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Vadin
2008-02-20, 06:43 PM
We all know there are the nine martial schools. We all probably also know of a few excellent extras added in by our local homebrewers extraordinaire. But what about the nine schools of magic, abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, transmutation, and 'universal'? This will be an attempt to create a martial-esque caster or series of casters who use just such a spell setup. Tome of Battle almost made melee characters equal to casters, so why don't we finish the deal and make caster equal to martial adepts?

A note: these classes will have few, if any, spells the use long-term outside of combat. As far as I'm concerned, that can all be DM fluff stuff because I really don't care too much about how many times per day a Wizard can cast Wish. Maybe they'll get a small number of backup spells per day, just in case, but I'm really not too concerned with it. Also, I'll say it now, I don't know the scope of what I'm doing here. It's liable to wither up and die and/or get too big for me personally to manage.

Spells so far:

Abjuration

Level 1

Resistance (Stance)
Shield (Boost)
-


Level 2

Trial By Fire (Counter)
-


Level 3

None yet


Level 4

None yet


Level 5

None yet


Level 6

None yet


Level 7

None yet


Level 8

None yet


Level 9

None yet


Conjuration

Level 1

Mage Armor (Stance)
Summon Monster I (Cast)
Obscuring Mist (Cast)
Grease (Cast)
Mage's Magnificent Ladder (Stance)
-


Level 2

Shivani's Energy Blade (Cast)
Summon Monster II (Cast)
-


Level 3

Summon Monster III (Cast)
-


Level 4

Summon Monster IV (Cast)
-


Level 5

None yet


Level 6

None yet


Level 7

None yet


Level 8

None yet


Level 9

None yet


Divination

Level 1

Detect Magic (Stance)
True Strike (Boost)
-


Level 2

Prediction (Stance)
-


Level 3

None yet


Level 4

None yet


Level 5

None yet


Level 6

None yet


Level 7

None yet


Level 8

None yet


Level 9

None yet


Enchantment

Level 1

Conceal Thoughts (Stance)
Hypnotism (Cast)
Sleep (Cast)
-


Level 2

None yet


Level 3

None yet


Level 4

None yet


Level 5

None yet


Level 6

None yet


Level 7

None yet


Level 8

None yet


Level 9

None yet


Evocation

Level 1

Dancing Lights (Stance)
-


Level 2

None yet


Level 3

None yet


Level 4

None yet


Level 5

None yet


Level 6

None yet


Level 7

None yet


Level 8

None yet


Level 9

None yet


Illusion

Level 1

Disguise Self (Stance)
-


Level 2

None yet


Level 3

None yet


Level 4

None yet


Level 5

None yet


Level 6

None yet


Level 7

None yet


Level 8

None yet


Level 9

None yet


Necromancy

Level 1

Touch of Death (Stance)
-


Level 2

None yet


Level 3

None yet


Level 4

None yet


Level 5

None yet


Level 6

None yet


Level 7

None yet


Level 8

None yet


Level 9

None yet


Transmutation

Level 1

Mage Hand (Stance)
Paper Control (Stance)
-


Level 2

Brittleskin (Cast)
-


Level 3

None yet


Level 4

None yet


Level 5

None yet


Level 6

None yet


Level 7

None yet


Level 8

None yet


Level 9

None yet


Universal

Level 1

Prestidigitation (Stance)
-


Level 2

None yet


Level 3

None yet


Level 4

None yet


Level 5

None yet


Level 6

None yet


Level 7

None yet


Level 8

None yet


Level 9

None yet

Vadin
2008-02-20, 06:56 PM
Spell Name
School (Type)
Level: Spell Level for classes that can take it
Casting Action: Time it takes to cast spell
Components: V(erbal) and/or S(omatic)
Range: Range of spell
Target: Target of spell
Duration: Duration of spell
Saving Throw: Effect of saving throw, if applicable
Spell Resistance: Yes or No

Short description of what spell does.

More in-depth discussion of what spell does and all of its effects.

Resistance
Abjuration (Stance)
Level: Caster 1
Casting Action: Stance
Components: None
Range: Personal
Target: Self
Duration: Stance
Saving Throw: None
Spell Resistance: No

Magical forces reach out and protect you.

You gain a +1 resistance bonus to all saves.


Mage Armor
Conjuration (Stance)
Level: Caster 1
Casting Action: Stance
Components: None
Range: Personal
Target: Self
Duration: Stance
Saving Throw: None
Spell Resistance: No

Invisible powers clothe you in force.

You gain a +2 armor bonus to your AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.


Detect Magic
Divination (Stance)
Level: Caster 1
Casting Action: Stance
Components: None
Range: Personal
Target: Self
Duration: Stance
Saving Throw: None
Spell Resistance: No

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round

Presence or absence of magical auras.

2nd Round

Number of different magical auras and the power of the most potent aura.

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.

Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Conceal Thoughts
Enchantment (Stance)
Level: Caster 1
Casting Action: Stance
Components: None
Range: Personal
Target: Self
Duration: Stance
Saving Throw: None
Spell Resistance: No

Your mind is secure and shielded.

Your thoughts are protected from analysis. You gain a +5 circumstance bonus on Bluff checks against those attempting to discern your true intentions with Sense Motive. You also gain a +2 bonus on its saving throw against any power or spell used to read your mind (such as read thoughts or mind probe).


Dancing Lights
Evocation (Stance)
Level: Caster 1
Casting Action: Stance
Components: None
Range: Personal
Target: Self
Duration: Stance
Saving Throw: None
Spell Resistance: No

You are followed by otherworldly lights.

You create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 5-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 20 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.


Disguise Self
Illusion (Stance)
Level: Caster 1
Casting Action: Stance
Components: None
Range: Personal
Target: Self
Duration: Stance
Saving Throw: None
Spell Resistance: No

You disguise yourself with a simple illusion.

You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.

If you use this spell to create a disguise, you get a +4 bonus on the Disguise check.

A creature that interacts with the spell gets a Will save to recognize it as an illusion.


Touch of Death
Necromancy (Stance)
Level: Caster 1
Casting Action: Stance
Components: None
Range: Personal
Target: Self
Duration: Stance
Saving Throw: None
Spell Resistance: No

Your touch delivers minute amounts of undeath into your foes.

You channel negative energy through your touch, fatiguing the target. The touch attack is subject to Spell Resistance. You must succeed on a touch attack to strike a target.

The subject is immediately fatigued for the a number of rounds equal to your caster level.

This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires.


Mage Hand
Transmutation (Stance)
Level: Caster 1
Casting Action: Stance
Components: None
Range: Personal
Target: Self
Duration: Stance
Saving Throw: None
Spell Resistance: No

You manipulate objects around you from a distance.

You point your finger at an object of no more than 5 lbs. in weight within 10 feet and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 5 feet in any direction, though the spell ends if the distance between you and the object ever exceeds 10 feet.


Prestidigitation
Universal (Stance)
Level: Caster 1
Casting Action: Stance
Components: None
Range: Personal
Target: Self
Duration: Stance
Saving Throw: None
Spell Resistance: No

You alter the world around you in subtle yet striking ways.

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.


Shivani's Energy Blade (Credit to TheAmnethystDragon (http://forums.gleemax.com/wotc_archive/index.php/t-195977) on the WotC)
Conjuration (Cast)
Level: Caster 2
Casting Action: 1 Standard Action
Components: S
Range: Personal
Target: Self
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

A blade coated in energy is created in your hand.

When cast, this spell calls forth into the spellcaster's hand a bladed weapon (dagger, sword, axe, sickle, kama, scythe, etc.) that he is proficient with. This weapon appears to be crafted from a single piece of flawless gemstone, shaped and polished to a gleaming edge. The weapon is light and balanced in the caster's hand. Should the weapon be dropped or destroyed (it has a hardness of 8 and 2 hit points per caster level), it vanishes and the spell ends. Upon casting, the spellcaster selects an energy type (fire, cold, electricity, acid).

When used to attack an enemy or object, this weapon inflicts 1d6 points of slashing damage (critical threat on 20, x2 multiplier), plus 1d6 points of the selected type of energy damage per 3 caster levels (up to 4d6 at 12th level). Any feats the caster may have in relation to the type of bladed weapon that is conjured can be used with this weapon. The weapon can be affected by such magic as keen edge and magic weapon, but such enchantments last only as long as the weapon conjured by this spell.

If used against a creature with spell resistance, the weapon inflicts no damage should it fail to penetrate the resistance on the first successful attack.


Summon Monster I
Conjuration (Cast)
Level: Caster 1
Casting Action: 1 Standard Action
Components: V, S
Range: 30 ft.
Target: Summoned Creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Summons a monster to serve you for a time.

Summon a creature with an ECL of 1 or less.


Summon Monster II
Conjuration (Cast)
Level: Caster 1
Casting Action: 1 Standard Action
Components: V, S
Range: 30 ft.
Target: Summoned Creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Summons a monster to serve you for a time.

Summon a creature with an ECL of 3 or less.


Summon Monster III
Conjuration (Cast)
Level: Caster 1
Casting Action: 1 Standard Action
Components: V, S
Range: 30 ft.
Target: Summoned Creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Summons a monster to serve you for a time.

Summon a creature with an ECL of 5 or less.


Summon Monster IV
Conjuration (Cast)
Level: Caster 1
Casting Action: 1 Standard Action
Components: V, S
Range: 30 ft.
Target: Summoned Creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Summons a monster to serve you for a time.

Summon a creature with an ECL of 7 or less.


Shield
Abjuration (Boost)
Level: Caster 1
Casting Action: 1 Swift Action, an Abjuration spell must be cast in the same round
Components: V, S
Range: Personal
Target: Self
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You use ambient magical energy to create an invisible shield in front of you.

Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.


Obscuring Mist
Conjuration (Cast)
Level: Caster 1
Casting Action: 1 Standard Action
Components: V, S
Range: 10 ft.
Target: Point up to 10 ft. away
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

A dense fog arises near you.

A misty vapor arises at a point you designate, spreading 20 ft. in every direction. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.


Grease
Conjuration (Cast)
Level: Caster 1
Casting Action: 1 Standard Action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object or a 10 ft. square
Duration: 1 round/level
Saving Throw: See Text
Spell Resistance: No

You cover an area in grease, making it difficult for foes to manuever.

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.


True Strike
Divination (Boost)
Level: Caster 1
Casting Action: 1 Swift Action, must hit a foe with a nonmagical weapon in the same round
Components: S
Range: Touch
Target: One subject
Duration: See Text
Saving Throw: None
Spell Resistance: No

You show an ally how to attack with magical precision.

You instill a temporary, intuitive insight into the immediate future during the target's next attack. Their next single attack roll (if it is made before the end of the next round) gains a +10 insight bonus. Additionally, they are not affected by the miss chance that applies to attackers trying to strike a concealed target.


Hypnotism
Enchantment (Cast)
Level: Caster 1
Casting Action: 1 Standard Action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: Several living creatures, no two of which may be more than 30 ft. apart
Duration: 2d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes

You weave the arcane into your words to overcome your foes.

Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.

While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

A creature that fails its saving throw does not remember that you enspelled it.


Sleep
Enchantment (Cast)
Level: Caster 1
Casting Action: 1 Full Round Action
Components: V, S
Range: Medium (100 ft. + 10 ft./levels)
Target: One or more living creatures within a 10-ft.-radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

A magical slumber disarms your foes.

A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.

Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Sleep does not target unconscious creatures, constructs, or undead creatures.


Brittleskin (from Donnavin Snowolf (http://forums.gleemax.com/wotc_archive/index.php/t-203255))
Transmutation (Cast)
Level: Caster 2
Casting Action: 1 Standard Action
Components: V, S
Range: Touch
Target: Living Creature
Duration: 1 min/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You make an opponents skin more rigid without becoming more durable, making it far more likely to crack.

Brittleskin weakens a creature's skin, reducing their natural armor bonus by 2. This penalty increases by -1 for every 3 caster levels above 3rd, to a max of -5 at 12th level.
Brittleskin counters Barkskin.


Prediction
Devination (Stance)
Level: Caster 2
Casting Action: Stance
Components: None
Range: Personal
Target: Self
Duration: Stance
Saving Throw: None
Spell Resistance: No

You see a few seconds into the future, predicting where your opponent will be after you force him out of hiding.

You ignore up to a 20% chance of missing due to concealment, invisibility, and similar effects.


Paper Control
Transmutation (Stance)
Level: Caster 1
Casting Action: Stance
Components: At least one piece of paper.
Range: Personal
Target: Self
Duration: Stance
Saving Throw: None
Spell Resistance: No

You can control paper around you, at least to a limited degree. Any piece of paper you hold may be hardened, granting this paper the hardness and durablilty of steel. A piece of paper hardened in this manner may be used as a 1d4 slashing weapon, and the caster is assumed to be proficient. A piece of paper hardened in this manner reverts to normal if moved more than 10 feet from the person who hardened it, or if its hardener is rendered unconscious. It also reverts to normal when wet, or when struck with sonic damage.The caster of this spell may also use the effects of the mage hand stance, though only to manipulate the paper hardened by this spell.


Mage's Magnificent Ladder
Conjuration (Stance)
Level: Caster 1
Casting Action: Stance
Components: A pinch of sand or dust
Range: Personal
Target: Self
Duration: Stance
Saving Throw: None
Spell Resistance: No

A ladder composed of brilliant light springs into being in front of you..

This spell creates a ladder directly in front of the caster. This ladder is originially only 10 feet tall. As it is climbed however, the ladder grows, up to a maximum of 10ft times the caster's CL. The caster of this spell may determine who may climb this ladder at the time of casting. All others merely pass through the ladder if they attempt to climb it. Due the ladder's ethereal nature, those climbing it must do so at half their normal climbing speed. The ladder cannot be tilted, and always remains perfectly vertical. Should the caster of the spell take damage while climbing, the ladder winks out of existence. The ladder also ceases to exist 1d4 rounds after the caster lets go of it.


Trial By Fire
Abjuration (Counter)
Level: Caster 2
Casting Action: 1 Immediate Action
Components: V, S
Range: Touch
Target: Living Creature
Duration: 1 round/2 levels

You may absorb some of the energy of an attack. When struck by an energy attack (fire, sonic, cold, etc.) you may activate this spell. This grants you resistance to the type of damage you were just struck by, equal to your caster level. The resistance gained in this manner also may not exceed the amount of damage taken. Resistance gained from this spell does not stack with any other source.

Vadin
2008-02-20, 07:05 PM
<Reserved for spell and stance descriptions>

Kellus
2008-02-20, 07:26 PM
<Reserved for comment and offer of assistance>

Vadin
2008-02-20, 07:52 PM
Feel free to submit your own spells and stances!

The ones up so far are based on low-level spells and a power or two (obviously).

Homebrewed ones are even better and, for evocation, likely necessary (that or the easily manipulated psionic energy powers will be used).

So...yeah! Submit your own spells, everyone. Just remember to keep them a little more powerful and exotic than your average maneuver (spellcasters will have less health and safety, after all).

And speaking of spellcasters...anyone want to write up a Caster class or two to go with this?

Durendal
2008-02-20, 10:07 PM
This sounds really interesting and would make a great world theme (the struggle for dominance in the world between the Nine Sublime Ways and the Nine Magical Schools) Other than that I don't really have anything of value to contribute except the suggestion to use spoilers so your first post isn't so long.

togapika
2008-02-20, 10:36 PM
"Tome of Battle almost made melee characters equal to casters"
If casters are better than melee by your own admission, why make casters equal to martial adepts?

Kellus
2008-02-20, 10:58 PM
What he's saying is to make casters use the same rules as martial adepts for their spellcasting, so that nobody has an advantage over anybody else. That is, they're all playing by the same rules. So, spellcasting works the same way as maneuvers and stances, just with a magical flavour. Quite clever, really.

I'm working on some divination maneuvers right now, we'll see how they turn out. :smallsmile:

Vadin
2008-02-21, 04:14 PM
@Durendal: Good idea...I'm on it!

@Togapika: If A is better than B, but should be equal to B, why make A equal to B? Because A should be equal to B.

@Kellus: Precisely!


A note on (Cast). Strikes are usually initiated with a single melee attack that takes an attack action or a full-round action. Boosts are typically swift or standard actions unaccompanied by anything else. Counters are most often immediate actions that grant an effect to lessen the effect of an attack or return damage to a foe. Stances are, well, Stances. Casts are most like Strikes, though they are usually accompanied not by attacks, but by components, verbal and/or somatic. None of those components are in there at present, I just realized, and I think I'll go fix that, too.

Vadin
2008-02-21, 07:18 PM
Just posted a few more level 1 spells.

Still so many more to do! :smalleek:

If anybody else wants to post some, critique those up now (I get the feeling True Strike should be weakened some), or anything...feel free!

Ascension
2008-02-21, 09:20 PM
This sounds like a really, really cool idea. I take it that these spells are per encounter, like martial maneuvers? Will there be a way for the caster to recover his spells, like martial adepts recovering maneuvers?

EDIT: I just realized that if casters and martial adepts are working on the same basic system, it would be really easy to create a balanced gish class! :smallsmile:

Vadin
2008-02-21, 09:25 PM
Yes and yes, though I haven't any idea on how to make the class. If anybody else wants to take a crack at the Caster class, be my guest.

Gwyn chan 'r Gwyll
2008-02-21, 09:29 PM
I would help with this, but I'm already working on the public Project Swampgas, as well as my own Project Broken Land.

streakster
2008-02-21, 09:37 PM
Just a note - Mage Hand, as you have it written, has no weight limit. I realize that you've reduced the range to compensate, but no limit at all seems a little much.

DM:"You are all standing near the castle, searching for an entrance."
Caster:"I use Mage Hand on the castle wall, moving the entire five feet outwards. We all enter."
DM:"Uhhh..."

I'd say give it a weight limit, and increase the range and/or the length the object can be moved. Just my opinion.

Vadin
2008-02-21, 09:49 PM
Yeah, I thought I'd left that in there. Whoops! Nice catch, streakster.

Ascension
2008-02-21, 11:41 PM
We're supposed to have an ice storm tonight and classes might be canceled tomorrow. If they are, I'm going to spend some time working on a caster version of this (possibly multiple versions, to mirror somewhat the three martial classes) and definitely a gish version who gets spells and maneuvers in limited amounts (Ooh, and they'll probably have some sort of class ability that allows martial stances to aid the effects of spells and magic stances to aid the effect of strikes... that'd be cool. Maybe with a capstone ability like the Swordsage's dual boost, but with one boost and one spell at the same time... Hmm... This should be fun.).

Man am I hoping that the weather gets worse...

Cainen
2008-02-24, 04:56 PM
Great idea, but there are a few questions I must pose:

Recovery mechanism? Adaptive Style would break stuff horribly since they still have SoDs, albeit weakened, and even a basic full-round recovery could break stuff since their spells are still more powerful than maneuvers. I personally would suggest just an end-of-encounter recovery, but that's just me.

How is metamagic going to apply, and assuming you go with a recovery mechanism that's in battle, how are you going to deal with recovering metamagic spells? Since I would personally go without recovery, it's not so much of a problem; just making metamagicked spells take up more spell slots would work perfectly.

Vadin
2008-02-24, 08:27 PM
Metamagic would work just like it does now: it takes up a higher spell level slot. No change needed there.

Recovery mechanism...I don't know. End-of-encounter autorecovery is one way, but I'm not too sure about it. Anyone else have an opinion on that?

Also, if you do feel strongly about, feel free to write up the Caster class that uses it.

Spells going up whenever I get them finished, would love for others to submit their own (So far I'm just porting over some spells from the Wizards boards and the SRD).

streakster
2008-02-24, 09:05 PM
Paper Control
Transmutation (Stance)
Level: Caster 1
Casting Action: Stance
Components: At least one piece of paper.
Range: Personal
Target: Self
Duration: Stance
Saving Throw: None
Spell Resistance: No

You can control paper around you, at least to a limited degree. Any piece of paper you hold may be hardened, granting this paper the hardness and durablilty of steel. A piece of paper hardened in this manner may be used as a 1d4 slashing weapon, and the caster is assumed to be proficient. A piece of paper hardened in this manner reverts to normal if moved more than 10 feet from the person who hardened it, or if its hardener is rendered unconscious. It also reverts to normal when wet, or when struck with sonic damage.The caster of this spell may also use the effects of the mage hand stance, though only to manipulate the paper hardened by this spell.



Just watched RoD again, and decided to make something.

Mage's Magnificent Ladder
Conjuration (Stance)
Level: Caster 1
Casting Action: Stance
Components: A pinch of sand or dust
Range: Personal
Target: Self
Duration: Stance
Saving Throw: None
Spell Resistance: No

A ladder composed of brilliant light springs into being in front of you..

This spell creates a ladder directly in front of the caster. This ladder is originially only 10 feet tall. As it is climbed however, the ladder grows, up to a maximum of 10ft times the caster's CL. The caster of this spell may determine who may climb this ladder at the time of casting. All others merely pass through the ladder if they attempt to climb it. Due the ladder's ethereal nature, those climbing it must do so at half their normal climbing speed. The ladder cannot be tilted, and always remains perfectly vertical. Should the caster of the spell take damage while climbing, the ladder winks out of existence. The ladder also ceases to exist 1d4 rounds after the caster lets go of it.

Vadin
2008-02-25, 06:29 PM
Thanks, Streakster! Very nice. Would you consider doing a few more, mayhaps? A few Counters, Boosts, and Spells, perchance?

On the topic of SoD spells, Cainen, I'd like to stay away from those in the extreme. Save or Suffer is fine, but outright and immediate death, I could really only feel alright putting in as a ninth level spell for Necromancy (maybe Enchantment). But even then it would have to be death only if the save is failed by more than a certain amount. Other high level spells, same thing: failed saves produce harsher effects depending on how bad they are failed.

streakster
2008-02-25, 08:36 PM
Sure! Glad you liked 'em. I'm an amateur at this...

Trial by Fire
Abjuration (Counter)
Level: Caster 2
Casting Action: 1 Immediate Action
Components: V, S
Range: Touch
Target: Living Creature
Duration: 3 rounds/level

You may absorb some of the energy of an attack. When struck by an energy attack (fire, sonic, cold, etc.) you may activate this spell. This grants you resistance to the type of damage you were just struck by, equal to your caster level. The resistance gained in this manner also may not exceed the amount of damage taken. Resistance gained from this spell does not stack with any other source.