A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
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    Vancouver <-> Dublin
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    Default Mind Ward, Sacred Ground, True Seeing, Wall of Warding (new & revised spells)

    Mind Ward (revised Mind Blank)
    Abjuration
    Level: Protection 8, Sor/Wiz 8
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creatures touched
    Duration: 2 hours/level; see text
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The minds of your party are now warded against all supernatural attacks.

    The touched creatures gain a +8 resistance bonus on Will saves against any unfriendly magical effect that would influence or observe their minds, thoughts, or emotions, as well as all unfriendly divination effects. This bonus applies against limited wish, wish, miracle, and similar effects used to duplicate the aforementioned effects and divinations.

    Mind ward protects even against effects that would not normally allow a save (treat such effects as a DC 20 Will save).

    Divide the duration evenly among all the creatures you touch.

    Spoiler: Design Notes
    Show
    A buff in that it can ward the entire party, but hopefully that encourages party cooperation and takes the spotlight off the wizard. A debuff in that it no longer grants automatic success (and thereby encourages specialist enchanters a bit)... a +8 bonus may still be too high though.

    I was thinking of making versions for Fortitude and Reflex saves too, and/or making the resistance bonus into a different bonus type (to allow stacking with protection from spells).

    n.b. Changed the name because mind blank is a somewhat esoteric reference at this point - sounds almost like you're feebleminding yourself! Open to suggestions for more flavourful names though.

    Sacred Ground (revised or additional Hallow)
    Abjuration [Good]
    Level: Adept 5, Clr 6, Good 6, Paladin 5
    Components: V, S, F, DF
    Casting Time: 30 minutes
    Range: Anywhere within the area to be warded
    Area: Up to 200 sq. ft./level (S)
    Duration: Permanent
    Saving Throw: See text
    Spell Resistance: See text

    The new church is only modestly-sized, the sky is overcast, and the settlers clearly view your youth as an inauspicious sign for a new village priest. Nevertheless you intone the prayer with confidence and serenity, blessing your new home in the name of your deity. Even the surliest villager marvels as the clouds suddenly part overhead, bathing the church and its grounds in golden light.

    Sacred ground makes a particular site, building, or structure a holy site. This has four major effects.

    First, the site or structure is guarded by a magic circle against evil effect.

    Second, any evil supernatural creature (typically any creature other than a humanoid, animal, giant, vermin, or plant creature) entering the grounds is struck with a holy smite for each round that they remain. At the DM's option, clerics of evil deities, blackguards, and similar characters with auras of evil are subject to this effect as well.

    Third, any good-aligned spellcaster in the area gains a +5 enhancement bonus to their caster level when casting any Abjuration, Conjuration (Healing), Divination, or [Good] spell.

    Fourth, a counterspell attempt is made against all [Evil] spells and spells cast by evil creatures within the area, as if by greater dispel magic. This effect also applies against such spells cast into the area by creatures outside it.

    A deity does not grant its blessing lightly. Unless you are the head priest of your religion, you may only have one active sacred ground spell in effect at a time - casting it again dispels any prior effect (and may irritate your deity if you use the spell freely and repeatedly).

    Focus
    A shrine, altar, relic, or similar item dedicated to your deity. Destroying the item or removing it from the area ends the effect. The spell increases the item's hardness to equal your caster level, and increases its hit points to 10 hit points per caster level. The item is treated as a magic item for the purpose of saving throws.

    True Seeing (revised)
    Divination
    Level: Bard 6, Clr 5, Drd 6, Knowledge 5, Paladin 4, Ranger 4, Sor/Wiz 5
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creatures touched
    Duration: 2 hours/level; see text
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You close your eyes as the magic surges through you. When you open them again, the illusionist's mirages melt away under your gaze.

    The touched creatures can see all things as they actually are. They can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see into the Ethereal Plane, and see the true form of polymorphed, changed, or transmuted things. They are entitled to a Will save to disbelieve any illusion they see (as though they had interacted with it), with a +5 insight bonus on the saving throw. The range of true seeing conferred is 120 feet.

    True seeing can be used in conjunction with other magic (e.g. a crystal ball or a clairaudience/clairvoyance spell).

    True seeing does not penetrate solid matter, mundane disguises, or nonmagical concealment. It does not grant bonuses on Search or Spot checks to notice hidden doors or hiding creatures.

    Divide the duration evenly among all the creatures you touch.

    Spoiler: Design Notes
    Show
    As with mind ward, is a buff for the party but debuff for the spell, and encourages specialist illusionists.

    Wall of Warding
    Abjuration [Force]
    Level: Clr 9, Sor/Wiz 9
    Components: V, S
    Casting Time: 24 hours
    Range: Long (400 ft. + 40ft./level)
    Area: Wall whose area is up to one 200-ft. square/level
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: No

    The dwarven guards at the Mountain Gate exude calm and professionalism. You sense that their vigil is enforced by more than strength of arms... as with the elves of the Hidden Forest, this kingdom is protected by powerful magic.

    You conjure up an invisible magical barrier to block the passage of creatures of particular races or alignments. This functions as a wall of force, save as described above and below.

    The wall may be set to allow the passage of creatures of any number of named races, any number of named alignments, creatures that speak a particular password or bear a particular symbol or item (such as a signet ring or runestone), or any combination of the above. These conditions are set when you cast the spell and may not be changed thereafter.

    The wall need not be be continuous and unbroken when formed. It merges with any preexisting structures (including the ground) without harming them, and while continuing to block ethereal travel, passwall spells, and the like through them. Smaller objects and creatures in the wall's space are harmlessly ejected to its outer side when it forms.

    Bonus Spells:

    Genius (revised Eagle's Splendour, Fox's Cunning, Owl's Wisdom)
    Divination
    Level: Bard 2, Cleric 2, Knowledge 2, Sor/Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creatures touched
    Duration: 2 hours/level; see text
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Your touch grants brilliance.

    The touched creatures gain a +2 enhancement bonus to their Charisma, Intelligence, and Wisdom scores. This bonus increases to +4 at at 7th level and to +6 at 11th level.

    Divide the duration evenly among all the creatures you touch.

    Potency (revised Bear's Endurance, Bull's Strength, Cat's Grace)
    Transmutation
    Level: Druid 2, Paladin 2, Ranger 2, Strength 2, Sor/Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creatures touched
    Duration: 2 hours/level; see text
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Your touch grants physical perfection.

    The touched creatures gain a +2 enhancement bonus to their Constitution, Dexterity, and Strength scores. This bonus increases to +4 at at 7th level and to +6 at 11th level.

    Divide the duration evenly among all the creatures you touch.
    Last edited by rferries; 2018-06-28 at 06:52 AM.

  2. - Top - End - #2
    Ettin in the Playground
    Join Date
    Jun 2015

    Default Re: Mind Ward, Sacred Ground, True Seeing, Wall of Warding (new & revised spells)

    A core only party goes often with a cape of protection +5 or another boost that gives +5 resistance bonus to all the saves.
    that mind ward would increase of only 3 the will saves in the cases where it apply.
    Furthermore divination spells and mind control spells are so much intensely annoying and op against adventurers that basically anything short of having full complete total super final immunity to both of them means instant tpk one time per second.
    I mean let us say the opponent use chain dominate person on the team and control like 2 members at once(if it is not core he will probably control the whole team because of dc shenanigans making that anything not immune to something is automatically affected) the team is screwed up as not only it have two less persons but those persons work for the opponent(even worse if the casters are the mind controlled ones).
    So mind controlling mechanics are bad and needs to die in a fire and mind blank lasting one day and giving immunity is how high level people are not all just mind controlled(protection against evil have a way too short duration to explain why people are not all mind controlled permanently unless you start doling out amulets of protection against evil to everybody but then it would mean adventurers would loot a lot of those amulets and make more profit).
    Not having immunity to divination itself means your team gets killed all at once in the next few days due to how a single level 17 wizard you did not hear about that knew about your team will kill your whole team once he finds where you are.(easy: he recruits a hundred of level 10-15 mercenaries and teleport with all of them(by giving a scroll of teleportation to one third of the mercenaries) and have them use dimensional anchors and then stab your team to death in the surprise round(it will make him win money because the adventurer team have lots of items))
    Last edited by noob; 2018-06-26 at 02:49 AM.

  3. - Top - End - #3
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Mind Ward, Sacred Ground, True Seeing, Wall of Warding (new & revised spells)

    Quote Originally Posted by noob View Post
    A core only party goes often with a cape of protection +5 or another boost that gives +5 resistance bonus to all the saves.
    that mind ward would increase of only 3 the will saves in the cases where it apply.
    Furthermore divination spells and mind control spells are so much intensely annoying and op against adventurers that basically anything short of having full complete total super final immunity to both of them means instant tpk one time per second.
    I mean let us say the opponent use chain dominate person on the team and control like 2 members at once(if it is not core he will probably control the whole team because of dc shenanigans making that anything not immune to something is automatically affected) the team is screwed up as not only it have two less persons but those persons work for the opponent(even worse if the casters are the mind controlled ones).
    So mind controlling mechanics are bad and needs to die in a fire and mind blank lasting one day and giving immunity is how high level people are not all just mind controlled(protection against evil have a way too short duration to explain why people are not all mind controlled permanently unless you start doling out amulets of protection against evil to everybody but then it would mean adventurers would loot a lot of those amulets and make more profit).
    Not having immunity to divination itself means your team gets killed all at once in the next few days due to how a single level 17 wizard you did not hear about that knew about your team will kill your whole team once he finds where you are.(easy: he recruits a hundred of level 10-15 mercenaries and teleport with all of them(by giving a scroll of teleportation to one third of the mercenaries) and have them use dimensional anchors and then stab your team to death in the surprise round(it will make him win money because the adventurer team have lots of items))
    Haha fair enough. These spells wouldn't be suitable for campaigns with such an aggressive DM.

  4. - Top - End - #4
    Orc in the Playground
     
    WhiteWizardGirl

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    Default Re: Mind Ward, Sacred Ground, True Seeing, Wall of Warding (new & revised spells)

    Fun idea for high level bandits though :3

    I believe that the darkness reminds us what light can be


    My Extended Homebrew Signature

  5. - Top - End - #5
    Ogre in the Playground
     
    nonsi's Avatar

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    Default Re: Mind Ward, Sacred Ground, True Seeing, Wall of Warding (new & revised spells)

    .

    Wall of Warding needs rephrasing of the last paragraph (seems to contain a contradiction).

    Genius and Potency seem excessive for 2nd level.

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

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    Default Re: Mind Ward, Sacred Ground, True Seeing, Wall of Warding (new & revised spells)

    Quote Originally Posted by nonsi View Post
    .Wall of Warding needs rephrasing of the last paragraph (seems to contain a contradiction).
    Thanks, simplified it.

    Genius and Potency seem excessive for 2nd level.
    Yeah... I consider the animal's X spells to be greatly underpowered (nonscaling, narrow function, limited duration) but perhaps there's still room for balancing.
    Last edited by rferries; 2018-06-28 at 08:13 AM.

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