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  1. - Top - End - #1
    Titan in the Playground
     
    Daemon

    Join Date
    May 2016
    Location
    Corvallis, OR
    Gender
    Male

    Default Incantations NOW COMPLETE!

    NOW Complete (at least as far as PHB spells go)

    I've been working (slowly) on a major overhaul of a lot of the utility spells, moving many of them into something closer in spirit (but not implementation) to 4e rituals. Things that anyone can learn to do, but that have costs other than spell slots. And as a consequence, those will not appear on any spell list.

    This is group 1, containing the general rules as well as entries for those I've classified as Communication and Summoning/Creation incantations. I've included the full text when it differs materially from the relevant spell; others have the note "as the spell", indicating that the text is identical to that of the published spell (with "spell" exchanged for "incantation" and "cast" for "perform") except as noted.

    The intent is to make these effects much more widely available while also weakening some of them. Some levels have been altered (especially the "strong" level 5's, some of which have been pushed up to level 6-equivalent).

    This is also a WIP, subject to adjustment.

    Link to "live" google doc with latest versions: https://docs.google.com/document/d/1...it?usp=sharing

    Spoiler: General Discussion and General Rules
    Show

    A repeated issue is that "utility" and "spells" have become virtually synonymous. This means that for a martial to gain "utility", he has to gain something indistinguishable from spells...which casters already do better.

    My proposal is to break this link entirely by turning many of the "utility" spells into incantations that anyone of the appropriate level who discovers the ceremony can enact. The spells they're based on no longer exist on anyone's list. These are balanced by tier and components. These components may include consumable expensive items, required places, time, bloodlines, or number of casters. Note that since incantations are not spells, components must be provided explicitly and cannot be provided by a focus or component pouch.

    Spells eligible to be converted to incantations include those used for information gathering, those with either permanent or long-lasting (hours or more) effects, those that allow the party to travel quickly between locations or enable new movement modes (underwater, flying, etc), and those that raise the dead or remove strong conditions

    Finding and Learning Incantations
    The knowledge to perform an incantation can be found written into ancient parchments, taught by someone who knows the incantation (often as a reward or for payment); in larger cities, many of the incantations may be available in written form at larger shops, with prices similar to a spell scroll of similar level.

    Successfully performing an incantation requires a certain strength of will above all. Mechanically, this translates into level requirements. Incantations come in similar rarities to magic items, with corresponding level requirements to perform.

    Common incantations can be learned by anyone. They correspond to spells of levels 1-2 as well as cantrips.
    Uncommon incantations require at least someone of level 5. They generally correspond to spells of levels 3-5.
    Rare incantations require at least someone of level 11. They generally correspond to spells of levels 6-7.
    Very Rare incantations require level 15 to perform. They generally correspond to 8th level spells.
    Legendary incantations require someone of level 17 to perform. They correspond to 9th level spells.

    Incantation Tags and Costs
    Each incantation has one or more tags that summarize the costs associated with performing the ritual. The exact details are explained in the text of the incantation entry. The tags are listed below:
    Costly (X): This incantation requires a component with value of at least X gp, and that component is consumed per performance.
    Focus (X): This incantation requires a component with value of at least X gp, but that component is not consumed in the casting.
    Debilitating (X): Performing this incantation is exhausting. If you perform it again before finishing a long rest, anyone participating gains X levels of exhaustion, with subsequent performances causing stacking penalties.
    Exclusive: The effects of this incantation immediately end if the incantation is performed again or if the target of the incantation is targeted by any other incantation.
    Cooldown (X): This incantation can only be performed once every X amount of time.
    Group (N): This incantation requires N people who all know the incantation. All share in any negative effects/costs.
    Location: This incantation can only be performed at specific locations as described in the text.
    Stationary: Those performing the incantation cannot move more than 5 feet during the time required to perform the incantation; if they do, the incantation fails.

    Each incantation also requires a certain amount of time to perform (generally more than one action). Since these are not spells, that does not trigger the need for concentration. Incantations that are not Group (2) or larger can be performed by multiple celebrants simultaneously. Having an extra participant reduces the time required by 1 step (see below) with a minimum of a full-round action.

    Time Steps
    Full Round (takes effect at the beginning of the performer’s next turn, requires action, bonus action, and reaction as well as all of the movement and is interrupted by any damage) -> 1 minute -> 10 minutes -> 1 hour -> 4 hours -> 8 hours -> 24 hours.

    Spells removed entirely without being replaced
    Simulacrum, Wish*, Magic Jar*
    Conjure X. Use the Summon line from Tasha’s instead.

    (*) remains as a special ability on certain creatures or items

    Formatting note: The spell name in brackets is the spell replaced by this incantation; it no longer appears on any spell list and cannot be cast via a spell slot

    Spoiler: Communication Incantations
    Show

    Gift of Tongues, Lesser [Comprehend Languages]
    Common, Costly (a small fish worth 1 gp), Full round action, duration 1 hour
    As the spell.

    Gift of Tongues, Greater [Tongues]
    Uncommon, Focus (a golden tongue worth 100 gp), Full round action
    This allows one willing creature the performer touches to understand, speak, and read all non-secret languages for one hour. It has no effect on encoded or magically-locked messages.

    Animal Messenger [Animal Messenger]
    Common, Exclusive, 1 minute, duration 24 hours.
    As the spell, with the following addition:
    Special: By burning a sachet of costly herbs while performing this incantation, you can extend the duration by 24 hours for the first 10 gp worth of herbs and 24 hours for every 50 gp of herbs after that.

    Magic Mouth [Magic Mouth]
    Common, Costly (10gp, a small bit of honeycomb and jade dust), 10 minutes.
    You implant a message within an object within 30 feet of you, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the incantation to deliver your message.

    When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this incantation, you can have the incantation end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

    The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions (visible or audible to someone without special senses or information) that occur within 30 feet of the object and cannot be triggered by another magic mouth effect or contain any sub-conditions. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it, but could not contain instructions such as “when a silver bell rings within 30 feet but not if that bell is being carried by a dwarf”.

    Illusory Script [Illusory Script]
    Common, Costly (a lead based ink worth at least 10 gp), 10 minutes, duration 10 days
    As the spell.

    Dream Messenger [Dream]
    Uncommon, Focus (a body part, lock of hair, nail clipping, or some similar portion of the intended target), 10 minutes.
    This incantation shapes a creature's dreams. Choose a creature known to you as the target of this incantation. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this incantation. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

    If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the incantation. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the incantation early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the incantation, the messenger knows it, and can either end the trance (and the incantation) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

    (Editor's note: Note that the offensive use has been removed)

    Sending [Sending]
    Uncommon, Costly (gold-inlaid feathers of a blue bird worth at least 10 gp), Cooldown (1 hour), Full round.
    As the spell, with the following addition.
    Special: If both you and the target are willing, you can prolong the conversation by adding Debilitating (N), where N is 1 for every additional 25 word (in each direction) segment. Note: this does not impose penalties on this conversation, but does on any subsequent performances before you finish a long rest. The hearer also suffers this penalty if they attempt the ritual again before finishing a long rest.

    Telepathic Bond
    Uncommon, Group (2-8), 10 minutes, duration 1 hour.
    As the spell, with the proviso that the linked people must all participate in the incantation.

    Spoiler: Creation/Summoning
    Show

    Awaken Beast or Plant [Awaken]
    Rare, Costly (agate worth 1000 gp), Immobile, Debilitating (3), 8 hours
    As the spell.

    Continual Flame [Continual Flame]
    Common, Costly (ruby dust worth 50 gp), 1 minute
    As the spell.

    Create Food and Water [Create Food and Water]
    Uncommon, Costly (135 sp), Exclusive, Cooldown (1 day), 1 minute
    As the spell.
    (Editor's note: the cost was chosen to be the same as a providing 3 modest meals for 15 people).

    Shadow Creation [Creation]
    Rare, Exclusive, Costly (*), 10 minutes
    As per the spell, with the following added.
    Special: The cost of the component necessary depends on what is being made and consists of a piece of that material with the indicated value. If the object is made of multiple materials, use the most expensive.
    Vegetable Matter: No cost.
    Stone or Crystal: 10 gp
    Precious metals: 50 gp
    Gems: 100 gp
    Adamantite or mithral: 500 gp

    Fabricate [Fabricate]
    Rare, Debilitating (2), Costly (*), 1 hour
    You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. If you are creating an item out of metal, the metal must have been refined from ore previously.

    Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the incantation is commensurate with the quality of the raw materials. No matter what you create, you can only create a single object at a time, and the entire object must be created out of the same material.

    Creatures or magic items can't be created or transmuted by this incantation. You also can't use it to create items that ordinarily require a high degree of craftsmanship such as jewelry, weapons, glass, or armor.

    Special: The costly component required is that the amount of materials required is 150% of the amount of material used in the final product.

    Rapid Fortifications [Wall of Stone]
    Uncommon, Cooldown (10 minutes), Immobile, 10 minutes
    A non magical, permanent wall of solid stone forms at a point you choose within 120 ft over the duration of the incantation. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the incantation is interrupted, the wall disappears.

    The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this incantation to bridge a chasm or create a ramp.
    If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

    The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion.

    Earthquake [Earthquake]
    Very Rare, Group (4), Debilitating (3), 1 minute, duration 1 minute
    You create a seismic disturbance at a point on the ground that you can see within 500 feet of you. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

    The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a DC 17 Constitution saving throw. On a failed save, the creature's concentration is broken.
    When you finish this incantation and every round thereafter for the duration, each creature on the ground in the area must make a DC 17 Dexterity saving throw. On a failed save, the creature is knocked prone.

    This incantation can have additional effects depending on the terrain in the area, as determined by the GM.

    Fissures. Fissures open throughout the incantation's area at the start of your next turn after you cast the incantation. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the incantation's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a DC 17 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
    A fissure that opens beneath a structure causes it to automatically collapse (see below).

    Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you finish the incantation and every round thereafter. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

    Floating Disk
    Common, Immobile, 10 minutes, duration 1 hour.
    As the spell.

    Irresistible Summons [Gate]
    Legendary, Group (4), Costly (a diamond worth at least 2500 gp), Cooldown (1 day), 1 hour
    When you perform this incantation, you speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, a portal up to 20 feet in diameter opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.

    Deities and other planar rulers can prevent this spell from working on any creature in their presence or anywhere in their domains.
    (Editor's note: Gate has been split into two separate incantations. This is the summoning portion. The cost has been reduced to compensate for the reduced power).

    Binding Circle [Planar Binding]
    Rare, Costly (a jewel worth at least 1000 gp), Immobile, Location (a prepared ritual circle large enough for the target creature), Exclusive, 1 hour. Duration 24 hours.
    With this incantation, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell inside the prepared ritual circle. At the completion of the casting, the target must make a Charisma saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, it is bound to attempt a single task you specify at the end of the casting. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.

    A bound creature must follow your instructions to the best of its ability. You might command the creature to guard a location, assassinate a target, or to deliver a message. The task must have a clear, fixed end condition and cannot be changed once assigned. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

    A creature bound in this way cannot be bound again for a full year and a day after completing their binding. Binding creatures also makes them unfriendly toward you. This does not mean that they are hostile, but being bound is an imposition that they do not like.

    Special: By increasing the sacrifice, you can increase the duration of the binding. If you sacrifice a gem (or gems) worth 10,000 gp, it lasts for 10 days, 50,000 gp buys you 30 days, 200,000 gp buys you 180 days, and a sacrifice of gems worth 500,000 gp buys you a year and a day.

    Planar Ally [Planar Ally]
    Rare, Immobile, Special (requires a pre-existing relationship with the entity providing the ally), Exclusive, Costly (see text). 1 hour.
    As the spell, with the following changes--
    * The petitioner must have an existing strong relationship with the entity beseeched. That of devoted worshiper and servant, Patron/pacted, etc.
    * All tasks must have a clearly-defined duration and terms. Throughout its service, it acts as it sees fit and is not under your control, although it will follow through on the bargain to the best of its ability.

    Extradimensional Refuge [Rope Trick]
    Common, Debilitating (1), 1 minute, duration 1 hour.
    As the spell, with the following note (which I believe is actually RAW already, but never played that way).
    This counts as an extradimensional space for things like a Bag of Holding.

    Secure Shelter [Tiny Hut]
    Uncommon, Immobile, 10 minutes, duration 8 hours.
    As the spell, with the following proviso. The dome of force has a damage threshold of 10. Any attack or effect dealing more damage to the dome than this forces the performer of the incantation to make a Constitution saving throw as if he were concentrating on a spell and had taken that amount of damage. On a failed save, the dome vanishes.

    Extradimensional Mansion [Magnificent Mansion]
    Rare, Focus (1500 gp), Immobile, 10 minutes, duration 24 hours.
    As the spell, with the following note (which I believe is actually RAW already, but never played that way).
    This counts as an extradimensional space for things like a Bag of Holding.

    Total Transformation [True Polymorph]
    Legendary, Exclusive, Immobile, 24 hours, Location (a prepared ritual circle), permanent
    Choose one creature. It must remain in the circle for the duration of the caster. At the conclusion of the incantation, the target is transformed into another creature or into a non-magical object (as described below). An unwilling creature can make a DC 19 Wisdom saving throw, and if it succeeds, it isn’t affected by this incantation.
    Creature into Creature: If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating), but cannot be a specific unique individual. The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form, although it does not gain any of the listed equipment. It retains its alignment and personality.
    The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
    The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.

    The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

    Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the effect ends and it returns to its normal form.

    (Editor's note: the object into creature option has been completely removed. It always made me uncomfortable, as it felt way too close to outright slavery).

    Tidal Wave [Tsunami]
    Very Rare, Group (4), Debilitating (3), Location (requires a body of water within range), 10 minutes, duration 1 minute
    As the spell, with the DC changed to a flat 18. The wall diminishes at a rate of 30’, not 50’ per round.

    Unseen Servant [Unseen Servant]
    Common, Costly (1 gp), 10 minutes, duration 1 hour.
    As the spell, although it cannot take any action that would directly or foreseeably cause damage to another creature.
    (Editor's note: such as dropping caltrops, triggering traps, or other such things. Basically, this is a non-combat creature).
    Last edited by PhoenixPhyre; 2022-02-20 at 10:15 PM.
    Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
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    NIH System PDF Up to date main-branch build version.

  2. - Top - End - #2
    Titan in the Playground
     
    Daemon

    Join Date
    May 2016
    Location
    Corvallis, OR
    Gender
    Male

    Default Re: Incantations WIP (General rules, Communication, and Summoning/creation)

    Note: I removed Silence from the list. It stays as before. I couldn't make it work with a cast time of > 1 action. I also decided to drop the explicit spell names in [] where I didn't change the name.

    Spoiler: Information
    Show

    Alarm
    Common, 10 minutes, duration 8 hours.
    As the spell.

    Astral Projection
    Legendary, Group (2-8), 8 hours, Debilitating (5), Costly (jacinth worth 1000 gp and silver bar worth 100 gp per person affected), duration as spell.
    As spell, except that damage done to your astral form also damages your real body. You still awaken at 0 HP. Each person affected must participate in the incantation and acts separately in astral form (and can end the effect for themselves as an action).

    Augury
    Common, Focus (specially marked sticks, bones, or similar tokens worth at least 25 gp), Special (see text), 10 minutes.
    As spell.

    Clairvoyance
    Uncommon, Focus (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing), Costly (herbs and incense worth 25 gp), Immobile, 10 minutes.
    As the spell, except that a creature that can see the sensor can attack and destroy it (AC 10, 1 HP, immune to all damage from anything but attacks)

    Commune [Commune, Commune with Nature, Contact Other Plane]
    Rare, Immobile, Location (See Text), Cooldown (see text), 10 minutes.
    You commune with a deity, primal spirits, or an non-deific otherworldly entity.
    Deity: You can ask up to three yes or no questions. You receive an honest answer, but the deity is not guaranteed to know the answer. Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.
    This incantation requires a pre-existing relationship with a deity and an environment attuned to the deity in question (such as a shrine, consecrated location, or the presence of holy symbols of that deity). Contacting this same deity again before completing a long rest angers the deity and they will refuse to answer.
    Primal Spirits (Nature): As the spell commune with nature. Nature spirits are capricious, and communing again before moving out of range of the initial communion (ie 3 miles outdoors or 300’ in caverns or underground settings) results in at least one lie.
    Other entity: As the spell contact other plane. Each time you perform this incantation again before finishing a long rest increases the DC of the saving throw by 5. The answers will generally be honest, but may be misleading.

    Divination
    Uncommon, Costly (incense and an appropriate sacrificial offering worth at least 25 gp), Cooldown (8 hours), 10 minutes.
    As the spell, except strike the last paragraph and note that while the answer will be truthful, it will be worded in a way to suit the entity’s interests, which may not be identical to your interests.

    Find the Path
    Uncommon, Focus (as spell), 10 minutes.
    As the spell.

    Identify
    Common, Focus (as spell), 10 minutes.
    As the spell.

    Legend Lore
    Uncommon, Focus (as spell), Costly (as spell), 1 hour.
    As the spell.

    Sense Location [Locate Animals or Plants, Locate Creature, Locate Object]
    Uncommon, Debilitating (1), Full round, Focus (see text).
    Choose either a type of animal or plant, a specific creature familiar to you, or an object that is familiar to you. The details are as the appropriate spell.
    Animal or plant: Requires a focus of a carving of an animal or plant.
    Creature: A carving of an eye worth at least 25 gp.
    Object: A short forked stick.

    Magic Aura
    Common, 10 minutes, Costly (silk worth 10 gp)
    As the spell. Note: This does allow bypassing such things as glyphs of warding keyed to creature type.

    Nondetection
    Uncommon, 10 minutes, Costly (as spell), Exclusive.
    As the spell.

    Programmed Illusion
    Rare, Cooldown (8 hours), Focus (as spell), 1 minute
    As the spell.

    Scrying
    Rare, Focus (as spell). Cooldown (1 hour), 10 minutes.
    As the spell.

    Voice the Voiceless [Speak with Animals, Speak with Plants, Speak with Dead]
    Common (see text), 10 minutes, Debilitating (1, see text).
    As the appropriate spell. Speaking with the dead requires level 5 and imposes Debilitating (1); the other options do not.

    Zone of Truth
    Uncommon, 1 minute, Immobile.
    As spell, with a DC of 8 + your proficiency bonus + your Wisdom modifier.


    Spoiler: Mind Control
    Show

    Animal Friendship
    Common, Full round, Exclusive.
    As spell, with a DC of 8 + your proficiency bonus + your Charisma modifier. No upcast.

    Antipathy/Sympathy
    Very Rare, 1 hour, Cooldown (1 day), Exclusive.
    As the spell.

    Enthrall
    Common, Full round (see text), Focus (a gold pendant worth at least 100 gp).
    You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target is blinded and deafened to all creatures other than you until one minute has passed or you stop performing the ritual (by incapacitation or otherwise).

    Mind Blank
    Very Rare, Debilitating (3), 1 minute.
    As the spell.

    Modify Memory
    Rare, Focus (a gold and clockwork pendant worth at least 1000 gp), Immobile, Full round.
    As the spell, no upcast option. DC of 17.
    Last edited by PhoenixPhyre; 2022-02-13 at 11:28 PM.
    Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
    Rogue Equivalent Damage calculator, now prettier and more configurable!
    5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
    NIH system 5e fork, very much WIP. Base github repo.
    NIH System PDF Up to date main-branch build version.

  3. - Top - End - #3
    Titan in the Playground
     
    Daemon

    Join Date
    May 2016
    Location
    Corvallis, OR
    Gender
    Male

    Default Re: Incantations WIP (General rules, Communication, and Summoning/creation)

    Not that it seems anyone cares, but....

    Spoiler: Transportation
    Show

    Instant Summons
    Uncommon, Costly (sapphire worth 1000 gp), 10 minutes
    As the spell.

    Forbiddance
    Rare, Focus (as spell), 1 hour.
    As the spell.

    Fly
    Rare, Exclusive, 1 minute
    As the spell, except that it affects 4 creatures. Special: If you take 10 minutes and expend a golden feather worth 100 gp, it can affect up to 8 creatures.

    Gate
    Legendary, Costly (a diamond worth at least 2500 gp), Cooldown (1 day), duration 1 minute
    You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
    The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
    Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

    Phantom Steed
    Uncommon, 10 minutes, Exclusive.
    As the spell

    Plane Shift
    Rare, Focus (as the spell), Cooldown (1 day), 1 minute
    You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.
    Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

    Project Image
    Very Rare, Focus (as the spell), Cooldown (1 day)
    As the spell.

    Teleportation Circle (Uncommon)
    Uncommon, Costly (as the spell), 10 minutes, Cooldown (8 hours), Immobile
    As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

    Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence--a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

    Teleport
    Rare, Cooldown (8 hours), Immobile 1 minute
    As the spell

    Transport via Plants
    Uncommon, 1 minute, Immobile
    As the spell

    Water Walk
    Common, 10 minutes
    As the spell

    Water Breathing
    Common, 10 minutes, Exclusive
    As the spell
    Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
    Rogue Equivalent Damage calculator, now prettier and more configurable!
    5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
    NIH system 5e fork, very much WIP. Base github repo.
    NIH System PDF Up to date main-branch build version.

  4. - Top - End - #4
    Ogre in the Playground
     
    ElfWarriorGuy

    Join Date
    May 2015

    Default Re: Incantations WIP (General rules, Communication, and Summoning/creation)

    Ok, I'll review the rest later today or maybe tomorrow, along with some general ideas on the subject, for now, this is what I think.

    I couldn't find the Immobile description anywhere, I assume it means you cant move while casting it? But then does that mean you only can't move while chanting if its a full round action, but can still move if its a longer chanting time? That kinda confused me.

    I assume cooldowns and exclusivity is shared by all participants but maybe it should be clarified it's part of "any negative effects/costs".

    Spoiler: GENERAL FORMATTING
    Show
    You should do

    "Rarity, Chant Time, Duration, Extras"

    Makes it easier to read knowing the first 3 are the ones common to all, and the specifics come after (which should alse have a predefined order, maybe its the programmer in me, but thats how I'd do it)

    Spoiler: COMPREHEND LANGUAGES
    Show
    It's too small a chant time, having to spend a spell slot or 10 minutes using a ritual makes having a language somewhat meaningful, this being a full round tier 1 incantation with negligible cost makes it meaningless, if that's the point then go ahead, otherwise give it Debilitating(1) or make it take 10 minutes as the ritual.

    Spoiler: TONGUES
    Show
    Similar to the one above, full round chanting no debilitation or anything (focus is a little bit of an investment, but by level 5 its not really expensive, and a in a couple levels it basically free), its tier 2 but still, languages become meaningless, if that's the intent then go ahead.

    Also I dunno if its on purpose, but your wording means that someone under its effects cant be talking to multiple different language speaking creatures at the same time as the spell allows, since this only lets you speak all languages, it doesn't make it so no matter the language you speak you are understood.

    Also, the duration is not properly written in the incantation description (its not in its 1 line description).

    Spoiler: ANIMAL MESSENGER
    Show
    "Costly herbs" have no cost, and the spell doesn't have the "Costly" tag, it needs it otherwise it sounds a bit very powerful (also, how is this not slavery if you are against it being in the game?)

    Spoiler: MAGIC MOUTH
    Show
    Doesn't have the duration written in the summary (permanent in this case).

    I understand the many problems you are trying to adress here. What is perceivable without special sense depends on how good a given creatures perception is, I think the simplest thing would be giving it a passive perception of 10 (for the spell I'd do it passive perception = spell DC) within those 30 ft, so for instance a statue doesn't automatically know if someone is hidden on the other side of a fence, but if they approach because they don't see anyone, and are now not hidden from the status then the trigger occurs.

    The removal of the "sub clause" is gonna be cause of player vs DM scenario. What constitues a main clause and a sub clase? your example can be rewritten as "When anyone but a dwarf comes carrying a silver bell", which you seem to want to prevent, but then if "when anyone carrying a bell approaches" is fine, there's already a sub clause, cause it can be written as "when anyone approaches but only if they are carrying a bell", and thus, anyone entering becomes the only clause possible including people, unless we forego the "entering part" and make the clause "when someone is carrying a silver bell", but someone can be changed to "when a non-dwarf is carrying a silver bell". So its still gonna be a problem, I understand the need to rewrite it, but I think it needs more work.

    Spoiler: ILLUSORY SCRIPT
    Show
    perfect!

    Spoiler: DREAM MESSENGER
    Show
    Doesn't state duration.

    I understand the removal of the offensive use, but I think you should leave the option for the target to make a save and end the effect. Otherwise they can be tortured by being shown horrific scenes (or just commercials) every night, and even when they still benefit from sleep and don't take damage, they have to live with it.

    Spoiler: SENDING
    Show
    Doesn't state duration, special?

    Also, who is affected by the cooldown here? Only the caster or both? Only the caster means many party members can talk to the one affar, both means foes can "jam" your channels by mentally cursing at you. I'd go with only the caster, but its something to consider.

    EDIT: Re-reading what I wrote, I think this is better off without cooldown, just make it Minor Debilitating(1), its already basically there (Minor Debilitating goes away on a short rest)

    Spoiler: TELEPATHIC BOND
    Show
    Fine as is.

    Spoiler: CONTINUAL FLAME
    Show
    Should have the "Exclusive" tag

    Spoiler: SHADOW CREATION
    Show
    I don't get the costs, like an adamantine item is already only gonna exists for 1 minute, this makes it so you need to spend 500 gp worth of adamantine to give it sahpe for 1 minute and then poof, it dissappears, it becomes prohibitely costly, and with the 10 minute chant time, basically unusable. If the intent is after the effect is over the material is not lost (as in the Creation spell), then it should have the "Focus" tag instead of the "Costly" one.

    Spoiler: FABRICATE
    Show
    I don't get the need to remove the ability to craft precise stuff only if you have proficiency, I assume the idea is to "protect" the tools proficiencies, but needing the proficiency to Fabricate something also protects it, so I guess you do it in order to have those tasks take a long time, which is basically the only thing Fabricate did for those tasks (make them faster).

    Spoiler: RAPID FORTIFICATIONS
    Show
    I don't like removing Wall of Stone as a combat spell which the 10 minutes casting time does. I guess the idea is to have the party do the wall a group in which case it takes "only one round", btw how does this work, is it done at the beggining of the chanters next turn or at the beggining of the last participants next turn?

    Spoiler: EARTHQUAKE
    Show
    This is where I realized Debilititating doesn't kick in the first time you use it, and... this seems really strong, I thought it was balance by the crippling debilititating effect, but its not crippling at all the first time you use it. Maybe have a tag like "Major Debilititating" or something in order to make some chants hit you the first time they are used.

    Spoiler: IRESISTEIBLE SUMMONS
    Show
    I don't think you should reduce the cost of the material component, while it is true that you could sometimes make use of both uses of Gate at once, it is generally as a travel means or as a summon, not both. Especially cause they higher the level, the lower the cost this effect has, 5000 gp is costly but not prohibitive at those levels, and this is even GRANTING extra level 9th slots to casters, cause Gate is a reasonable preparation and use of a 9th level slot normally. So this would allow a party to cast gate once a day extremely cheaper than before (if anything, make it cost MORE the higher the CR of the creature summoned).

    Spoiler: BINDING CIRCLE
    Show
    Well, this is gonna be a problem, the wording, everything about this screams players and DM are gonna argue over this. "Task" is just too broad, players are gonna try to define things in ways that will go against the "spirit" of the feature, DM will try to "protect" the spirit of the feature and it will end with an unsatisfactory experience probably for both sides. I'd leave it as the spell, the reduction in duration coupled with the not so usual situation in which you can actually make use of this should be enough, also maybe make it group 2 if you don't want a magic circle + summon + 4 people chant to do the thing in one full round, basically extending the duration of any summon spell to be 24 hrs no conc.

    There's also the problem its taking creatures as bots, similarly to how the Friends spell do, some creatures might like being bound, ask any Succubus, that should be a comment like "Creatures may not like being bound by this and may become unfriendly or outright hostile to the summoner".

    This one is the one need the most work.

    Spoiler: PLANAR ALLY
    Show
    This one is very similar to the other one, but it works, because its constraints are deliberately left to be RP ones. If you somehow start abusing this, the creatures you summon may start not helping you, and its on the description.

    Spoiler: ROPE TRICK
    Show
    Rope is already an extradimensional space, like Mordenkainen's Magnificent Mansion, or even Demiplane. The interaction you want to change is the one in Bag of Holding's description which says "extradimensional space created by a HHH, portable Hole, or similar item", change it to "or similar", so it doesn't have to be created by an item.

    Spoiler: SECURE SHELTER
    Show
    This should have debilitating, if it is shattered and you want to recast it, the cost should be more than just 10 minutes of doing nothing.

    Spoiler: EXTRADIMENSIONAL MANSION
    Show
    Same as Rope Trick.

    Spoiler: TOTAL TRANSFORMATION
    Show
    Some of the lines are taken directly from the spell without changing them for the current use.

    "The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious."

    This incantations duration is permanent, you haven't established there was a way to change back into the regular form yet. Maybe change it to "If you go down to 0 hit points you revert to you original form and have as much HP as you had before transforming, any excess damage..."

    The removal of the "object into Creature" because its too close to slavery implies Dominate Person/Monster, or even mass suggestion "Do what I say" are not, also it implies its fine to turn someone into a gold status, break it for pieces, mint gold coind out of them and just use as regular coins. Consider that.

    Also, this spell should have a heavy cooldown (I'd do 7 days), so you don't get a ton of free 9th level spells each day. A party of 4 can cast this in 1 hour, exclusivity doesn't matter, once its over we recast it at the next short rest.

    Spoiler: TSUNAMI
    Show
    Same as Earthquake, though its more limited in its uses.

    Spoiler: UNSEEN SERVANT
    Show
    So it can use a torch to lit the campfire, but it can't use the same torch to lit the same campfire if an enemy is bound hanging above it? Its this kind of hard-to-understand-how-it-works rules that often lead to players vs DM situations. I'd remove it, if they are clever enough to make use of a noncombatant more power to them.

    Also, it should be Exclusive, otherwise a party of 4 can spam 1 of this bad boys per round, I don't know what I'd do with an army of unseen servants but I'd definitely come up with something for a lot of situations.
    Last edited by Rukelnikov; 2022-02-15 at 04:31 PM.

  5. - Top - End - #5
    Titan in the Playground
     
    Daemon

    Join Date
    May 2016
    Location
    Corvallis, OR
    Gender
    Male

    Default Re: Incantations WIP (General rules, Communication, and Summoning/creation)

    Quote Originally Posted by Rukelnikov View Post
    Ok, I'll review the rest later today or maybe tomorrow, along with some general ideas on the subject, for now, this is what I think.

    I couldn't find the Immobile description anywhere, I assume it means you cant move while casting it? But then does that mean you only can't move while chanting if its a full round action, but can still move if its a longer chanting time? That kinda confused me.

    I assume cooldowns and exclusivity is shared by all participants but maybe it should be clarified it's part of "any negative effects/costs".

    Spoiler: GENERAL FORMATTING
    Show
    You should do

    "Rarity, Chant Time, Duration, Extras"

    Makes it easier to read knowing the first 3 are the ones common to all, and the specifics come after (which should alse have a predefined order, maybe its the programmer in me, but thats how I'd do it)

    Spoiler: COMPREHEND LANGUAGES
    Show
    It's too small a chant time, having to spend a spell slot or 10 minutes using a ritual makes having a language somewhat meaningful, this being a full round tier 1 incantation with negligible cost makes it meaningless, if that's the point then go ahead, otherwise give it Debilitating(1) or make it take 10 minutes as the ritual.

    Spoiler: TONGUES
    Show
    Similar to the one above, full round chanting no debilitation or anything (focus is a little bit of an investment, but by level 5 its not really expensive, and a in a couple levels it basically free), its tier 2 but still, languages become meaningless, if that's the intent then go ahead.

    Also I dunno if its on purpose, but your wording means that someone under its effects cant be talking to multiple different language speaking creatures at the same time as the spell allows, since this only lets you speak all languages, it doesn't make it so no matter the language you speak you are understood.

    Also, the duration is not properly written in the incantation description (its not in its 1 line description).

    Spoiler: ANIMAL MESSENGER
    Show
    "Costly herbs" have no cost, and the spell doesn't have the "Costly" tag, it needs it otherwise it sounds a bit very powerful (also, how is this not slavery if you are against it being in the game?)

    Spoiler: MAGIC MOUTH
    Show
    Doesn't have the duration written in the summary (permanent in this case).

    I understand the many problems you are trying to adress here. What is perceivable without special sense depends on how good a given creatures perception is, I think the simplest thing would be giving it a passive perception of 10 (for the spell I'd do it passive perception = spell DC) within those 30 ft, so for instance a statue doesn't automatically know if someone is hidden on the other side of a fence, but if they approach because they don't see anyone, and are now not hidden from the status then the trigger occurs.

    The removal of the "sub clause" is gonna be cause of player vs DM scenario. What constitues a main clause and a sub clase? your example can be rewritten as "When anyone but a dwarf comes carrying a silver bell", which you seem to want to prevent, but then if "when anyone carrying a bell approaches" is fine, there's already a sub clause, cause it can be written as "when anyone approaches but only if they are carrying a bell", and thus, anyone entering becomes the only clause possible including people, unless we forego the "entering part" and make the clause "when someone is carrying a silver bell", but someone can be changed to "when a non-dwarf is carrying a silver bell". So its still gonna be a problem, I understand the need to rewrite it, but I think it needs more work.

    Spoiler: ILLUSORY SCRIPT
    Show
    perfect!

    Spoiler: DREAM MESSENGER
    Show
    Doesn't state duration.

    I understand the removal of the offensive use, but I think you should leave the option for the target to make a save and end the effect. Otherwise they can be tortured by being shown horrific scenes (or just commercials) every night, and even when they still benefit from sleep and don't take damage, they have to live with it.

    Spoiler: SENDING
    Show
    Doesn't state duration, special?

    Also, who is affected by the cooldown here? Only the caster or both? Only the caster means many party members can talk to the one affar, both means foes can "jam" your channels by mentally cursing at you. I'd go with only the caster, but its something to consider.

    EDIT: Re-reading what I wrote, I think this is better off without cooldown, just make it Minor Debilitating(1), its already basically there (Minor Debilitating goes away on a short rest)

    Spoiler: TELEPATHIC BOND
    Show
    Fine as is.

    Spoiler: CONTINUAL FLAME
    Show
    Should have the "Exclusive" tag

    Spoiler: SHADOW CREATION
    Show
    I don't get the costs, like an adamantine item is already only gonna exists for 1 minute, this makes it so you need to spend 500 gp worth of adamantine to give it sahpe for 1 minute and then poof, it dissappears, it becomes prohibitely costly, and with the 10 minute chant time, basically unusable. If the intent is after the effect is over the material is not lost (as in the Creation spell), then it should have the "Focus" tag instead of the "Costly" one.

    Spoiler: FABRICATE
    Show
    I don't get the need to remove the ability to craft precise stuff only if you have proficiency, I assume the idea is to "protect" the tools proficiencies, but needing the proficiency to Fabricate something also protects it, so I guess you do it in order to have those tasks take a long time, which is basically the only thing Fabricate did for those tasks (make them faster).

    Spoiler: RAPID FORTIFICATIONS
    Show
    I don't like removing Wall of Stone as a combat spell which the 10 minutes casting time does. I guess the idea is to have the party do the wall a group in which case it takes "only one round", btw how does this work, is it done at the beggining of the chanters next turn or at the beggining of the last participants next turn?

    Spoiler: EARTHQUAKE
    Show
    This is where I realized Debilititating doesn't kick in the first time you use it, and... this seems really strong, I thought it was balance by the crippling debilititating effect, but its not crippling at all the first time you use it. Maybe have a tag like "Major Debilititating" or something in order to make some chants hit you the first time they are used.

    Spoiler: IRESISTEIBLE SUMMONS
    Show
    I don't think you should reduce the cost of the material component, while it is true that you could sometimes make use of both uses of Gate at once, it is generally as a travel means or as a summon, not both. Especially cause they higher the level, the lower the cost this effect has, 5000 gp is costly but not prohibitive at those levels, and this is even GRANTING extra level 9th slots to casters, cause Gate is a reasonable preparation and use of a 9th level slot normally. So this would allow a party to cast gate once a day extremely cheaper than before (if anything, make it cost MORE the higher the CR of the creature summoned).

    Spoiler: BINDING CIRCLE
    Show
    Well, this is gonna be a problem, the wording, everything about this screams players and DM are gonna argue over this. "Task" is just too broad, players are gonna try to define things in ways that will go against the "spirit" of the feature, DM will try to "protect" the spirit of the feature and it will end with an unsatisfactory experience probably for both sides. I'd leave it as the spell, the reduction in duration coupled with the not so usual situation in which you can actually make use of this should be enough, also maybe make it group 2 if you don't want a magic circle + summon + 4 people chant to do the thing in one full round, basically extending the duration of any summon spell to be 24 hrs no conc.

    There's also the problem its taking creatures as bots, similarly to how the Friends spell do, some creatures might like being bound, ask any Succubus, that should be a comment like "Creatures may not like being bound by this and may become unfriendly or outright hostile to the summoner".

    This one is the one need the most work.

    Spoiler: PLANAR ALLY
    Show
    This one is very similar to the other one, but it works, because its constraints are deliberately left to be RP ones. If you somehow start abusing this, the creatures you summon may start not helping you, and its on the description.

    Spoiler: ROPE TRICK
    Show
    Rope is already an extradimensional space, like Mordenkainen's Magnificent Mansion, or even Demiplane. The interaction you want to change is the one in Bag of Holding's description which says "extradimensional space created by a HHH, portable Hole, or similar item", change it to "or similar", so it doesn't have to be created by an item.

    Spoiler: SECURE SHELTER
    Show
    This should have debilitating, if it is shattered and you want to recast it, the cost should be more than just 10 minutes of doing nothing.

    Spoiler: EXTRADIMENSIONAL MANSION
    Show
    Same as Rope Trick.

    Spoiler: TOTAL TRANSFORMATION
    Show
    Some of the lines are taken directly from the spell without changing them for the current use.

    "The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious."

    This incantations duration is permanent, you haven't established there was a way to change back into the regular form yet. Maybe change it to "If you go down to 0 hit points you revert to you original form and have as much HP as you had before transforming, any excess damage..."

    The removal of the "object into Creature" because its too close to slavery implies Dominate Person/Monster, or even mass suggestion "Do what I say" are not, also it implies its fine to turn someone into a gold status, break it for pieces, mint gold coind out of them and just use as regular coins. Consider that.

    Also, this spell should have a heavy cooldown (I'd do 7 days), so you don't get a ton of free 9th level spells each day. A party of 4 can cast this in 1 hour, exclusivity doesn't matter, once its over we recast it at the next short rest.

    Spoiler: TSUNAMI
    Show
    Same as Earthquake, though its more limited in its uses.

    Spoiler: UNSEEN SERVANT
    Show
    So it can use a torch to lit the campfire, but it can't use the same torch to lit the same campfire if an enemy is bound hanging above it? Its this kind of hard-to-understand-how-it-works rules that often lead to players vs DM situations. I'd remove it, if they are clever enough to make use of a noncombatant more power to them.

    Also, it should be Exclusive, otherwise a party of 4 can spam 1 of this bad boys per round, I don't know what I'd do with an army of unseen servants but I'd definitely come up with something for a lot of situations.
    Thanks.

    General:
    * Yeah. Got lazy on ordering.
    * As for group casting...I need to change that. Too many effects get broken if you can reduce the chant time. Probably drop that clause in the general rules.
    * Immobility: Yeah, should have said that. thought I had. Basically, Full Round ones are always Immobile, as are Location. Anything else you can move (like current ritual spells, which don't specify) unless marked Immobile.
    * Cooldowns/exclusivity are shared by all participants. I should clarify that.
    * Durations are like the spell unless stated otherwise. I decided later on to strip it from the header. It's basically always "see text".
    * Note: I'm generally fine with things needing DM adjudication, because I'm designing for my own use mainly. Where I'm already free and open with such things. The extra/removed clauses are more about giving prior warning about what I, personally, will be looking for.

    Comprehend Languages: Probably should be 10 minutes. Although I'm fine with quick casts....I use a lot of languages and letting people do this fast doesn't bug me.

    Tongues: I waffled about putting the duration into the header. I dropped it on later ones. This (and the previous) should have said "As the spell", which incorporates that. May add a Costly to this one, since it's able to speak as well. Don't want to increase the time.

    Animal Messenger: I should add a Costly (special) tag. As for slavery...is it inconsistent of me that I'm fine with it on "dumb" animals but not sentient outsiders, even elementals? Meh.

    Magic Mouth: I should have mentioned that that's up to the DM. It's a warning about not allowing complex logic, where "complex" is up to the DM. Trying to head off the "magic mouth computers" thing, mainly on aesthetic grounds. It should use the caster's perception.

    Dream Messenger: Yeah, it should have "unwilling target negates." It's designed to send messages to people who are willing, not anyone else. Basically, if the target doesn't want to accept the call, it fails. I don't want this to have an offensive use.

    Sending: Cooldown only for the caster. And I'm fine with being able to use it that way (all reporting to a central location). At least for now.

    Continual Flame: Or a cooldown. I don't want it to be exclusive, because I can see an industry of selling these. But spamming it isn't good either. Although I've never seen someone cast this, so it may not be an issue....

    Shadow Creation: I may change that so its not burning the actual material, but gold (or some other generic material). You'd need a focus, but I do want this to cost cash to use for anything significant.

    Fabricate: I don't want this to be used for industry. Field expedient only. May reconsider this.

    Rapid Fortifications: I may split this--keep Wall of Stone (without the "becomes permanent" clause) as a spell for combat use, but also have the permanent one as an incantation. The idea here is that you're using it ahead of time to shape the (upcoming) battlefield, not using it during combat at all.

    Earthquake: Getting access to a Very Rare incantation isn't trivial. But I can see that getting a "free" 8th level spell is powerful...I like the idea of "Major Debilitating". Will consider.

    Irresistible Summons: Similar to Earthquake. Will probably get a "prompt" consequence.

    Binding Circle: Should have the same RP type thing as Planar Ally. Basically, I want to remove this as a "get a free combat buddy" spell. Period. It's for things like "defend my fort" or "assassinate that person", something fixed and with a clear end condition that can't be changed. Fire and forget. Probably needs rewording. And as for the "bot" issue, I can't imagine even succubi wanting to be compelled. As a setting matter, this is innate in any being bound by True Words (ie non-mortals). Compelling someone by its True Words (the core of this spell) is intensely irritating (at best) as a matter of essential fact.

    Rope Trick/Extradimensional Mansion. I'll probably just drop that clause. Bags of holding are too common and essential =)

    Secure Shelter: If it gets shattered, you're in combat with the thing that shattered it and have worse problems than having to stand around. You can already ritual cast Tiny Hut, so...

    Total Transformation: It should have "duration as the spell". And I do need to add the "if you break the object, it reverts" clause so you can't do that to a person. I guess with the slavery comment, it's more about the "permanent" duration during which it's bound to obey your whims, no action needed...which, looking at it, I misread in the original spell, which has an additional clause nixing that. Oops. I still (for setting reasons) don't like that option, but the slavery comment isn't as relevant anymore.

    Tsunami: Yeah.

    Unseen Servant: With the removal of the group-cast thing, I think I just need a tag meaning "requires DM adjudication".
    Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
    Rogue Equivalent Damage calculator, now prettier and more configurable!
    5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
    NIH system 5e fork, very much WIP. Base github repo.
    NIH System PDF Up to date main-branch build version.

  6. - Top - End - #6
    Ogre in the Playground
     
    ElfWarriorGuy

    Join Date
    May 2015

    Default Re: Incantations WIP (General rules, Communication, and Summoning/creation)

    Quote Originally Posted by PhoenixPhyre View Post
    Thanks.
    No prob

    Quote Originally Posted by PhoenixPhyre View Post
    * As for group casting...I need to change that. Too many effects get broken if you can reduce the chant time. Probably drop that clause in the general rules.
    Yeah, I think its easier to balance without it, once its more or less working you can try to look for a way to include group chanting.

    Quote Originally Posted by PhoenixPhyre View Post
    Animal Messenger: I should add a Costly (special) tag. As for slavery...is it inconsistent of me that I'm fine with it on "dumb" animals but not sentient outsiders, even elementals? Meh.
    The inconsistency is that you could turn objects into those same "dumb" creatures or elementals...

    Quote Originally Posted by PhoenixPhyre View Post
    Magic Mouth: I should have mentioned that that's up to the DM. It's a warning about not allowing complex logic, where "complex" is up to the DM. Trying to head off the "magic mouth computers" thing, mainly on aesthetic grounds. It should use the caster's perception.
    I know, its a hard one to write RAW, but its not hard to run RAI.

    Quote Originally Posted by PhoenixPhyre View Post
    Dream Messenger: Yeah, it should have "unwilling target negates." It's designed to send messages to people who are willing, not anyone else. Basically, if the target doesn't want to accept the call, it fails. I don't want this to have an offensive use.
    I think unconcious targets can't be willing, and by definition they need to be unconcious in order for this to work, so that's why maybe say that the creature can "wake up" and end the effect.

    Quote Originally Posted by PhoenixPhyre View Post
    Continual Flame: Or a cooldown. I don't want it to be exclusive, because I can see an industry of selling these. But spamming it isn't good either. Although I've never seen someone cast this, so it may not be an issue....
    Oh, you want the possibility of doing many, yeah, add a cooldown or "costly" component, the spell requires a 50 gp ruby, maybe lower that cost if want it to be more affordable?

    Quote Originally Posted by PhoenixPhyre View Post
    Binding Circle: Should have the same RP type thing as Planar Ally. Basically, I want to remove this as a "get a free combat buddy" spell. Period. It's for things like "defend my fort" or "assassinate that person", something fixed and with a clear end condition that can't be changed. Fire and forget. Probably needs rewording. And as for the "bot" issue, I can't imagine even succubi wanting to be compelled. As a setting matter, this is innate in any being bound by True Words (ie non-mortals). Compelling someone by its True Words (the core of this spell) is intensely irritating (at best) as a matter of essential fact.
    Maybe there's a way to merge Plannar Ally/Binding, the effect is relatively similar, if the creature is willing everyone is happy, and if its unwilling and you force it to, it may try to get back at you, or something like that.

    Quote Originally Posted by PhoenixPhyre View Post
    Rope Trick/Extradimensional Mansion. I'll probably just drop that clause. Bags of holding are too common and essential =)
    Yeah, by later levels, everyone is carrying a BoH and this would just add logistical inconveniences that add little to the story.

    Quote Originally Posted by PhoenixPhyre View Post
    Secure Shelter: If it gets shattered, you're in combat with the thing that shattered it and have worse problems than having to stand around. You can already ritual cast Tiny Hut, so...
    Yeah, I personally think its too powerful for a 3rd level ritual, or tier 2 incantation.

    Quote Originally Posted by PhoenixPhyre View Post
    Total Transformation: It should have "duration as the spell". And I do need to add the "if you break the object, it reverts" clause so you can't do that to a person. I guess with the slavery comment, it's more about the "permanent" duration during which it's bound to obey your whims, no action needed...which, looking at it, I misread in the original spell, which has an additional clause nixing that. Oops. I still (for setting reasons) don't like that option, but the slavery comment isn't as relevant anymore.
    I definitely understand that

  7. - Top - End - #7
    Titan in the Playground
     
    Daemon

    Join Date
    May 2016
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    Corvallis, OR
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    Default Re: Incantations WIP (General rules, Communication, and Summoning/creation)

    Quote Originally Posted by Rukelnikov View Post
    The inconsistency is that you could turn objects into those same "dumb" creatures or elementals...
    Yeah, after I went and re-read True Polymorph, I realized my objection wasn't well founded in this case. I thought it gave total control even if the spell went permanent. Turns out it doesn't, so objection withdrawn. It's the permanent (or at least without defined end time) slavery that's the real objectionable stuff. Animal Messenger is temporary. As are Dominate X.
    Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
    Rogue Equivalent Damage calculator, now prettier and more configurable!
    5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
    NIH system 5e fork, very much WIP. Base github repo.
    NIH System PDF Up to date main-branch build version.

  8. - Top - End - #8
    Ogre in the Playground
     
    ElfWarriorGuy

    Join Date
    May 2015

    Default Re: Incantations WIP (General rules, Communication, and Summoning/creation)

    Quote Originally Posted by PhoenixPhyre View Post
    Yeah, after I went and re-read True Polymorph, I realized my objection wasn't well founded in this case. I thought it gave total control even if the spell went permanent. Turns out it doesn't, so objection withdrawn. It's the permanent (or at least without defined end time) slavery that's the real objectionable stuff. Animal Messenger is temporary. As are Dominate X.
    It's ok, I have no objection to incorporate such elements in my stories, but it's perfectly understandable that other people don't want to.

  9. - Top - End - #9
    Titan in the Playground
     
    Daemon

    Join Date
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    Default Re: Incantations NOW COMPLETE!

    Spoiler: Restoration
    Show

    Mending
    Common, 1 minute.
    As the spell

    Augment Fertility [Plant Growth, partial]
    Uncommon, 8 hours, Cooldown (1 week), Location (the place to be enriched)
    You enrich the land. All plants in a half-mile radius centered on your location become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
    (Editor’s note: Keep the tactical use as a spell, but split off the utility portion)

    Purify Food and Drink
    Common, 10 minutes
    As the spell.
    (Editor’s note: I’m fine with spamming this, since it’s a ritual anyway).

    Restoration [Lesser/Greater Restoration]
    Common (see text), Variable time (see text), Costly (see text).
    This incantation removes afflictions. The power depends on the time spent and the components expended:
    Common, Full round, diamond dust worth 10 gp: As Lesser Restoration
    Uncommon, 1 hour, 100 gp of diamond dust, Debilitating (1): As Greater Restoration

    Resurrection [Raise Dead, Resurrection, True Resurrection]
    Uncommon, Time varies (see text), Costly (see text), Group (see text), Location (see text)
    This ritual is capable of restoring life to the dead. The cost and requirements depend on the condition of the target. The target must be a creature that did not die of old age and is not undead. Mortal wounds are healed, as well as any disease or poison that affected the target.

    If the target has been dead less than 10 days and the body is intact, this ritual counts as an Uncommon incantation, with a minimum casting level of 5. Enacting this incantation requires an hour of casting and consumes 500 gold pieces worth of diamonds but no other requirements.

    If the target has been dead more than 10 days but less than 100 years, this ritual counts as a Rare incantation with a minimum casting level of 11. Enacting this incantation requires 8 hours of casting and consumes 5,000 gold pieces worth of diamonds. Unless performed in a sanctified location or by a cleric with the Life domain, enacting this form requires Group (2).

    If the target has been dead for more than 100 years or the body is destroyed, this ritual counts as a Legendary tier incantation with a minimum casting level of 17. Enacting this incantation requires a group of 4 eligible casters, 24 hours, and 15,000 gold pieces worth of diamonds. Unless one of the participants is a cleric with the Life domain or in the incantation is performed in a sanctified location (via the hallow location incantation), the target cannot regain hit points or spell slots for 8 days and all participants gain 2 levels of exhaustion. This weakness can be removed by greater restoration or wish.

    Gentle Repose
    Common, Full round, Costly (2 cp).
    This incantation prevents the decay of corpses for 10 days, prolonging the time over which the Resurrection incantation can be performed while still counting as an uncommon effect. This also increases the time that the Revivify spell will work. While in effect, it also prevents the raising of the target as undead.


    Spoiler: Warding
    Show

    Forbiddance
    Rare, Focus (as spell), 1 hour.
    As the spell.

    Arcane Lock
    Common, 1 minute, Exclusive, Costly (25 gp of gold dust)
    As the spell.

    Spell Trap [Glyph of Warding]
    Uncommon, 1 hour, Costly (500 gp), Immobile
    As the spell, but with the following conditions:
    The incantation cannot be performed in a demiplane or other extraplanar space. If the object on which it is inscribed is moved into such an extraplanar space, the effect immediately ends without being triggered.
    The glyph has no special senses and passive perception 10, but can detect creature types.
    If the Spell Glyph option is taken, the spell stored must either deal damage or conjure a creature hostile to the one who triggers it.
    (Editor’s note: As noted by the name change, this is a trap, not a buffing device).

    Guards and Wards
    Rare, 1 hour, Cooldown (12 hours), Focus (as the spell)
    As the spell

    Lockbreaker’s Boon [Knock]
    Common, 1 minute, Exclusive.
    One creature touched gains proficiency with Thieves Tools for 10 minutes. If the target already had proficiency, they gain expertise instead. The incantation also creates a set of thieves tools made of solid force. When these tools are used on a door that was locked via Arcane Lock, the magical lock is suppressed for the duration of the attempt.

    Private Sanctum
    Uncommon, 1 hour, Exclusive, Debilitating (1)
    As the spell, without an upcast option.

    Hallow
    Rare, 24 hours, Group (2), Debilitating (Major, 2), Costly (as the spell)
    As the spell, with the following proviso: Clerics and paladins in good standing with their deity/Oath ignore the immediate debilitating effect, treating it as Debilitating (2) instead.

    Teleport Trap [New]
    Uncommon, 1 minute, Exclusive, Debilitating (1)
    You ward an area up to 1000 sq ft by 20’ tall against teleportation for 24 hours. Choose one of the options below:
    * When a creature attempts to teleport out of or within the area, they must make a DC 17 Charisma saving throw. On a failed save, they are teleported to an area you designate and stunned for one minute. Stunned targets can repeat the saving throw at the end of each of their turns, ending the stun effect on a save. On a success, the teleport succeeds normally but you are aware that it happened.
    * When a creature attempts to teleport into the warded area, they must make a DC 17 Charisma saving throw. On a failed save, they instead are shunted to a false destination (see the Teleport mishaps table). On a success, the teleport succeeds normally but you are aware that it happened and the creature does not appear until 1 minute after it should have normally appeared.

    Abjure Espionage [New]
    Uncommon, 1 minute, Exclusive, Debilitating (1)
    You ward a 30’ sphere around you against spying magics for 1 hour. Any spell or effect that would allow someone not in the area to see or hear the interior fails; no sound or vision can see into the area from the outside.

    Special: if you expend a pearl worth at least 100 gp while performing this incantation, you can instead cause any foiled scrying attempt to see or hear a scene that you designate when you cast the spell. This scene can last up to 10 minutes, after which it loops to the beginning.


    Spoiler: Class Changes
    Show

    Ritual caster (all variants) now becomes "You learn two common incantations of your choice. When you reach level 5, you can pick an uncommon incantation."
    Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
    Rogue Equivalent Damage calculator, now prettier and more configurable!
    5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
    NIH system 5e fork, very much WIP. Base github repo.
    NIH System PDF Up to date main-branch build version.

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