A Monster for Every Season: Summer 2
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  1. - Top - End - #61
    Ettin in the Playground
     
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Quote Originally Posted by The Neoclassic View Post
    I see your point... but can't a focus usually be used time after time? Whereas once you've used one chess board for this, you don't still get the blank beginning chess board to go make more, if that makes any sense.
    So you want the board usable once for the effect and to keep doing what it's doing, not be used to make new boards...

    By making it a focus, it ensures it isn't consumed and continue to power the effect, much like the Spellstaff spell, which uses the staff as a focus for the effect as well. You just need to specify that the board and pieces can't be reused while enspelled to ensure that everybody has to go get their own board if they want to play solitaire chess or whatever.

    Alternatively, it may make more sense to make this spell last a game and have the permanent version exist as a Wondrous Item, as your spell acts quite like one, really.

    ALSO:
    Quote Originally Posted by AstralFire View Post
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    But you miss out on getting the chance for an awesome butler this way. Why chance missing out on getting the services of an Alfred or Walter?
    Last edited by Cieyrin; 2009-08-07 at 07:17 PM.
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  2. - Top - End - #62
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Detect Threats
    Divination
    Level: Clr 1, Drd 2, Pal 2, Rgr 2, Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target or Area: One 5-ft. cube
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    You determine whether a creature, object, or area possesses poison, weapons, or magical items. You determine which of these three categories are possessed, but not anything more specific. For example, if you cast this spell on a five-ft. cube in which a rogue was holding a +1 flaming dagger, you would know that there was the presence of magical items and of weapons within the cube, but not that they were the same item nor any more details about the item or items in question. Detect threats does not inform the caster how many such threats are contained within the cube. This 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.

    Enrich Soil
    Transmutation
    Level: Clr 5, Drd 4
    Components: V, S, DF
    Casting Time: 1 minute
    Range: Long (400 ft. + 40 ft./level)
    Target or Area: One acre per level
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    Enrich soil has different effects depending on the version chosen.
    Restore: You restore soil of depleted fertility to its original, nutrient-rich state. This only restores soil which has naturally lost its nutrients; soil which has been sown with salt must instead use the latter effect of this spell.
    Convert: You take soil which has always been poor for farming and make it useable. Crops can now grow here, though they will only yield with approximately one-half of those which are raised in areas with naturally rich soils would produce. This effect can be used on soil which has been ruined (such as through addition of salt) or soil which could grow some wild plants but no appreciable amount of crops.
    Neither form of enrich soil has any effect upon nonsoil areas (such as beds of rock) or dirt which is in such poor shape that it can grow no plants whatsoever.

    Quote Originally Posted by AstralFire
    Magic presents a hundred ways to destroy the local economy by that level.
    Absolutely. The D&D world is a nightmare as far as realistic economics is concerned.

    And, above, two new spells. Neither brilliantly creative, but the latter could be useful for low-level caster bodyguards; a minor noble or a mid-level criminal leader might have it cast upon people he doesn't know well before they are allowed to be in his presence. Enrich soil may need some tweaks for balance; I want it to be able to affect a decent area, but not be so low-level that any and all lands could get it cast on all of their imperfect soil. Also, I didn't think it needed an xp cost, which I'm trying to avoid unless it really makes sense.
    Last edited by The Neoclassic; 2009-08-08 at 07:02 PM.

  3. - Top - End - #63
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    What about a magical version of the "If lid pops container has been unsealed" thing you get on jam jars or magical wax seals and other tamper prevention systems?
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  4. - Top - End - #64
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Quote Originally Posted by Bisected8 View Post
    What about a magical version of the "If lid pops container has been unsealed" thing you get on jam jars or magical wax seals and other tamper prevention systems?
    Ooooh. Maybe something like...

    One-Open Wax
    Conjuration (Creation)
    Level: Brd 0, Clr 0, Pal 1, Sor/Wiz 0
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: See below
    Duration: Instantaneous
    Saving Throw: None
    You place a magical wax seal upon a letter, scroll, or other such material. In all respects, except for as follows, it acts as a mundane wax seal.
    This seal glows with a unique color chosen by the caster. Once the seal has been broken, opened, or tampered with in any way, it loses its glow. Attempts to add a new glow to the wax with any spell of lower or equal level fail. A heightened one-open wax raises the level requirement for replacement illusions accordingly.
    Material component: A small piece of wax.

    Fading Letter
    Transmutation
    Level: Brd 2, Clr 2, Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: See below
    Duration: Permanent until discharged (D)
    Saving Throw: None
    You cast this spell upon a letter, nonmagical scroll, or similar object of paper, parchment, or vellum that is currently sealed (such as with wax or glue). Upon the letter’s opening, it begins to fade and yellow. After up to five minutes, it becomes hard to read. After up to ten minutes, all traces of writing have vanished; the letter or scroll is in tatters. The "up to" durations are to be determined by the caster. However, neither can be shorter than one round and the second one must be longer than the first.
    Material component: A handful of ash.

    Also, here's one more spell for farmer sorts:

    Silo Seal
    Abjuration
    Level: Clr 4, Drd 4, Sor/Wiz 4
    Components: V, S, DF
    Casting Time: 1 minute
    Range: Medium (100 ft. + 10 ft./level)
    Area: One thousand cubic feet per level
    Duration: Up to one week per caster level (D)
    Saving Throw: None
    You cast this spell upon an enclosed, largely sealed area such as a silo. Most of the excess air is removed, essentially leaving the contents in a vacuum, and an airtight magical barrier is placed around the area. The barrier can be walked through or flown through by any creature of at least Small size. To them, it feels merely like passing through a soap bubble. Their entrance or exit doesn't have any effect upon the spell.
    Any creature Tiny or smaller in size cannot penetrate the barrier in any usual way (hitting it, walking through it, etc). The spell is three-dimensional, so attempting to burrow under to enter will similarly fail. Additionally, regardless of their size, any creatures of the vermin type cannot pass through a silo seal. This spell does not affect any creatures with a Hit Dice equal to or greater than twice the spell's caster level.
    If there are creatures whose total HD is equal to more than half of the caster's level within the area of the spell when casting, the spell automatically fails.
    Last edited by The Neoclassic; 2009-08-18 at 09:22 AM.

  5. - Top - End - #65
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Fading letter should have a duration after opening selectable by the caster of up to 1 minute per caster level. That way you can have equal security for a torrid love letter to your wife waiting at home who keeps misplacing things where the kids can find them, and a King's message to his general "Execute Operation Musk Ox".

    Also, at least change the casting time of Silo Seal to 10 minutes, and perhaps give an exception for vermin with twice the caster level of HD, because otherwise if you have enough robes of stars or a bottle of air or two you can use it to take shelter from Devastation Vermin. Also, something to keep you from using it to suffocate someone in their sleep by casting it on their house.
    Last edited by DracoDei; 2009-08-08 at 08:00 PM.
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  6. - Top - End - #66
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Peaceful Rest
    Enchantment
    Components: V
    Level: Brd 0, Clr 0, Pal 0
    Components: V, S, M
    Casting Time: One Minute
    Range: Touch
    Target: Subject touched
    Duration: Instantaneous
    Saving Throw: None; Target must be willing.

    You cause the subject to sleep peacefully, no matter what the circumstances. They will not be affected by any nonmagical nightmares, and this cures nonmagical insomnia for one day after being cast. Any magical spell of level 1 or higher is not affected by this spell, and no unwilling target can be put to sleep.
    Last edited by Milskidasith; 2009-08-08 at 08:02 PM.

  7. - Top - End - #67
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Quote Originally Posted by DracoDei View Post
    Fading letter should have a duration after opening selectable by the caster of up to 1 minute per caster level. That way you can have equal security for a torrid love letter to your wife waiting at home who keeps misplacing things where the kids can find them, and a King's message to his general "Execute Operation Musk Ox".
    I'm not sure what you mean about the equal security, but I do agree that choosing the duration after opening would be a good idea! Then longer things could get more time and such.

    Also, at least change the casting time of Silo Seal to 10 minutes, and perhaps give an exception for vermin with twice the caster level of HD, because otherwise if you have enough robes of stars or a bottle of air or two you can use it to take shelter from Devastation Vermin.
    Hmm, I may do so to the first point, and the second point is a VERY good catch. Thanks for pointing that out; I'll fix it now!

    Also, something to keep you from using it to suffocate someone in their sleep by casting it on their house.
    Quote Originally Posted by The Neoclassic
    If there are creatures within the area of the spell when casting, the spell automatically fails.
    I did anticipate that one, but good thought.

  8. - Top - End - #68
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Quote Originally Posted by The Neoclassic View Post
    Detect Threats
    Looks pretty good. It's almost a pity it's targeted because of the fun you could have gaming with a player's 'spider sense' if it was automatic, much as some of Spider-man's villains do to account for his (inhumanly fast which should make most of the enemies not remotely a threat when paired with his insane strength, logically thinking) reaction time.

    [QUOTE=The Neoclassic;6680023]Enrich Soil
    Transmutation
    Level: Clr 5, Drd 4
    Components: V, S, DF
    Casting Time: 1 minute
    Range: Long (400 ft. + 40 ft./level)
    Target or Area: One acre per level
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    Enrich soil has different effects depending on the version chosen.
    Restore: You restore soil of depleted fertility to its original, nutrient-rich state. This only restores soil which has naturally lost its nutrients; soil which has been sown with salt must instead use the latter effect of this spell.
    Convert: You take soil which has always been poor for farming and make it useable. Crops can now grow here, though they will only yield with approximately one-half of those which are raised in areas with naturally rich soils would produce. This effect can be used on soil which has been ruined (such as through addition of salt) or soil which could grow some wild plants but no appreciable amount of crops.
    Neither form of enrich soil has any effect upon nonsoil areas (such as beds of rock) or dirt which is in such poor shape that it can grow no plants whatsoever.

    Plant Growth already exists... sorry. >.>

    Quote Originally Posted by The Neoclassic View Post
    Ooooh. Maybe something like...

    One-Open Wax
    Evocation
    Level: Brd 1, Clr 1, Pal 1, Sor/Wiz 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: See below
    Duration: Instantaneous
    Saving Throw: None
    You place a magical wax seal upon a letter, scroll, or other such material. In all respects, except for as follows, it acts as a mundane wax seal.
    This seal glows with a unique color chosen by the caster. Once the seal has been broken, opened, or tampered with in any way, it loses its glow. Attempts to add a new glow to the wax with any spell of lower than third level fails.
    Material component: A small piece of wax.
    Looks good, though I would change this to a cantrip and make the final line "with any spell of equal level or lower."

    Reasoning? Heighten spell. It could be worth heightening it to 3rd or 4th level on a slow day.

    Fading Letter
    Transmutation
    Level: Brd 2, Clr 2, Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: See below
    Duration: Permanent until discharged (D)
    Saving Throw: None
    You cast this spell upon a letter, nonmagical scroll, or similar object of paper, parchment, or vellum that is currently sealed (such as with wax or glue). Upon the letter’s opening, it begins to fade and yellow. After up to one minute per caster level, it becomes hard to read. After up to two minutes per caster level have elapsed, all traces of writing have vanished; the letter or scroll is in tatters. The "up to" durations are to be determined by the caster, within the stated limits, but may be no shorter than one round and the second one must be longer than the first.
    Material component: A handful of ash.
    I would reword the delay slightly, and make it a non-level dependent value. (Which also eases the wording.) I don't think it's very critical that a level 20 cast be able to delay this for 20/40 minutes while a level 3 is stuck at 3/6.

    Also, here's one more spell for farmer sorts:

    Silo Seal
    Abjuration
    Level: Clr 4, Drd 4, Sor/Wiz 4
    Components: V, S, DF
    Casting Time: 1 minute
    Range: Medium (100 ft. + 10 ft./level)
    Area: One thousand cubic feet per level
    Duration: Up to one week per caster level (D)
    Saving Throw: None
    You cast this spell upon an enclosed, largely sealed area such as a silo. Most of the excess air is removed, essentially leaving the contents in a vacuum, and an airtight magical barrier is placed around the area. The barrier can be walked through or flown through by any creature of at least Small size, feeling no stronger than a soap bubble, though doing so ends the spell.
    Any creature Tiny or smaller in size cannot penetrate the barrier in any usual way (hitting it, walking through it, etc). The spell is three-dimensional, so attempting to burrow under to enter will similarly fail. Additionally, regardless of their size, any creatures of the vermin type cannot pass through a silo seal. However, vermin and Tiny or smaller creatures who possess HD at least twice that of the caster’s level are an exception and can pass through (and hence break) a silo seal.
    If there are creatures within the area of the spell when casting, the spell automatically fails.
    I'm not sure what you mean by 'feeling no stronger than a soap bubble.' Does this mean they just have to be Str 1, or that it's a light tingle?

    Would try to reword the exception a bit, like... "Additionally, vermin of any size are barred from entry. This spell does not affect any creatures with a Hit Dice equal to or greater than twice the spell's caster level."

    Also, I would drop the final bit. A single fly destroys the spellcasting, and this isn't cheap. Or I'd drop the slot a bit, or make it so the seal isn't broken but self renews. You're paying more money than you make in a year for this spell.

    Quote Originally Posted by Milskidasith View Post
    Peaceful Rest
    Enchantment
    Components: V
    Level: Brd 0, Clr 0, Pal 0
    Components: V, S, M
    Casting Time: One Minute
    Range: Touch
    Target: Subject touched
    Duration: Instantaneous
    Saving Throw: None; Target must be willing.

    You cause the subject to sleep peacefully, no matter what the circumstances. They will not be affected by any nonmagical nightmares, and this cures nonmagical insomnia for one day after being cast. Any magical spell of level 1 or higher is not affected by this spell, and no unwilling target can be put to sleep.
    This should be clarified to be 'given ordinary circumstances', or such like. Otherwise you can do something like [Charm Person/Bluff] "Here's a sleeping aid, even though you've never had trouble sleeping!" [Stabs much higher level person in sleep over and over and over until they die with no risk of waking.]


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  9. - Top - End - #69
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Quote Originally Posted by AstralFire View Post
    Looks pretty good. It's almost a pity it's targeted because of the fun you could have gaming with a player's 'spider sense' if it was automatic, much as some of Spider-man's villains do to account for his (inhumanly fast which should make most of the enemies not remotely a threat when paired with his insane strength, logically thinking) reaction time.
    Heh, neat idea. Hmm, maybe as some sort of interesting spell-like ability for someone...

    Plant Growth already exists... sorry. >.>
    Well, yes, I did notice that. I *think* there's enough of a difference; my spell actually heals the soil itself, whereas plant growth directly aids the... well, the plant's growth! So, they could be used to similar ends, but the means are different. Enrich soil is more of an environmental healing spell, whereas plant growth is more of an extra boost for the plants above what they could normally achieve. If that distinction is too subtle though, I suppose it isn't much use.

    Looks good, though I would change this to a cantrip and make the final line "with any spell of equal level or lower."

    Reasoning? Heighten spell. It could be worth heightening it to 3rd or 4th level on a slow day.
    Good idea! I shall do that.

    I would reword the delay slightly, and make it a non-level dependent value. (Which also eases the wording.) I don't think it's very critical that a level 20 cast be able to delay this for 20/40 minutes while a level 3 is stuck at 3/6.
    Yeah... Back to the writing style board! That really does sound more lame than "the drawing board", doesn it?

    I'm not sure what you mean by 'feeling no stronger than a soap bubble.' Does this mean they just have to be Str 1, or that it's a light tingle?
    Light tingle. Perhaps if I say something more like "giving a sensation similar to that of walking through (and popping) a soap bubble"?

    Would try to reword the exception a bit, like... "Additionally, vermin of any size are barred from entry. This spell does not affect any creatures with a Hit Dice equal to or greater than twice the spell's caster level."
    That looks great. I'll switch it to that.

    Also, I would drop the final bit. A single fly destroys the spellcasting, and this isn't cheap. Or I'd drop the slot a bit, or make it so the seal isn't broken but self renews. You're paying more money than you make in a year for this spell.
    OK, so make the spell so people can walk in and out of it, but also change it... maybe so you can't cast the spell if there's more than half your HD worth of creatures in there? Then, one couldn't use it to smoother anyone of any notable power level, but flies and such wouldn't mess it up.

    Excellent feedback! Thank you; I'll go fix those things now.

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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Just poking in. Nice stuff overall. For Invisible Opponent, though, the game board/pieces themselves should be a target only, not components or foci. Compare it to a Continual Flame used to make an Everburning Torch. The torch is just a target; the component for the spell is the ruby dust consumed by the casting. Hope that helps.
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    For Peaceful Rest, there is no such thing as a Paladin 0 spell, so it should be Pal 1.

    Also, I guess I'm missing the point of heightening One-Open Wax, as there's no save to raise.

    Finally, I could see Silo Seal being used as an alternative to the Water Filling Room type trap, at least at low levels, which I find kinda amusing. Asphyxiation is such a harsh way to go, too.

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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Quote Originally Posted by Tar Palantir View Post
    Just poking in. Nice stuff overall. For Invisible Opponent, though, the game board/pieces themselves should be a target only, not components or foci. Compare it to a Continual Flame used to make an Everburning Torch. The torch is just a target; the component for the spell is the ruby dust consumed by the casting. Hope that helps.
    Oh, thank you! That is the best way of putting it. I've changed the spell accordingly.

    Quote Originally Posted by Cieyrin View Post
    Also, I guess I'm missing the point of heightening One-Open Wax, as there's no save to raise.
    Then it takes higher level illusions spells to "fix" the wax's glow.

    All the feedback and additional spells remain excellent. I've been working to keep my creative juices flowing, which luckily isn't too hard when my focus meanders a bit.

    The following spells were created by clerics of deities of abundance and of children (respectively), but they could be useful for party tricks or travelling nobles who desire some delicious foodstuffs.

    Loaves and Honey
    Conjuration (Creation)
    Level: Clr 2, Drd 2, Pal 2
    Components: V, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Up to 10 pounds of food per level
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    This spell creates freshly baked loaves of bread, pots of honey, slabs of butter, and whole apples. They are wholesome and nutritious, but nothing particularly fancy. The caster cannot choose to make any other foods with this spell, though he may choose to omit one or more of the foods. For example, a third level caster could use this spell to make thirty pounds of apples only. If containers are not provided for the honey, it is instead lightly drizzled upon the bread. Any food created by this spell spoils and becomes inedible after eight hours.
    Note: Conjuration spells can’t create substances or objects within a creature.

    Water to Milk
    Transmutation
    Level: Clr 0, Drd 0
    Components: V, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Up to 2 gallons per level
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    This spell turns water into milk. If the water selected is foul, poisoned, or otherwise undrinkable, the milk created is strongly spoiled and smells accordingly. Milk created from this spell has no special preservative properties and may go bad if left out in warm areas for any significant period of time.

    Edit: One more for bouncers and for any mage who has friends with self-control issues!

    Enough for Tonight
    Enchantment (Charm) [Mind-Affecting, Language Dependent]
    Level: Brd 0, Clr 0, Sor/Wiz 0
    Components: V
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One intoxicated humanoid creature
    Duration: Instantaneous (see below)
    Saving Throw: Will negates
    Spell Resistance: No
    You inform the target that they’ve consumed enough alcohol for the evening. If they fail their save, they agree with you and find themselves uninterested in drinking any more right now. Their attitude towards you is also moved one step closer to friendly for the next ten minutes. This spell cannot make the target helpful; friendly individuals remain friendly. This spell works on creatures with the attitude of unfriendly (but not hostile) and on those who are currently threatening you or someone else. However, if you are already engaged in combat with the target, or the target is being immediately threatened or attacked by anyone, the spell automatically fails.
    Last edited by The Neoclassic; 2009-08-09 at 01:26 PM.

  13. - Top - End - #73
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Heightening One-Open Wax wouldn't actually raise the illusion level required to mimic the glow, as Heightening doesn't work that way.

    As for the new spells, i suddenly have this image of halflings casting Loaves and Honey for apples and slinging them at people.
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    I always though Heighten DID work that way, such as for [Light] and [Darkness] spells.
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Quote Originally Posted by Cieyrin View Post
    As for the new spells, i suddenly have this image of halflings casting Loaves and Honey for apples and slinging them at people.
    "Group one, cast spell! Grab fruits! FIRE!"
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  16. - Top - End - #76
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    As one of a group of adventurers who live on a sailing ship and have a crew of NPCs to RP with, space is at a premium and I actually wanted a spell that could give us more space permanently. There is no spell that really does this! So I saw this thread, and decided that I should make it. :3 I hope it's balanced...

    Apartment Living
    Transmutation
    Level: Sor/Wiz 2, Artificer 2
    Components: V, S, M
    Casting Time: 1 hour
    Range: Touch
    Target: One room
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: No

    This spell makes an extradimensional space in a single room, causing the room to increase in internal area while still occupying the same external space.

    The dimensions of the room increase by up to one 10 ft. cube per caster level. In order to access the extradimensional space, creatures, objects, and spells must enter it via the room on which the spell is cast. Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes.

    In the event that any of the walls bounding the space are damaged or destroyed, the extradimensional space is immediately dispelled and all creatures and objects within the space are ejected into the room on which the spell was cast.

    This spell increases area but does not create furnishing, barriers such as walls, or servants of any kind.

    Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.

    Material Component:
    A small piece of wood and chip of paint, plus a nice potted plant.

  17. - Top - End - #77
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    You now need to give prices for various quality levels of potted plants to go with that...
    I would suggest including the temperature control feature of Leomund's Secure Shelter in there, just for flavor.
    A wise mage would tack a conjuration effect to create a warning sign on the door reminding people to put their bags of holding some place else before entering... a careful and slightly more powerful mage would include an abjuration effect to keep such things from every entering (Like Anti-Life Shell, but for extra-dimensional devices)
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  18. - Top - End - #78
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Quote Originally Posted by DracoDei View Post
    I always though Heighten DID work that way, such as for [Light] and [Darkness] spells.
    See, for that issue, Light and Darkness are typed to interfere with each other. Spells with those types get those properties. You couldn't apply Heighten to the same effect on the Wax, as there are no explicit rules stating that such would happen, given that there's no precedent currently that would indicate such. If she had a line in Wax stating such, then yes, you would raise the illusion requirement, but as it is currently, Heightening won't do a thing for the spell other than change the minimum level slot it can be memorized/spontaneously caste with.

    Them's my 2 coppers. Take as you will.

    ALSO: It's unspecified what exactly would happen if you brought a bag of holding or other extra dimensional space into such a space such as those created by the Apartment Living spell. The only specified example that I'm aware of is the interactions of portable holes and bags of holding w/ one another, as well as presumably those that specifically say that their spaces act as bags of holding, thus having the same type of interaction. Nothing pleasant is likely to happen, depending on how evil your DM is feeling that day, so it would probably be good to have a bag room of some sort for keeping such items from entering your apartment, unless you relish a visit to the Astral Plane. Damn you, Wizards, for never explicitly saying how extra dimensional spaces of all sorts interact.
    Last edited by Cieyrin; 2009-08-11 at 10:39 AM.
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  19. - Top - End - #79
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Oh, the note about the hazards of extradimensional spaces entering other extradimensional spaces is totally just copy-pasted from Rope Trick. When the space issue came up in our game, my DM worked with me to make a "Rope Trick Room" which we use for extra bedrooms. Of course, it's based on Rope Trick in only the loosest sense, but it was something to go on.

    We play a pretty casual game, so we just say "Oh, our characters are just really good at remembering to not bring in their HHH's." If you had an ass of a DM, though, it may be worth it to come up with some clever anteroom or something.

  20. - Top - End - #80
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Avert Famine
    Necromancy [Good]
    Level: Clr 9, Dr 9
    Components: V, S, DF, XP
    Casting Time: 24 hours
    Range: 10 mile radius per caster level
    Target: All crops or vegetation within the above radius
    Duration: Instantaneous
    Saving Throw: See below
    Spell Resistance: No
    You send a personal plea to Agnita to heal nearby plants. Avert famine affect a circular area, centered around yourself. You choose whether it affects only cultivated plants (such as grain crops and personal gardens) or all vegetation. The selected plants within the area of the spell are returned to full health. While this spell doesn’t bring dead plants back to life, it fully heals those which are dying, sickened, damaged by weather, poisoned, or pest-ridden. Additionally, all Diminutive or smaller pests which are currently consuming live plants (not products or fruits which have been removed from the plant) are banished to an unknown plane of existence. Any such pests who have an Intelligence of higher than 2 may make a Will save to avoid this effect.
    Casting this spell drains some of your own life energy, dealing you 1d4 Constitution damage. This damage cannot be restored through any magical means, but returns at the rate of one point per month. You may not avoid this damage in any way, even through magical protections. If you attempt to, you are drained of the xp cost but the spell fails.
    This spell does not affect sentient plants or plant creatures of any variety.
    XP cost: 2,000 xp.


    If you couldn't guess, Agnita is my goddess of farming.

    My biggest issue with the above spell is that I'm not sure I can justify the [Good] descriptor. After all, one could use it to fix one's own crops or with the intent of gaining the goodwill of the populace (and hence help manipulate them). Then again, I think if you go with the good/evil of the motive rather than the action, some [Evil] spells wouldn't be considered evil... I'll have to think about it; input is welcome. I will probably either:

    A) Restrict [Evil] / [Good] tags to spells which deal inherently with good/evil forces, not just alignment consequences of the spell.

    OR...

    B) Note that spells which currently have the [Evil] / [Good] descriptor but don't qualify as the above could lose that descriptor in very special cases (as determined by the deity/DM).

    Also: I've decided to change all (Healing) spells to Necromancy (with the rationale that necromancy deals with life forces, whereas conjuration is more calling up creatures and objects). Not sure if the above spell should be (Healing), as I think (Healing) usually just refers to creatures...

    Quote Originally Posted by Cieyrin View Post
    See, for that issue, Light and Darkness are typed to interfere with each other. Spells with those types get those properties. You couldn't apply Heighten to the same effect on the Wax, as there are no explicit rules stating that such would happen, given that there's no precedent currently that would indicate such. If she had a line in Wax stating such, then yes, you would raise the illusion requirement, but as it is currently, Heightening won't do a thing for the spell other than change the minimum level slot it can be memorized/spontaneously caste with.
    I added: "Attempts to add a new glow to the wax with any spell of lower or equal level fail. A heightened one-open wax raises the level requirement for replacement illusions accordingly." That should make everything clear and reasonable, I hope?
    Last edited by The Neoclassic; 2009-08-12 at 12:42 PM.

  21. - Top - End - #81
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Spells which appeal directly to one specific God are highly unusual, even in campaign settings. I would argue it'd be overriding [Good] because of the deity invoked specifically.

    I'm reluctant to put this at 9th level given that extremely harsh drawback. (The term for ability damage that can't be magically restored is ability burn, introduced in Psionics.) Ultimately, though, this seems like a very specifically worded Miracle.


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  22. - Top - End - #82
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Quote Originally Posted by AstralFire View Post
    Spells which appeal directly to one specific God are highly unusual, even in campaign settings. I would argue it'd be overriding [Good] because of the deity invoked specifically.
    If people were using it in other settings, I'd encourage them to change the fluff accordingly. In my world, I think invoking the deity fits. There aren't epic-level individuals running around, so 9th level spells are the highest, and pretty much only cast by a deity's most important followers.

    I'm reluctant to put this at 9th level given that extremely harsh drawback. (The term for ability damage that can't be magically restored is ability burn, introduced in Psionics.)
    Would 1d4 Constitution be more reasonable? I thought 2d4 was pretty severe, but I didn't want people to use it lightly.

    Ultimately, though, this seems like a very specifically worded Miracle.
    Some ninth level divine spells aren't?
    Last edited by The Neoclassic; 2009-08-11 at 10:07 PM. Reason: Incomplete thought!

  23. - Top - End - #83
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    With an XP cost and little personal benefit to the caster, it won't be used lightly. It's a neat idea, though. :)

    But yeah, I would leave the [Good] tag because of the deity invoked. Put in a note that the alignment descriptor is because of the deity.
    Last edited by AstralFire; 2009-08-11 at 10:08 PM.


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  24. - Top - End - #84
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    wow, these are awesome. I could totally see my next caster loading up on at least half a dozen of these spells just for flavor.

    I had an idea for a strengthen plant growth spell, where you cast it on plants to give it a little bit more immunity against diseases and such. but I'm not sure how these things actually work in game, so I never bother stating is up.

  25. - Top - End - #85
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Quote Originally Posted by The Neoclassic View Post
    I added: "Attempts to add a new glow to the wax with any spell of lower or equal level fail. A heightened one-open wax raises the level requirement for replacement illusions accordingly." That should make everything clear and reasonable, I hope?
    Yeah, that'll work fine.

    Also, for Avert Famine, I could conceivably see it having a longer casting time, similar to Hallow, as this seems like something that would take more than a minute to affect the 170 mile radius, minimum, around the character and would seem to me to be best represented as an all-day ritual to call the gods' intervention in such a large area. That is over 90,000 square miles being affect, y'know.

    I don't see it as an inherently good act to prevent a famine, no more than causing an earthquake or raising a volcano is inherently an evil act. Sure, the results of doing such may cause much good or evil but tinkering with natural forces doesn't naturally imply a moral view.

    A final 2 points, in that Avert Famine could also conceivably be a Druid spell, probably of level 9 as well, and OMG, all those poor chipmunks and squirrels planeshifted to another plane.
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  26. - Top - End - #86
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Quote Originally Posted by Cieyrin View Post
    Also, for Avert Famine, I could conceivably see it having a longer casting time, similar to Hallow, as this seems like something that would take more than a minute to affect the 170 mile radius, minimum, around the character and would seem to me to be best represented as an all-day ritual to call the gods' intervention in such a large area. That is over 90,000 square miles being affect, y'know.
    Agreed. I think I'll make it a 24 hour cast time.

    I don't see it as an inherently good act to prevent a famine, no more than causing an earthquake or raising a volcano is inherently an evil act. Sure, the results of doing such may cause much good or evil but tinkering with natural forces doesn't naturally imply a moral view.
    The reason I gave it the [Good] descriptor is not so much the spell's effects, but allowing some of one's own life force to be drained out for a selfless act. It wouldn't be good if it didn't actually tap into the life force of the caster. I think I may go with [Good] and [Evil] for spells (other than those which deal in actual alignment-based damage) to be based on relationship to the life force and soul. If you're draining your own life force to selflessly help others, that is an inherently good act; if you are severely tampering with the life force of the unwilling or causing any damage to their actual soul, that is inherently evil. What d'you guys think of that distinction? Could it work?

    A final 2 points, in that Avert Famine could also conceivably be a Druid spell, probably of level 9 as well, and OMG, all those poor chipmunks and squirrels planeshifted to another plane.
    Hehe, squirrels. And good idea; I'll make it a druid spell too.

    Thanks for the ever-useful feedback!

  27. - Top - End - #87
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    The first of these I see as more of a spell to mess with people, mischievous like fire tits was. The second could be used for a great deal of reasons: To wreck someone's marriage, to "fix" people who don't fit in with societal norms, to allow you to love your formerly platonic friend in a whole new way... I'm not going to comment on the morality of any of them; just here for the crunch. DMs can of course use them however they feel best represents their (world's) values.

    Flip Sexual Orientation
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd 0, Clr 0, Pal 1, Sor/Wiz 0
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One humanoid creature
    Duration: 1 hour/level
    Saving Throw: Will negates
    Spell Resistance: Yes
    The target’s sexual orientation reverses for the duration of the spell. They are not repulsed by the gender(s) they used to be attracted to, but they have no desire for intimate physical contact or romantic exploration with said gender(s). Heterosexual targets become interested in the same sex; those interested in the same sex become attracted to the opposite sex. Bisexual and pansexual targets become asexual (uninterested in sexuality/romance), and vice versa.
    Material component: A thread from an undergarment.

    Alter Sexual Orientation
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd 2, Clr 2, Pal 3, Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One humanoid creature
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: Yes
    The target’s sexual orientation changes. You may designate whether they become heterosexual, bisexual, homosexual, pansexual, autosexual (only sexually interested in themselves), or asexual. Their romantic and sexual desires change accordingly. They are not repulsed by the gender(s) to which they are no longer attracted, but they have no desire for intimate physical contact or romantic exploration with said gender(s).
    The target’s opinion of the morality or tastefulness of sexual orientations does not automatically change from this spell, though the target’s new emotions, lusts, and desires may eventually change that.
    This spell can be removed via break curse, remove enchantment, or a similar spell.
    Material component: An undergarment.
    Note: While this spell is usually used with malicious intent, there have been many cases in which individuals have willingly received it. They may be unhappy with their orientation for any number of reasons or, more rarely, have found someone of the “wrong” gender whom they feel they’d be compatible with and to whom they’d like to be sexually attracted.


    Quote Originally Posted by elliott20 View Post
    wow, these are awesome. I could totally see my next caster loading up on at least half a dozen of these spells just for flavor.
    Why thank you! I'm actually working on building some NPCs that use them right now, to better flesh out the regular folks in my setting.

    I had an idea for a strengthen plant growth spell, where you cast it on plants to give it a little bit more immunity against diseases and such. but I'm not sure how these things actually work in game, so I never bother stating is up.
    I was thinking of something along those lines too. I actually have another half-dozen crop-related ideas floating around. Hopefully I'll end up writing more of them up.

  28. - Top - End - #88
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    Ah, I hadn't really thought about the con burn as a selfless sacrifice, so yeah, that definitely warrants a [Good] descriptor, then.

    My only comments on the last 2 spells is that I'm surprised that something similar didn't make it into the BoEF. Probably the implications of such, I'd expect, would be uncomfortable and go against some of the principles that the book was produced under.
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  29. - Top - End - #89
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    The BoEF is actually very heternormative and vanilla, despite how much they try to insist that it's not. Like, it's got some sex-based stuff in it, but nothing even slightly surprising, and most of it is rules for how long your character can last in sex and stuff like that. I think that so much of non-vanilla sex is really odd/gross if it's not something you are into, and the writers were really afraid of offending anyone. Even when they were saying things like "elves are almost all bisexual!" there was this undercurrent of "mustnotoffendanyone."

    I honestly think that the two spells Neoclassic posted would have been too kinky for that book.

  30. - Top - End - #90
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    Default Re: What do you think us nonadventurer sorts use magic for anyway? [3.5 spells: PEACH

    so now sexual orientation IS a choice, you just gotta pony up the cash to hire someone to change it for you!

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