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  1. - Top - End - #31
    Firbolg in the Playground
     
    Djinn_in_Tonic's Avatar

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

    Quote Originally Posted by MrNobody View Post
    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?
    The intent is that the penalty grows: it's still worth a cast even at a -0 penalty if you plan on layering enchantments (since Ensorcelled Cascade will make that a -1 minimum against future spells), but really shines when you strike a buffed target with, say, 4 enchantments on them already.

    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.

  2. - Top - End - #32
    Halfling in the Playground
     
    Daemon

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

    Hehehe, I like Mark of the Loser. I just wish there was some way a Fighter could cast on a Wizard.
    "Why don't you study more, nerd?"

    Anyway, song from the 80's:

    Watchful Guardian

    Conjuration (Teleportation)
    Level: Cleric 6, Paladin 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch (one creature)
    Target: One creature touched
    Duration: 1 day/level or until expended, see text
    Saving Throw: Will negates (harmless)
    Spell Resistance: No

    The caster of this spell automatically knows when the target is in danger as long as the two are on the same plane.

    The caster of this spell can speak the command word as a standard action. The caster is then teleported within 30 feet of the target. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail. An unwilling creature can't be teleported.

    Upon arriving, for 1 minute/caster level, you cannot move more than 30 feet from the target, and any attempts force you to do so automatically fail, and the target is immune to all damage from you. If you have the Divine Grace class feature, the target gains the benefit of that class feature, as well. You can end these effects as a free action.



    So, to recap: you'll never give your target up, and you'll never let them down, but you can't really run around or hurt them, either. (If you don't get the reference: Rick Astley's "Never Gonna Give You Up.")

    Challenge:
    A spell that, if cast, would get at least 3 gods/goddesses very, very cross with you.

  3. - Top - End - #33
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    Temotei's Avatar

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

    Jormengand reminded me to critique dominate construct. My bad!

    For a 9th-level spell, it seems a tad underwhelming and situational. First, the target has to have constructs/objects under their control. Second, you probably should know that before casting this spell, because it's taking up a 9th-level slot. That's not something to blow just to see if the target has things to control. For that matter, if you target someone who controls objects/constructs you don't know about, do you gain knowledge of them and the ability to control them or must you know about the constructs to gain control?

    It also requires a Will save, one of the universally-highest saving throws a caster has, and it completely negates the spell. That's assuming the target isn't immune to mind-affecting spells and effects, which isn't really reliable, given that it's, again, a 9th-level spell and you're likely targeting a caster (though others may have control of constructs, it's certainly rarer since casters are the ones creating them in general). Throw Spell Resistance: Yes on top of that and you have a fairly easily-resisted spell in a 9th-level slot that only works if the target has constructs under their command that actually do things with commands (though that last part isn't too rare). I guess the constructs will vary in strength, as well, so it's not like it's entirely reliable even when it does work.

    It just seems a bit weak for a 9th-level spell. Bet you didn't guess I felt that way.

    I think I'd be more comfortable with it if it weren't mind-affecting or if the level were lowered a bit. Also, there should probably be a clarification on whether you gain knowledge of all constructs the target controls when you succeed in affecting said target.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  4. - Top - End - #34
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    Default Re: D&D 3.5: You make the spell challenge.

    Quote Originally Posted by MrNobody View Post
    NEW CHALLENGE: An arcane spell linked to a specific deity (your choice).
    I have a character in a running game, an AD&D magic user who tries to be a druid/MU/ranger combo to the best of his ability, who made up a spell for radically accelerated plant growth (mainly intended for trees, a year's growth per hour, up to 12 hours duration) which included in the verbal component a few words about Ehlonna. (Well, actually a homebrew forrest goddess based in part on Ehlonna.) The spell doesn't invoke any divine power, but if you can't say the Ehlonna part with sincere respect then then the spell fails.
    -- Joe
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  5. - Top - End - #35
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    MindFlayer

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

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    Quote Originally Posted by Rawrawrawr View Post
    Watchful Guardian

    Conjuration (Teleportation)
    Level: Cleric 6, Paladin 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch (one creature)
    Target: One creature touched
    Duration: 1 day/level or until expended, see text
    Saving Throw: Will negates (harmless)
    Spell Resistance: No

    The caster of this spell automatically knows when the target is in danger as long as the two are on the same plane.

    The caster of this spell can speak the command word as a standard action. The caster is then teleported within 30 feet of the target. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail. An unwilling creature can't be teleported.

    Upon arriving, for 1 minute/caster level, you cannot move more than 30 feet from the target, and any attempts force you to do so automatically fail, and the target is immune to all damage from you. If you have the Divine Grace class feature, the target gains the benefit of that class feature, as well. You can end these effects as a free action.



    So, to recap: you'll never give your target up, and you'll never let them down, but you can't really run around or hurt them, either. (If you don't get the reference: Rick Astley's "Never Gonna Give You Up.")Challenge:
    A spell that, if cast, would get at least 3 gods/goddesses very, very cross with you.

    Clever! Perhaps in the spirit of 'never giving up', have the duration be permanent until expended, but can only have one such charge in effect at any given time. Also I think it would make more sense for the subject of the spell to speak the command word, so that they can more or less summon you to their aid when they need you most. This does remove some of the agency from the caster, though. Also is there any way for them to get back afterward?


    Excommunicate
    Abjuration
    Level: Sor/Wiz 9
    Components: V, S, M, XP
    Casting Time: 1 standard action
    Range: Medium (100ft + 10ft/level)
    Target: One creature / 3 levels
    Duration: Concentration (maximum 1 minute/level)
    Saving Throw: Will partial
    Spell Resistance: Yes

    Invoking the most powerful of your arcane energies, and sacrificing a bit of your soul in the process, you can cut off several creatures from their gods. Each creature targeted by the spell must make a Will save; failure indicates they are unable to cast divine spells or use supernatural or spell-like class gained through levels of classes which grant divine spellcasting, while success indicates they simply lose access to the two highest divine spell levels they can cast.

    Material Component: All pieces of a broken holy symbol, worth at least 100gp.
    XP Cost: 500xp per target


    Next challenge: Another spell based on a song! (I might have to make a thread dedicated to this concept, actually.)
    Last edited by ezkajii; 2015-02-14 at 03:42 PM.
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    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.

  6. - Top - End - #36
    Orc in the Playground
     
    MindFlayer

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

    Nice spell, ezkajii: it's definitely well built. Given the challenge ("3 or more gods get cross with you") i would have done something more linked to a specific set of deities (i was thinking about a spell very similar to yours but that affected the domains of the Triad (Tyr, Torm and Ilmater)).
    On the mechanical side, the XP cost looks a little too high. But i really loved the duration: it really looks like the caster has to struggle to keep the targets away from their god!
    Also, the idea of a separate thread for music-based magic is great!

    Enjoy the silence
    Illusion (Glammer) [sonic]
    Level: Sor/Wiz 5, Beguiler 5
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Long (400ft + 40ft/level)
    Area: a 40 ft. radius emanation centered on a creature, object, or point in the space.
    Duration: 1 minute/level
    Saving Throw: Will negates, or none (object); Fortitude halves.
    Spell Resistance: Yes

    When this spell is cast, the selected area sinks into the deepest silence, as per Silence spell. If cast on an unwilling creature or one an held object, the target can apply Spell Resistence or make a Will save to negate the spell.
    The silence created by this spell is extremely comfortable: as long as the silence lasts, every creature in its area gain a +1 morale bonus on all rolls and save.
    Like Silencethis spell provides protection against sonic effects and stops any kind of sound, except from words. If someone talks in the area affected by this spell, the silence effect is suppressed for that round and the sound of the words is extremely amplified: every creature in the area of the spell takes 1d4 points of sonic damage per caster level (max 10d4, Fortitude halves). If the spoken words are the verbal components of a spell the damage dice is raised to d6. If this spell is language depented, a power word or any other kind of magic linked to words (such as Truenamer's Utterances) the damage dice is raised to d8.
    One round after this sound explosion the spell starts to work again.

    Focus:An object dear to the caster that must be held tight while casting the spell.

    Challenge: a spell that deals with a particular kind of vegetables (carrots, potatoes, broccoli... not ALL vegetable, pick one!)

  7. - Top - End - #37
    Ogre in the Playground
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    Default Re: D&D 3.5: You make the spell challenge.

    Patrick's Protection from Pestilence
    Abjuration

    Level: Cleric 1
    Components: V, S
    Casting Time: Ten minutes
    Range: See text
    Area: See text
    Duration: Special; See text
    Saving Throw: None
    Spell Resistance: No

    This spell protects every potato within long range (400 feet + 40 feet per level) from all forms of non-magical vermin, pestilence and weather conditions. Vermin larger than Fine are not affected by this spell, and magical affects that spoil or wither plants are not prevented by this spell. This spell lasts until the affected potatoes are harvested.

    And for fun, an adaptation of a spell in a MUD I once played.

    Boolywog's Forbidden Pleasures

    Conjuration (Summoning)

    Level: Sor/Wiz 2
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One summoned Succubus or Incubus.
    Duration: 1 minute/level or special (See text)
    Saving Throw: None (Harmless)
    Spell Resistance: No

    This spell summons a succubus or incubus according to the preferences of the caster. The summoned demon refuses to take any offensive action and vanishes from this plane upon being the target of any spell or effect, or whenever they are attacked. The demon remains near the caster until the spell duration elapses or until they are given a potato. Upon being given a potato the demon will supply unimaginable pleasures in the form of baked, fried or mashed potatoes. No matter the amount of potatoes the demon is supplied with, it supplies enough of the desired potato product for one creature per level of the caster.

    After providing potato based cooking, the spell ends.

    Focus: At least one potato.

    Spell Challenge: A spell with a magic 8-Ball as a focus.
    On a quest to marry Asmodeus, lord of the Nine Hells, or die trying.

  8. - Top - End - #38
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    Default Re: D&D 3.5: You make the spell challenge.

    Always remember, you're supposed to give a critique.

    P'sPfP: One of those spells that actually have some pretty world changing effects. Workable in a campaign where the DM cares to think about those things but wants magic to have fixed them.

    B'sFP: It's a lower level arcane Create Food and Water that creates at least 3 times as much. It should probably be 4th level (it's an arcane spell doing a non-arcane effect) and create 1/3rd as much.

    As for the new spell...

    Zaydos's Unreliable Augury
    Divination
    Level: Cleric 0
    Components: V, S, M, F
    Casting Time: 1 minute.
    Range: Personal.
    Target: You.
    Duration: Instantaneous.

    This spell functions as Augury except there is only a 30% + 1%/2 caster levels (maximum 55% at CL 50) chance of an accurate answer and a 40% chance of "Reply hazy, try again."

    Material: A wax candle worth at least 1 GP burnt as part of the spell.

    Focus: A magic eight ball.

    Challenge: Make a spell which changes the caster's form.
    Last edited by Zaydos; 2015-02-15 at 08:08 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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  9. - Top - End - #39
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    Default Re: D&D 3.5: You make the spell challenge.

    Quote Originally Posted by Zaydos View Post
    Challenge: Make a spell which changes the caster's form.
    I feel that one ought to come from Sigil Prep...
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    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
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    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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  10. - Top - End - #40
    Ogre in the Playground
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    Default Re: D&D 3.5: You make the spell challenge.

    Quote Originally Posted by Zaydos View Post
    Challenge: Make a spell which changes the caster's form.
    Um...you mean like "Polymorph self" or "Alter self"?
    "Sleeping late might not be a virtue, but it sure aint no vice. The old saw about the early bird and the worm just goes to show that the worm should have stayed in bed."

    - L. Long

    I think, therefore I get really, really annoyed at people who won't.

  11. - Top - End - #41
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    Default Re: D&D 3.5: You make the spell challenge.

    Quote Originally Posted by Mutazoia View Post
    Um...you mean like "Polymorph self" or "Alter self"?
    Those would both qualify, as would PHBII/Complete Mage's Polymorph subschool spells which replace your stats completely (cutting you off of spells), so would a spell to turn you into a living fire, or a hundred other things.
    Peanut Half-Dragon Necromancer by Kurien.

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    MindFlayer

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

    While i leave the current contest to others (i have an idea but i posted a spell not long ago... if no one takes it in the next days maybe i'll give it a shot) i would like to have from Zale (that missed it) or by someone else a comment on my last entry: it would be really appreciated

  13. - Top - End - #43
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    Default Re: D&D 3.5: You make the spell challenge.

    Zaydos's Unreliable Augury: Well, what can one say? The name is certainly accurate.

    Enjoy the Silence: A few things. First, there's a typo in the first statement of damage: "1d6 sonic damaage per..." should be "1d4..." Off hand, the damage seems really high; I think I get the point that breaking the pleasent, paceful silence causes actual damage when that silence was magical, but that much?

    Elemental Form
    Transmutation [Elemental]

    Level: Sor/Wiz 4
    Components: V, S, M
    Casting Time: Standard action
    Range: Personal
    Target: You
    Duration: 10 min/level (See text) (D)
    Saving Throw: None
    Spell Resistance: No

    This is actually four spells - Earth Form, Air Form, Fire Form, and Water Form - each of which must be learned separately. When one of these spells is cast, the caster is transformed into an elemental of the corresponding type with hit dice equal to hs/her caster level. The caster takes on all characteristics of the elemental, whether helpful or troublesome, except that he/she retains his/her own personality and intelligence. A sucessful attempt to banish the elemental cancels the spell. If the elemental is reduced to zero hit points, the spell is cancelled, leaving the caster dead or dying, revivable (or not) as normal.

    Thw material component is different for each version of the spell. For earth, a precious or semi-precious stone worth 100gp. For air, a vial of some exotic gas worth 100 gp. For fire, a specially prepared vial of alchemist's fire; see below. For water, a potion of sweet water*.

    Suspend Fire
    Transmutation [Fire]

    Level: Sor/Wiz 1
    Components: V, S, M
    Casting Time: Standard action
    Range: Short
    Target: Object
    Duration: 18 hours
    Saving Throw: None
    Spell Resistance: No

    Although it can be learned as a separate spell, knowledge of this spell is automatically gained along with Fire Form. It has two distinct uses. When this spell is cast on an ordinary fire, that fire is suspended, neither continuing to burn nor going out. It contines to glow as if with heat, but it gives no heat to its surroundings. No fuel or oxygen is consumed. At any time during the duration of the spell the caster may release the fire, which resumes burning normally. This is a quick action with unlimited range, but requires line of sight. If the fire is not released before the spell's duration expires, the fire goes out.

    If the fire's fuel can be transported then it can be later released in a new location. However, the fire can not be split to provide more than one fire upon release. If less than 75% of the suspended fuel is present when the fire is released, it will go out. If at least 75% but less than 90% is present then there is a 25% chance that the fire will go out when released.

    The other use is the preparation of the material component for the Fire Form spell. (See above.) In this use, the caster activates a vial of alchemist's fire as if it had been broken even though it is still contained. The fire is then held in a suspended state until it is used as the material component for the Fire Form spell, at which time it is consumed harmlessly. If the vial is broken during the spell's duration it will act normally. If the duration is allowed to expire the vial is rendered inert.

    * I couldn't find Sweet Water in 3.5 documentation; use the description from the 1E DMG with a cost of 100 gp.

    While alchemist's fire has a much lower cost, the necessity of using a first level spell slot on the same day in order to prepare it makes up for this.

    Next challange: another pair of spells in which one is needed to prepare the material component for the other.
    Last edited by jqavins; 2015-02-23 at 09:13 PM.
    -- Joe
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    You are completely welcome to use anything I post here, or I wouldn't post it.

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    MindFlayer

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

    Quote Originally Posted by jqavins View Post
    Enjoy the Silence: A few things. First, there's a typo in the first statement of damage: "1d6 sonic damaage per..." should be "1d4..." Off hand, the damage seems really high; I think I get the point that breaking the pleasent, paceful silence causes actual damage when that silence was magical, but that much?
    Thanks jqavins, i fixed the typo. Talking about the damage, i think it is pretty fair, and for a number of reason.
    First, the spell is 5th level but the cap damage is 10dx (a 5th level arcane area spell should have a 15dx cap): i kept it lower on purpose because the damage can happen more than once while the spell is active.
    Second, the higher damage dices are highly situational: if you are not facing a caster the best you can get is 10d4 (Fort halves).
    Third, the presence of a caster allows more damage but also provides more way to get around it: "silent spell" for spells and even telepathy to avoid speaking at all (remember that Lesser Telepathic Bond, [complete divine] is a 3rd level spell).
    At last, everyone is having a benefit form the spell loose it for one round when the damaging effect is triggered.
    That said, i start to think that the damage could even be too low

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

    Quote Originally Posted by MrNobody View Post
    Thanks jqavins, i fixed the typo. Talking about the damage, i think it is pretty fair, and for a number of reason.
    As you wish. It's your spell, your choice.

    And it's Joe. [MUTTER] Why do I bother putting my name in my sig if nobody looks at it? [/MUTTER]
    Last edited by jqavins; 2015-02-17 at 10:57 AM.
    -- Joe
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  16. - Top - End - #46
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    MindFlayer

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

    Re: elemental form - Seems alright, because it scales the type of elemental off your HD it improves nicely as you get higher levels. I would recommend rather than the wording about retaining personality and intelligence that the caster retains the mental ability scores of his/her original form; if you're concerned about them being able to cast spells in the new form, you could just have that specifically excepted, as with Tenser's transformation.
    The material component is kind of weird; finding 100gp of precious stone is likely to be significantly easier than the other material components. I think that it would do just fine with non-costly material components, personally.

    Now, I don't really like the idea of requiring a spell in order to get the component for another spell (it effectively increases the casting time for the first spell, and if that's all the second spell does, as is the case with suspend fire, it makes it useless in all other circumstances). That being said, here's what I've got for your challenge:


    Sickness Bomb
    Conjuration (Creation)
    Level: Assassin 4, Cleric 5, Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 minute
    Range: 0ft
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell conjures a diminutive glass jar, stoppered with a cork and filled with a noxious and infectious gas. The jar can be thrown as a splash weapon, breaking on impact to release the gas. All creatures within a 5ft radius of the target (including the creature the jar was broken upon, if aimed at a specific individual) must make a Fortitude save against the normal spell DC or contract any one disease of your choice, chosen at the time the spell is cast from the list of diseases given for the contagion spell. You are not immune to the disease created by this spell, and must attempt a save normally if exposed.

    Material Component: A bolus of mucus.

    Patient Zero
    Necromancy
    Level: Cleric 8, Sor/Wiz 8
    Components: V, S, M
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 1 hour/level; see text

    As you finish casting the spell, you crush the three sickness bombs in your hand and inhale deeply. For the duration of this spell, you act as a carrier for up to three different diseases (those contained within the sickness bombs). You suffer no ill effects from the diseases so 'contracted', but any creature who touches you or whom you touch, including attacks made by you or against you by natural weapons or unarmed strikes, must make a Fortitude save against this spell's save DC for each disease you are carrying, or contract that disease themselves. In addition, you can spend a full-round action to cough violently, spewing diseased spittle in a 30ft cone; all creatures in the cone must make the same saves to avoid contracting your disease(s).
    Multiple castings of patient zero, even by different spellcasters or using differently-diseased sickness bombs, do not allow you to act as a carrier for any more than three diseases. This spell lasts for 1 hour per level, up to a maximum of 24 hours.


    Challenge: A spell that makes you feel warm and fuzzy. (Either the character or the player, and either literally or figuratively.)
    Behold! The Monster Compendium

    My Homebrew.

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  17. - Top - End - #47
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    Default Re: D&D 3.5: You make the spell challenge.

    Quote Originally Posted by ezkajii View Post
    Re: elemental form - Seems alright, because it scales the type of elemental off your HD it improves nicely as you get higher levels. I would recommend rather than the wording about retaining personality and intelligence that the caster retains the mental ability scores of his/her original form; if you're concerned about them being able to cast spells in the new form, you could just have that specifically excepted, as with Tenser's transformation.
    The material component is kind of weird; finding 100gp of precious stone is likely to be significantly easier than the other material components. I think that it would do just fine with non-costly material components, personally.
    I was actually thinking of CHA and WIS based checks as well as casting, but I'll consider it.

    Now, I don't really like the idea of requiring a spell in order to get the component for another spell (it effectively increases the casting time for the first spell, and if that's all the second spell does, as is the case with suspend fire, it makes it useless in all other circumstances).
    The idea wasn't casting time, since Suspend Fire can be cast ahead in the same day. The idea was to require a first level slot in lieu of an expensive material component. Perhaps I'll modify Suspend Fire so that it is also good for something else, as you did with the Sickness Bomb. (But to keep it fisrt level, it won't be good for much else.)

    EDIT: I modified Suspend Fire to make it marginally useful on it's own.
    Last edited by jqavins; 2015-02-25 at 12:35 PM.
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    Default Re: D&D 3.5: You make the spell challenge.

    Quote Originally Posted by ezkajii View Post
    [snip]
    Sickness Bomb
    [snip]
    Patient Zero
    [snip]
    Nicely designed combination. There should be more really evil spells, so thanks for these. The levels seem a bit high to me, but that's really a matter of judgement and mine is no better than yours.

    Challenge: A spell that makes you feel warm and fuzzy. (Either the character or the player, and either literally or figuratively.)
    I didn't want to do this, but someone's got to bump the thread.

    Shirt of Kittens
    Conjuration [Animal]


    Level: Sor/Wiz: 0
    Components: V, S, M
    Casting Time: 1 Standard action
    Range: Self
    Duration: 1 min/level
    Saving Throw: None
    Spell Resistance: No

    You are covered from waist to neck in soft, fluffy, warm, purring kittens. The kittens, contrary to normal kitten behavior, are all very happy and docile despite being clustered together is such large numbers, and do not extend their little needle-like claws despite being so happy. The kittens provide cover and warmth equivalent to a medium sweater. The material component is a booklet listing items for sale at exhorbitant prices that cover a range from medium to trivial utility.

    Next challange: Another spell pair challenge. This time neither one is necessary for the other, and they must each be useful individually, but also be designed explicitly to have a synergistic effect when used together.
    Last edited by jqavins; 2015-02-25 at 12:41 PM.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

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