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View Full Version : Magic wand, make my monster grow! (spell)



Orzel
2008-04-09, 06:13 PM
Monster Growth
Transmutation
Level: Sor/Wiz 7,
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One medium or small dying humanoid or monstrous humanoid creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell causes instant growth of a humanoid or monstrous humanoid to the Gargantuan size, multiplying its height by 8 and multiplying its weight by 100. The target gains a +20 size bonus to Strength, a -20 size penalty to Dexterity (to a minimum of 1), and a -4 penalty on attack rolls and AC due to its increased size.

The creature has a space of 20 feet and a natural reach of 20 feet. This spell does not change the target’s speed. The creature gains temporary HP equal to half its maximum HP. These HP disappear when the spell ends.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack,.

Material Component
A quarterstaff, which is thrown near the subject


Bonus!!!

Zord
Transmutation
Level: Rgr 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One animal (Gargantuan or smaller)
Duration: 2 rounds/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The target animal grows to Gargantuan size. The animal grows twice their normal size and eight times their normal weight for each size catergory it increases by. It allows gains a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity for each size increase (to a minimum of 1). The creature’s existing natural armor bonus increases by 2 for each size increase. The size change also affects the animal’s modifier to AC and attack rolls and its base damage. The animal’s space and reach change as appropriate to the new size, but its speed does not change.

The spell also grants each subject damage reduction 10/Adamantine and a +4 resistance bonus on saving throws. The animal also gains immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.

Any enlarged item that leaves the enlarged creature’s possession instantly returns to its normal size.

The spell gives no means of command or influence over the enlarged animal.

Multiple magical effects that increase size do not stack.

Rizban
2008-04-10, 04:16 PM
Now that's a flashback... You need to create a Megazord transformation that can be used by 5 Zord animals to merge into one humanoid form with an exceedingly powerful magic sword.

drawingfreak
2008-04-11, 12:34 AM
Wouldn't the Zords have to be mechanical or are we trying to translate this into a fully medieval fantasy setting?

MelkorsHalo
2008-04-11, 04:32 AM
Wouldn't the Zords have to be mechanical or are we trying to translate this into a fully medieval fantasy setting?

just make them constructs. simple enough. although, upon reading the spell, it sounds like they already have some construct traits. still works.

Orzel
2008-04-11, 05:45 AM
Turning animals into a gargantuan constructs would be a bit much for a ranger spell. But I could make their fur and scales shiny.

Megazord is more of a ritual, Incantations, or something.

Triaxx
2008-04-11, 08:42 AM
I love this. I was even thinking of something similar in feat form for summons.