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[Blast] and [Transmute]
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<blockquote data-quote="Cheiromancer" data-source="post: 3182776" data-attributes="member: 141"><p>Kinda rough, and involving a lot of cut'n'paste. Let me know what you think.</p><p></p><p>[edit] See post 9.</p><p></p><p>[sblock]<strong>[Transmute] </strong></p><p>Transmutation</p><p></p><p><strong>Root Spell:</strong> <em>Transmute rock to mud, transmute mud to rock, transmute metal to wood, flesh to stone, stone to flesh</em></p><p><strong>Preferred Mitigation:</strong> Extra casting time, power components, reduced volume (see text)</p><p><strong>Components:</strong> V, S </p><p><strong>Casting Time:</strong> 1 standard action </p><p><strong>Range:</strong> 1200 ft. </p><p><strong>Area or Effect:</strong> See text</p><p><strong>Duration:</strong> Instantaneous </p><p><strong>Saving Throw:</strong> None or Fortitude negates or Reflex half (see text).</p><p><strong>Spell Resistance:</strong> Yes (see text)</p><p></p><p>This seed transmutes large quantities of one kind of material into another. You may affect matter in a 1200-ft. line, a 600-ft. cone, a cylinder 100-ft. wide and 400-ft. high, an area of four 200-ft. cubes or twenty 100-ft. cubes, or as a spread with a radius of 200-ft. The type of material to be transformed is set during spell development; you may choose the area affected at the moment of casting.</p><p></p><p><strong>Mitigating Factor:</strong> If you choose to set the area shape during spell development, reduce the Spellcraft Prerequisite by 4.</p><p></p><p><strong>Reduced Volume Factor:</strong> Halving a dimension (length or width or height) reduces the Spellcraft Prerequisite by 1; halving all dimensions reduces the Spellcraft Prerequisite by 3. This factor stacks; halving twice reduces a dimension by a factor of 4, halving three times reduces by a factor of 8 (treat as 10 for the sake of convenience), and so on. To affect only an individual creature (of any size from Fine to Colossal) is worth a -15 reduction to the Spellcraft Prerequisite. </p><p></p><p>The [transmute] spell has five versions.You may choose to default to any version for which you have adequately increased the Spellcraft Prerequisite when you cast the spell.</p><p></p><p><strong><em>Mud to Stone</em></strong> </p><p>This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral). Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone. </p><p></p><p><strong><em>Stone to Mud</em></strong> </p><p>This spell turns natural, uncut or unworked stone of any sort into an equal volume of mud. Large quantities of worked stone will protect an equal volume of stone underneath it from being transmuted. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. </p><p></p><p>If Stone to Mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves.</p><p></p><p>Although Stone to Mud can’t affect worked stone or natural stone it protects, the spell can reach deep enough to undermine the foundations even of castles and large stone buildings, typically causing them to be damaged or even partially toppled by this spell. All structures takes 100 points of damage. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is.</p><p></p><p>Creatures made out of stone become immobile and helpless if transmuted into mud.</p><p></p><p>Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage. </p><p></p><p><strong><em>Metal to Wood</em></strong> (+6 SP)</p><p>This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. Weapons converted from metal to wood take a -2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20. </p><p></p><p>Metallic creatures who fail their Fortitude save take a -2 penalty to attack and damage rolls and to their armor class. They lose any elemental resistances and immunities they may have possessed and gain Fire vulnerability instead. If they have Damage Reduction with an adamantine component, that component is lost. </p><p></p><p><strong><em>Flesh to Stone</em></strong> (+12 SP)</p><p>Each fleshly creature in the Area, along with all its carried gear, turns into a mindless, inert statue if they fail their Fortitude save. If a statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. Affected creatures are not dead, but do not seem to be alive either when viewed with spells such as <em>deathwatch</em>.</p><p></p><p><strong><em>Stone to Flesh</em></strong> (+12 SP)</p><p>This spell restores any petrified creature in the Area to its normal state, restoring life and goods. Each creature must make a DC 15 Fortitude save to survive the process.</p><p></p><p>The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.)</p><p></p><p>Creatures potentially subject to [transmute] may attempt a Fortitude save to avoid being transmuted. Non-magical items do not receive a save. A magic item or object in the possession of a creature affected by [transmute] is automatically affected if the creature fails its save. Usually, however, a magic item or object is made of a different material than its bearers. In this case, or if the item is unattended, it does not attempt a save but is treated as if had spell resistance equal to 20 + its caster level against [transmute]. </p><p></p><p>Artifacts cannot be transmuted.[/sblock]</p><p></p><p></p><p>***</p><p></p><p>Oh, and a pet peeve/stylistic request: I don't think we should say "reduce the Spellcraft Prerequisite by -4". If you reduce something by a negative number, it gets bigger. We should say "reduce the Spellcraft Prerequisite by 4".</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3182776, member: 141"] Kinda rough, and involving a lot of cut'n'paste. Let me know what you think. [edit] See post 9. [sblock][B][Transmute] [/B] Transmutation [B]Root Spell:[/B] [I]Transmute rock to mud, transmute mud to rock, transmute metal to wood, flesh to stone, stone to flesh[/I] [B]Preferred Mitigation:[/B] Extra casting time, power components, reduced volume (see text) [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 1200 ft. [B]Area or Effect:[/B] See text [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None or Fortitude negates or Reflex half (see text). [B]Spell Resistance:[/B] Yes (see text) This seed transmutes large quantities of one kind of material into another. You may affect matter in a 1200-ft. line, a 600-ft. cone, a cylinder 100-ft. wide and 400-ft. high, an area of four 200-ft. cubes or twenty 100-ft. cubes, or as a spread with a radius of 200-ft. The type of material to be transformed is set during spell development; you may choose the area affected at the moment of casting. [B]Mitigating Factor:[/B] If you choose to set the area shape during spell development, reduce the Spellcraft Prerequisite by 4. [b]Reduced Volume Factor:[/b] Halving a dimension (length or width or height) reduces the Spellcraft Prerequisite by 1; halving all dimensions reduces the Spellcraft Prerequisite by 3. This factor stacks; halving twice reduces a dimension by a factor of 4, halving three times reduces by a factor of 8 (treat as 10 for the sake of convenience), and so on. To affect only an individual creature (of any size from Fine to Colossal) is worth a -15 reduction to the Spellcraft Prerequisite. The [transmute] spell has five versions.You may choose to default to any version for which you have adequately increased the Spellcraft Prerequisite when you cast the spell. [b][i]Mud to Stone[/i][/b][i][/i] This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral). Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone. [b][i]Stone to Mud[/i][/b] This spell turns natural, uncut or unworked stone of any sort into an equal volume of mud. Large quantities of worked stone will protect an equal volume of stone underneath it from being transmuted. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. If Stone to Mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves. Although Stone to Mud can’t affect worked stone or natural stone it protects, the spell can reach deep enough to undermine the foundations even of castles and large stone buildings, typically causing them to be damaged or even partially toppled by this spell. All structures takes 100 points of damage. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Creatures made out of stone become immobile and helpless if transmuted into mud. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage. [b][i]Metal to Wood[/i][/b][i][/i] (+6 SP) This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. Weapons converted from metal to wood take a -2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20. Metallic creatures who fail their Fortitude save take a -2 penalty to attack and damage rolls and to their armor class. They lose any elemental resistances and immunities they may have possessed and gain Fire vulnerability instead. If they have Damage Reduction with an adamantine component, that component is lost. [b][i]Flesh to Stone[/i][/b][i][/i] (+12 SP) Each fleshly creature in the Area, along with all its carried gear, turns into a mindless, inert statue if they fail their Fortitude save. If a statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. Affected creatures are not dead, but do not seem to be alive either when viewed with spells such as [i]deathwatch[/i]. [b][i]Stone to Flesh[/i][/b] (+12 SP) This spell restores any petrified creature in the Area to its normal state, restoring life and goods. Each creature must make a DC 15 Fortitude save to survive the process. The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) Creatures potentially subject to [transmute] may attempt a Fortitude save to avoid being transmuted. Non-magical items do not receive a save. A magic item or object in the possession of a creature affected by [transmute] is automatically affected if the creature fails its save. Usually, however, a magic item or object is made of a different material than its bearers. In this case, or if the item is unattended, it does not attempt a save but is treated as if had spell resistance equal to 20 + its caster level against [transmute]. Artifacts cannot be transmuted.[/sblock] *** Oh, and a pet peeve/stylistic request: I don't think we should say "reduce the Spellcraft Prerequisite by -4". If you reduce something by a negative number, it gets bigger. We should say "reduce the Spellcraft Prerequisite by 4". [/QUOTE]
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