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2012-01-13, 09:56 PM (ISO 8601)
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Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
These spells are all designed with careful balance of the effects themselves in mind, and not whether metamagic could be used to screw them up. These spells should not be allowed in any game where the Persist Spell feat is allowed.
Rakukaja
Transmutation
Level: Sor/Wiz 1, Cleric 1, Bard 1
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude Negates (Harmless)
SR: Yes (Harmless)
You empower one ally (or yourself) and strengthen its natural defenses. The creature receives Damage Reduction X/- for the duration of the spell, where X is equal to your class level. This damage reduction does not stack with any other source of damage reduction (including a second casting of this spell). This spell counters and dispels rakunda.
Tarukaja
Transmutation
Level: Sor/Wiz 1, Cleric 1, Bard 1
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude Negates (Harmless)
SR: Yes (Harmless)
You empower an allied creature (or yourself). For the duration of the spell, whenever the creature deals weapon damage, it deals an additional 1 point of damage per caster level. This spell does not stack with itself. This spell counters and dispels tarunda.
Sukukaja
Transmutation
Level: Sor/Wiz 1, Cleric 1, Bard 1
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude Negates (Harmless)
SR: Yes (Harmless)
You grant an allied creature (or yourself) sharper reflexes. The creature gains a +1/2 CL dodge bonus to their AC for the duration of the spell (minimum +1). This spell counters and dispels sukunda. This spell does not stack with itself.
Rakunda
Transmutation
Level: Sor/Wiz 1, Cleric 1, Bard 1
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude Negates
SR: Yes
You curse one creature, weakening its natural defenses. For the duration of the spell, whenever the creature takes weapon damage, it takes an additional 1 point of damage per caster level. This spell does not stack with itself. This spell counters and dispels rakukaja.
Tarunda
Transmutation
Level: Sor/Wiz 1, Cleric 1, Bard 1
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude Negates
SR: Yes
You curse one creature, weakening its natural power. For the duration of the spell, the affected creature receives a -1/CL penalty on all its weapon damage rolls. This penalty does not stack with itself. This spell counters and dispels tarukaja.
Sukunda
Transmutation
Level: Sor/Wiz 1, Cleric 1, Bard 1
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude Negates
SR: Yes
You curse a creature, weakening its natural reflexes. The creature takes a -1/2 CL penalty to its AC for the duration of the spell (minimum -1). This effect does not stack with itself. This spell counters and dispels sukukaja.
Marakukaja
Transmutation
Level: Sor/Wiz 5, Cleric 5, Bard 4
Range: Medium
Target: Up to one creature per level, no two of which may be more than 30 ft apart
This spell functions just like rakukaja except as noted above. This spell counters and dispels marakunda.
Matarukaja
Transmutation
Level: Sor/Wiz 5, Cleric 5, Bard 4
Range: Medium
Target: Up to one creature per level, no two of which may be more than 30 ft apart
This spell functions just like tarukaja except as noted above. This spell counters and dispels matarunda.
Masukukaja
Transmutation
Level: Sor/Wiz 5, Cleric 5, Bard 4
Range: Medium
Target: Up to one creature per level, no two of which may be more than 30 ft apart
This spell functions just like sukukaja except as noted above. This spell counters and dispels masukunda.
Marakunda
Transmutation
Level: Sor/Wiz 5, Cleric 5, Bard 4
Range: Medium
Target: Up to one creature per level, no two of which may be more than 30 ft apart
This spell functions just like rakunda except as noted above. This spell counters and dispels marakukaja.
Matarunda
Transmutation
Level: Sor/Wiz 5, Cleric 5, Bard 4
Range: Medium
Target: Up to one creature per level, no two of which may be more than 30 ft apart
This spell functions just like tarunda except as noted above. This spell counters and dispels matarukaja.
Masukunda
Transmutation
Level: Sor/Wiz 5, Cleric 5, Bard 4
Range: Medium
Target: Up to one creature per level, no two of which may be more than 30 ft apart
This spell functions just like sukunda except as noted above. This spell counters and dispels masukukaja.
Dekunda
Abjuration
Level: Sor/Wiz 2, Cleric 2, Bard 2
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: Up to four creatures, no two of which may be more than 30 ft apart
Saving Throw: None
SR: No
This spell functions like dispel magic, except that you may only end the effects of the following spells (however, you get a dispel check against each separate effect, rather than just trying to dispel the highest level and working your way down): rakunda, tarunda, sukunda, marakunda, matarunda, masukunda. Additionally, you may add your full caster level to the dispel check (it is not capped at +10)
Dekaja
Abjuration
Level: Sor/Wiz 2, Cleric 2, Bard 2
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: Up to four creatures, no two of which may be more than 30 ft apart
Saving Throw: None
SR: No
This spell functions like dispel magic, except that you may only end the effects of the following spells (however, you get a dispel check against each separate effect, rather than just trying to dispel the highest level and working your way down): rakukaja, tarukaja, sukukaja, marakukaja, matarukaja, masukukaja. Additionally, you may add your full caster level to the dispel check (it is not capped at +10).
Rebellion
Transmutation
Level: Sor/Wiz 2, Cleric 2, Bard 2
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: One creature
Duration: 3 rounds
Saving Throw: Will Negates (Harmless)
SR: Yes (Harmless)
This spell allows the creature in question to deliver devastating blows. The creature doubles the threat range of any weapon(s) he wields for the duration of the spell (including natural weapons). This spells stacks with other such bonuses (like the Improved Critical feat or the keen weapon enhancement) but does not stack with itself or the spell revolution.
Revolution
Transmutation
Level: Sor/Wiz 3, Cleric 3, Bard 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 30 ft radius Emanation
Duration: 3 rounds
Saving Throw: Will Negates (Harmless)
SR: No
You throw your fist into the air and cry out loudly, "No need to hold back now! Revolution!" and all creatures in the area of effect immediately become stronger.
This spell doubles the critical threat range of all weapons that all creatures in the area of effect are wielding (including natural weapons). This spell affects all creatures in the area, including enemies. This spell stacks with other such effects, including the Improved Critical feat and the keen weapon enhancement, but does not stack with itself or the spell rebellion.
Hamaon
Evocation [Light] [Good] [Death]
Level: Sor/Wiz 7, Cleric 7, Bard 6
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: One non-Good creature
Duration: Instantaneous
Saving Throw: None
SR: Yes
As you wave your hand, the creature erupts in pure light, and life leaves its body.
This spell instantly kills a creature, as the slay living spell. There is no saving throw, but this spell only has a 25% chance of success. If used against an evil creature, this spell instead has a 50% chance of success.
Mudoon
Evocation [Darkness] [Evil] [Death]
Level: Sor/Wiz 7, Cleric 7, Bard 6
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: One non-Evil creature
Duration: Instantaneous
Saving Throw: None
SR: Yes
As you wave your hand, the creature is consumed by pure darkness, and life leaves its body.
This spell instantly kills a creature, as the slay living spell. There is no saving throw, but this spell only has a 25% chance of success. If used against a good creature, this spell instead has a 50% chance of success.
Foul Breath- A Rainy Knight
Transmutation
Level: Sor/Wiz 1, Clr 1, Bard 1
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude Negates
SR: Yes
You weaken one creature with a vile miasma, increasing its susceptibility to other effects. The creature takes a -1/2 CL penalty to all saving throws for the duration of the spell (minimum -1). This effect does not stack with itself.
Stagnant Air- A Rainy Knight
Transmutation
Level: Sor/Wiz 2, Clr 2, Bard 2
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: All creatures within range, including the caster
Duration: 3 rounds
Saving Throw: Fortitude Negates
SR: Yes
This spell functions just as foul breath except as noted above.
Power Charge
Transmutation
Level: Sor/Wiz 2, Clr 2, Bard 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
The next successful attack you make with a manufactured or natural weapon within the duration of the spell automatically threatens and confirms a critical hit. If your attack roll would threaten a critical hit, and you confirm it, you instead increase your weapon's critical multiplier by 1.
Mind Charge
Transmutation
Level: Sor/Wiz 2, Clr 2, Bard 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
The next spell you cast within the duration that deals hit point damage instead deals double damage. If the damage is expressed in dice, you deal double dice damage. If it deals static damage, you deal twice that much static damage.
For example, a 10th level sorcerer who is affected by mind charge casts the fireball spell. She deals 20d6 points of fire damage to all creatures in the area. However, if that same sorcerer instead cast thunderhead, the creature she targeted would take 2 points of electricity damage per round for 10 rounds.
If you are under the effect of this spell and you cast a weaponlike spell, and you threaten and confirm a critical hit with that spell, you increase the critical multiplier of that spell by 1 (but then you don't deal double damage with the spell).Last edited by NeoSeraphi; 2012-02-18 at 05:40 PM.
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2012-01-14, 02:11 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
Really curious what people have to say about these, as I'm a big video game player and the idea of using Defense, Attack and Speed stats in addition to Str, Dex and Con for combat is pretty interesting to me. No feedback from anyone?
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2012-01-14, 05:54 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
They look like fun.
That being said:
Spells usually don't stack with themselves but it's not a fixed rule. Dodge bonuses do stack, so the spell granting dodge bonus to AC should specify not stacking. And +1 per two caster levels seems closer to balanced, the same goes for the AC penalty spell.
The one(I just can't remember the names) that increases weapon damage should target the weapon instead of the creature, I'm all for giving good thing to TWF'ers, but once you make 100 armed sword tornados, this spell loses all balance.
Quickening some of these spells will be well worth it. So they remain relevant, they are also good candidates for Extend. I know you said you haven't accounted for metamagic, but these are core stables.
You may want to make the mass versions "Range: medium", it makes them good army spells, where you want your casters a little farther away from the frontlines.
But I really like them. Except for the names
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2012-01-14, 06:05 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
Changed the ranges, and change the AC to 1/2 CL, but I'm not messing with Tarunda and Tarukaja, as the majority of creatures use multiple natural weapons, rather than a single weapon, and therefore buffing a single weapon would make the spells a waste of an action rather than a significant buff.
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2012-01-14, 06:16 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
DonDuckie, these spells are references to the Persona 3+4 games.
Now, my thoughts in general are that the -kagas would see more use than the -kundas due to the addition of a save. While the potency of the spells scales strongly, the save doesn't, so the -kundas quickly fall off in comparison.
Additionally, would you mind stating why you removed the effects they have on spells and non-weapons? I assume its some variant of 'casters have enough nice things', but I'd like to confirm that is your reasoning.
Lastly, unless you have these spells be incredibly common in your world, I can't help but see Dekaga and Dekunda as lackluster at best. I suppose knowing them wouldn't bother a cleric or wizard, but a sorcerer or bard would likely just rely on scrolls instead of spending a spell known on it.
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2012-01-14, 06:24 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
Because a spell adding damage to a spell is just weird and strikes me as kind of idiotic, really. Besides, it would make Rakukaja and Tarunda too difficult to write. (DR doesn't apply to spells anyway, so I'd have to write that it shaved points off, and somehow worked on both magical and physical attacks, which again, just doesn't make any sense).
It's a lot simpler to keep it weapon-only (and it firmly cements the spell as a 1st level spell, along with the duration, rather than higher)
Lastly, unless you have these spells be incredibly common in your world, I can't help but see Dekaga and Dekunda as lackluster at best. I suppose knowing them wouldn't bother a cleric or wizard, but a sorcerer or bard would likely just rely on scrolls instead of spending a spell known on it.
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2012-01-14, 06:36 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
Or actually references to pretty much any game in the Shin Megami Tensei series, as far as I know.
I think these are really cool, the only feedback I can think to give would be to alter the wording on Sukunda and Sukukaja so they give a minimum bonus of +1 (so the spells aren't useless at first level). Maybe word it something like "The target gets a +1 dodge bonus to AC per two caster levels (minimum +1 dodge bonus)"
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2012-01-14, 06:36 PM (ISO 8601)
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2012-01-14, 06:41 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
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2012-01-14, 06:42 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
The biggest problem I have with these spells, is that the 1st level spells are universally worthless to cast at 1st level. I don't really know how you fix them either, to be honest, because they really are tightly balanced, but I just hate to see 1st level spells that are worthless for a 1st level caster.
Homebrew
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SpoilerSpecial Thanks: Kymme! You and your awesome avatarist skills have made me a Lore Warden in addition to King of Fighter Fixes!
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2012-01-14, 06:44 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
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2012-01-16, 09:15 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
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2012-01-16, 09:19 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
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2012-01-17, 10:43 AM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
At 1st level, I don't think there's really much of a difference, other than the spell lasts 3 rounds and can be Extended, whereas Stone Bones and its compatriots, barring Idiot Crusader shenanigans, gets their's every other round. 6 rounds of DR 8/- at level 3 is probably long enough for any encounter and I'm not exactly worried about the proliferation of Mountain Hammer chains, Shards of Granite, Foehammer or just using more Power Attack. Just saying it's a nice option.
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2012-01-17, 10:48 AM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
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2012-01-17, 10:52 AM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
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2012-01-17, 10:58 AM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
Indeed, especially since you can either use it on yourself (and thus give yourself DR/Magic while you're buffing someone else) or pass it along to the target of the spell (and give them DR 25/- at CL 20 for a 1st level spell slot).
But, thankfully, it's not nearly as bad as you were saying. Otherwise Toughening Transmutation and stoneskin would make gishes almost untouchable by melee (at level 7-11, at least)
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2012-01-27, 03:05 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
Update, added rebellion and revolution to the mix. (Is Shiki-Ouji not one of the best non-Max relationship Personas in the game, or what?)
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2012-01-27, 04:40 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
This looks fun... I'll see if I can use some of these on my bard. The names are... creative?... But they look mostly worthwhile.
Guess who's good at avatars? Thormag. That's who.
A Campaign Setting more than a year in the making, Patria!
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2012-01-27, 04:42 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
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2012-01-27, 06:33 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
Ha, I love the concept behind these.
Any chance of a Heat Riser/Debilitate to put them all together?High School Harem Comedy, my original game system!
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2012-01-27, 06:36 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
I actually haven't gotten far enough into the game to see Debilitate being used yet, and I only saw Heat Riser in the Kanji Shadow fight. (I just beat Mitsuo in my second playthrough, during my first playthrough I only managed to get up to around level 67 or so before the game ended. )
Edit: They're useful spells, and the mechanics are easy enough to figure out, but I wonder what level they would be?Last edited by NeoSeraphi; 2012-01-27 at 06:36 PM.
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2012-01-27, 06:49 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
Well, I guess you just missed it, since the persona I used to get Debilitate (Trumpeter) is a level 67 persona. Easy to miss since he's one of those special multi-persona fusions, though.
Anyways, the increase in SP cost from, say, Tarukaja > Matarukaja is a little bigger than the increase from Matarukaja > Heat Riser, so maybe 7th or 8th level on the cleric/wizard scale? Seems a little steep, although I guess it's true to the fact that Debilitate and Heat Riser were pretty strictly endgame skills in the game.
And just to throw a few more spell ideas out there, what about Tetrakarn/Makarakarn and Tetra Break/Makara Break?High School Harem Comedy, my original game system!
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2012-01-27, 06:58 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
I always get those two confused. I guess one of them would be a spell turning effect, but how would you use the other?
I'm also going to make White/Red/Green/Blue Wall, which will all be easy enough, as well as Mind Charge and Power Charge.
What is the duration of Debilitate/Heat Riser anyway? Is it 1 round or 3 rounds?
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2012-01-27, 07:13 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
Tetrakarn is physicals and Makarakarn is magic... for Tetrakarn, maybe you could just do something simple like reflecting the damage you take from a single nonmagical attack (i.e. could not overcome DR/magic) back on the attacker who dealt it?
I'm pretty sure Heat Riser just acts like Tarukaja/Rakukaja/Sukukaja all cast at once, so it should have the same 3 round duration.High School Harem Comedy, my original game system!
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2012-01-27, 09:15 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
Hmmm...that's pretty powerful but at the same time, plenty of monsters will be using magic weapons by the time it comes online. So okay.
I'm pretty sure Heat Riser just acts like Tarukaja/Rakukaja/Sukukaja all cast at once, so it should have the same 3 round duration.
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2012-01-30, 02:08 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
Added hamaon and mudoon. (On a completely related note, Naoto Shirogane is my favorite character)
Last edited by NeoSeraphi; 2012-01-30 at 02:08 PM.
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2012-01-30, 02:24 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
And to continue my trend of suggesting higher versions of things you've already done, will you make a Mahamaon/Mamudoon or Die For Me!/Samsara? I guess for Mahamaon and Mamudoon you could just increase the number of targets, and for Die For Me!/Samsara just increase the success rate on top of that.
High School Harem Comedy, my original game system!
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2012-01-30, 08:21 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
Having no save but a success rate seems kinda weird and backwards. I mean, I know it's that way in the games but that doesn't mean it's the best method for 3.5. Especially since death is somewhat more expensive to overcome in 3.5 than it is in games, where you auto-revive or buy a Raise item for a fraction of what a Raise Dead requires. Also the fact that it's much easier to pick up an energy immunity in Persona against Light or Dark than it is in 3.5 to pick up the same immunity against Good or Evil spells. There's SR against it but that's not the same at all.
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2012-01-30, 08:31 PM (ISO 8601)
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Re: Go! Susano-o! (3.5 Persona 4 Spells, PEACH)
Well, it's even easier for your party to be Good-aligned or Evil-aligned, right? Having a saving throw on this spell would just be weird after all.
And to continue my trend of suggesting higher versions of things you've already done, will you make a Mahamaon/Mamudoon or Die For Me!/Samsara? I guess for Mahamaon and Mamudoon you could just increase the number of targets, and for Die For Me!/Samsara just increase the success rate on top of that.
Sure, I can put Mamudoon and Mahamaon in. It wouldn't take but a few minutes, but I'm not really in the mood right now. I'll deal with it tomorrow, maybe.