast while shape changed into an iron golem as the iron body spell.
d. A choker gets 2 standard actions per round due to its natural speed;
however spell-casting cannot be rushed so a spell-caster shapechanged into a choker must use BOTH of those 2 standard actions to cast a standard action casting length spell.
e. See alter self for effects on the caster's familiar.
Shivering Touch - banned
Stinking Cloud - poison immunity negates the effects of this spell.
Time Stop
a. Spells with the duration expiring in the last round of a time stop go
off just after the time stop expires (so you can cast delayed blast fireball in
the last round of the time stop with a delay of 1 round and it will explode and
affect opponents)
b. Time stop cannot be cast during a time stop.
Touch of Idiocy - will save for 1/2 to all penalties, round down
Wall of Stone - when an opponent saves successfully to avoid entrapment,
move him or her to the square of their choice just outside the wall.
Wish - this spell can be used to duplicate spells needed for item creation
and permanency (including permanency itself)
Wraithstrike - banned