weishan
2008-03-22, 08:32 PM
Any of these too strong or too weak? Suggestions.
Scrying Beacon
Evocation
Level: Sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: 1 creature or object
Duration: 1 hour/ level
Saving Throw: Will negates
SR: Yes
An invisible beacon of magical energy emanates from the target. This beacon provides +4 on the caster level check to beat SR when scrying and a -4 penalty on the target’s saving throw vs. any scrying spell cast by you for the spell’s duration.
Material Component: A pinch of phosphorous or a small signal mirror.
Scrying Beacon, Greater
Evocation
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: 1 creature or object
Duration: 1 day/level
Saving Throw: Will negates
SR: Yes
As scrying beacon, but the aura cannot be detected using detect magic except when the target is being scried on.
Glass Body
Trans
Level: Sorcerer/wizard 4
Components: V, S, F
Casting time: 1 standard action
Target: You or creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
SR: Harmless
You modify the matter of your body and gear so that light passes through you. This makes you effectively invisible. Even true seeing will not reveal the existence of the invisible creature (though it is still possible to detect a creature under the effects of Glass Body using an ordinary spot check as if it were an invisible creature. The creature can also be revealed through other means like footprints or glitterdust). Attacking ends the effects of this spell immediately.
Focus: A finely crafted lens costing at least 100 gp.
Unholy Darkness
Evocation [Darkness, Evil]
Level: Cleric 4, sorcerer/wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 1 day/level
Saving Throw: None
SR: No
As deeper darkness, but all evil creatures are unaffected by the spell. Additionally, any good creatures in the area suffer a -1 morale penalty to attack, damage, and saves.
Material Component: Soot or ash from any Lower Plane.
Sure-Striking Weapon
Transmutation
Level: Cleric 2, paladin 2, sorcerer/wizard 2,
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 touched weapon
Duration: 1 round/level
Saving Throw: None
SR: No
The targeted weapon gains the ability to overcome any alignment-based DR (Good, Lawful, Chaotic, or Evil) for the duration of the spell.
Maim Soul
Necromancy [Evil]
Level: Cleric 6, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude partial
SR: Yes
Maim soul does 1d6 untyped damage per caster level to the target creature (15d6 maximum). Additionally, the target is stunned for 2d4 rounds. A successful fortitude save halves the damage and negates the stunning. This spell does half damage to creatures whose souls and bodies are one entity (outsiders and undead). It cannot effect constructs, elementals, or any other creatures that lack a soul altogether.
If you Pull my Tail Again, Mortal…
Abjuration
Level: sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 round/level
Saving Throw: Fortitude half
SR: No
You surround yourself with invisible magical energy similar to that used by the disintegrate spell. You store a charge of 2d6 points of damage per level (maximum 40d6) When any creature touches you, makes a melee or unarmed attack, or performs an action that would normally provoke an attack of opportunity, you can release up to 10d6 points from this pool (though you may release less if you choose). If a creature is killed by this spell, they are reduced to a small pile of grey ash as with disintegrate. You may only release a maximum of 10d6 points of damage per round (you could release two bursts that do 5d6 points of damage in a round, however). This spell ends when the duration expires or when you run out of charge
Material Component: A spike from a suit of spiked armor.
Flaming Vapors
Conjuration
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 round
Range: Personal
Target: 1 10-ft. cube per level
Duration: Instantaneous
Saving Throw: See text
SR: No
Hissing vapors pour from tiny fissures the ground and ignite. All creatures in the affected area take 1d6 points of fire damage and catch fire. The save DC to avoid catching fire is equal to the spell’s save DC. A creature may take two full rounds to put out the flames instead.
Dark Whispers
Enchantment [Mind-Affecting]
Level: Sorcerer/wizard 6
Components: V, S
Casting Time: 1 full round
Range: 5 ft.
Target: One living creature
Duration: Instantaneous
Saving Throw: See text
SR: Yes
The caster whispers something unintelligible to the target. Within the next 1d6 rounds, the target begins to hear voices whispering in their head and tempting them towards evil. A successful will save negates this and ends the spell immediately. These voices mock and torment the target. This spell has the following effects:
• The target is considered fatigued because the voices interrupt their sleep or other means of rest.
• The target takes a -10 penalty to all listen checks.
• The target takes 1 point of wisdom damage per hour. This damage cannot reduce the target’s wisdom below 4. A successful will save negate the damage for that hour. This damage cannot be healed by anything short of a Wish or Miracle until the spell ends.
• The target must make a will save every day or become neutral evil. When the target fails this will save and becomes neutral evil, the spell ceases to torment them.
This spell may only be removed using Greater Restoration, Heal, Limited Wish, Wish, or Miracle (or similar spells).
Scrying Beacon
Evocation
Level: Sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: 1 creature or object
Duration: 1 hour/ level
Saving Throw: Will negates
SR: Yes
An invisible beacon of magical energy emanates from the target. This beacon provides +4 on the caster level check to beat SR when scrying and a -4 penalty on the target’s saving throw vs. any scrying spell cast by you for the spell’s duration.
Material Component: A pinch of phosphorous or a small signal mirror.
Scrying Beacon, Greater
Evocation
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: 1 creature or object
Duration: 1 day/level
Saving Throw: Will negates
SR: Yes
As scrying beacon, but the aura cannot be detected using detect magic except when the target is being scried on.
Glass Body
Trans
Level: Sorcerer/wizard 4
Components: V, S, F
Casting time: 1 standard action
Target: You or creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
SR: Harmless
You modify the matter of your body and gear so that light passes through you. This makes you effectively invisible. Even true seeing will not reveal the existence of the invisible creature (though it is still possible to detect a creature under the effects of Glass Body using an ordinary spot check as if it were an invisible creature. The creature can also be revealed through other means like footprints or glitterdust). Attacking ends the effects of this spell immediately.
Focus: A finely crafted lens costing at least 100 gp.
Unholy Darkness
Evocation [Darkness, Evil]
Level: Cleric 4, sorcerer/wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 1 day/level
Saving Throw: None
SR: No
As deeper darkness, but all evil creatures are unaffected by the spell. Additionally, any good creatures in the area suffer a -1 morale penalty to attack, damage, and saves.
Material Component: Soot or ash from any Lower Plane.
Sure-Striking Weapon
Transmutation
Level: Cleric 2, paladin 2, sorcerer/wizard 2,
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 touched weapon
Duration: 1 round/level
Saving Throw: None
SR: No
The targeted weapon gains the ability to overcome any alignment-based DR (Good, Lawful, Chaotic, or Evil) for the duration of the spell.
Maim Soul
Necromancy [Evil]
Level: Cleric 6, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude partial
SR: Yes
Maim soul does 1d6 untyped damage per caster level to the target creature (15d6 maximum). Additionally, the target is stunned for 2d4 rounds. A successful fortitude save halves the damage and negates the stunning. This spell does half damage to creatures whose souls and bodies are one entity (outsiders and undead). It cannot effect constructs, elementals, or any other creatures that lack a soul altogether.
If you Pull my Tail Again, Mortal…
Abjuration
Level: sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 round/level
Saving Throw: Fortitude half
SR: No
You surround yourself with invisible magical energy similar to that used by the disintegrate spell. You store a charge of 2d6 points of damage per level (maximum 40d6) When any creature touches you, makes a melee or unarmed attack, or performs an action that would normally provoke an attack of opportunity, you can release up to 10d6 points from this pool (though you may release less if you choose). If a creature is killed by this spell, they are reduced to a small pile of grey ash as with disintegrate. You may only release a maximum of 10d6 points of damage per round (you could release two bursts that do 5d6 points of damage in a round, however). This spell ends when the duration expires or when you run out of charge
Material Component: A spike from a suit of spiked armor.
Flaming Vapors
Conjuration
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 round
Range: Personal
Target: 1 10-ft. cube per level
Duration: Instantaneous
Saving Throw: See text
SR: No
Hissing vapors pour from tiny fissures the ground and ignite. All creatures in the affected area take 1d6 points of fire damage and catch fire. The save DC to avoid catching fire is equal to the spell’s save DC. A creature may take two full rounds to put out the flames instead.
Dark Whispers
Enchantment [Mind-Affecting]
Level: Sorcerer/wizard 6
Components: V, S
Casting Time: 1 full round
Range: 5 ft.
Target: One living creature
Duration: Instantaneous
Saving Throw: See text
SR: Yes
The caster whispers something unintelligible to the target. Within the next 1d6 rounds, the target begins to hear voices whispering in their head and tempting them towards evil. A successful will save negates this and ends the spell immediately. These voices mock and torment the target. This spell has the following effects:
• The target is considered fatigued because the voices interrupt their sleep or other means of rest.
• The target takes a -10 penalty to all listen checks.
• The target takes 1 point of wisdom damage per hour. This damage cannot reduce the target’s wisdom below 4. A successful will save negate the damage for that hour. This damage cannot be healed by anything short of a Wish or Miracle until the spell ends.
• The target must make a will save every day or become neutral evil. When the target fails this will save and becomes neutral evil, the spell ceases to torment them.
This spell may only be removed using Greater Restoration, Heal, Limited Wish, Wish, or Miracle (or similar spells).