New Spell: Transubstantiation


Homebrew and House Rules


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Author's Note: As you are about to read these, know that they do not fit in with everyone's definition of how powerful magic should be, in this or any role-playing world. This is a forum on house rules and homebrew, and that said, let the house rule. Feel free to exercise your power of line-item veto if you incorporate these into your games.
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Other spells I've created:

Ligature:
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LIGATURE
Universal
Level: Sor/Wiz 1
Components: V or S, see text
Casting Time: 1 swift action
Duration: Instantaneous

As you cast ligature, choose a metamagic feat that you know. As a commensurate cost, you lose a spell slot of equal or greater value to the spell level modifier the feat imposes, or a number of spell slots which together equal this value. The next spell you cast is modified by that metamagic feat if possible, except that this feat does not increase the spell slot level. Casting time is increased to a full-round action or greater, as under the normal rules for spontaneously applying a metamagic feat to a spell.

A spellcaster who prepares spells can modify any of his spells spontaneously through ligature. Ligature can be cast to append another metamagic feat to a spell a caster is already attaching a metamagic feat to.

Ligature can be cast only once per round and can only attach a single metamagic feat per casting. It cannot be used apply the same feat more than once to a given spell—a fireball, for instance, cannot be twice-empowered, once normally and once again through ligature. The Heighten Spell feat can raise the effective level of a spell by a maximum of three. Sudden Metamagic feats are incompatible with this spell. If the benefit provided by this spell is not used within 1 round of casting, the spell's energy dissipates to no effect, and the commensurate cost outlined above is still used.

At caster level 10, the extra cost ligature demands is reduced by one.

To cast ligature, you must spend time researching a word of binding and a sign of binding. These are unique to each caster, and the research time and difficulty is as for a 2nd level spell. You make the same check to develop both. A wizard may forego a spell of 2nd level or higher that he learns at level gain to meet this requirement. The word of binding is the verbal component for this spell, and the sign of binding is the somatic. Since ligature requires one or the other, you decide which to provide each time you cast the spell.
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Swordstop:
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SWORDSTOP
Abjuration
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

Your forearms and hands are surrounded by a protective, almost-invisible field that weapons cannot breach. A creature protected by swordstop receives a +4 shield bonus to AC against melee and ranged attacks made by weapons or objects used as weapons, and against spells or effects which require an attack roll. It bestows this bonus to AC against attacks made with natural weapons and unarmed strikes. Like a force effect, incorporeality and similar effects cannot bypass swordstop's protection.

Swordstop bestows a +4 bonus to all Grapple checks, defensive Disarm checks and Concentration checks made to cast defensively. You receive a +4 bonus to offensive Disarm attempts made to snatch a non-weapon item.

While under swordstop's effects, you cannot touch any weapon or improvised weapon with any part of your hands or forearms. This spell defines a weapon as any object created for harm in battle, and an improvised weapon as any object intentionally used to inflict injury. You may handle material components and foci which are not weapons. You cannot touch a weapon to use it as a material component or as a focus in a spell, and you cannot touch a weapon to cast a spell on it with a range of touch (such as flame arrow).

This spell does not prohibit you from making unarmed strikes, touch attacks or ranged touch attacks. It does not hinder spells which increase your fighting ability, or ones which transform your forearms or hands into natural weapons. Spells which create or conjure a weapon-like effect that you hold in your hand or wear on your hand or forearm may be cast, but you are immediately disarmed. If any object worn on or held in your hand or forearm is used in an attack, that object is forcibly ejected from the warded area.

Swordstop discerns the intent of others. For instance, it would allow a handshake to reach you but not a hand extended to harm you. You do not need to perceive the threat for swordstop to repel it. If swordstop cannot discern someone's intent, it automatically provides its bonus to AC and prevents the object in question from touching you.

Like physical armor, swordstop is subject to sunder attempts. Treat a sunder attempt as against a worn object, namely a light steel shield with a +1 enhancement bonus: Hardness 12, HP 20. Swordstop restores 5 HP to itself per round. If successfully sundered, swordstop is dispelled, and as the spell dissipates it protects the underlying arm from damage. Sundering one arm's protection dispels the entire ward.
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TRANSUBSTANTIATION
Transmutation
Level: Sor/Wiz 1
Components: S
Casting Time: 1 swift action
Range: 10 ft.
Target: 1 cu. ft./2 levels poisoned food and drink
Duration: 10 min./level, until discharged (D)
Saving Throw: None
Spell Resistance: No

This spell temporarily transmutes the poison into a harmless substance. You choose a condiment and transubstantiation duplicates it perfectly in flavor and texture. With it, you can make poison take on any form common to food which is familiar to you. It can make liquid take the form of diced herbs, fresh or dried, or a powdered spice, or powdered and dried substances into a liquid, even one as thick and sticky as honey. These substances may then dissolve for the duration, depending on what you choose. With one casting, you can change the poison into something unique to each dish or cup, sweetening wine here, salting a roast there. You must provide sufficient doses for multiple dishes. Each dose discharges separately, even if affected by the same casting.

For its duration and until discharged, transubstantiation renders poisonous substances benign. The enspelled toxins do not register to detect poison, and are not affected by purify food and drink. However, the food does give off a faint transmutation aura if viewed under detect magic or a similar effect. Delay poison still functions as normal, as does neutralize poison, though a careful reading of these spells’ descriptions is required.

When acted upon by digestive fluids, transubstantiation discharges, restoring its poison to its natural state within 10 minutes, beginning the onset time after that (usually another 10 minutes). If duration runs out before ingestion, it simply renders the food or drink poisonous again, as does dispelling or dismissing it. This may cause a visible change to any onlookers.

Alternatively, you may cast this spell on doses of poison you carry about your person to avoid arrest and seizure. These would appear as bottled spices, and return to normal when you dismiss it or when the duration ends. As normal, these would not register to detect poison while the spell is active.

A rogue may take this spell as a Minor Magic rogue talent.
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Leonis472 wrote:
A rogue may take this spell as a Minor Magic rogue talent.

Why? It certainly doesn't seem cantrip quality for Rogues.

Overall, slightly strong, but probably under 2nd level power. It doesn't mask the magic aura after all.


Majuba wrote:
Why? It certainly doesn't seem cantrip quality for Rogues.

Thanks for the input. I worked hard on it. : )

And here's an answer to your question: spells within a class's specialty/flavor are usually one level lower than for other classes. For instance, a spell which does sonic energy damage by means of an operatic high-note would be distinctly Bard, and would likely be one level lower than for, say, a Sorcerer or Wizard. Poison is just-as-distinctly on the Assassin-end of Rogue, and a spell that facilitates its sneakiness is, I believe, appropriate for a level reduction.

Besides, it only grants earlier access to and one extra daily use of the spell. If the spell is appropriately placed at 1st level for everyone else based on its power, then I'd say it's just as fitting to be reduced for the Rogue. In addition, one can only take Minor Magic once, which should weigh on this decision.

Thanks again for your input! I really do appreciate it. As you can see I stuck around to see if anyone'd reply, hahaha.


I used purify food and drink as a base for this spell, as well as a guage of its level placement based on power.

The cheapest listed ingested poison so far is Belladonna, at 100gp a dose, unless of course you make it yourself. If a cantrip, of all things, can purify so much poisoned food, I think another cantrip should make it harder to detect and purify, and that it'd also be fitting as a cantrip. In addition, you may notice that transubstantiation can affect half the volume purify food and drink can.

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