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I created these spells expecting some controversy. I placed a few limitations hoping they'd be enough, but I'd appreciate any feedback. Please remember that not every world has a plethora of magic-users, and therefore there's not always a mystic set of irons that can prevent spellcasting in a creature. Adventuresome mages are left with little recourse besides developing spells like these, when they want to capture others instead of killing them.
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SPELLBIND
Abjuration
Level: Sor/Wiz 3
Components: V, S, F (carving of a shackled person–50gp)
Casting Time: 1 standard action
Range: Medium
Target: One creature with spellcasting or spell-like abilities
Duration: Concentration, then 1hr/level, see text
Saving Throw: None
Spell Resistance: No

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.
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SIPHON SPELL
Abjuration
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Concentration until discharged, see text
Saving Throw: None
Spell Resistance: No

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.
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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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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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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
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.


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
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 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 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?