I have a question. I know this build has access to divine spells, but is it a divine spellcaster or an arcane one with divine-type spells? The relevance is whether what the character does with channelling and spells affects his stance with his deity, and whether that deactivates class features. If, for instance, he has goblinoids has hated enemies and in his rage—and using spells/channelling during the battle—kills innocents of that race, would a deity punish him for it? If so, should probably be divine class. Not a suggestion for change at all, just something to consider now, where he gets his power from. I like the class idea really.
Check out the augury spell, and replace the focus component entry "a set of marked sticks or bones worth at least 25gp" with "entrails of a fresh kill." I believe rules for aruspicy is already covered by similar divination practices, powered by spells such as this one. For instance, if a spell tells you to roll a set of marked sticks while casting the spell, the spell and the sticks work together to produce a prediction. If a character just rolls those sticks anytime he wants, he wouldn't get the same result, because there is no spell to power his attempt. If you're trying to make it so any type of divination can work or has a chance of working any time you like, that's different than what I've pointed out. You could still use augury as a base for whatever you're deciding, though. As an example, you could put the base chance for meaningful result at 50%, plus an additional 1% per rank in a skill, such as Knowledge (Divination) or (Arcana). There are more powerful divination spells out there, and emulating augury might be just the first way one learns to divine.
---
You create an insulating field tailored specifically for a single creature, which cuts them off from casting spells or using spell-like abilities. Items may still be used, as long as they’re not spell completion items. Magic from other sources can still affect them. Ongoing spells they've cast still have their full effect, such as contingency. Before you cast this spell, you must observe the intended target for one round while using a divination spell such as detect magic or arcane sight. Only rounds in which the subject casts a spell count. When you cast spellbind, make an opposed caster level check (each rolls 1d20 + caster level). Because you custom-make the field each time you cast the spell, spell resistance does not apply. Any feats or class features possessed either by you or the target which increase the DC of abjuration spells or give an advantage to caster level checks apply toward this check. Once you’ve maintained concentration for one minute, you may secure this spell in such a way that it lasts for an hour per caster level. If you modify the original casting with the Extend Spell metamagic feat, it’s this second duration that is extended. Under arcane sight or similar effects which reveal spellcasting ability in a creature, you discern that creature’s ability normally, but perceive that a ward is blocking them.
This spell allows you to siphon a portion of an enemy’s spell to graft on to your next casting of spellbind. You first cast this spell, then maintain concentration and a ready action to trigger when an enemy next casts a spell or uses a spell-like ability. Both the concentration and the ready action are held simultaneously. Since casting time is a swift action, concentration and the ready action begin in the same round as casting. When this ready action triggers, you drain some of the spell’s energy. This portion you’ve siphoned you graft into spellbind, which eliminates the need to study an opponent, as described in that spell’s entry. This spell may only eliminate the requirement if the target of spellbind was the source of the energy you’ve taken with this spell. If the spell or ability you siphon deals damage, you subtract 5hp of damage from it. If it does not deal damage, you do not subtract damage, though you still receive siphon spell's other benefits. You must maintain concentration until you cast spellbind, even after you’ve siphoned a spell. After you’ve siphoned a spell, you cannot drain a second spell in the same casting. You must either use what you’ve taken or release it. This spell ends when either your concentration breaks or its effects are subsumed by spellbind.
This thread is having a few effects on my literacy. I'm too excited to function, almost. Some mistakes I made: For one, the second bullet point in the spoiler of my previous post is NOT a magic item. It's a spell put in place by a powerful magic being. Though I'd say this spell can be broken, I can't say whether it was a spell of Permanent or Instantaneous duration. I'm leaning the latter. Two, I was too enthralled to mention anything but suggestions, making my post seem more critical than I wanted it to seem. I skipped praise because I really wanted to offer something helpful. It's odd, cause I just watched this show last night! Keep up the good work!
--Like the On All Fours. Great feature. --Needs a racial Climb speed. In the show, gargoyles had absolutely no problem climbing whenever they wanted. And that was several times, seriously at least as often as gliding. --You have no stats for Large size gargoyles, something Goliath certainly was. --For me, this race isn't a Gargoyle unless they sleep during the day, involuntarily. You can allow them to overcome this through magic items, as has happened three times in my memory: Show Plot Spoilers:
-----When Goliath puts on the Eye of Odin, he gains a lot of stats, grows a bit, and doesn't need to stone sleep. This item would be artifact-level though.
-----Puck made it so Demonah turns into a human in the daytime, involuntarily. I'd say all the members of Oberon's race are powerful magicians, and this spell should be high level. -----There is a five-part artifact in the episode about South America, where as long as a certain tablet exists unharmed, four pendants which are tied to that tablet enable gargoyles to remain flesh in daylight. Probably just a magic item, as it didn't seem to have anywhere near the power of the Eye. If you introduce items that just allow them to remain flesh, I'd make it so they can't use any daytime/stone healing feature unless they voluntarily remove their magic items, making it advantageous to be vulnerable sometimes. Such items are common to the Pathfinder rules.
To actually help you out, in the fairy tale she was very beautiful, as her mother wished for those three attributes regarding her appearance. So you should make one of her highest stats Charisma, whatever you come up with. You could tie her abilities as a Druid to Charisma, since for this purpose you're pretty much DM. It makes sense, as she charms people and animals with her beauty and kindness, and seems too innocent to have a high Wisdom. Since we only see her in the movie cooking and cleaning, she really should have ranks in those skills, as she seems a very good housekeeper. She really has no business having many or perhaps any ranks in Sense Motive. High Diplomacy and Handle Animal. You could tailor a spell for her which calls nearby animals to assist her in her work. It should be a 1st level spell, as two other spells with similar abilities are (speak with animals and unseen servant).
In that case, every Disney movie character ever should have levels in Bard, because they're all musicals. Snow White's an Aristocrat/Druid, who prepares Speak with Animals in most of her slots every morning. She has ranks in Perform (singing) and Profession (maid) and Profession(cook), and has absolutely NO ranks in Sense Motive. : P
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.
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.
---
Ligature:
---
-------- 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.
Swordstop:
---
-------- 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.
-------- --- -------- 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.
A Man In Black wrote: 3e doesn't actually have rules for mixed-school spells. What happens when a conjuration specialist who's forbidden abjuration wants to learn this? What happens when he wants to prep it? This isn't true. Player's Handbook II has rules for spells of more than one school, which is appropriate because it introduces several. In that ruleset, characters who have one school banned can't prepare spells from that school, even if it's half from an acceptable school. This information comes from that book, page 95. It also says characters who have a benefit like Spell Focus for both schools the spell belongs to, they can still only apply it once.
---
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.
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.
You are, of course, correct. But the variety is still limited, as most of the time the spontaneous caster's known spells list is unalterable. There's not much more variety for the cost, and granted, the cost isn't that much. In numbers, anyway. But since healing is now possible for what is for all purposes a Sorcerer, the Spellcaster will likely bog down his spells known in filling the role of Cleric. While he has more variety, he may have less fun, in that he still knows only a limited number of spells but now a third to half of them are going to be ones used on the party's necessities. Which isn't a bad thing for the party, or even for the campaign, just perhaps not for that player. There are, of course, more than just divine spells to meet the party's needs. Divine would include healing, curing and resurrection spells, maybe a few divinations. Arcane would be spells like teleport, or the really fun ones like magnificent mansion. An average Spellcaster probably wouldn't opt for that last one, but the motherly/fatherly Spellcaster would almost certainly opt for tiny hut or secure shelter. The spells the player would really want quickly are crowded out. In retrospect, probably my best suggestion was making Spell Secret available with the other array of feats and features. That or giving the Spellcaster a book of spells not on his spells known list but can craft scrolls from.
Just read over the Generic Classes again and I came back with a suggestion. I'd either make metamagic easier or more common, considering the spellcaster gets less spells per day than a Sorcerer. I know it's not much fewer, but in the earlier levels the magical classes' limitations can feel claustrophobic as it is. I've been on a long hiatus from the boards, but was involved in a thread about making metamagic more common. Someone was trying to tie a skill check (spellcraft, I think) to applying a metamagic feat spontaneously. Interesting idea, and if you want I can try to find it. An idea I had was giving casters the Bard's spell slot list. This list would be secondary, gained at first level, and would expand at each level just as a Bard's does. However, the slots could only be used to supply the spell levels metamagic feats require. Something I didn't mention there because I just thought of it, if someone takes levels in a prestige class, this 'metamagic slot list' could be one of the costs. I also had written a custom first-level spell called ligature, and when cast it bound a metamagic feat to another spell one casts in the same round (casting time is a swift action). Beside the casting, it required an additional sacrificed slot of equal level to the adjustment the feat requires. More complex than this synopsis, but you get the idea. I can dig this up too if you like. Probably the easiest thing I'll suggest is making the Spell Secret class feature available to the Spellcaster class, give or take the taboos it imposes. Read up on your Wu Jen if you're not familiar with it. It's a great class feature.
I may do one more revision, but honestly, I'm pretty happy with the 3rd revision so far, though I almost prefer the 2nd revision due to how explanatory it is. I'll probably combine them, but feel free to use the one you like best. I'd recommend the 3rd. And thanks for the support, and you didn't do so bad. Just some elements that needed explaining. You're right about the good writing is rewriting bit.
3rd REVISION: Spoiler:
SWORDSTOP
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. To this spell, a weapon is any object created for use in battle, and an improvised weapon is any object intentionally used to inflict harm. 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 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 your hand or forearm is used in an attack, that object is forcibly ejected from the warded area. Swordstop discerns intent. 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 you from touching the object in question. Like physical armor, swordstop is subject to sunder attempts. Treat a sunder attempt against the ward as against a worn object, namely one-inch iron armor with a +1 enhancement bonus: Hardness 12, HP 40. Swordstop restores 5 HP per round. If successfully sundered, swordstop is dispelled, and as the spell dissipates it protects the underlying arm from damage. I think I'm beginning to see what I've been doing wrong in my description, and I'll explain it in a moment. First, thanks for your interest in this small project of mine. Here's an outline, and we have to plug in the terms: 1. What this spell is 2. What the spell protects the subject from 3. Other benefits this spell provides to the subject 4. What the spell does not allow you to do (because it won't allow you to come into physical contact with them, define what a "weapon" is in this paragraph) 5. What this spell does not prohibit you from doing 6. This spell can be sundered We must describe these topics in at least a paragraph each. Something that must, must be described well is the difference between what swordstop protects you from and what it allows you to touch. Each one of the above six categories is important and carefully worded, even if they don't appear to be. Pax Veritas wrote: . . . in a 1" thick force that protects the target and bestows healing of up to 5 hp per round. The thickness of this force should be in a relative measurement. One inch is huge for Tiny creatures and miniscule for Large ones, which is why I said before "one-third the length of your forearm" and so on. Also, this spell does not heal. It restores 5 HP per round to itself if the spell lost hit points in a Sunder attempt. Pax Veritas wrote: A creature protected by swordstop receives a +4 shield bonus to AC against weapons, or items intentionally used as weapons in melee, natural attacks, ranged spell attacks, and the attacks of any rod, staff, or scroll. [ . . . ] It's important to keep everything in two categories: One- what the spell provides its AC bonus against Two- what it won't allow you to touch It doesn't specifically protect you from rods, just attacks and spells/effects requiring an attack roll. Whether any of those come from a rod or whatever doesn't matter. But it won't allow you to touch a rod, wand, staff or scroll, considering them weapons. The distinction is crucial to avoid confusion. I like most of everything else you wrote, but I put it into my own words, as written above in the spoiler. As a side note, when you describe the game you should also capitalize names of specific game actions like Disarm, etc., so it stands out. Capitalizing helps to say, "This is the name of something," and they can therefore expect to find that something under that name. It's a better reference that way. Pax Veritas wrote:
This, however, deserves mentioning. "Sunder" means "to split into two or more pieces." You don't sunder anything away from anyone. You break it with a strong blow and if falls off. However, with swordstop, you can literally break the spell, and, once broken, the spell is gone as if dispelled (i.e. it can't be picked up again and put back on) Sundering a spell is very unusual, and makes sunder data necessary in the spell's description. If someone tried to sunder a spell, the DM would have to know in game terms what physical thing it is like to have it fall under the normal rules for Sunder. And if someone wanted to dispel it properly, they'd just use the normal rules for Dispel Magic, because dispelling a spell is commonplace and normal. However, you can't specify how difficult that is the way you did, because it varies from caster to caster. If a higher-level caster cast swordstop, the DC to dispel it would be higher than if a lower-level wizard did.
psionichamster wrote:
Thank you very much! Your input and the input of others helped a great deal. If I were to add anything to the Regular 2nd Revision it would be this line from the Alternate 2nd Revision: You do not need to perceive the threat for swordstop to repel it. And your example spell layering is a great picture, and I'm grateful to you for posting it to this thread. Also, I place this spell's 2nd Revision under the OGL.
DM_Blake wrote: If a wizard has the foresight to create a Lightning Bolt that is only usable against red dragons, and if that wizard had the foresight to prepare this spell today in multiple slots, and if that wizard is lucky enough that today is the day he fights a red dragon, then yes, he can greatly improve the mechanics. I'd be remiss not to mention that if my wizard took all that trouble to research his 3rd level white dragonbane fireball TM, he'd probably craft a wand of it as soon as possible and take it with him on his trek to the Plains of Icy Winddoom Cold Death. For instance, having said wand of white dragonbane fireball TM gives him an equivalent fifty prepared white dragonbane fireball spells, so long as he has it. And again, if he's going to that snow-covered land, he'd be wise to carry it about. That's not to say it can't be taken by a wandering band of monsters, as the party sleeps just before storming the dragon's den. And what an amusing distraction it would be, trying to get it back! DM_Blake wrote:
You're quite right. But if the party hears of an ice dragon in said snowy land, it cuts into a lot of those "if's," and this without scrying, finding, etc. Rather it's simply by planning ahead for what may be considered a likely eventuality, hearing a rumor of a tyrant white dragon. Planning ahead meaning creating a special spell and making a wand of it, or simply making a wand of a normal fireball, something more likely for any spellcaster (and the average spellcaster's player) to do. But you're right, still a far cry from a two-spell kill. DM_Blake wrote:
Certainly I do. And your point is well-taken, believe me. One can't prepare for everything. DM_Blake wrote: Me, as a DM, I would let my players do all that. Then I would realize that they just turned a CR 23 encounter into an unchallenging yawnfest, and I would add a little something extra in there. Maybe a "Oh, dear, our red dragon seems to have a blue dragon mate we didn't know about" moment. Or something like that. They get the reward that their careful planning wipes out the red very quickly. Good for them! And they also get a challenging and fun encounter with plenty of reward to justify the challenge. Everybody wins. Absolutely. I'd love to play such an encounter. You talk often of verisimilitude from what I read of your posts, and this is an excellent example of it in action. A wizard who hears of a threat through townsfolk, scrying, or however prepares for it, and suddenly there's something he didn't see. Fantastic! DM_Blake wrote: But I've never had a player as clever as you seem to be. Not one player in the decade I've played D&D has ever presented that rule to me and asked to research specially limited spells. Heck, I've read those rules several times and I also have forgotten all about them. So my hat's off to you for that one. (no, that's not sarcasm. I actually mean it.) Much obliged, also sincerely. Spells are my specialty. I'm working on a few now, only two posted roundabout the boards. And really I'd love to play in your campaign, though speaking of likelihood, it's hardly likely you live in the Tampa Bay area. Just as well; all my rules knowledge might get on your nerves anyway. : ) DM_Blake wrote: I just don't know how frequently it will come up and whether such a pristine rarity skews the generalities of the math I presented. Well spoke. But consider the probability of a well-made spell as a wand, and whether the hypothetical wizard would have any foreknowledge of the hypothetical red dragon. DM_Blake wrote: Thanks, that's nice of you to say. I hope my rebuttal reflects the improvement you'd hoped for and isn't mininterpreted as a counterattack of some kind. It was well taken, no worries. : ) However, this post of mine is pushing the limit of any motive of improving the thread. Consider when you're reconsidering spell construction that casters are not limited to the spells printed in the sourcebooks, and that they and their DM can create new spells, whether those spells are specific to a task like red dragon slaying, or simply making a minor improvement to an otherwise well-made spell, like fireball.
I just thought of something new. Give all spellcasters a second, metamagic-only Spells per Day chart, namely, the Bard's. Tie it to the caster's relevant spellcasting ability, and you have a level-based pool of "metamagic slots" for spellcasters to use. Instead of increasing the level of a metamagic-modified spell, you could just have this pool take the added cost out of its spells per day. A character could maximize spells by Level 7.
DM_Blake wrote:
Quoted for reference, but here, DM_Blake you show the difficulties from earlier editions concerning a Level 20 Wizard fighting the most powerful red dragon of that edition, and the difference when laid against the same fight in 3.5 edition. However, I think you may've missed an important point. One of the major dynamics of Wizards is their ability to know an unlimited number of spells, playing greatly into the long-established game mechanic of creating new spells. On page 35 of the DMG 3.5 it outlines the guidelines for creating new spells. The fourth bullet point down mentions that a spell created for limited use could be one level lower than it otherwise would be if it had a more general one. In fact the example it mentions is this: only usable against red dragons. Interesting, no? :) Anyway, a Level 20 Wizard could craft a 15d6 lightning bolt as a 3rd level spell usable only against Red Dragons, or dragons in general. A Wizard of that level could even create a number of spells of various levels, all of which deal higher damage than they should if they weren't of such limited scope. He could even tailor-make a 3rd level 10d6 fireball which imposes a far more difficult save than normal, but only applicable against white dragons. Part of the equation I believe you missed is that this is a game of planning and clever tactics if it's a game of anything. Please understand I already have a great deal of respect for your intelligence, math skills and judgment, and take this in the friendliest way possible. I only post to improve the quality of the outcome of this discussion, not to puff myself up or deflate anyone else.
I've gone through this thread and don't remember seeing this mentioned. What about area? I have two ideas for it: --- The area of evocation spells could be increased to effect more enemies with a single shot than before, and this without a Widen Spell metamagic feat application. Perhaps the increase can be tied to caster level, say increased by half at such-and-such a level, and doubled at the next increment? --- You're probably wondering about control of such an area. A fireball has the potential to blow up in your face (no pun intended), but perhaps a mechanic could be added to keep an area from being effected by the spell. Call it a class feature, feat, caster level benefit or whatever you like. Implementing both sounds good to me. Dice don't increase, but the tally of injured and dead creatures certainly does. I think it may be a deficiency, the fact that a fireball is always a 20-foot spread at any caster level. Unless of course, cast under metamagic. And this post is speaking mostly concerning 3.5 edition. Though dropping Spell Resistance against energy damage seems a great idea to me.
This is the best I could do, I believe, while touching on all the important points. Not much better, I'm afraid. I've placed the above posts here. Pax Veritas, read the Alternate 2nd Revision first, then of course is the 2nd Revision which you've mostly already read. ALTERNATE 2nd REVISION, click to expand. Spoiler:
SWORDSTOP
Your forearms and hands are surrounded by a protective, almost-invisible field that weapons cannot breach. This field also prevents you from touching weapons. You gain a +4 shield bonus to AC while this spell is in effect. This AC bonus applies against attacks made using weapons or improvised weapons, or against spells which require an attack roll. For the purposes of this spell, an actual weapon is one which is always a weapon, even if it can be used as a tool. You may never touch an actual weapon with your hands or forearms, and swordstop always offers its AC bonus against attacks made with them. Wands and scrolls, rods and staffs are considered actual weapons to this spell, as is ammunition. An improvised weapon is a tool being used as a weapon, such as a letter-opener or a thrown stone. A fist or hand attempting to grab you is considered a weapon. Swordstop protects against all of these, not allowing them to touch your forearms or hands, and offering its AC bonus against them. Objects you wear on your hands and forearms are forcibly and harmlessly removed if used as part of an attack. If your try to make an attack with an improvised weapon (not an unarmed strike or natural attack) the improvised weapon slips from your fingers and the attack fails. Swordstop discerns intent. It allows 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. Like a force effect, incorporeality and similar effects cannot bypass swordstop's protection. Swordstop does not hinder or prevent spells which improve one’s fighting ability, including spells which transform the upper appendages into natural weapons. You may make a fist and use your hands and forearms offensively, including touch attacks and ranged touch attacks. Spells which conjure up weapons (summon weapon [01]) or create a weapon-like effect (flame blade, prismatic bow [02]) may be cast, but you are immediately disarmed. Consult each spell’s description for details on what happens if you are disarmed or try to set down the effect of the spell. You gain a +4 bonus to all Grapple checks, and a +4 bonus to defensive Disarm checks and offensive ones you make to try to snatch a non-weapon object. You gain a +4 bonus to Cast Defensively. Bonuses from other sources stack with the bonuses provided by swordstop to Grapple, Disarm and Cast Defensively. Swordstop is subject to sunder attempts. Treat a sunder attempt against the ward as a worn object, namely one-inch iron armor with a +1 enhancement bonus: Hardness 12, HP 40. Swordstop restores 5 HP per round. If successfully sundered, swordstop is dispelled, and as the spell dissipates it protects the underlying arm from damage. [01] - Spell comes from the Spell Compendium. [02] - Spell comes from Complete Mage. 2nd Revision, click to expand. Spoiler:
REVISED: Bold Text = Revision
SWORDSTOP
A protective field of energy surrounds your hands and forearms, emanating a distance from the surface of your skin equal to the length of one-third your forearm. This field repels any and all weapons which try to breach its field, meaning you cannot handle or touch weapons, neither can they touch you. If you are holding a weapon at the time this spell takes effect, that weapon falls swiftly to the ground at your feet. For the purposes of this spell, ammunition is considered a weapon. Objects not normally considered weapons but used as them—such as a letter opener used in a melee attack, or a stone thrown as a ranged attack—are likewise repelled. Swordstop offers its bonus to AC against spells requiring attack rolls. Swordstop understands intent. A hand offered in greeting may be shaken, but a fist is repelled. You may pick up and use objects such as a letter opener, but if you intend to use it as a weapon, it slips out of your hands as if turned into a warm stick of butter. A stone may be picked up, but just before it’s thrown it slips away too. Material components which are weapons may not be touched, for example the required dagger in cloud of daggers. The same rule applies to foci. Semblances of weapons may be touched, such as a miniature pendant in the likeness of a sword. Wands, scrolls, rods and staffs (as well as other objects which are as likely as not to hold offensive magic) are considered weapons. If you’re wearing a magic ring or bracers that have an offensive ability when this spell is cast, they are not flung off your body automatically. If you attempt to use them, however, they are, and the attempt fails. Worn shields or gauntlets fly off as well when used as weapons, but not otherwise. This spell does not prevent you from making a fist or otherwise using your hand and forearm offensively, such as in a grapple or disarm attempt. Natural weapons generally involving the upper appendage are likewise unhindered. Swordstop has no effect on touch spells, and ranged touch attacks are uninfluenced by its protective field. Touch spells which require you to touch a weapon to release the spell may be cast normally, but the charge of such a spell cannot be released, as you may not touch weapons (examples include magic weapon and flame arrow). Raising your warded arm to block a blade does not release a touch spell you may be holding the charge for, as this spell blocks said blade by preventing you from touching it. Swordstop does not hinder or prevent spells which improve one’s fighting ability, including spells which transform the upper appendages into natural weapons. Spells which conjure up weapons (summon weapon [01]) or create a weapon-like effect (flame blade, prismatic bow [02]) may be cast, but you are immediately disarmed. Consult the spell’s description for details on what happens if you are disarmed or try to set down the effect of the spell. Swordstop grants a +4 shield bonus to Armor Class. It provides a +4 bonus to both offensive and defensive Grapple checks, as in both attacking and defending your hands and forearms may not be touched by the opponent’s hands, which of course, swordstop considers weapons. It grants a +4 bonus to defensive Disarm checks or offensive ones made for non-weapon objects, as it is very difficult to keep someone from taking something when you cannot touch the thieving hand. Opponents can, however, penetrate the field with the intent of getting a better grip on the contended item, or on their own hand holding that item. The benefits provided by swordstop to grapple and disarm checks stack with other bonuses. Disarm attempts made against you for a worn object on your hands or forearms are impossible while this spell is active. Like a force effect, incorporeality and similar effects cannot bypass swordstop’s protection. Since your hands cannot be harmed, you are free to use them to perform the somatic components of your spells and deflect blows simultaneously. Thus, swordstop provides a +4 bonus while casting on the defensive (PH p.140), which stacks with the bonus provided by the Combat Casting feat. Since you are likely to use it to deflect the swings of blades, swordstop is subject to sunder attempts. Treat a sunder attempt against the ward as a worn object, namely one-inch iron armor with a +1 enhancement bonus: Hardness 12, HP 40. Swordstop restores 5 HP per round. If successfully sundered, swordstop is dispelled, and as the spell dissipates it protects the underlying arm from damage. [01] - Spell comes from the Spell Compendium. [02] - Spell comes from Complete Mage. 1st Revision, click to expand. Spoiler:
REVISED: Bold Text = Revision
SWORDSTOP
A protective field of energy surrounds your hands and forearms, emanating a distance from the surface of your skin equal to the length of one-third your forearm. This field repels any and all weapons which try to breach its field, meaning you cannot handle or touch weapons, neither can they touch you. If you are holding a weapon at the time this spell takes effect, that weapon falls swiftly to the ground at your feet. For the purposes of this spell, ammunition is considered a weapon. Objects not normally considered weapons but used as them—such as a letter opener used in a melee attack, or a stone thrown as a ranged attack—are likewise repelled. Swordstop offers no protection against spells and other effects which are not weapons or weapon-like, as outlined herein. Swordstop understands intent. A hand offered in greeting may be shaken, but a fist is repelled. You may pick up and use objects such as a letter opener, but if you intend to use it as a weapon, it slips out of your hands as if turned into a warm stick of butter. A stone may be picked up, but just before it’s thrown it slips away too. Material components which are weapons may not be touched, for example the required dagger in cloud of daggers. The same rule applies to foci. Semblances of weapons may be touched, such as a miniature pendant in the likeness of a sword. Wands, scrolls, rods and staffs (as well as other objects which are as likely as not to hold offensive magic) are considered weapons. If you’re wearing a magic ring or bracers that have an offensive ability when this spell is cast, they are not flung off your body automatically. If you attempt to use them, however, they are, and the attempt fails. Worn shields or gauntlets fly off as well when used as weapons, but not otherwise. This spell does not prevent you from making a fist or otherwise using your hand and forearm offensively, such as in a grapple or disarm attempt. Natural weapons generally involving the upper appendage are likewise unhindered. Swordstop has no effect on touch spells, and ranged touch attacks are uninfluenced by its protective field. Touch spells which require you to touch a weapon to release the spell may be cast normally, but the charge of such a spell cannot be released, as you may not touch weapons (examples include magic weapon and flame arrow). Raising your warded arm to block a blade does not release a touch spell you may be holding the charge for, as this spell blocks said blade by preventing you from touching it. Swordstop does not hinder or prevent spells which improve one’s fighting ability, including spells which transform the upper appendages into natural weapons. Spells which conjure up weapons (summon weapon [01]) or create a weapon-like effect (flame blade, prismatic bow [02]) may be cast, but you are immediately disarmed. Consult the spell’s description for details on what happens if you are disarmed or try to set down the effect of the spell. Swordstop grants a +4 shield bonus to Armor Class. It provides a +4 bonus to both offensive and defensive Grapple checks, as in both attacking and defending your hands and forearms may not be touched by the opponent’s hands, which of course, swordstop considers weapons. It grants a +4 bonus to defensive Disarm checks or offensive ones made for non-weapon objects, as it is very difficult to keep someone from taking something when you cannot touch the thieving hand. Opponents can, however, penetrate the field with the intent of getting a better grip on the contended item, or on their own hand holding that item. The benefits provided by swordstop to grapple and disarm checks stack with other bonuses. Disarm attempts made against you for a worn object on your hands or forearms are impossible while this spell is active. Like a force effect, incorporeality and similar effects cannot bypass swordstop’s protection. Since your hands cannot be harmed, you are free to use them to perform the somatic components of your spells and deflect blows simultaneously. Thus, swordstop provides a +4 bonus while casting on the defensive (PH p.140), which stacks with the bonus provided by the Combat Casting feat. [03] Since you are likely to use it to deflect the swings of blades, swordstop is subject to sunder attempts. Treat a sunder attempt against the ward as a worn object, namely one-inch iron armor with a +1 enhancement bonus: Hardness 12, HP 40. Swordstop restores 5 HP per round. If successfully sundered, swordstop is dispelled, and as the spell dissipates it protects the underlying arm from damage. Original Edition, click to expand. Spoiler: 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 A protective field of energy surrounds your hands and forearms, emanating a distance from the surface of your skin equal to the length of one-third your forearm. This field repels any and all weapons which try to breach its field, meaning you cannot handle or touch weapons, neither can they touch you. If you are holding a weapon at the time this spell takes effect, that weapon falls swiftly to the ground at your feet. For the purposes of this spell, ammunition is considered a weapon. Objects not normally considered weapons but used as them—such as a letter opener used in a melee attack, or a stone thrown as a ranged attack—are likewise repelled. Swordstop understands intent. A hand offered in greeting may be shaken, but a fist is repelled. You may pick up and use objects such as a letter opener, but if you intend to use it as a weapon, it slips out of your hands as if turned into a warm stick of butter. A stone may be picked up, but just before it’s thrown it slips away too. Material components which are weapons may not be touched, for example the required dagger in cloud of daggers. The same rule applies to foci. Semblances of weapons may be touched, such as a miniature pendant in the likeness of a sword. This spell does not prevent you from making a fist or otherwise using your hand and forearm offensively, such as in a grapple or disarm attempt. Natural weapons generally involving the upper appendage are likewise unhindered. Swordstop has no effect on touch spells, and ranged touch attacks are uninfluenced by its protective field. Touch spells which require you to touch a weapon to release the spell may be cast normally, but the charge of such a spell cannot be released, as you may not touch weapons (examples include magic weapon and flame arrow). Raising your warded arm to block a blade does not release a touch spell you may be holding the charge for, as this spell blocks said blade by preventing you from touching it.
Swordstop gives a +2 shield bonus to Armor Class per arm for two-armed creatures. Unlike separate bonuses to Armor Class of the same type, swordstop’s shield bonus stacks. Creatures with more than two upper appendages gain an additional +2 bonus, though as they and creatures with more limbs than six have more body to cover, the benefit caps at +6. It provides a +4 bonus to all grapple checks, as in both attacking and defending your hands and forearms may not be touched by the opponent’s hands, which of course, swordstop considers weapons. It grants a +6 bonus to disarm checks made for non-weapon objects, as it is very difficult to keep someone from taking something when you cannot touch the thieving hand. Opponents can, however, penetrate the field with the intent of getting a better grip on the contended item, or on their own hand holding that item, in which case the bonus drops to +4. The benefits provided by swordstop to grapple and disarm checks stack with other bonuses. Incorporeality and similar effects cannot bypass swordstop’s protection. Since your hands cannot be harmed, you are free to use them to perform the somatic components of your spells and deflect blows simultaneously. Thus, swordstop provides a +4 bonus while casting on the defensive (PH p.140), which stacks with the bonus provided by the Combat Casting feat. [03] There is a danger to this spell’s use, however. Since you are likely to use them to deflect the swings of blades, your forearms are subject to sunder attempts. Treat a sunder attempt against the ward as a worn object, namely one-inch iron armor with a +1 enhancement bonus: Hardness 12, HP 40. Swordstop restores 5 HP per round. If successfully sundered, swordstop is dispelled, and damage above swordstop’s remaining hit points is immediately applied against your forearm as in a successful sunder attempt. Treat your arm as three-inch thick non-magical leather if you're a medium creature: Hardness 2, HP 15. If your forearm survives, you’d be wise to not offer it up again, and you are lightly bleeding 1HP per round. But if that too, is sundered, you’ve lost your hand and half your forearm! You lose 10 HP and are bleeding profusely: take 1 Constitution damage and -1 HP per round until you stabilize with a Heal check or as little as 1 HP of magical healing. Finally, swordstop offers no protection against spells and other effects which are not weapons or weapon-like, as outlined above. [01] - Spell comes from the Spell Compendium/ [02] - Spell comes from Complete Mage/ [03] - This line was here, but I think it might be too much in light of all else the spell affords: You gain the benefit of the Deflect Arrows feat, even if you do not meet the prerequisites.
Pax Veritas wrote:
Thanks for your kind comments. I'm complimented most by your desire to use it in your campaign! I'd be very happy to shorten it for you, and truly for everyone. I just don't know what needs to go. Everything I've added was added in anticipation of game-interrupting questions. I figure it's one of those spells you just know the answers to once you've read and understood it. You may want to gloss over this and skip to the Alternate 2nd Edition in the next post, though the information here is helpful. Some things to remember: Swordstop . . . --- provides +4 shield bonus to AC against weapons, including improvised weapons
As a rule of thumb, swordstop is always asking, "Is this a weapon?" If the answer is yes, then swordstop provides its AC bonus and prevents the subject from touching it with his hands and forearms. If the answer is no, then it doesn't. Improvised weapons are much the same. Swordstop asks, "Is this being used as a weapon?" If the answer is yes, then swordstop does as is written above for a yes answer. If the answer is no, then it doesn't. In short, swordstop always knows the difference between "accidents" and accidents. I may be forgetting one or two. As I said, I'm all for shortening it, I really am! It's just if I made it less, people would post questions on how this applies to this and that, etc., which I've worked so hard to answer.
DM_Blake- I like your ideas. In fact, I created a spell for it. I thought it might be considered too powerful, so I scrapped it. I thought of it as I read through here, and I didn't notice anything already posted like it (as a spell, I mean), so here it is. Sorry if there already is a post like this on the board! Perhaps this spell can be used to avoid a check in a pinch. You can add it to the spell lists of non-arcanists. LIGATURE
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, 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. (PHB p.88) A spellcaster who prepares spells can modify any of their 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 commensurate cost outlined above is still used. At caster level 10, a caster can apply a metamagic feat he knows which modifies the spell slot by one at no commensurate cost. Special: To cast ligature, you must have spent time researching a word of binding and a sign of binding. These are unique to each caster, and the research time is as for a 1st level spell. You make the same check to develop both. The word of binding is the verbal component for this spell, and the sign of binding is the somatic. When you cast ligature, you choose which component is required for that casting, and the word or sign supplies it.
Matthew Morris wrote: Ok, so what is it protecting with, bubble wrap? ;-) That's why I assumed it should have the force descriptor. Heh. You may as well ask where acid energy comes from in an acid arrow spell. The Elemental Plane of Ann Coulter? :) Really, it's like the spell is made of equal parts discernment and telekinetic force. The spell is constantly asking "Is this a weapon?" And if the answer is yes, it moves it swiftly and strongly out and away from it's field of influence using motion. I hope that explains it better.
Matthew Morris wrote: And the main reason, I think, that Mage Armor is Conjuration and Shield is Abjuration is legacy. If both were Abjuration then a specialist who took Abjuration as his barred school would not have access either. Yes, I've thought about going through and redoing all the spells. I agree, though I understand why sometimes the lines between schools of magic are blurred. And I'm not suggesting a revision, just making a point. Consider an Abjurer who has as a banned school Conjuration. He wants to craft a spell which gives him protection without making actual gauntlets of force, and in the process can protect him in melee while he casts defensively. Imagining that might help understand this spell. Matthew Morris wrote: Intent is the reason behind me specifying accidentally trying to run you down. It would be simpler I think to make it all or nothing. Yes it would make it impossible to handle anything. Invest in Eschew materials. It wouldn't be the first spell to hamper casting (blink) Simpler, certainly, but a spellcaster who wants to make a spell can make it however they wish. Absurdity and innovation have a lot in common, and if I was a wizard, I'd make this spell (and I did! haha!). Though really there is no such thing as an intentional accident. Either you wish to hit the character or you don't, and swordstop doesn't ask, "Is this going to hurt?" It asks, "Is this moving car a weapon?" If you intend to hit the warded character, the answer is yes, and swordstop helps protect you from the improvised weapon that is this automobile. If you don't intend to, then the answer is no, and swordstop offers no protection. Matthew Morris wrote: I was just trying to imagine how a shield would fly off w/o damaging it or the arm. From my reading the caster couldn't wear a spiked shield and if he was a gish, spiked armor would be a Bad Thing(tm). I imagine the spell loosens cords and the like and ejects it without injury. It is composed of motion, so it might feel like a strong breeze. Matthew Morris wrote: Personally I like the shock of the spell being sundered dazing the character for 1d4 rounds or something. I don't mind that idea. Perhaps 1 round, as a possibility of 4 is suicide for any character. I might include that.
REVISED: Bold Text = Revision SWORDSTOP
A protective field of energy surrounds your hands and forearms, emanating a distance from the surface of your skin equal to the length of one-third your forearm. This field repels any and all weapons which try to breach its field, meaning you cannot handle or touch weapons, neither can they touch you. If you are holding a weapon at the time this spell takes effect, that weapon falls swiftly to the ground at your feet. For the purposes of this spell, ammunition is considered a weapon. Objects not normally considered weapons but used as them—such as a letter opener used in a melee attack, or a stone thrown as a ranged attack—are likewise repelled. Swordstop offers no protection against spells and other effects which are not weapons or weapon-like, as outlined herein. Swordstop understands intent. A hand offered in greeting may be shaken, but a fist is repelled. You may pick up and use objects such as a letter opener, but if you intend to use it as a weapon, it slips out of your hands as if turned into a warm stick of butter. A stone may be picked up, but just before it’s thrown it slips away too. Material components which are weapons may not be touched, for example the required dagger in cloud of daggers. The same rule applies to foci. Semblances of weapons may be touched, such as a miniature pendant in the likeness of a sword. Wands, scrolls, rods and staffs (as well as other objects which are as likely as not to hold offensive magic) are considered weapons. If you’re wearing a magic ring or bracers that have an offensive ability when this spell is cast, they are not flung off your body automatically. If you attempt to use them, however, they are, and the attempt fails. Worn shields or gauntlets fly off as well when used as weapons, but not otherwise. This spell does not prevent you from making a fist or otherwise using your hand and forearm offensively, such as in a grapple or disarm attempt. Natural weapons generally involving the upper appendage are likewise unhindered. Swordstop has no effect on touch spells, and ranged touch attacks are uninfluenced by its protective field. Touch spells which require you to touch a weapon to release the spell may be cast normally, but the charge of such a spell cannot be released, as you may not touch weapons (examples include magic weapon and flame arrow). Raising your warded arm to block a blade does not release a touch spell you may be holding the charge for, as this spell blocks said blade by preventing you from touching it. Swordstop does not hinder or prevent spells which improve one’s fighting ability, including spells which transform the upper appendages into natural weapons. Spells which conjure up weapons (summon weapon [01]) or create a weapon-like effect (flame blade, prismatic bow [02]) may be cast, but you are immediately disarmed. Consult the spell’s description for details on what happens if you are disarmed or try to set down the effect of the spell. Swordstop grants a +4 shield bonus to Armor Class. It provides a +4 bonus to both offensive and defensive Grapple checks, as in both attacking and defending your hands and forearms may not be touched by the opponent’s hands, which of course, swordstop considers weapons. It grants a +4 bonus to defensive Disarm checks or offensive ones made for non-weapon objects, as it is very difficult to keep someone from taking something when you cannot touch the thieving hand. Opponents can, however, penetrate the field with the intent of getting a better grip on the contended item, or on their own hand holding that item. The benefits provided by swordstop to grapple and disarm checks stack with other bonuses. Disarm attempts made against you for a worn object on your hands or forearms are impossible while this spell is active. Like a force effect, incorporeality and similar effects cannot bypass swordstop’s protection. Since your hands cannot be harmed, you are free to use them to perform the somatic components of your spells and deflect blows simultaneously. Thus, swordstop provides a +4 bonus while casting on the defensive (PH p.140), which stacks with the bonus provided by the Combat Casting feat. [03] Since you are likely to use them to deflect the swings of blades, swordstop is subject to sunder attempts. Treat a sunder attempt against the ward as a worn object, namely one-inch iron armor with a +1 enhancement bonus: Hardness 12, HP 40. Swordstop restores 5 HP per round. If successfully sundered, swordstop is dispelled, and as the spell dissipates it protects the underlying arm from damage. [01] - Spell comes from the Spell Compendium/ [02] - Spell comes from Complete Mage/ [03] - This line was here, but I think it might be too much in light of all else the spell affords: You gain the benefit of the Deflect Arrows feat, even if you do not meet the prerequisites.
psionichamster- Your summary looks correct. I know it's difficult to understand, I blame myself for that, though thanks for taking the time to review it. I really appreciate the input! The bit about improvised weapons is covered in my description. Look for the second time the letter opener and thrown stone are mentioned. I think it's the second paragraph. I think the bonus would apply to both offensive and defensive Grapple/Disarm. The warded creature's forearms and hands cannot be touched by weapons, and the spell doesn't care why someone is trying to harm you, just that they are, and that they are with what the spell considers a weapon. I knew I forgot something! Scrolls, rods, staffs, wands etc. are all weapons. Magic rings/bracers which have an offensive ability do not automatically fly off your hand but will if you attempt to use them that way. The use will fail as well. I think that's everything . . . Changes:
Matthew Morris wrote: It's an interesting concept, just think it needs to be shortened and simplified a little. Thank you, and I agree! I've attempted to respond to your suggestions, and by the way I'm very much in your debt for responding to my post. Many thanks! 1) Hahahahaha! I think so! At least in my spellbooks. :) 2) It's a simple spell with a complex concept, and the things I've mentioned would come up in gameplay. And it's not so much longer than Dispel Magic . . . :) 3) Because the spell is discriminating, and doesn't apply force to accomplish its task. It blocks weapons and objects functioning as them, nothing else. If I wanted to create reinforced (no pun intended) forearm/hand armor it would be a Conjuration (Creation) [Force] spell like Mage Armor is, creating something like invisible force gauntlets. Which isn't entirely too far from the truth . . . I'm afraid it's somewhat difficult to make my case. Honestly, many spells could be of a different school in the PHB. For instance, since its protective, why isn't Mage Armor of the Abjuration school? I know because it accomplishes its task by creating something, so Conjuration, but still. And why aren't healing spells in the Necromancy school? They deal with life and death and forces thereof. Anyway, I wanted a protective spell like an improved Shield spell which was of the Abjuration school. To precipitate another question, it works on incorporeality because even incorporeal weapons attempt to affect objects on the Material Plane, and to do so against a swordstop-warded character means attempting to breach AC, something this spell contributes to. 4) Good question. The spell reads intent, and provides its AC bonus based on that intent. In the car example, a car is not a weapon, but may be employed as one. The driver would have to beat his victim's AC, which would include a +4 shield bonus, if the character has two arms. 5) I'm not sure I understand the question entirely. The spell provides a +2 shield bonus to AC per arm, up to +6. If the subject of the spell is wearing a shield as well, the highest modifier applies. Swordstop and an actual shield would compete to give the bonus, and the higher wins. Swordstop's other effects would still apply, and if that's what you mean by that question, then the actual shield would fly off if a character attempted to use it offensively in a shield bash. Throwing a punch with a spiked gauntlet might cause it to fly off too . . . 6) I agree completely. Perhaps I should just describe the mechanic for dispelling swordstop through sunder, and leaving it to the DM to decide what happens with a sunder attempt on the underlying arm. Perhaps if swordstop is dispelled, as an added benefit it prevents the weapon from trying to apply "rollover" damage to the forearm as if in a sunder attempt. 7) Hahaha! An excellent mental picture, and not a bad analogy.
Hey everyone, I'm new to these boards but not to forums in general. I hope I've found the correct spot to post this. If not, please point me to the correct forum. Anyway, please review this spell I've just finished and leave comments and suggestions: SWORDSTOP
A protective field of energy surrounds your hands and forearms, emanating a distance from the surface of your skin equal to the length of one-third your forearm. This field repels any and all weapons which try to breach its field, meaning you cannot handle or touch weapons, neither can they touch you. If you are holding a weapon at the time this spell takes effect, that weapon falls swiftly to the ground at your feet. For the purposes of this spell, ammunition is considered a weapon. Objects not normally considered weapons but used as them—such as a letter opener used in a melee attack, or a stone thrown as a ranged attack—are likewise repelled. Swordstop understands intent. A hand offered in greeting may be shaken, but a fist is repelled. You may pick up and use objects such as a letter opener, but if you intend to use it as a weapon, it slips out of your hands as if turned into a warm stick of butter. A stone may be picked up, but just before it’s thrown it slips away too. Material components which are weapons may not be touched, for example the required dagger in cloud of daggers. The same rule applies to foci. Semblances of weapons may be touched, such as a miniature pendant in the likeness of a sword. This spell does not prevent you from making a fist or otherwise using your hand and forearm offensively, such as in a grapple or disarm attempt. Natural weapons generally involving the upper appendage are likewise unhindered. Swordstop has no effect on touch spells, and ranged touch attacks are uninfluenced by its protective field. Touch spells which require you to touch a weapon to release the spell may be cast normally, but the charge of such a spell cannot be released, as you may not touch weapons (examples include magic weapon and flame arrow). Raising your warded arm to block a blade does not release a touch spell you may be holding the charge for, as this spell blocks said blade by preventing you from touching it.
Swordstop gives a +2 shield bonus to Armor Class per arm for two-armed creatures. Unlike separate bonuses to Armor Class of the same type, swordstop’s shield bonus stacks. Creatures with more than two upper appendages gain an additional +2 bonus, though as they and creatures with more limbs than six have more body to cover, the benefit caps at +6. It provides a +4 bonus to all grapple checks, as in both attacking and defending your hands and forearms may not be touched by the opponent’s hands, which of course, swordstop considers weapons. It grants a +6 bonus to disarm checks made for non-weapon objects, as it is very difficult to keep someone from taking something when you cannot touch the thieving hand. Opponents can, however, penetrate the field with the intent of getting a better grip on the contended item, or on their own hand holding that item, in which case the bonus drops to +4. The benefits provided by swordstop to grapple and disarm checks stack with other bonuses. Incorporeality and similar effects cannot bypass swordstop’s protection. Since your hands cannot be harmed, you are free to use them to perform the somatic components of your spells and deflect blows simultaneously. Thus, swordstop provides a +4 bonus while casting on the defensive (PH p.140), which stacks with the bonus provided by the Combat Casting feat. [03] There is a danger to this spell’s use, however. Since you are likely to use them to deflect the swings of blades, your forearms are subject to sunder attempts. Treat a sunder attempt against the ward as a worn object, namely one-inch iron armor with a +1 enhancement bonus: Hardness 12, HP 40. Swordstop restores 5 HP per round. If successfully sundered, swordstop is dispelled, and damage above swordstop’s remaining hit points is immediately applied against your forearm as in a successful sunder attempt. Treat your arm as three-inch thick non-magical leather if you're a medium creature: Hardness 2, HP 15. If your forearm survives, you’d be wise to not offer it up again, and you are lightly bleeding 1HP per round. But if that too, is sundered, you’ve lost your hand and half your forearm! You lose 10 HP and are bleeding profusely: take 1 Constitution damage and -1 HP per round until you stabilize with a Heal check or as little as 1 HP of magical healing. Finally, swordstop offers no protection against spells and other effects which are not weapons or weapon-like, as outlined above. [01] - Spell comes from the Spell Compendium/ [02] - Spell comes from Complete Mage/ [03] - This line was here, but I think it might be too much in light of all else the spell affords: You gain the benefit of the Deflect Arrows feat, even if you do not meet the prerequisites. There is a hefty amount of material here, I know,, but allow me to show you my thinking process: Shield is a 1st level spell, offering a +4 shield bonus to AC. It is a force spell, which means it stops incorporeal and ghost touch weapons and the like. I've carried both over to swordstop, and though it is not a force spell it can still stop incorporeality. The only functional change so far is an additional +2 if you have six or more arms, or -2, if you have only one arm. Heh. The bonuses to disarm and grapple are new, as is the bonus to casting on the defensive. There are a few disabilities imposed, in that you cannot touch weapons at all, regardless of intent. That is only bypassed by objects which are not always weapons, in which case swordstop senses motive. Without dismissing the spell, you cannot again touch a weapon for any reason. Another is that your arm might be severed! All said, I think it fits well in with 2nd level spells. Comments? |