Major Issue: No "X" Spells


Homebrew and House Rules

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KahnyaGnorc wrote:
X-Treme

I will find you.


DualJay wrote:
KahnyaGnorc wrote:
X-Treme
I will find you.

Don't you mean you'll X-tirpate 'em?


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Kobold Cleaver wrote:
Oh, like Prismatic Ray is at all about prisms and not just an excuse for a cool name.

It's actually a very direct reference to the fashion in which white light refracted through a prism can be split into various colors. The spell colors are basically copied out of a science textbook, right down to the order of the colors.

Illustration

;)

Sczarni

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Xenon Cloud
Sor/Wiz 3
Conjuration [air]
Range: close

This spell creates a cloud of heavy, inert, unbreathable gas. It acts as the fog cloud spell, except that the cloud is not dispersed by nonmagical winds or fire, the gas is invisible and provides no cover, and any creatures in the cloud can no longer breathe normally and start to suffocate. Because the cloud is invisible, a successful Spellcraft check is required to determine where the borders of the cloud are. Creatures that don't need to breathe are unaffected. If the ground under the cloud has sufficient drainage (the trail left by a burrowing creature, rickety floorboards, etc.), the gas will sink into it and the ffective duration of the spell will be reduced, subject to GM's discretion.


Silent Saturn wrote:

Xenon Cloud

/Casts Lightning Bolt

Everyone is blinded?


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Xylocarp Transformation
Transmutation
Sor/Wiz 3, Druid 3 (Maybe lower for both?)
V, S, M (a fairly fresh nonmagical fruit held)
Duration: 1 minute/level
Save: No
SR: No

A touched fruit becomes nearly indestructable for the duration of the spell. It gains hardness 20 and will resist having its shape altered (a plum would cease to be squishy, a banana would would be nigh-impossible to peal, etc). If used as weapons or projectiles, they are treated as improvised weapons, excepting cases such as cherries for slingstones, the transformed fruit can overcome any damage resistance that is overcome by adamantine weapons.

The fruit does not have to be completely whole. Any part that is cut off the fruit becomes normal. If the fruit is juicy, it does not let juice out or feel wet, but liquid parts of a fruit (already spilled juice, coconut milk, etc) are not affected by the spell.

The fruit must be fairly fresh, but not necessarily whole, for the spell to function. Slivers of apple or a flattened banana could not be affected by this spell, but half an apple (only one half would be affected) or a (potentially partially) peeled banana could be. The fruit may not still be attached to the plant it comes from.

This spell can be made permanent by a ninth-level wizard for 2,500 gold pieces. The fruit will never decay or ripen if this has been done.


Coriat wrote:
Kobold Cleaver wrote:
Oh, like Prismatic Ray is at all about prisms and not just an excuse for a cool name.

It's actually a very direct reference to the fashion in which white light refracted through a prism can be split into various colors. The spell colors are basically copied out of a science textbook, right down to the order of the colors.

Illustration

;)

Let me clarify, then.

Oh, like colors have anything to do with the statistical effects of the spell.


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Kobold Cleaver wrote:

Let me clarify, then.

Oh, like colors have anything to do with the statistical effects of the spell.

Haven't you heard that standing in violet light for a long time causes you to undergo transdimensional teleportation? Prismatic ray is just a "faster time" light, so that long time is changed to an instant.


Prismatic ray is just faster light.
Huh.


Faster light? Seems legit.

Shadow Lodge

This is SUCH a fascinating thread. Mini RPG Superstar.

Props to DualJay for thinking of it!


Xenodochial Xebec
School: conjuration (creation); Level sorcerer/wizard 8
Casting Time: 1 hour
Components V, S, F (a ship in a bottle)
Range close (25 ft. + 5 ft./2 levels)
Duration 2 days/level
Saving Throw none; Spell Resistance no
Spell Failure: See Text

You conjure up a three-masted sailing vessel, thoroughly outfitted for piracy and travel on rough seas. Any item which would reasonably be found on a working pirate vessel is likely to be present on board (DM Discretion) The ship has private accommodations for up to six medium-sized creatures, and sleeping space below decks for up to ten crew of large size or smaller. It is equipped with oars suitable for propelling a vessel of its size at slow speeds.

A Xenodochial Xebec has a significant advantage over any normal sailing vessel, namely that it is intelligent, self-animated, and more than capable of sailing itself. It is able to communicate telepathically with the caster in any language. When summoned, it's alignment matches that of the caster, and it will happily do her bidding, transporting the caster and any passengers to any sea-facing destination within reason (DM Discretion). The Xebec will also defend the caster and her allies, as if it had the abilities of a Hangman Tree, and the hitpoints and hardness ratings appropriate to the material of which a ship would normally be constructed. If the caster is injured while on board the Xebec, it will attempt to preserve her life, and is capable of casting Stabilize and Cure Serious Wounds once every 24 hours in order to do so.

This spell may be re-cast as often as once per day in order to extend the duration of the spell effect.

Spell Failure: If for any reason the spell fails upon casting, or if the caster leaves the vessel prior to the end of the spell effect, the intelligence of the Xebec will become immediately hostile to the caster and all creatures aboard it. If the Xebec becomes hostile to the original caster, a successful recasting of the spell, combined with a successful DC 35 spellcraft check, will immediately end any hostile action towards the caster and her allies.

The Xebec can be made permanent with a Permanency spell. Doing so will enable the original caster to leave the Xebec without provoking a hostile response.


aboniks wrote:

Xenodochial Xebec

School: conjuration (creation); Level sorcerer/wizard 8
Casting Time: 1 hour
Components V, S, F (a ship in a bottle)
Range close (25 ft. + 5 ft./2 levels)
Duration 2 days/level
Saving Throw none; Spell Resistance no
Spell Failure: See Text

You conjure up a three-masted sailing vessel, thoroughly outfitted for piracy and travel on rough seas. Any item which would reasonably be found on a working pirate vessel is likely to be present on board (DM Discretion) The ship has private accommodations for up to six medium-sized creatures, and sleeping space below decks for up to ten crew of large size or smaller. It is equipped with oars suitable for propelling a vessel of its size at slow speeds.

A Xenodochial Xebec has a significant advantage over any normal sailing vessel, namely that it is intelligent, self-animated, and more than capable of sailing itself. It is able to communicate telepathically with the caster in any language. When summoned, it's alignment matches that of the caster, and it will happily do her bidding, transporting the caster and any passengers to any sea-facing destination within reason (DM Discretion). The Xebec will also defend the caster and her allies, as if it had the abilities of a Hangman Tree, and the hitpoints and hardness ratings appropriate to the material of which a ship would normally be constructed. If the caster is injured while on board the Xebec, it will attempt to preserve her life, and is capable of casting Stabilize and Cure Serious Wounds once every 24 hours in order to do so.

This spell may be re-cast as often as once per day in order to extend the duration of the spell effect.

Spell Failure: If for any reason the spell fails upon casting, or if the caster leaves the vessel prior to the end of the spell effect, the intelligence of the Xebec will become immediately hostile to the caster and all creatures aboard it. If the Xebec becomes hostile to the original caster, a successful recasting of the...

What's the cost and CL for making it permanent?


aboniks wrote:
Xenodochial Xebec
Ipslore the Red wrote:
What's the cost and CL for making it permanent?

Beats me. I used up most of my remaining brainpower just finding a word that started with X and could be placed in front of the word Xebec without being nonsensical. :)

Seems like most 8th level spells can be made permanent at CL 16th - 20,000 gp ?

Sound right?


Yeah, around that.


Xesturgic Urge

School: enchantment (charm) [mind-affecting]
Level: bard 4, druid 3, sorcerer/wizard 3, summoner 4, witch 3
Casting Time: 1 standard action
Components S, M (a whetstone]
Range 30 ft.
Targets: all animals and creatures within a 30 ft. radius burst centered on you
Duration: concentration
Saving Throw Will negates; Spell Resistance yes

This spell creates an irresistible desire to polish any available metal surface in the possession of, or within reach of, the creatures that it affects, such as weapons, armor, or equipment.

Xesturgic Urge affects a maximum of 12 Hit Dice of creatures. Creatures in the area who fail their saves begin to polish the most readily accessible metal item, using whatever means available to them, most commonly with their clothing, or their bodies. If an affected creatures is attacked in any way, the effect ends for that creature. Creatures affected can can take no actions other than to polish an item, acquire an item, or retain an item.

Creatures who carry no metallic items on their person will approach the nearest metal item and attempt to polish it, regardless of who is in possession of it. Such creatures may attempt a disarm or steal maneuver in order to gain ready access to a metallic object for the purpose of polishing it. Resisting these maneuvers is not considered an attack on the creature that performs them, while they are under the effect of this spell.

Xesturgic Urge may be tied to a Hallowed or Unhallowed site.

Sovereign Court

Xenograft
Alteration [disease]
Sor/Wiz, Summoner, Druid, Alchemist
Duration: Permanent
Range: touch
Target: living creature
Components: V, S, M (foreign body part)
Save: fortitude (special)

You attach a foreign body part to a living creature. This can be used to equip the creature with replacements for severed appendages or even to add additional limbs. The creature's skeletal structure will adapt to additional limbs in 1d6 days.

The effects of the new limb are largely up to the GM but can include gaining new natural weapons, increasing in size category and gaining a variery of new abilities based on the graft's physical capabilities.

Saving throws must always be attempted. The GM rolls the saving throw in secret and rolls 1d6 to determine the number of days before success is known. During each of those days the subject takes 1d4 constitution damage. At the end of this time, if the subject succeeded at the saving throw the graft is rejected and detaches from the body, spoiled. If the body part wasn't fresh to begin with, there's a +4 bonus to the saving throw.

If the subject rolled a natural 1 on its saving throw its type changes to Aberration. Aberrations are allowed to voluntarily fail their saving throws against grafting.


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Someone should do something with "xanthippe" which is a synonym for a hag, crone, harpy, battle-axe, shrew, etc; in other words, a nagging old woman.


Mark Hoover wrote:
Someone should do something with "xanthippe" which is a synonym for a hag, crone, harpy, battle-axe, shrew, etc; in other words, a nagging old woman.

It was on my short list, definitely. Once I looked it up to make sure I had the full flavor of it I learned that Xanthippe was the wife of Socrates, and names are a no-go, per the OP.

It does put that whole hemlock episode in a different light though.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

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Xenarthran Locomotion
Transmutation
Druid 2, Ranger 1, Sorcerer/Wizard 3
Duration: 1 hour/level
Range: touch
Target: creature touched
Components: V, S, M (the vertebrae of an armidillo)
Save: Fortitude (harmless)

You enhance the targets spinal structure, allowing enhanced movement. The target gains a burrow speed of 10', or increases its existing burrow speed by 10. In addition the target's CMD increases by 2 against trip attempts.


aboniks wrote:
Once I looked it up to make sure I had the full flavor of it I learned that Xanthippe was the wife of Socrates, and names are a no-go, per the OP.

Nah, it's cool. It's derived from a name, but unlike using a name as an adjective ("Conjure Washington's Horse") it now has a meaning all on its own.

aboniks wrote:
Faster light? Seems legit.

How could it not? If lightspeed is the speed limit, then if you get some faster light then that light has a raised speed limit, obviously.

Though technically, I did say faster time, but since time is all relative to speed and stuff, it's basically the same.

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