Aotrs Commander
2018-08-20, 10:14 AM
A while ago (http://www.giantitp.com/forums/showthread.php?524504-Suggestions-wanted-for-10th-level-spells-3-X-PF) (over a year wow!) I was trying to create some 10th level spells for the campaign-end boss of my Rise of the Runelords camapign. As we're getting close to the point we're ready to start, I have actually sat down and wrote some up ready.
I wouldn't mind a second or subsequent pair of eyes going over them, to see any obvious glaring flaws or whether they seem good enough for such an exalted position.
(And perhaps indulge in some collective manical laughter at the fate of my poor PCs or whatever...)
Admantine Body
Transmutation
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell transforms your body into living adamantine, which grants you several powerful resistances and abilities.
You gain damage reduction 20/Adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds.
You gain a +8 enhancement bonus to your Strength score, but you take a -2 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have have no arcane spell failure chance. You cannot drink (and thus can’t use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a greatclub sized for you (D8 for Small characters or D10 for Medium characters), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.
This spell cannot be dispelled (except for you dismissing it), but can be removed by Break Enchantment, Limited Wish, Miracle or Wish (or similar effects, e.g. Dispel Magic True) or by Remove Curse if the caster level is at least as high as Adamantine Body’s caster level.
Arcane Material Component: A small piece of adamantine (worth 200gp)
Dispel Magic True
Abjuration
Level: Clr 10, Sor/Wiz 10
Range: Long (400 ft. + 40 ft./level)
Targets: Up to two creatures, objects or magical effects/level, no two of which can be more than 60 ft. apart
Each creature, object or magical effect targeted by this spell is affected as with a targeted Dispel Magic, except that the maximum caster level on your dispel check is +30 instead of +10.
Additionally, Dispel Magic True has a chance to dispel any effect that Remove Curse or Break Enhantment can remove, even if Dispel Magic can’t dispel that effect.
Flesh to Stone, Mass
Transmutation
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude negates; SR: Yes
Subjects which fail their Fortiude save, turn into a mindless, inert statue along with all its carried gear. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.
Only creatures made of flesh are affected by this spell.
Material Component: Lime, water, and earth.
Invert Matter
Transmutation
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half and see text; SR: No
This spell transforms a tiny quantity of matter to anti-matter, causing a massive explosion.
All creatures and unattended objects (including terrain and buildings) within the radius of the spell take 2D6 damage per caster level (maximum 40D6); a successful Reflex save halves the damage. Anything within 5’R of the target point does not receive a saving throw and the damage is untyped.
Note that this spell will destroy the surrounding ground; substances less strong than stone will be destroyed completely, creating a hemispherical crater of 20’ depth at the centre; stone or metal will be destroyed to a shallower crater of 10’ depth at the centre; creatures not flying take falling damage appropriate to the distance fallen. (Note that ground of exceptional strength – e.g. adamantine – will not be appeciably affected by this spell.)
Stone to Flesh, Mass
Transmutation
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One petrified creature or cylinder of stone (from 1 ft. to 3 ft. in diameter and up to 10 ft. long)/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude negates (object); see text; SR: Yes
This spell restores petrified creatures to their normal state, restoring life and goods. A creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.
The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.
Material Component: A pinch of earth and a drop of blood.
I wouldn't mind a second or subsequent pair of eyes going over them, to see any obvious glaring flaws or whether they seem good enough for such an exalted position.
(And perhaps indulge in some collective manical laughter at the fate of my poor PCs or whatever...)
Admantine Body
Transmutation
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell transforms your body into living adamantine, which grants you several powerful resistances and abilities.
You gain damage reduction 20/Adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds.
You gain a +8 enhancement bonus to your Strength score, but you take a -2 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have have no arcane spell failure chance. You cannot drink (and thus can’t use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a greatclub sized for you (D8 for Small characters or D10 for Medium characters), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.
This spell cannot be dispelled (except for you dismissing it), but can be removed by Break Enchantment, Limited Wish, Miracle or Wish (or similar effects, e.g. Dispel Magic True) or by Remove Curse if the caster level is at least as high as Adamantine Body’s caster level.
Arcane Material Component: A small piece of adamantine (worth 200gp)
Dispel Magic True
Abjuration
Level: Clr 10, Sor/Wiz 10
Range: Long (400 ft. + 40 ft./level)
Targets: Up to two creatures, objects or magical effects/level, no two of which can be more than 60 ft. apart
Each creature, object or magical effect targeted by this spell is affected as with a targeted Dispel Magic, except that the maximum caster level on your dispel check is +30 instead of +10.
Additionally, Dispel Magic True has a chance to dispel any effect that Remove Curse or Break Enhantment can remove, even if Dispel Magic can’t dispel that effect.
Flesh to Stone, Mass
Transmutation
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude negates; SR: Yes
Subjects which fail their Fortiude save, turn into a mindless, inert statue along with all its carried gear. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.
Only creatures made of flesh are affected by this spell.
Material Component: Lime, water, and earth.
Invert Matter
Transmutation
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half and see text; SR: No
This spell transforms a tiny quantity of matter to anti-matter, causing a massive explosion.
All creatures and unattended objects (including terrain and buildings) within the radius of the spell take 2D6 damage per caster level (maximum 40D6); a successful Reflex save halves the damage. Anything within 5’R of the target point does not receive a saving throw and the damage is untyped.
Note that this spell will destroy the surrounding ground; substances less strong than stone will be destroyed completely, creating a hemispherical crater of 20’ depth at the centre; stone or metal will be destroyed to a shallower crater of 10’ depth at the centre; creatures not flying take falling damage appropriate to the distance fallen. (Note that ground of exceptional strength – e.g. adamantine – will not be appeciably affected by this spell.)
Stone to Flesh, Mass
Transmutation
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One petrified creature or cylinder of stone (from 1 ft. to 3 ft. in diameter and up to 10 ft. long)/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude negates (object); see text; SR: Yes
This spell restores petrified creatures to their normal state, restoring life and goods. A creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.
The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.
Material Component: A pinch of earth and a drop of blood.