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    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Turning, Wild Empathy (mechanics as spells)

    As part of my upcoming (any decade now, really!) wizard re-re-revamp, I'm considering making all magical class features into spells. I've already taken a stab at it with turn/rebuke undead spells, here are some broader attempts. The idea of the upcoming class is that clerics are simply wizards that have taken a "Cleric" feat; similarly, rather than having a separate reservoir of power for Turn attempts they'll simply be casting a spell.

    Animal companions, familiars, and special mounts may be more suitable as feats instead of spells, but we'll see.

    Turning, Lesser
    Abjuration
    Level: Adept 1, Cleric 1, Paladin 1, Sor/Wiz 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: 60 feet
    Target: Particular creatures within a 60-ft.-radius burst centred on you; see text
    Duration: 1 minute or instantaneous or 24 hours; see text
    Saving Throw: Will negates, then Fortitude negates; see text
    Spell Resistance: Yes

    "Accursed spirit! I abjure thee! Return now to the darkness from whence thou came!"

    The imp wails and flees into the night, vanishing into nothingness as it goes.


    Your power drives away or even destroys supernatural creatures. All enemy elementals, [Extraplanar] creatures, fey, [Incorporeal] creatures, outsiders, and undead in the area must make a Will save or become frightened for 1 minute (even if they are normally immune to fear effects). Any creature that fails its Will save must also succeed on a Fortitude save or be destroyed (even if they are normally immune to death effects or effects requiring a Fortitude save).

    Any creature with Hit Dice greater than your caster level (maximum caster level 5th) is immune to this spell.

    If you are a divine spellcaster, affected creatures sharing the moral (good vs evil) alignment of your deity are fascinated instead of frightened, or charmed for 24 hours instead of destroyed (even if they would normally be immune to mind-affecting effects). If you are a specialist necromancer, affected undead are similarly fascinated or charmed.

    If you worship a chaotic, evil, good, or lawful deity, this spell gains the descriptors matching your deity's alignment.

    Turning
    Abjuration
    Level: Adept 2, Cleric 3, Paladin 2, Sor/Wiz 3
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: 60 feet
    Target: Particular creatures within a 60-ft.-radius burst centred on you; see text
    Duration: 1 minute or instantaneous or 24 hours; see text
    Saving Throw: Will negates, then Fortitude negates; see text
    Spell Resistance: Yes

    This spell functions as lesser turning, save that your maximum caster level for the effect is 10.

    Turning, Greater
    Abjuration
    Level: Adept 4, Cleric 6, Paladin 3, Sor/Wiz 6
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: 60 feet
    Target: Particular creatures within a 60-ft.-radius burst centred on you; see text
    Duration: 1 minute or instantaneous or 24 hours; see text
    Saving Throw: Will negates, then Fortitude negates; see text
    Spell Resistance: Yes

    This spell functions as lesser turning, save that your maximum caster level for the effect is 20.

    Wild Empathy
    Divination
    Level: Druid 1, Ranger 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: One hour/level

    The enchantment settles upon you, granting you insight into (and kinship with) the workings of the wild and its creatures.

    You gain a +10 competence bonus on Handle Animal checks, and a +10 competence bonus on Diplomacy and Sense Motive checks made against elementals, fey, and outsiders with the [Native] or elemental (i.e. [Air], [Cold], [Earth], [Fire], or [Water]) subtypes. At the DM's option, these bonuses may also apply against particular creatures associated with nature e.g. centaurs, treants, unicorns, etc.. These bonuses improve to +20 at caster level 5th, and to +30 at caster level 9th.

    You may use Handle Animal as though it were Diplomacy to improve the attitudes of animals, vermin, magical beasts, and plant creatures. The typical domestic creature has a starting attitude of indifferent, while wild creatures are usually unfriendly. You and the creature must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing a creature in this way takes 1 minute but, as with influencing people, it might take more or less time. You may influence even nonintelligent creatures in this way, though their ability to assist you may be limited.
    Last edited by rferries; 2018-06-13 at 05:03 PM.

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