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  1. - Top - End - #1
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    Jormengand's Avatar

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

    After the success of the MtG challenge, how about a similar game with D&D spells? I figure that homebrew is the right place for it, given the same is true of other brew competitions.

    Each post should contain a short critique of the spell made by the poster before them, a spell that meets the challenge posted by the poster before them, and a new challenge for the next poster to take on.

    There is no time limit on when a challenge can be met, and no restriction on how often you can post other than that you can't fulfill your own challenges. If two people respond to the same challenge, the next poster simply picks which of those to judge and meet the challenge of, though if you're up to it you could also try fulfilling both challenges at the same time, assuming that's possible.

    Please put your spell entries in the following format:

    Name
    School (Subschool) [Descriptor]
    Level: Class X, Otherclass Y, Domain Z
    Components: V/S/M/F/DF/XP etc.
    Casting Time: 1 immediate/swift/move/standard action, X rounds/minutes/hours, X days (8 hours per day), etc.
    Range: Short (25 ft + 5 ft/2 levels), Medium (100 ft + 10 ft/level), Long (400 ft + 40 ft/level), etc.
    Effect/Area: 1 purple squirrel, 10-ft radius centred on you, etc.
    Duration: X rounds/minutes/hours/days(/level), permanent, instantaneous, etc.
    Saving throw: Fortitude/Reflex/Will Negates/Partial/Half, Will disbelief, etc.
    Spell resistance: Yes or no.

    What the spell does is written here.

    M/F/DF/XP component goes here.

    For example:

    Antimagic Field
    Abjuration
    Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: 10 ft.
    Area: 10-ft.-radius emanation, centered on you
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: See text

    Screw you, I'm not copying the full text of AMF.

    Arcane Material Component
    A pinch of powdered iron or iron filings.

    Acid Arrow
    Conjuration (Creation) [Acid]
    Level: Sor/Wiz 2
    Components: V, S, M, F
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Effect: One arrow of acid
    Duration: 1 round + 1 round per three levels
    Saving Throw: None
    Spell Resistance: No

    A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.

    Material Component
    Powdered rhubarb leaf and an adder’s stomach.

    Focus
    A dart.

    So, if anyone's interested, how's about making a ninth-level divination?

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

    Analyze Resources
    Divination
    Level: Sor/Wiz 9, Bard 6
    Components: V, S, F
    Casting Time: 1 full-round action
    Range: Personal
    Target: You
    Duration: 24 hours
    Saving Throw: None
    Spell Resistance: No

    When you cast this spell, your eyes briefly glow red before returning to normal. By observing someone (as a free action once per turn) you can determine an approximation of that creature's net wealth (within 10%), their single most valuable or valued item (player's choice), and their most powerful ally (this ally must be willing or forced to help. A peasant is usually not allies with their manor lord, but a wizard with a pet balor could register the balor). Each subsequent round of observation yields the next most valuable item and ally.
    This spell also informs you of the location of any valid analysis target within 60 feet. Should they be protected from vision in some way, you are allowed a caster level check against the obscuring effect with a +10 bonus (e.g. If the foe is hiding, you can make a caster level check with the bonus against their hide check. If the foe has improved invisibility up, you make a caster level check with the +10 bonus as if you were attempting to dispel the effect.) Success allows you to notice the creature despite its protections.

    Focus: A small glass eye worth 500 gp.

    DM Suggestion: Set up a minimum price range that would set off the detector (so your players dont run you ragged asking about peasants), or just follow reasonable questioning.
    Last edited by Demidos; 2014-12-28 at 01:48 PM.
    My Homebrew:
    WIP
    The Fortunar Base Class: A Fortuneteller wielding a minor Deck of Many Things. Mid T3.

    Completed Classes
    The Grandmaster : A master of animated stattuettes and tactical magic. High tier 3.
    The Hidden Word: An infiltrator with a wide range of abilities that works best in small teams. Tier 2-3
    Web-Spinner: A martial class based around using webs. Mid T3.
    The True Warrior: A swift mundane martial combat class that can dodge and slice their way to victory. Low Tier 3.

  3. - Top - End - #3
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    Jormengand's Avatar

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

    Remember to set a new challenge for the next player as well.

    EDIT: In fact, next player make an evocation which deals no damage, and please remember your challenge.
    Last edited by Jormengand; 2014-12-28 at 02:14 PM.

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    Barbarian in the Playground
     
    Planetar

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

    Analyze Resources: In general, this sounds like it would be ideally used by villains to exploit the weaknesses of the heroes. Leverage to either corrupt them or to get them off his tail.

    Disruptive Pulse
    Evocation [Electricity]
    Level: Sorcerer/Wizard 2
    Components: S/F
    Casting Time: 1 standard action
    Area: 15 ft + 5 ft/level radius centered on you
    Duration: 1 hour/level
    Saving throw: Fortitude(Harmless, See Below)
    Spell resistance: No

    You unleash a powerful current of electricity all around you. Instead of arcing through everyone around, however, it diffuses into the air and causes interference in constructs and the casting of various spells.

    All constructs in the area must make a fortitude save or be unable to move, effectively paralyzed. In addition, if anyone casts a spell with the [Electricity] descriptor within the area of the spell, they must make a spellcraft check (as the Fortitude save) or have the effective target of the spell be himself, receiving all the effects that a normal target of the spell would. The caster still loses the spell for the day.

    EDIT: If the affected spell has an area of line or cone, the spell emanates from the original caster's feet and fires straight upward, thus affecting any creature that might be above.

    If the disrupted spell has multiple targets or anything else that requires some conscientious decision, you are the person who makes any such decisions. For instance, Nebin the illusionist casts Disruptive Pulse and Mialee casts chain lightning. She fails the spellcraft check, so she takes the full damage of the spell and Nebin gets to choose 13 secondary targets (Mialee being level 13). She only has 3 allies, so he only selects only three secondary targets and leaves the last 10 alone.

    The original caster can make one additional spellcraft check per turn for the normal duration of the backfired spell or Disruptive Pulse, whichever is shorter (it is still possible for the user of the spell to switch again, however, it is a battle of mastery the entire time). So if someone casts Call Lightning and loses control of it in the first round, he can regain it on the second round and lose it again on the third round.

    Focus: A small copper ring

    For my first challenge, I'm going to combine the basics of the previous two challenges. A divination that DEALS damage!

    EDIT: Goodness, that really DID need to be properly defined! Might just be me being my usual, overly technical self again though.
    Last edited by LordotTrinkets; 2014-12-30 at 10:41 PM.
    P.S. If you did not receive this post, let me know and I'll re-send it.

    Quote Originally Posted by BilltheCynic View Post
    *And now I have an image of an animated suit of adamantine armor, complete with armor spikes and a wicked scythe, wearing a top hat. And it is awesome.
    *"Nowhere that I am, everywhere that I am not."

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    Halfling in the Playground
     
    Daemon

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

    Disruptive Pulse: I think the electrical backfiring needs to be elaborated on though. Do they take damage as if the spell had hit them? It says injure - does that mean they don't suffer additional effects beyond damage? Does the spell slot get wasted? Etc etc. Otherwise, it's a pretty cool spell. It's a good idea and I haven't seen anything like it implemented before.

    Far Visions
    Divination
    Level: Sorcerer/Wizard 6
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Close (25 ft + 5 ft/level)
    Target: 1 creature
    Duration: 1 round/level; see text
    Saving throw: Will negates; see text
    Spell resistance: Yes

    You force one creature to peer into the horrific plane known as the Far Realm. The creature takes 3d6 damage and 1d4 points of Wisdom damage each round its affected as its mind struggles to understand what it's seeing. Creatures that are immune to mind-affecting effects are immune to this damage. At the end of each of the creature's turns, it may make a Will saving throw to end the effect.

    Whenever someone peers into the Far Realm, the Far Realm looks back. Every round the affected creature fails a saving throw against this effect, the creature suffers a cumulative 10% chance of being noticed by some eldritch horror. If the creature is noticed, it must make another Will saving throw or be immediately dragged into the Far Realm. All creatures that see the target get dragged into the Far Realm must make a Will saving throw or take 1d6 points of Wisdom damage.

    Focus: A looking glass with a noticeable aberration in the glass.



    For my challenge: A spell that has a different effect for each possible alignment of the user.

  6. - Top - End - #6
    Orc in the Playground
     
    MindFlayer

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

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

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

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


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

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

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

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


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

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

  7. - Top - End - #7
    Orc in the Playground
     
    MindFlayer

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

    My advices on Home Turf: I like it. Defining a composite effect like you did is definitely better that creating 9 completly different effects.
    Just a couple of notes. 1st: the area seems too wide to me. Maybe making it half that wide (10ft+10ft/2 levels) may be better.
    2nd:You made a single "Neutrality" section but, to better fulfill the request, iy may be better to have represented neutrality on both axes.
    3rd: There may be a problem with CE effect. Chaotic: no telepathy; Evil: you get a telepathic message. It may not be a conflict but you may want to clarify.

    My spell now.

    Time Hiccup
    Transmutation
    Level: Bard 0, Beguiler 0, Sor/Wiz 0.
    Components: V.
    Casting Time: 1 immediate action.
    Area: Personal.
    Target: You.
    Duration: Istantaneous.

    You react to an incoming danger with an hiccup imbued with the energy of time. This powerful sob pushes you back along the stream of time by one second, giving you an extra instant to defend yourself.
    You gain a +1 insight bonus to your AC and your saves against that particular incoming danger.

    NEW CHALLENGE: An arcane spell linked to a specific deity (your choice).

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    Orc in the Playground
     
    ClericGuy

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

    Rallaster's Tendrils
    Necromancy [Evil, Mind-Affecting]
    Level: Wiz/Sor 4, Hex 3.
    Components: V/M.
    Casting Time: 1 standard action.
    Range: Short (25 ft + 5 ft/2 levels).
    Target: 1 living creature.
    Duration: concentration.
    Saving throw: Fortitude partial (see text).
    Spell resistance: No.

    This spell is vastly used by evil spellcasters, sadists and torturers all around the world who are devoted to Rallaster, as this spell is so cruel that few others would use it. As long as the caster concentrates, she can deliver an horrible and wrecking pain sensation on the target at will. The victim of the spell suffers no real damage but is limited to partial actions while the spell is active and suffers a -10 malus on any Bluff, Concentration, Diplomacy, Intimidate and Sense Motive checks as long as she suffers for the spell's effect. Once the spell ends, the target must succeed on a Fortitude check; if the target fails, he is exhausted.

    Material component: Rallaster's unholy symbol.

    I hope I've done everything good, this is the first time I create a spell!

    Here is the deity for those of you who don't know who Rallaster is: http://dungeons.wikia.com/wiki/Rallaster


    As the next spell I'd like to see One that cancel the target's memory.
    Last edited by CinuzIta; 2015-01-20 at 03:23 PM.

  9. - Top - End - #9
    Orc in the Playground
     
    MindFlayer

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

    Just a few minor notes: Effect/Area: 1 living creature should probably be listed as Target: instead. I would remove the figment subschool as this is a necromancy effect, and change the saving throw entry to Fortitude partial (see text), giving an initial fortitude save to resist the pain effect and a second fort save to resist the exhaustion. Also this is not a death effect so remove that descriptor. Otherwise, it seems solid; the exhaustion effect at the end after suffering from partial actions is kind of icing on the Crucio Cake.

    Now for a spell to cancel target memory, I based this off of modify memory:
    Spoiler
    Show


    Mind Eraser
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd 6, Sor/Wiz 9
    Components: V, S
    Casting Time: 1 standard action
    Range: Close
    Target: One living creature
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: Yes

    This spell functions as modify memory, except it affects as many as 30 minutes of the target's memories, can implant even illogical memories (which will be accepted as true, regardless of the creature's natural inclinations or intuition), and the casting time does not increase based on the amount of remembered time you wish to modify.
    Special: If this spell is reflected back upon or redirected at the original caster by any means, said caster suffers a permanent anterograde amnesia effect. They are unable to form new memories, including gaining levels, learning spells, etc. This amnesia can only be removed by a break enchantment spell cast by a character of equal or higher level than the afflicted caster, or by a restoration, wish, or miracle spell. Because this special effect may not become evident for some time, determining the cause or treatment may be difficult.


    Next request: A spell that combines two mechanically or thematically opposite spell effects into one cohesive unit (like haste and slow, or bless and bestow curse)
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

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    Orc in the Playground
     
    ClericGuy

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

    Quote Originally Posted by ezkajii View Post
    Just a few minor notes: Effect/Area: 1 living creature should probably be listed as Target: instead. I would remove the figment subschool as this is a necromancy effect, and change the saving throw entry to Fortitude partial (see text), giving an initial fortitude save to resist the pain effect and a second fort save to resist the exhaustion. Also this is not a death effect so remove that descriptor. Otherwise, it seems solid; the exhaustion effect at the end after suffering from partial actions is kind of icing on the Crucio Cake.

    Thank you, fixed the spell! About the Saving Throw: I put "Will disbelief" because the spell was intender to be an illusion that just create a false sensation of pain! But for simplicity sake I opted to just go with Fortitude.

    Anyway, I'll let someone else go on with the challenge!

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    Orc in the Playground
     
    MindFlayer

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

    Quote Originally Posted by CinuzIta View Post
    Thank you, fixed the spell! About the Saving Throw: I put "Will disbelief" because the spell was intender to be an illusion that just create a false sensation of pain! But for simplicity sake I opted to just go with Fortitude.

    Anyway, I'll let someone else go on with the challenge!
    Oh, I see! It could easily be reworked as illusion too, you just had it listed as necromancy so i went with that in my review. Either way :)
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

  12. - Top - End - #12
    Orc in the Playground
     
    MindFlayer

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

    I've not that much to say about Mind Eraser, except that the drawback seems to me a little to much. Cool idea but a permanent stop to leveling up? that's huge!
    Also, this drawback is a mind affecting effect like the spell itself? If it is the drawback you can leave it as it is: a wizard able of casting Mind Eraser can also know and cast Mind Blank to protect himself. If he doesn't he deserves the amnesia

    That's my spell now, i've had a lot of ideas (raise a dead spirit as a deathless and his boby as an undead, a disintegration that lets you create again what you destroyed, an arcane seed that allows casting in dead-magic zones but dispels the spells cast to auto-fuel itself...) but i think i'll finally go with this. The spell uses the rules for dual school spells that you can be found in Player Handbook II, p.95.

    Swap summoning
    Abjuration / Conjuration (summoning)
    Level: Sorc/Wiz. 7.
    Components: V,S,F
    Casting Time: 1 istandard action.
    Range: Close (25 ft + 5 ft/2 levels).
    Target: One summoned creature.
    Duration: see text.
    Saving throw: Will Negates (see text).
    Spell resistance: Yes.

    This spell, often used by conjurers that want to be more versatile or by wizards that have to deal with other conjurers, allows you to exchange a summoned creature with another of your choice.
    Select a summoned creature (the spell doesn't work with creatures conjured with spells with the (calling) subtype) as a target: that creature must make a successful Will save or be forced back to its home plane, as per the dismissal spell. If the target creature was summoned by one of your own spells it automatically fails the save.
    Once the creature is banished, you use the residual power of the spell to summon another one. If the original creature was summoned by a spell that has a list of summonable creatures (such as summon monster I, summon natural ally I) you must choose a creature from the same list. If the original creature was summoned by a spell that summons a specific type of creature (summon bearded devil) you must summon another of that creatures or a creature summoned by a similar spell of the same level. For example if you cast this spell on a bearded devil summoned with summon bearded devil (4th level spell) you must summon another bearded devil or an hound archon (summon hound archon is also a 4th level spell).
    The new summoned creature is now under your control.
    This spells has no duration on its own but continues the duration of the original spell. The caster is allowed to start concentrating on it, even if concentration on the original spell was lost.

    Arcane Focus: a silk string knotted and bended into an "8" shape.

    My next challenge: a spell that deals with paper!

  13. - Top - End - #13
    Orc in the Playground
     
    MindFlayer

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

    Very interesting concept for a spell, initially the level seemed a bit high but to combine a banishment and summoning spell into one it seems appropriate.

    Paperize
    Transmutation
    Level: Sorc/Wiz 9
    Components: V, S, M, XP (see text)
    Casting Time: 1 standard action
    Range: Close
    Target: One creature
    Duration: 1 round or more; see text
    Saving Throw: Fort negates
    Spell Resistance: Yes

    The target of this spell loses the powerful body they previously possessed only to have it replaced by an origami construction of identical make. The creature loses all armor, shield, and natural armor bonuses to AC, any extraordinary damage reduction, and any permanent immunity or resistance to fire. Its Strength score becomes one, but it gains the ability to glide by jumping straight up; it can then travel sideways 10ft for every 5ft it is to fall. Critically, the target of this spell also becomes especially vulnerable to fire, taking double damage from all such sources.

    XP Cost: This spell's effect lasts for 1 round, plus an additional round for every 100XP spent on its casting, up to a maximum of 1000XP.

    Material Focus: A well-crafted origami crane (costing at least 1gp)


    Next Challenge: A spell that produces some kind of unusual/exotic weather phenomenon.
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

  14. - Top - End - #14
    Orc in the Playground
     
    MindFlayer

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

    You did great: a papery debuff is something i wasn't expecting! I expecially like how you linked XP spent and spell duration: it's like the caster must spend it's own life force to keep the enemy in that state.

    You asked for an exotic weather phenomenon: i couldn't hold back... but i tried... i swear!

    Sharknado

    Conjuration (summoning) [air]
    Level: Druid 9, Sorc/Wiz 9
    Components: V, S, F, XP.
    Casting Time: 1 full round action.
    Range: Long.
    Duration: 1 round/level (D)
    Effect: Cyclone 15 ft. wide at the base, 45 ft wide at the top, and 50 ft tall, filled with sharks.
    Saving Throw: see text
    Spell Resistance: Yes.

    You call the power of oceanic storms and conjure a dreadful tornado that houses a school of hungry sharks.
    The spell works like Whirlwind spell, except for what follows. Every round, a creature caught in the area of the cyclone (or trapped in it) is attacked by one of the sharks that swims inside it. The shark attacks as a Huge shark (bite 2d6+7) with an attack bonus of +15 (that includes the +10 bonus for the bite attack, a +2 for charging and a +3 competence bonus for the push given to the shark by the tornado).
    In addition, once per round, you can concentrate as a move action and command the whirlwind to expel one of the sharks toward a target within 60 ft.: the launched shark has a +15 attack bonus and deals double damage on a successful attack. After the attack the launched shark vanishes.

    Focus: a megalodon tooth inscribed with clouds and whirlwinds, worth at least 100 gp.
    XP cost: 100 exp.

    Next challenge: dinosaurs, but no summoning!

  15. - Top - End - #15
    Titan in the Playground
     
    Zaydos's Avatar

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

    Probably could go without the XP cost and just the material component.

    Form of the Threehorned Beast
    Transmutation(Polymorph)
    Level: Druid 6, Sorcerer/wizard 6
    Components: V,S
    Casting Time: 1swift action
    Range: Personal
    Target: You
    Duration: 1round/level (D)

    You transform your body, growing huge and bestial. You take the form of a triceratops (MM page 61). You gain 50 temporary hit points, which disappear at the end of the spell's duration. See the Polymorph Subschool sidebar (Complete Mage or Players Handbook II for more details).

    Challenge: Make a 9th level Divination spell.
    Peanut Half-Dragon Necromancer by Kurien.

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

    I was going to say it sounds weak compared to regular polymorph, but then I noticed it was a swift action cast. Compared to the 2nd-level Alter Self with Quicken Spell, this is far stronger. I don't know what the triceratop's CR is, but you can (I think?) choose to immediately transform back and use this just for 50 temporary hit points.

    Ultimate Scrying
    Divination (Scrying)
    Level: Cleric 9, Druid 9, Sorcerer/Wizard 9
    Components: V/S
    Casting Time: 1 standard action
    Range: Unlimited
    Target: One creature
    Duration: 1 hour/level

    Ultimate Scrying is a guaranteed form of scrying: the target is denied a Will save to resist being scryed upon. In addition, the following spells are automatically active through the sensor: True Seeing, Detect Thoughts (only on the target), and Greater Arcane Sight. The target does not receive a save against this Detect Thoughts effect. Any other divination spell that gives information and does not deal damage, impose status conditions, restrict, control, or otherwise affect can be cast through the sensor.


    Challenge: A healing spell that's more interesting than "heal XdY+Z and remove this list of status conditions".
    Homebrew: TemporalistQuotebox • Avatar by Kris on a Stick
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    Default Re: D&D 3.5: You make the spell challenge.

    Very powerful, but as a 9th-level divination I suppose it should be. I assume it's at least SR:Yes? You don't have it listed.

    Hopefully this counts:
    Reactive Panacea
    Conjuration (Healing)
    Level: Cleric 7, Healer 6, Healing 6, Paladin 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature
    Duration: 2 hours/level or until discharged
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes

    You bestow a single creature with a powerful charge of healing magic. This charge is capable of immediately healing the subject of any single malady they might experience.
    The subject of this spell may use an immediate action to utter the command word you designate at the time of casting to discharge this spell, immediately curing them of any one of the following: all ability damage, one ability score's ability drain, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, stunned, poisoned, all negative levels, any magical penalties to ability scores, skill checks, attack or damage rolls, or AC. Alternately, this spell can be discharged to heal the subject of 1d6 damage per caster level.


    Challenge: A spell with an extraterrestrial theme/feel to it.
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

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

    The reactive part make the spell different from the usual cure spell but the effect, in the end, it is not. I think that it's hard to come up with a cure that does not rely on debuffs and HPs. Good job overall!

    Starchild form.

    Transmutation
    Level: Sorcerer/wizard 8
    Components: V,S,M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 min/level (D)

    You summon the power of a race that lives far beyond the stars and gain some of their outstandig abilities.
    As long as you are affected by this spell your neck and your index fingers are stretched to three times their normal lenght and this gives you a -2 penalty on Balance and Acrobatics checks and on skill checks that requires you to manipulate objects.
    While affected by this spell you can use mage hand, prestidigitation and light (light sprouts from the tip of your index finger) at will as spell-like abilities.
    You can also use telekinesis and contact other plane as spell-like abilities three times each as long as the spell lasts. The caster level for all these spell like abilities is equal to your caster level.
    You also gain the ability form an empathic link with every creature in 60 ft. making you able to feel other's emotions and show yours to other via telepathy.
    In the end, when you cast this spell you can select a willing creature within 30 ft. from you: until the spell expires you and taht creature share equally any kind of damage (even ability damage, but not drain) you take. If you are hit by a spell that deals you 40 points of damage you only suffer 20 points of damage and the linked creature sufferers the rest. You and the selected creature share magical cure in the same way.

    Material component: a silver saucer that must be thrown in the air upon completing the spell.

    Next challenge: A spell with an cyberpunk theme/feel to it.

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

    At first, I wasn't too impressed, but it got much better as I read on. Anyway, I'm pretty sure that you're referencing something, but I'm probably not literate enough in sci-fi to figure out just what.

    Here's my spell (again, not very much into sci-fi, but here it goes)

    Dominate Construct (AKA Hack)
    Enchantment (Compulsion)[Mind-Affecting
    Level: Sorcerer/Wizard 9
    Components: V/S/M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: All constructs (see below) under the power of the target
    Duration: 1 hour/level
    Saving throw: Will Negates
    Spell resistance: Yes

    You target a wizard or some other being with at least one construct under its command. If the Will save is failed, you gain all the authoritative status of that individual toward constructs. All constructs treat as though you were that individual, in effect. This means that if the target had complete control, you gain complete control. The target had only partial control, you only gain partial control, etc.

    For this spell, 'construct' refers to anything with the construct type or any mechanism/magical device that can be activated/deactivated by the target. So if a door can only be opened by the target, you can now open that door.

    The target loses all his authority over a construct until the spell ends or is disspelled (including if the target casts Hack on the caster)

    Material component: A small piece of the target

    Next challenge: A spell based off a well-known adage (lead balloon, water off a duck, etc.)
    P.S. If you did not receive this post, let me know and I'll re-send it.

    Quote Originally Posted by BilltheCynic View Post
    *And now I have an image of an animated suit of adamantine armor, complete with armor spikes and a wicked scythe, wearing a top hat. And it is awesome.
    *"Nowhere that I am, everywhere that I am not."

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

    Quote Originally Posted by LordotTrinkets View Post
    At first, I wasn't too impressed, but it got much better as I read on. Anyway, I'm pretty sure that you're referencing something, but I'm probably not literate enough in sci-fi to figure out just what.
    Steven Spielberg' s "E.T. The extra terrestrial". Long neck and fingers, Mage Hand and telekinesis for its ability to move things and People, prestidigitation for it's minor powers (such as reviving a dead Flower), light on its finger, the empatic and Life link like He had with Elliot (The Child of The film).
    And contact The plane because "ET Phone home".

    I leave comments and a new spell Yo someone else! :)

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

    Quote Originally Posted by MrNobody View Post
    Steven Spielberg' s "E.T. The extra terrestrial". Long neck and fingers, Mage Hand and telekinesis for its ability to move things and People, prestidigitation for it's minor powers (such as reviving a dead Flower), light on its finger, the empatic and Life link like He had with Elliot (The Child of The film).
    And contact The plane because "ET Phone home".

    I leave comments and a new spell Yo someone else! :)
    Well... that should have been obvious... In that case, makes perfect sense and seems like a fun idea. Maybe having some sort of water dependence (as I think that it was the dry, earth air that was E.T.'s problem?) would be a good addition too.
    Last edited by LordotTrinkets; 2015-02-11 at 03:50 PM.
    P.S. If you did not receive this post, let me know and I'll re-send it.

    Quote Originally Posted by BilltheCynic View Post
    *And now I have an image of an animated suit of adamantine armor, complete with armor spikes and a wicked scythe, wearing a top hat. And it is awesome.
    *"Nowhere that I am, everywhere that I am not."

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

    Chain of Vigor
    Abjuration
    Level: Clr 5, Courage 4, Protection 4, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature/level, no two of which can be more than 30 ft. apart
    Duration: 1 round/level; see text
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Upon casting this spell, allies (including the caster) in range are magically chained together. While chained in this manner, all targets gain a +6 morale bonus to AC and Will saving throws as each chained creature feels more secure with the support of its allies. In addition, the target with the highest amount of current hit points sets the rest of the targets' current hit point totals. For example, if the spell chains three targets, one with 29 hp, one with 42 hp, and one with 16 hp, all three targets would have their hit points set to 42 hp immediately. This is not healing, and so is not subject to healing reduction or immunity; it simply sets the target creatures' hit points to the highest amount in the chain. This hit point alteration is instantaneous, and therefore will remain even after the spell's other effects have disappeared. If a creature would have its hit points raised above its maximum in this manner, it gains temporary hit points beyond its maximum to match the rest of the chained creatures' totals until after the spell expires.

    This spell has no effect if cast on a single target.

    Material Component
    A metal chain with no obvious weak links.


    Chain of Weakness
    Abjuration
    Level: Balance 4, Clr 5, Fate 4, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One creature/level, no two of which can be more than 30 ft. apart
    Duration: 1 round/level; see text
    Saving Throw: Will partial; see text
    Spell Resistance: Yes

    Upon casting this spell, creatures in range who fail their Will saving throw are magically chained together. While chained in this manner, all targets move at half their normal speed and can only move up to 30 feet away from the closest fellow target. In addition, the target with the lowest amount of current hit points sets the rest of the targets' current hit point totals. For example, if the spell chains three targets, one with 29 hp, one with 42 hp, and one with 16 hp, all three targets would have their hit points set to 16 hp immediately. This is not damage, and so is not subject to any damage reduction or immunity to damage; it simply sets the target creatures' hit points to the lowest amount in the chain. This hit point alteration is instantaneous, and therefore will remain even after the spell's other effects have expired.

    If the spell affects only a single target, only the speed penalty applies.

    Material Component
    A metal chain with a single obvious weak link.
    Last edited by Temotei; 2016-03-06 at 10:07 AM.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

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

    So, you got a bonus spell! Whoo.

    I'm putting this in a separate post because I'm ridiculous and I don't like having text other than the spells themselves in posts with my spells.

    Anyway, great request.

    EDIT: Oh, and the adage was "A chain is only as strong as its weakest link." I just extended it with the strongest link spell.

    Next Challenge: In the spirit of the current Base Class Contest, how about a spell that is either converted from another tabletop game or is in the spirit of another tabletop game?
    Last edited by Temotei; 2015-02-11 at 04:12 PM.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

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

    Quote Originally Posted by Temotei View Post
    Next Challenge: In the spirit of the current Base Class Contest, how about a spell that is either converted from another tabletop game or is in the spirit of another tabletop game?
    Are we counting RPG parodying card games? 'cause I am! So, for those rare times when you need to use your Marvelous Pigments without dropping your staff, or when you just can't choose between magic rings...

    Spoiler: Source of the Spell
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    Cheat!
    Enchantment
    Level: Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: One weapon, shield, set of armor, or other wearable/hold-able magic item
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: Yes (harmless)

    Upon casting this spell, the touched item begins to defy the normal rules of reality. For the duration of the spell you may wield or wear the enchanted item even if normal rules (such as number of occupied hands or number of occupied body slots) would prohibit it. Non-stacking bonuses still do not stack, but all other effects of wielding or wearing the item apply as normal.

    Material Component
    A weighted die or marked playing card.


    Challenge
    Make a spell that transfers something other than damage between two or more targets.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

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

    Rary's Telepathic Gestalt
    Divination
    Level: Sor/Wiz 8
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: You plus one willing creature per three levels, no two of which can be more than 30 ft. apart
    Duration: 10 min/level (D)
    Saving Throw: None
    Spell Resistance: No

    You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. Affected creatures find their minds merging into one entity. While they retain their sense of individuality, any member of the link can communicate telepathically with the others, perceive all of the other link members' senses, and (with permission of the body owner) control any body in the link. Each link member's Intelligence, Wisdom, and Charisma scores are treated as equal to the highest Intelligence, Wisdom, and Charisma in the link, and each member can use any abilities possessed by the link that are not tied to a physical body - any member can cast spells if one member is a Wizard, for example, though it still expends the Wizard's spell slot as normal.

    Material Component
    A drop of blood from each member of a Dvati pair.

    Challenge: A spell that encourages you to specialise in a single element.
    Last edited by Heliomance; 2015-02-12 at 08:34 AM.
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    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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

    Helio, remember to offer constructive criticism of the above spell.

    Cheat: I like the idea, but unfortunately, there's a reason that those feats you're emulating are epic feats.

    Gestalt: Hmm. Thing is, I see it making things that are mainly action-economy-limited pretty crazy. Also, I'm not sure I'm entirely happy with sharing all their non-bodily abilities - Psi Lion's Charging barbarians/knights hurt, and also just... maneuvers, rogue special abilities, damn it even monk special abilities... that starts getting crazy. You have an eighth-level spell that's basically turning five people into (nigh-identical) pentastalts, and I'm not sure that's fun.

    Also, a wizard who casts that with four druids may or may not grant each person four animal companions.

    Firedance
    Evocation [Fire]
    Level: Sor/Wiz 5
    Components: V, S
    Casting Time: 1 Full-round action
    Range: 50 ft
    Area: 50 ft radius, centred on your location when you cast the spell.
    Duration: 10 minutes/level
    Saving Throw: None
    Spell Resistance: No

    Anyone who casts a spell with the [Fire] descriptor in the area may choose to apply the Empower Spell metamagic to their spell when they cast it. If it's already empowered, they remove the Empower Spell metamagic and replace it with the Maximise Spell metamagic. If both are already applied, the caster may remove them both to apply the intensify spell metamagic. In any case, the spell's level and casting time are not affected.

    The effects of the Firedance are usable by friend and foe alike.

    Next: A spell that encourages the use of more evocations and/or enchantments.

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

    Quote Originally Posted by Jormengand View Post
    Cheat: I like the idea, but unfortunately, there's a reason that those feats you're emulating are epic feats.
    While I'd like to agree, I also think A: epic rules usually aren't (save for spellcasting), and B: the number of instances where this is truly overpowered are actually relatively small. The easy solution, of course, is to simply up the spell level to wherever you feel is appropriate, or limit the options available from the vague "any wield-able or wearable magic item" to something more specific. 2nd level probably is a little low.

    Firedance
    This is roughly the spell that came to my mind when I saw the prompt as well. I'm not sure what I think about it: on the one hand, it definitely eats into your front-loaded damage potential. On the other hand, free Maximizes for the cost of just an Empower is pretty solid. On the other other hand, it is a static area, so it's not like the effect will persist into the next fight.

    I think ultimately the level seems a little high. I'd personally rather see a spell that just Empowers, is maybe 3rd-4th level, costs a Swift action to cast, and has a duration of only a few rounds. I'm not convinced this spell is worth it for the blaster Wizard, who often can't afford to waste the round merely setting up, especially for the cost of a 5th level spell slot. You'd lose some of the flexibility of the spell, but I think you'd see it cast a lot more often which, I feel, is sort of the idea.

    Next: A spell that encourages the use of more evocations and/or enchantments.
    Ensorcelled Cascade
    Enchantment
    Level: Sor/Wiz 3
    Components: V, S
    Casting Time: 1 swift action
    Range: Close (25 feet + 5 feet per level)
    Target: One creature
    Duration: 1 minute/level
    Saving Throw: Will negates (See text)
    Spell Resistance: Yes

    Ensorcelled Cascade twists the bonds of magic, rendering the target more vulnerable to further magic. The target takes a penalty to the Will save against this spell (and, if it fails, future Enchantment spells for the duration of this effect) equal to the number of active Enchantments placed upon it.

    Designer's Intent: A powerful spell to throw against a heavily buffed target before shredding them with other enchantments, or a good opener to an Enchanter's combat routine. Niche, but potentially very useful.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

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

    Djinn, challenge?

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

    Quote Originally Posted by Jormengand View Post
    Djinn, challenge?
    Derp.

    Challenge: Design a spell that influences social interactions over an extended period of time, but does not provide mental domination or something as straight-forward as bonuses to checks.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

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

    Ensorcelled cascade is a powewrful spell, indeed. Maybe you want to clarify if the penalty given by the spell is set when the target is first affected by this spell or continues to grow as long as the target becomes victim of further enchantments. In that case, Ensorcelled Cascade will count against the number of spells that provide the penalty?

    Mark of the Loser.

    Enchantment
    Level: Sor/Wiz 3, Bard 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 feet + 5 feet per level)
    Target: One creature
    Duration: 1 day/level
    Saving Throw: Will negates, see text.
    Spell Resistance: Yes

    You place a powerful arcane mark floating above the targets head: the mark is invisible at normal sight but any spell that gives the ability to see magic reveals it has the form of a huge "L". The target does not receive any save to resist receiving the mark, but spell resistence applies.
    Every time a creature talks to the marked target it must make Will save: if it fails, its attitude towards the target of the spell immediately shifts to hostile, but only for the purpose of inviting the target at any kind of social event. A cleric that goes to talk to the target to invite him at a chuch meeting and fails its save starts considering that as a bad choice and will end up not inviting him.
    The creature that rolls the saves gains a bonus or a penalty on its save depending on its general attitude towards the target: helpful +2, friendly +1, indifferent +0, unfriendly -1, hostile -2. An already hostile creature that fails its save would totally forget any idea of inviting the marked creature and would spend some effort trying to hurt its feeling pointing out that "no one wants him at the party".

    This spell does not control the minds of affected creatures, and not inviting the marked is not a compulsion nor an order: if the meeting is really important (the king needs to see the party to set the town's defences during a siege) the marked creature could be invited anyway, even if reluctantly.

    Challenge:A spell based on a song from the '80! [your choice but tell us which song it is based on]

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