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Thread: D&D 3.5: You make the spell challenge.

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    Orc in the Playground

    Join Date
    Jul 2014

    Default Re: D&D 3.5: You make the spell challenge.

    Edit: Actually, first, a critique of Far Vision: Unfortunately(?) I think it was a pretty well-made spell. Possible addition: An option when the target is grabbed by the eldritch abomination to try to tear it OUT OF the far realm and into the subject's plane?

    First, as a preamble, a spell that I don't think exactly fits what you asked for but which was inspired by your challenge:
    Embody Aura
    Evocation (alignment subtype matching caster's)
    Level: Cleric 5
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Effect: One temporary creature
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    You bring carnal life to the aura of morality and ethics that you exude at all times. You no longer radiate any alignment components to spells such as detect good. Secondly, you create a creature of the elemental type which possess alignment subtypes to match your own. The creature's stats match that of a Small air elemental if you previously radiated a faint aura, Medium if it was moderate, Large if it was Strong, or Huge if it was Overwhelming, except as follows: All special attacks are eliminated. The creature gains Smite 1/day, useable against a creature who possesses an aligment component opposite the Aura Elemental. It does not possess the Extraplanar subtype. Its natural weapons always bypass damage reduction as if they were aligned weapons matching the alignment subtypes the creature possesses.

    And now, my official response to the challenge:
    Home Turf
    Variable school; see text
    Level: Cleric 5, Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 round
    Area: 20ft + 10ft/lvl Edit: Sphere with radius 5ft + 5ft/level
    Target: All creatures within area
    Duration: 1 round/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    You modify an area of land to make it more in tune with your own personality. The exact nature of the modification depends on your alignment, as shown below (applied cumulatively for each alignment component).

    Lawfulness: No creature may move more than 5ft from another creature willingly; any who begin or are forced into such a position are compelled to travel to a spot within 5ft of another creature as quickly as possible. This is similar to a panicked condition with respect to means of travel. This is a mind-affecting enchantment (compulsion) effect.
    Chaos: All creatures lose the ability to communicate; words, gestures, telepathy, and other means of communication involving at least one creature who is within the affected area is garbled and unintelligible. Additionally, all creatures in the area begin to hallucinate; they cannot discern friend from foe, and suffer a -4 penalty on all Wis-based skill checks as well as attack rolls. This is a mind-affecting illusion (phantasm) effect.
    Good: All evil creatures are clearly marked as such by removing all color from their bodies and clothing, and displaying in red glowing text above their heads the strongest evil intentions or desires they have towards the person viewing them. However, they are forbidden from acting on these impulses for the duration of the spell. This is a mind-affecting illusion effect; the decoloration is a glamer, the text display is a phantasm.
    Evil: All creatures are paralyzed and take 5 points of damage each round as intense pain wracks their bodies. As an immediate action, any intelligent creature so affected can utter a command word announced at the time of casting as part of the verbal component and chosen by the caster (usually something such as 'mercy' or 'i beg you') to be freed from the damage and paralysis in exchange for a -8 penalty on all rolls made for the duration of the spell. This is a necromancy effect.
    Neutrality: All creatures are affected as by a calm emotions spell. If the caster of this spell is neutral on both alignment axes, any creatures with an alignment subtype or which radiate an overwhelming aura of an alignment other than true neutral are knocked prone and pinned to the ground by an invisible force (grapple check modifier +30). If they resist the pin and stand up they are subject to a repeated grapple attempt each round they remain within the affected area. This is an enchantment (charm) effect; the true neutral effect is an evocation effect.

    Material Component: A handful of dirt or dust from your current location.

    NEW CHALLENGE: A time-travel-themed or -related cantrip.
    Last edited by ezkajii; 2015-01-15 at 05:25 PM.
    Behold! The Monster Compendium

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