Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Page 1 of 3 123 LastLast
Results 1 to 30 of 86
  1. - Top - End - #1
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default War Spells! Discussion and Application

    War Spells are presented in Dragon 309 page 44. It's basically a template that can be applied to spells to make them affect a battlefield's worth of creatures or space.

    A player must have the War Magic Study feat to cast War Spells, or even know them.

    Quote Originally Posted by Vaz View Post
    The article has a few more limitations that render them near enough impossible to use in normal gameplay.
    1; You must burn a feat on even being able to use them (War Magic Study).
    2; To cast a War Magic spell, you must have surveyed the area to be targeted for at least 1 minute in the past 24 hours.
    3; Casting times are increased to at the very least 1 minute.
    4; It's expected that if you're having access to a War Spell, you're fighting in a War Scenario; your DM should have appropriate other counters; such as your War Greater Spirit Binding Neraph with Infernal Bargainer bringing in 25 Oriental Dragons.
    Creating War Spells
    Spoiler
    Show
    Modify a normal spell as follows:
    - Spells modified this way gain the "[War]" descriptor.
    - Spell Level: +1
    - Material Components: *10 plus additional Material Component = Spell Level *Minimum CL*100gp
    - Casting Time: 1 round or less becomes 1 minute, 1 minute or multiple rounds becomes 10 minutes
    - Range increase to Long for attacks spells, to Medium for beneficial spells
    - Range: 20' burst or spread becomes 60' burst or spread or a 100 sq. ft. area
    - Targets: up to 25 creatures per CL
    - If spell would summon or create one thing it summons or creates 25 per CL instead.


    Researching Custom Spells is in the DMG on page 198. It normally takes 1 week per level of the spell, 1,000gp per level of the spell, and finally a DC10+ level of the spell Spellcraft check which, if failed, means you start all over with your time and money wasted. Researching new War Spells would take an additional week, 1,000gp, and add +1 to that Spellcraft DC due to the War Spells being of +1 spell level.

    Living Spell (MM3pg91) War Spells could be very nasty. Especially with that automatic increase to at least medium range, gives it at least 40' land speed.

    Turns out there's a list of Spell Templates each requiring a pseudo-Metamagic feat to access in Dragon 311 on page 43. Thanks Mcdt2 for pointing them out.

    Now, lets make some War Spells of cool stuff shall we?
    The Spell Template
    Spoiler
    Show
    [size=3]Name[/size]
    School (Subschool) [Descriptor]
    [b]Level:[/b] Class Level
    [b]Components:[/b] V, S, M, F, DF, XP
    [b]Casting Time:[/b]
    [b]Range:[/b]
    [b]Target:[/b]
    [b]Duration:[/b]
    [b]Saving Throw:[/b]
    [b]Spell Resistance:[/b]


    And here's a friendly reminder from your local Psyren,
    Quote Originally Posted by Psyren View Post
    I'm not telling anyone not to use this... interesting pile set of rules. But the OP doesn't include a single line on how much work these things would need to be useful/balanced in a regular power game. So a dissenting/cautionary voice does have value here.
    Thank you for reading.

    Spoiler: War Magic Study
    Show

    WAR MAGIC STUDY [GENERAL]

    You have studied war magic and can perform the complex rituals necessary to utilize it.

    Prerequisites: Great Fortitude, Iron Will, spellcaster level 3rd.

    Benefit: You may acquire and cast spells with the war descriptor.

    Normal: War magic spells do not appear on any class spell list for a character without this feat. Such a character cannot acquire or cast spells with the war descriptor but still can aid another person who is casting such a spell.
    Last edited by unseenmage; 2018-08-19 at 08:11 AM.

  2. - Top - End - #2
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    War Spell: Minor Servitor (Savage Species), SL5, min CL9, 250xp/cu ft animated material

    War Minor Servitor
    Spoiler
    Show
    War Minor Servitor
    Transmutation [War]
    Level: Sor/Wiz 6, Clrc 8
    Components: V, S, M, XP
    Casting Time: One Day
    Range: Medium
    Target: Up to 25 cu. ft. material per CL
    Duration: Permanent (D)
    Saving Throw: None (object)
    Spell Resistance: Yes (object)

    You imbue large number of inanimate objects with mobility and a semblance of life.
    The animated objects are friendly toward you.
    You have no special empathy or connection with the object, although it serves you in specific tasks or endeavors if you communicate your desires to it.
    The object can be of any nonmagical material, including wood, metal, stone, fabric, leather, ceramic, and glass.
    You can also animate masses of raw matter, such as water, a rock from a wall, or a rock on the ground, as long as the volume of material does not exceed 25 cubic feet per caster level.
    For each cubic foot of volume, the animated object has 1 Hit Die.
    The objects gains Intelligence scores (roll 3d6) and Charisma scores (roll 1d3) from the spell.
    This spell cannot create more than 25 creatures per caster level.
    Other statistics for animated objects are found in the Monster Manual.
    Material Component: 10 pieces or handfuls of material of the same type as the object to be animated worth 7,200gp
    XP Cost: 250 XP per cubic foot of material affected.


    War Spell: Nybor's Psychic Imprint (Nybor's Small Codex; the WotC Magic Books of Faerun archives), SL6, min CL12, creature touched

    War Psychic Imprint
    Spoiler
    Show
    War Psychic Imprint
    Transmutation [Evil, Mind-Affecting, War]
    Level: Sor/Wiz 7
    Components: V, S, M, F
    Casting Time: One Hour
    Range: Medium
    Target: Up to 25 creatures per CL
    Duration: Instantaneous and see text
    Saving Throw: Will negates
    Spell Resistance: Yes

    You create a magical field in the mind of the target creatures, then use that field to recreate the targets minds in gems, one gem per target. The stress of this mental attack knocks the targets unconscious and deals it enough ability drain to reduce their Intelligence, Wisdom, and Charisma to 0, leaving the subjects comatose.

    The psychic imprints stored in the gems is unstable and dissipates after 1 day per caster level unless the gems are crafted into magic items or become part of magic items, one gem per magic item. If so used, the items become intelligent (gaining the personality, Intelligence, Wisdom, Charisma, alignment, general memories, and languages known of the target creature). Any other properties associated with an intelligent item (such as empathy, speech, or telepathy, senses, and capabilities) must be crafted and paid for appropriately using the costs listed in the Dungeon Master's Guide. The psychic impressions have no ranks in any skills or any other abilities other than what is described above (so an item made with the impression of a powerful cleric has only general knowledge pertaining to the target's religion); to tap into these abilities the item crafter must add appropriate item capabilities (in the cleric example, the item crafter would need to pay for the "item has 10 ranks in Knowledge" lesser power).

    Since the gems retain the targets personalities, any feelings the targets had toward you are echoed by the gems and the crafted items. For example, if the targets of the spell hate you, the items will hate you as well. This attitude includes any temporary modifiers to the targets mental states (since the magical field copies the targets current mental state), so a Charm Person spell on the target makes the item always view you as its best friend.

    The targets can recover from their ability drain as normal, and they and the items bear each other no ill will and have no unusual reaction to each other or way to recognize each other (in a way, their minds are similar but not identical in the same way as identical twins).

    Note: Normally this spell is used to recreate the minds of loyal vassals in a hoard of magic items to ensure similar loyalty in the items. The spell's creator used it to create spies in the households of her rivals, duplicating the minds of her charmed apprentices and presenting the crafted items as gifts to those she wished to observe. Some who have heard of this spell believe it can be used on armies that died recently, and, in such cases, serves to preserve the legacy of a dead heroes without imprisoning their actual minds within the items. Others believe this spell can press the targets minds into bodies of inert flesh (similar to a clone spell, except it works even if the original subject is still alive) and that has been used this way in the past to trick and subvert the unknowing.

    Material Component: Gems of any types each worth at least 250gp times the total of a single target's Intelligence, Wisdom, and Charisma ability bonuses (so a target with Int 12, Wis 12, and Cha 10 requires a 500 gp gem and one with Int 18, Wis 18, Cha 10 requires a 2,000 gp gem) to a minimum of 9,800gp worth of gems total. If crafted into a magic item, the cost of an imprinted gem counts toward the total price of the item. One gem can hold only one psychic imprint at a time, but if its current imprint is allowed to fade, it can be reused as focus for this spell.
    Last edited by unseenmage; 2015-09-21 at 12:14 PM.

  3. - Top - End - #3
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    War Spell: Minor Creation for Greensickness (Du129, MM3pg124) spores

    War Minor Creation
    Spoiler
    Show
    War Minor Creation
    Conjuration (Creation) [War]
    Level: Sor/Wiz 5
    Components: V, S, M
    Casting Time: 10 minutes
    Range: Medium
    Effect: Unattended, nonmagical object of nonliving plant matter, up to 25 cu. ft./level
    Target:
    Duration: 1 hour/level (D)
    Saving Throw: None
    Spell Resistance: No
    You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 25 cubic feet per caster level or more than 25 items per caster level. You must succeed on an appropriate skill check to make a complex item.
    Attempting to use any created object as a material component causes the spell to fail.
    Material Component: Ten tiny pieces of matter of the same sort of item you plan to create with minor creation and 4,500gp


    War True Creation
    Spoiler
    Show
    War True Creation
    Conjuration (Creation) [War]
    Level: Creation 9
    Components: V, S, M, XP
    Casting Time: 10 minutes
    Range: Medium
    Effect: Unattended, nonmagical object of nonliving matter, up to 25 cu. ft./level
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    The caster creates a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 25 cubic foot per caster level. The caster must succeed at an appropriate skill check to make a complex item.
    Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components.
    This spell cannot create more than 25 individual items per caster level.
    Material Component: 15,300gp
    XP Cost: The items gold piece values in XP, or a minimum of 1 XP per item, whichever is more.


    Notes:
    I like that the application of the War Spell to these makes their range medium, means you can create the material right next to the enemy. Would be nice if you could create the material in the air above them too but I think there's a caveat in the Creation subschool itself that keeps that from happening.
    Last edited by unseenmage; 2013-10-02 at 07:18 PM.

  4. - Top - End - #4
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    War Spell: Binding, min caster level

    War Binding
    Spoiler
    Show
    War Binding
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Sor/Wiz 9
    Components: V, S, M
    Casting Time: One minute
    Range: Medium
    Target: Up to 25 living creatures per CL
    Duration: See text (D)
    Saving Throw: Will negates; see text
    Spell Resistance: Yes

    A mass binding spell creates a magical restraint to hold up to 25 creatures per CL. The targets get an initial saving throw only if their Hit Dice equal at least one-half your caster level.

    You may have as many as sixteen assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of mass binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-third of that assistant’s level, provided that the spell’s target is appropriate for a mass binding spell. Since the assistants’ spells are cast simply to improve your caster level for the purpose of the mass binding spell, saving throws and spell resistance against the assistants’ spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the mass binding lasts. All mass binding spells are dismissible.

    Regardless of the version of mass binding you cast, you can specify triggering conditions that end the spell and release the creatures whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don’t qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.

    If you are casting any of the first three versions of mass binding (those with limited durations), you may cast additional mass binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell’s duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all the mass binding spells it has received are broken.

    The mass binding spell has six versions. Choose one of the following versions when you cast the spell.

    Mass Chaining
    The subjects are confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is one year per caster level. The subjects of this form of mass binding are confined to the spot they occupied when they received the spell.

    Mass Slumber
    This version causes the subjects to become comatose for as long as one year per caster level. The subjects do not need to eat or drink while slumbering, nor do they age. This form of mass binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell’s save DC by 1.

    Mass Bound Slumber
    This combination of chaining and slumber lasts for as long as one month per caster level. Reduce the save DC by 2.

    Mass Hedged Prison
    The subjects are transported to or otherwise brought within a confined area from which they cannot wander by any means. The effect is permanent. Reduce the save DC by 3.

    Mass Metamorphosis
    The subjects assume gaseous forms, except for their head or face. They are held harmless in jars or other containers, which may be transparent if you so choose. One container per creature required. The creatures remain aware of their surroundings and can speak, but they cannot leave the containers, attack, or use any of their powers or abilities. The mass binding is permanent. The subjects do not need to breathe, eat, or drink while metamorphosed, nor do they age. Reduce the save DC by 4.

    Mass Minimus Containment
    The subjects are shrunk to a height of 1 inch or even less and held within some gems, jars, or similar objects. One container per creature required. The mass binding is permanent. The subjects do not need to breathe, eat, or drink while contained, nor do they age. Reduce the save DC by 4.

    You can’t dispel a mass binding spell with dispel magic or a similar effect, though an antimagic field or Mage’s disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.

    Components: The components for a mass binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and ten instances of materials appropriate to the form of mass binding used. These components can include such items as ten miniature chains of special metals, ten soporific herbs of the rarest sort (for slumber bindings), ten bell jars of the finest crystal, and the like.

    In addition to the specially made props suited to the specific type of mass binding (cost 20,300gp), the spell requires opals worth at least 5,000gp for each HD of the targets and ten vellum depictions or ten carved statuettes of some the subjects to be captured.
    Last edited by unseenmage; 2013-10-02 at 07:20 PM.

  5. - Top - End - #5
    Troll in the Playground
     
    HalflingRogueGuy

    Join Date
    Feb 2005
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    Note: combining this with Runesmith or Tainted Sorcerer so you don't pay material components makes this so much more fun!

    Favorable Sacrifice + War Spell is extremely nasty if you're not paying material components. Specifically:

    Mass Favorable Sacrifice [War]
    Abjuration
    Level: Cleric 4
    Components: V, S, M
    Casting Time: 1 minute
    Range: Medium
    Target: 25 Creatures per Caster Level
    Duration: 1 hour / level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    The gems vaporize in your hand as you intone the spell. The rising vapors surround your allies, granting then the blessing of your beliefs.
    The subjects receive the protection of a divine power commensurate with the value of the expended material component.
    ...
    By expending 100,000 gp, you grant the subjects damage reduction 20/magic; resistance to acid, cold, electricity, fire, and sonic 20; and spell resistance equal to your caster level +10.
    Material Component: Gems worth a total of 100,000 gp + 2,800gp

    Imagine a CL 10 Tainted Sorcerer buffing his army with this before a battle. 250 creatures all with near immunity to elemental damage, able to easily shrug off non magic physical attacks, and with a reasonable defense vs magic!

    JaronK

  6. - Top - End - #6
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    Quote Originally Posted by JaronK View Post
    Note: combining this with Runesmith or Tainted Sorcerer so you don't pay material components makes this so much more fun!

    Favorable Sacrifice + War Spell is extremely nasty if you're not paying material components. Specifically:

    Mass Favorable Sacrifice [War]
    Abjuration
    Level: Cleric 4
    Components: V, S, M
    Casting Time: 1 minute
    Range: Medium
    Target: 25 Creatures per Caster Level
    Duration: 1 hour / level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    The gems vaporize in your hand as you intone the spell. The rising vapors surround your allies, granting then the blessing of your beliefs.
    The subjects receive the protection of a divine power commensurate with the value of the expended material component.
    ...
    By expending 100,000 gp, you grant the subjects damage reduction 20/magic; resistance to acid, cold, electricity, fire, and sonic 20; and spell resistance equal to your caster level +10.
    Material Component: Gems worth a total of 100,000 gp + 2,800gp

    Imagine a CL 10 Tainted Sorcerer buffing his army with this before a battle. 250 creatures all with near immunity to elemental damage, able to easily shrug off non magic physical attacks, and with a reasonable defense vs magic!

    JaronK
    Where's Favorable Sacrifice from?

  7. - Top - End - #7
    Troll in the Playground
     
    HalflingRogueGuy

    Join Date
    Feb 2005
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    Spell Compendium.

    By the way, can this template be applied to personal spells?

    JaronK

  8. - Top - End - #8
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    Quote Originally Posted by JaronK View Post
    Spell Compendium.

    By the way, can this template be applied to personal spells?

    JaronK
    It doesn't say it can't. Would make their range medium.

    I get the impression it's supposed to be a little OP. Or at the very least spells affected this way are supposed to influence an entire battlefield.



    Edit: War Spell: Create Crawling Claw (Monster Compendium: Monsters of Faerûn)
    War Create Crawling Claw
    Spoiler
    Show
    War Create Crawling Claw
    Transmutation [Evil, War]
    Level: Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 hour
    Range: Medium
    Target: up to 25 per CL severed left hands within a 15-foot-radius circle
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes
    You may create a number of crawling claws equal to your caster level times 50.
    The hands to be transformed must all be within a 15-foot radius circle.
    To begin the spell, you must cast magic circle against good around yourself and the claws.
    The magic circle need not endure throughout the War Create Crawling Claw spell's 1-hour casting time; simply initiating the spell inside the circle is good enough.
    Once created, the crawling claws will be under your direct telepathic command, so long as your instructions are very simple and you are within 100 feet.
    If you leave that area, you must give the crawling claws simple standing orders beforehand.
    Creating a crawling claw out of someone's hand does not preclude the use of a resurrection spell to bring that person back to life.
    Stories are told of adventurers who were resurrected and later attacked by their own left hands.
    Material Components: Clippings from ten ghouls fingernails, and ten rings that someone else lost worth 2,800gp.
    Last edited by unseenmage; 2013-12-12 at 12:17 PM.

  9. - Top - End - #9
    Troll in the Playground
     
    HalflingRogueGuy

    Join Date
    Feb 2005
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    Mass Arcane Fusion [War]
    Universal
    Level: Sorcerer 6
    Components: V, S, M
    Casting Time: 1 minute
    Range: Medium
    Target: 25 Targets per CL
    Duration: Instantaneous
    Your targets weave two spells together in their minds and release them in a single overwhelming burst of magic.
    When you cast this spell, all targets choose any 1st-level sorcerer spell they know and any 4th-level or lower sorcerer spell they know. Neither spell chosen can have a casting time longer than 1 standard action. Both spells take effect in the order they choose, as if they had cast them one after the other using only one standard action, but they don't expend any additional spell slots to cast those spells. Effectively, they cast two other spells using this spell's 6th-level spell slot. Each of the chosen spells has its normal effect, including range, target, area, duration, saving throw, and spell resistance as appropriate to the spell's level.
    If either spell requires a material component, focus, XP cost, or other special cost, these must be used or paid as part of the casting of arcane fusion.

    Material Component: 5kgp

    There. One fifth level spell slot for an insane swarm of spells. Even if the Sorcerers you cast this on just unload with blast spells, nothing's going to survive. A level 10 Sorcerer can use a sixth level spell to launch 250 blasts... may I suggest combinations of Caustic Mire and Boiling Oil and Evard's Black Tentacles augmented by Grease? Just if you wanted to fry everyone while they're pinned in place and screaming.

    JaronK

  10. - Top - End - #10
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    War Spell: Otiluke's Greater Dispelling Screen (Complete Arcane)

    War Otiluke's Greater Dispelling Screen
    Spoiler
    Show
    War Otiluke's Greater Dispelling Screen
    Abjuration [War]
    Level: Sor/Wiz 8
    Components: V, S, M
    Casting Time: 1 minute
    Range: Long
    Effect: Energy wall whose area is up to one 50-ft. square/level, or a sphere or hemisphere with a radius of up to 3 ft./level
    Duration: 1 min./level (D)
    Saving Throw: None
    Spell Resistance: No
    You create an opaque, immobile, shimmering screen of violet energy.
    Any spell effect operating on a creature or unattended object that passes through the screen is affected as by a targeted dispel magic at your caster level.
    Attended items that pass through are not affected by the screen, which is the only way the screen differs from a normal targeted casting of dispel magic—attended items are essentially not targeted by the screen.
    Make a caster level check (1d20 + 1 per caster level, maximum +20) to dispel spell effects (DC 11 + caster level) or suppress an unattended object's magical properties for 1d4 rounds (DC equal to the item's caster level).
    Spell effects not operating on objects or unattended creatures cannot pass through the screen.
    A disintegrate or successful dispel magic removes Otiluke's Even Bigger Greater Dispelling Screen, while an antimagic field suppresses it.
    Material Component: Ten sheets of fine lead crystal worth 12,800gp.
    Last edited by unseenmage; 2013-10-02 at 07:22 PM.

  11. - Top - End - #11
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    War Spell: Energy Transformation Field (Magic of Faerun)

    War Energy Transformation Field
    Spoiler
    Show
    War Energy Transformation Field
    Transmutation [War]
    Level: Sor/Wiz 7
    Components: V, S, M, XP
    Casting Time: 10 minutes
    Range: Long
    Area: 120-ft.-radius spread
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: Yes
    You create a massive lingering zone of transformative magic that absorbs magic energy from magic items or spellcasting in order to power another spell tied to that location. The field cannot absorb magical energy from more than 25 creatures or items per caster level.
    For example, you could have an energy transformation battlefield tied to a summon monster V spell that would summon a monster when the field had absorbed enough magic.
    The field absorbs the magic of spells cast, spell-like or supernatural abilities activated, and magic items used within its dimensions.
    Each source of magic provides spell levels of energy to the field equal to the spell level of the effect used.
    Supernatural abilities that emulate spells provide energy equal to the spell level of the effect.
    Supernatural abilities that do not emulate spells provide energy equal to the HD of the creature using the ability.
    For example, a cast fireball spell or a charge from a wand of fireballs would add three spell levels to the field's store, a potion of cure light wounds would add one, and a wish from a ring of three wishes would add nine.
    Effects that don't have a clearly defined spell level (such as the effects of most rods) use the prerequisite caster level needed to create that item (so an immovable rod would provide 2 spell levels every time it was activated because of its levitate prerequisite).
    Effects that are absorbed give no indication as to where the magic went; they simply vanish.
    The field only absorbs magic actually used within its area.
    Ongoing magical effects that enter the area, including spells cast from outside the area into the field or continually functioning items such as a +1 mace, are often visibly reduced, but do not have their actual effects hindered.
    For example, a continual flame would dim slightly, but its overall magic would not be affected.
    An energy transformation battlefield has a single spell linked to it.
    When the field has absorbed spell levels equal to the spell level of its linked spell, it automatically casts that spell at a point within the field as designated by you at the time of the casting of the field.
    This expends those absorbed spell levels (although unused levels remain until they are used or expire).
    The cast spell functions as if cast by you in terms of duration and all level-based spell effects.
    Absorbed spell levels fade at a rate of one per day if not used.
    The field automatically triggers its linked spell if it has enough stored spell levels and the duration of its previous casting has expired.
    If a linked spell requires concentration to maintain, the field expends one spell level for every hour of concentration (the field's concentration is only interrupted by its complete destruction).
    Spells that require a target will target the living creature nearest to the energy transformation battlefield.
    Typical spells linked to an energy transformation battlefield are blindness/deafness, fireball, suggestion, summon monster, and wall of force.
    Spells that have a costly material component or an XP cost cannot be linked to a field, but those with a costly focus can be if the focus object is present within the field (typically sealed into a wall or in a secret compartment).
    Halaster of Undermountain reputedly links false vision spells to thwart those who would spy on his master dungeon.
    Only Mage's disjunction, limited wish, wish, or similar spells can destroy the energy transformation battlefield.
    Spells of lower level such as dispel magic and Dispel Magic, Greater are absorbed by it, and an antimagic field prevents it from absorbing magical energy within the field but does not otherwise hamper this spell.
    If two or more field spells share an overlapping area, each field has an equal chance of absorbing a spell effect in that area.
    Material Component: Thirty drops of your blood, ten eyes from any humanoids, and 59,800gp worth of powdered diamond.
    XP Cost: 250 XP.
    Last edited by unseenmage; 2013-10-02 at 07:22 PM.

  12. - Top - End - #12
    Troll in the Playground
     
    HalflingRogueGuy

    Join Date
    Feb 2005
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    Wait... are exp costs multiplied? From this, it doesn't look like it.

    If so, [War] Extract Gift could be an amazing stunt for a demon spellcaster. Give everybody in the area a permanent bonus (maybe a nice +2 Con?), and without telling them (just convince them they want the free bonus), grant everybody the ability to hear your "suggestions" and grant yourself the ability to see out their eyes and hear out their ears.

    Even without having a demon caster, a regular caster could capture a demon and buff a city guard this way rather cheaply... I imagine a really fun plot could be created involving a Dwarven Runesmith powering an entire town via demonic gifts without telling them.

    Obviously, you'd need to avoid material component costs for this to be a good plan.

    JaronK

  13. - Top - End - #13
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    Quote Originally Posted by JaronK View Post
    Wait... are exp costs multiplied? From this, it doesn't look like it.

    If so, [War] Extract Gift could be an amazing stunt for a demon spellcaster. Give everybody in the area a permanent bonus (maybe a nice +2 Con?), and without telling them (just convince them they want the free bonus), grant everybody the ability to hear your "suggestions" and grant yourself the ability to see out their eyes and hear out their ears.

    Even without having a demon caster, a regular caster could capture a demon and buff a city guard this way rather cheaply... I imagine a really fun plot could be created involving a Dwarven Runesmith powering an entire town via demonic gifts without telling them.

    Obviously, you'd need to avoid material component costs for this to be a good plan.

    JaronK
    It doesn't say anything about xp costs being increased.

    I've also been taking some liberty with the Area of Effect increase. RAW only spells listed with "20' radius burst or spread" are increased. But as that can either become 60' or 100' I've been multiplying by 3 or 5 as appropriate.

    Edit: The only spell I've used it on that didn't have an xp component that scaled naturally was the Energy Transfo. Field. Minor Servitor's xp component increases for the number of HD you animate so it increased with the area of effect increase.

    Edit again, War Spell: Contingency

    War Contingency
    Spoiler
    Show
    War Contingency
    Evocation [War]
    Level: Sor/Wiz 7 Sha'ir 7
    Components: V, S, M, AF
    Casting Time: At least 10 minutes; see text
    Range: Medium
    Target: You and up to 25 allies per CL
    Duration: One day/level (D) or until discharged
    You can place another spell upon yourself and other persons so that it comes into effect under some condition you dictate when casting battlefield contingency.
    The battlefield contingency spell and the companion spell are cast at the same time.
    The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.
    The spell to be brought into effect by the battlefield contingency must be one that affects your person (feather fall, levitate, fly, teleport, and so forth) and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).
    The conditions needed to bring the spell into effect must be clear, although they can be general.
    For example, a battlefield contingency cast with water breathing might prescribe that any time you are plunged into or otherwise engulfed in water or similar liquid, the water breathing spell instantly comes into effect.
    Or a battlefield contingency could bring a feather fall spell into effect any time you fall more than 4 feet.
    In all cases, the battlefield contingency immediately brings into effect the companion spell, the latter being "cast" instantaneously when the prescribed circumstances occur.
    If complicated or convoluted conditions are prescribed, the whole spell combination (battlefield contingency and the companion magic) may fail when called on.
    The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.
    You can use only one battlefield contingency or contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.
    Material Component: That of the companion spell times ten, plus quicksilver worth 9,800gp and ten eyelashes of an ogre mage, rakshasa, or similar spell-using creature.
    Focus: A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp).
    You must carry the focus for the battlefield contingency to continue functioning on all creatures affected.
    Last edited by unseenmage; 2013-10-02 at 07:23 PM.

  14. - Top - End - #14
    Troll in the Playground
     
    HalflingRogueGuy

    Join Date
    Feb 2005
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    Wait, Arcane Sight can be made permanent. Can War Arcane Sight be made permanent? Because that would be amazing.

    Also, a few spells to have fun with if you're buffing an army:

    Aspect of the Earth Hunter: 25 of your soldiers per CL become Bulettes, capable of burrowing under the enemy and popping out to attack.

    Bite of the X: Turn your army into death machines!

    JaronK
    Last edited by JaronK; 2013-09-30 at 10:54 PM.

  15. - Top - End - #15
    Ogre in the Playground
     
    Imp

    Join Date
    Apr 2012

    Default Re: War Spells! Discussion and Application

    Hahahaha, oh SKR, monks are overpowered, wizards need more toys.
    I can do a thousand now.

  16. - Top - End - #16
    Troll in the Playground
     
    Silva Stormrage's Avatar

    Join Date
    Nov 2010
    Location
    CA
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    Wait so would a War Greater Planar Binding Call 25 Pit Fiends per caster level? Sure they wouldn't be under your control or bound in anyway. But that would create a good distraction or army of unstoppable evil if summoned in an enemy town.
    Quote Originally Posted by Hazuki View Post
    ...Silva, you are a scary person.
    Awesome Avatar by Derjuin

    My Homebrew: Here
    The Necromantic Codex: A collection of necromancy classes, items and monsters.

  17. - Top - End - #17
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    Quote Originally Posted by JaronK View Post
    Wait, Arcane Sight can be made permanent. Can War Arcane Sight be made permanent? Because that would be amazing.

    Also, a few spells to have fun with if you're buffing an army:

    Aspect of the Earth Hunter: 25 of your soldiers per CL become Bulettes, capable of burrowing under the enemy and popping out to attack.

    Bite of the X: Turn your army into death machines!

    JaronK
    Aspect of the Earth Hunter intrigues me, would you be willing to work it up? And please include the source. Either way it's bedtime for me for now though.

    War Spell: Permanency

    War Permanency
    Spoiler
    Show
    War Permanency
    Universal [War]
    Level: Sor/Wiz 6
    Components: V, S, M, XP
    Casting Time: 10 minutes
    Range: Medium
    Target, Effect, or Area: See text
    Duration: Permanent; see text
    Saving Throw: None
    Spell Resistance: No
    This spell makes certain other spells permanent. You may make one viable spell permanent, as with the Permanency spell, on each of up to yourself and 25 creatures per CL.
    Depending on the spells, you must be of a minimum caster level and must expend a number of XP.

    You can make some spells permanent only in regard to yourself.

    You cast the desired spell and then follow it with the battlefield permanency spell. You cannot cast some spells on other creatures. This application of battlefield permanency can be dispelled only by a caster of higher level than you were when you cast the spell.

    In addition to personal use, permanency can be used to make some spells permanent on yourself, another creature, or an object (as appropriate).

    Some spells bond only two creatures per casting of permanency.

    Additionally, some spells can be cast upon objects or areas only and rendered permanent.

    Spells cast on other creatures, objects, or locations (not on you) are vulnerable to dispel magic as normal.
    Material Components: 7,200gp
    XP Cost: See tables for Permanency.
    Last edited by unseenmage; 2013-10-02 at 07:25 PM.

  18. - Top - End - #18
    Troll in the Playground
     
    HalflingRogueGuy

    Join Date
    Feb 2005
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    Check here for every spell ever, with source: https://raw.github.com/bagelbits/dnd...all-spells.txt

    It's part of a D&D automation project a friend and I are working on. You'll find, well, every spell ever there.

    JaronK

  19. - Top - End - #19
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    Quote Originally Posted by JaronK View Post
    Check here for every spell ever, with source: https://raw.github.com/bagelbits/dnd...all-spells.txt

    It's part of a D&D automation project a friend and I are working on. You'll find, well, every spell ever there.

    JaronK
    Have you guys seen this search engine for spells? it's not quite comprehensive but it comes really close. No chance your more comprehensive list could be outfitted like their search engine is there?

  20. - Top - End - #20
    Spamalot in the Playground
     
    Psyren's Avatar

    Join Date
    Oct 2010
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    This is broken - and not even in the "haha, they missed this obvious interaction but you can make it work" way, but in the "there's no possible way to make this reasonable or balanced" way. +1 adjustment to affect half a battlefield is crazy even by WotC standards (though sadly, not by Dragons standards) and don't get me started on the "25 creatures/CL" thing.

    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Quote Originally Posted by gogogome View Post
    Cheers to Psyren the MVP "naysayer".
    Plague Doctor by Crimmy
    Ext. Sig (Handbooks/Creations)

  21. - Top - End - #21
    Ogre in the Playground
     
    Imp

    Join Date
    Apr 2012

    Default Re: War Spells! Discussion and Application

    They're not even rules for creating the spells, they're listed as "guidelines." So this sort of thing is as legitimate as any other abuse of magic thing creation.
    I can do a thousand now.

  22. - Top - End - #22
    Troll in the Playground
     
    Silva Stormrage's Avatar

    Join Date
    Nov 2010
    Location
    CA
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    Quote Originally Posted by Psyren View Post
    This is broken - and not even in the "haha, they missed this obvious interaction but you can make it work" way, but in the "there's no possible way to make this reasonable or balanced" way. +1 adjustment to affect half a battlefield is crazy even by WotC standards (though sadly, not by Dragons standards) and don't get me started on the "25 creatures/CL" thing.
    Agreed fully, this is one of the main reasons I generally err on the side of not allowing Dragon Magazine content
    Quote Originally Posted by Hazuki View Post
    ...Silva, you are a scary person.
    Awesome Avatar by Derjuin

    My Homebrew: Here
    The Necromantic Codex: A collection of necromancy classes, items and monsters.

  23. - Top - End - #23
    Banned
     
    Devil

    Join Date
    Nov 2012

    Default Re: War Spells! Discussion and Application

    Quote Originally Posted by Psyren View Post
    This is broken - and not even in the "haha, they missed this obvious interaction but you can make it work" way, but in the "there's no possible way to make this reasonable or balanced" way. +1 adjustment to affect half a battlefield is crazy even by WotC standards (though sadly, not by Dragons standards) and don't get me started on the "25 creatures/CL" thing.
    The article has a few more limitations that render them near enough impossible to use in normal gameplay.

    1; You must burn a feat on even being able to use them (War Magic Study).
    2; To cast a War Magic spell, you must have surveyed the area to be targeted for at least 1 minute in the past 24 hours.
    3; Casting times are increased to at the very least 1 minute.
    4; It's expected that if you're having access to a War Spell, you're fighting in a War Scenario; your DM should have appropriate other counters; such as your War Greater Spirit Binding Neraph with Infernal Bargainer bringing in 25 Oriental Dragons.

  24. - Top - End - #24
    Spamalot in the Playground
     
    Psyren's Avatar

    Join Date
    Oct 2010
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    Quote Originally Posted by Vaz View Post
    The article has a few more limitations that render them near enough impossible to use in normal gameplay.

    1; You must burn a feat on even being able to use them (War Magic Study).
    2; To cast a War Magic spell, you must have surveyed the area to be targeted for at least 1 minute in the past 24 hours.
    3; Casting times are increased to at the very least 1 minute.
    4; It's expected that if you're having access to a War Spell, you're fighting in a War Scenario; your DM should have appropriate other counters; such as your War Greater Spirit Binding Neraph with Infernal Bargainer bringing in 25 Oriental Dragons.
    None of those are enough to make this remotely usable. Burning a feat is on par with metamagic, surveying your casting area is easy with scrying, 10 rounds is nothing in a war (never mind preparing for an attack, when this really shines), and "oh we'll just print this and the DM can come up with some way to counter it" is an awful design philosophy. Yeah, I did come up with a counter, it's called banning all Dragon material by default and only then evaluating it.

    20 rounds is not nearly enough of a barrier to stop you using this outside of a war scenario either; you can simply shave that time off your daily spell prep without missing a beat. Even just using plain old Summon Monster, you basically auto-win your first encounter every day with minimal resource expenditure, and this can be repeated throughout the day with little effort.

    If this was just for blasty or crowd control... it'd still be crazy (LCB levels of crazy) but at least you could say it wasn't getting used as much prior to combat. But the summons bit is completely overboard.

    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Quote Originally Posted by gogogome View Post
    Cheers to Psyren the MVP "naysayer".
    Plague Doctor by Crimmy
    Ext. Sig (Handbooks/Creations)

  25. - Top - End - #25
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    Quote Originally Posted by Vaz View Post
    The article has a few more limitations that render them near enough impossible to use in normal gameplay.

    1; You must burn a feat on even being able to use them (War Magic Study).
    2; To cast a War Magic spell, you must have surveyed the area to be targeted for at least 1 minute in the past 24 hours.
    3; Casting times are increased to at the very least 1 minute.
    4; It's expected that if you're having access to a War Spell, you're fighting in a War Scenario; your DM should have appropriate other counters; such as your War Greater Spirit Binding Neraph with Infernal Bargainer bringing in 25 Oriental Dragons.
    Quote Originally Posted by Psyren View Post
    None of those are enough to make this remotely usable. Burning a feat is on par with metamagic, surveying your casting area is easy with scrying, 10 rounds is nothing in a war (never mind preparing for an attack, when this really shines), and "oh we'll just print this and the DM can come up with some way to counter it" is an awful design philosophy. Yeah, I did come up with a counter, it's called banning all Dragon material by default and only then evaluating it.

    20 rounds is not nearly enough of a barrier to stop you using this outside of a war scenario either; you can simply shave that time off your daily spell prep without missing a beat. Even just using plain old Summon Monster, you basically auto-win your first encounter every day with minimal resource expenditure, and this can be repeated throughout the day with little effort.

    If this was just for blasty or crowd control... it'd still be crazy (LCB levels of crazy) but at least you could say it wasn't getting used as much prior to combat. But the summons bit is completely overboard.
    Resetting Magic Traps suffer the exact same broken-ness. As do many of the elements of the Core game.
    And neither of you has mentioned the SL*CL*100 gp material component that gets tacked onto these spells. For higher level spells that'll eat through WBL in no time if used every day and for lower level spells it hardly makes it worth it. Oh and as for comparing these to Metamagic there is no comparison. There's no reducing the spell level increase from these with Metamagic Reducers.

    Are there niche spells that make these rules shine? Oh yeah, definitely. Are there spells that can be used with this that shouldn't be, again yes.
    Like all elements of the game it has to be an agreement between the players and the DM as to what is and isn't okay.

    PAO, Shapechange, Nolzur's Pigments, Shapesand, Simulacrum, Metamagic Reducers, Psionics in general these are all elements I've seen done well and I've seen taken advantage of. And honestly the problem has never been with the rules, those are never perfect. The problems arise with permissive DMs and with the pushy players who exploit them.

    Okay, rant over. Please return to your regularly scheduled bannings.

  26. - Top - End - #26
    Ogre in the Playground
     
    Starmage21's Avatar

    Join Date
    Jun 2013
    Location
    Katy, Texas
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    Why not a "Summon Army" spell, that takes a Summon Monster 2 and summons CL 5 (third level spell) * 25 = 125 Fiendish Wolves

    I'm sure there are better alternatives out there (more optimal?) but this one sounds fun.

    Summon Monster 4 would get you 11*25 = 275 Dire Wolves!

    At the top end of this, we could do Summon Monster 8 and summon 425 Vrocks. We can dedicate 125 of them to hold the front line, while the other 300 start doing the Dance of Ruin.

    No fantasy army of men would survive any of this, and that means we still fall into magical singularity and result in a tippyverse.

  27. - Top - End - #27
    Titan in the Playground
    Join Date
    Jun 2006
    Location
    Fairfield, CA
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    Isaac's Greater Missile Storm
    Evocation [Force, War]
    Level: Sorcerer/Wizard 2
    Components: V, S
    Casting Time: 1 minute
    Range: Long (400' + 40'/level)
    Target: Up to 25 creatures per Caster Level, no two of which may be more than 60' apart
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    A barrage of 25 magic missiles (as the spell) burst from your hands, dealing 1d4+1 damage each.

    For every caster level beyond 1st, you gain an additional 25 missiles—50 at 2nd level, 75 at 3rd, 100 at 4th, 125 at 5th, 150 at 6th, 175 at 7th, 200 at 8th, and the maximum of 225 missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

  28. - Top - End - #28
    Barbarian in the Playground
     
    Khatoblepas's Avatar

    Join Date
    Feb 2007
    Location
    England

    Default Re: War Spells! Discussion and Application

    Suddenly Psions
    Transmutation
    Level: 7
    Components: V, S, M
    Casting Time: 10 minutes
    Range: Medium
    Target: 25 creatures/level
    Duration: 1 round/level

    For a brief time, the subjects of this spell achieve the mental dominance of a powerful psion, able to lash out at enemies using only the power of your mind. They revel in their new mental powers to the point that you disdain using spells, even in the form of effects from magic items. They gain a +4 enhancement bonus to Intelligence and Wisdom, 3 power points per caster level, and access to the following powers.

    * Mind Thrust A: Deal 1d10 damage.
    * Ego Whip A: Deal 1d4 Cha damage and daze for 1 round.
    * Psionic Blast A: Stun creatures in 30-ft. cone for 1 round.
    * Id Insinuation A: Swift tendrils of thought disrupt and confuse your target.
    * Psychic Crush A: Brutally crush subject’s mental essence, reducing subject to -1 hit points.

    They manifest the powers as a psion of your caster level does, creating displays as described in each power’s description. They lose their spellcasting ability, including your ability to use spell trigger or spell completion magic items, just as if those spells were no longer on your class list. For the duration of this spell, they use magic items and psionic items as if they were a psion with only the five powers given above on your class list.

    Any unspent power points dissipate when the spell ends.
    Material Component:
    9100gp worth of rare incense, and a potion of fox's cunning, which must be drank by the caster (its effect is overridden by the effect of this spell).

    25/CL * 1d4 Charisma damage. You do the math.

  29. - Top - End - #29
    Dwarf in the Playground
     
    Dairuga's Avatar

    Join Date
    Feb 2012

    Default Re: War Spells! Discussion and Application

    Quote Originally Posted by Fax Celestis View Post
    Isaac's Greater Missile Storm
    Evocation [Force, War]
    Level: Sorcerer/Wizard 2
    Components: V, S
    Casting Time: 1 minute
    Range: Long (400' + 40'/level)
    Target: Up to 25 creatures per Caster Level, no two of which may be more than 60' apart
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    A barrage of 25 magic missiles (as the spell) burst from your hands, dealing 1d4+1 damage each.

    For every caster level beyond 1st, you gain an additional 25 missiles—50 at 2nd level, 75 at 3rd, 100 at 4th, 125 at 5th, 150 at 6th, 175 at 7th, 200 at 8th, and the maximum of 225 missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
    Sadly, that one doesn't quite work. Or, I suppose it does, but the Dragon Magazine already printed a version of Magic Missile as a [War] Spell. It explicitly stated that all the enemies have to be within a 60' radius, not have at most 60 between eachother, alongside the clause that you could only strike each target with one missile.

    Which makes it rather less useful, but at least not -horribly- broken. Good for taking down an army of peasants. If that restriction were not in place, god knows the BBEG would die in a single round of just this one spell.

  30. - Top - End - #30
    Titan in the Playground
    Join Date
    Jun 2006
    Location
    Fairfield, CA
    Gender
    Male

    Default Re: War Spells! Discussion and Application

    I have to go, but someone should do oh lawd Paylor it's a fahr (combust), and we're the good guys (body of war), and dawn of the dead (animate legion).

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •