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[Blast] and [Transmute]
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<blockquote data-quote="Cheiromancer" data-source="post: 3188530" data-attributes="member: 141"><p>Version 1.1</p><p></p><p>I've included a few whimsical touches. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>****</p><p></p><p><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</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> 40 x 20-ft. cubes (S) or 40-ft. radius burst; 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 one kind of material into another. You may change the consistency of earth, stone or mud, or else make more radical changes to the composition of particular substances. </p><p></p><p>A creature potentially subject to [transmute] may attempt a Fortitude save to protect itself. Non-magical gear is automatically affected, with no save; a magic item does not attempt a save but is treated as if had spell resistance equal to 10 + its caster level against [transmute]. Artifacts cannot be transmuted.</p><p></p><p>The type of material to be transformed is set during spell development. You may develop a spell that affects either Earth, Metal, or Flesh and Stone. Some options require an increased Spellcraft Prerequisite to develop.</p><p></p><p></p><p><strong><em>Earth</em></strong></p><p>You absolutely determine the composition of a volume of lithic matter, designating its consistency as anything from the softest mud to the hardest granite. You may affect worked stone, stone of any hardness, and even magically treated stone (provided you succeed in an opposed caster level check). This version of the spell affects 40 x 20-ft. cubes, and is shapeable. </p><p></p><p>This version of [transmute] has special effects on creatures who are in the area of effect:</p><p></p><p style="margin-left: 20px"><em>Mud:</em> Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Stone:</em> 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 style="margin-left: 20px"></p> <p style="margin-left: 20px">If the ceiling of a cavern or tunnel is transmuted to mud, 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 style="margin-left: 20px"></p> <p style="margin-left: 20px">Creatures made out of stone or earth die if transmuted into mud; a Fortitude save negates.</p> <p style="margin-left: 20px"></p><p></p><p><strong><em>Metal</em></strong> (+6 SP)</p><p>This version of [transmute] changes all metal objects in a 40-ft. radius burst to wood. Weapons, armor, and other metal objects carried by creatures are affected as well, to their detriment: weapons converted from metal to wood take a -2 penalty on attack and damage rolls, and 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>A metallic creature who fails its Fortitude save takes a -2 penalty to attack and damage rolls and to its armor class. It loses any elemental resistances and immunities it may have possessed (except versus cold) and gains Fire vulnerability instead. If it has Damage Reduction with an adamantine component, that component is lost. </p><p></p><p></p><p><strong><em>Flesh and Stone</em></strong> (+12 SP)</p><p>This version of [transmute] can be used in three different ways, chosen at the moment of casting. All three versions affect a 40-ft. radius burst.</p><p></p><p><strong>Mitigating factor:</strong> If you choose to set the exact version during spell development, reduce the Spellcraft Prerequisite by 2. Choose either <em>petrification, reverse petrification</em> or <em>stone to flesh</em>.</p><p></p><p style="margin-left: 20px"><em>Petrification:</em> Each fleshly creature in a 40-ft. radius, along with all its carried gear, turns into a mindless, inert statue if it fails its 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>. This version also affects objects made out of flesh, such as corpses.</p><p><strong>Factor:</strong> To affect plants and plant-derived materials as well, increase the Spellcraft Prerequisite by +2. </p><p></p><p><strong>Mitigating Factor:</strong> To allow <em>petrification</em> to be reversed by the usual non-epic means, reduce the Spellcraft Prerequisite by 4.</p><p></p><p><strong>Factor:</strong> To gain the ability to dismiss the <em>petrification</em> effect from an individual affected by this spell, increase the Spellcraft Prerequisite by 4. Unlike <em>reverse petrification</em>, the creature does not have to make a Fortitude save to survive the ordeal.</p><p></p><p style="margin-left: 20px"><em>Reverse Petrification:</em> This version restores each petrified creature or object in the Area to its normal state, restoring life and goods. The reversal is traumatic; each creature must make a DC 15 Fortitude save to survive the process.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Stone to Flesh:</em> The version converts 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.) Flesh created by this spell tends to be tough, and does not entirely lose its earthy nature; its decomposition, which is slow, results in the formation of tar, oil and coal.</p><p></p><p><strong>Special:</strong> Of non-epic magic, only <em>wish</em> and <em>miracle</em> can reverse [transmute]. Another application of [transmute] can reverse many effects, as can an epic [dispel] if the opposed caster level check is successful. [Transmute] gains a +10 bonus in an opposed check with [dispel], however.</p><p></p><p>Esoteric applications of [transmute] are rumored to exist. Rock can be turned to lava, and water can be turned to rock. Living creatures can be turned to iron and even, perhaps, to gold.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3188530, member: 141"] Version 1.1 I've included a few whimsical touches. :D **** [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 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 1200 ft. [B]Area or Effect:[/B] 40 x 20-ft. cubes (S) or 40-ft. radius burst; 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 one kind of material into another. You may change the consistency of earth, stone or mud, or else make more radical changes to the composition of particular substances. A creature potentially subject to [transmute] may attempt a Fortitude save to protect itself. Non-magical gear is automatically affected, with no save; a magic item does not attempt a save but is treated as if had spell resistance equal to 10 + its caster level against [transmute]. Artifacts cannot be transmuted. The type of material to be transformed is set during spell development. You may develop a spell that affects either Earth, Metal, or Flesh and Stone. Some options require an increased Spellcraft Prerequisite to develop. [b][i]Earth[/i][/b][i][/i] You absolutely determine the composition of a volume of lithic matter, designating its consistency as anything from the softest mud to the hardest granite. You may affect worked stone, stone of any hardness, and even magically treated stone (provided you succeed in an opposed caster level check). This version of the spell affects 40 x 20-ft. cubes, and is shapeable. This version of [transmute] has special effects on creatures who are in the area of effect: [INDENT][i]Mud:[/i] Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone. [i]Stone:[/i] 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 the ceiling of a cavern or tunnel is transmuted to mud, 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. Creatures made out of stone or earth die if transmuted into mud; a Fortitude save negates. [/INDENT] [b][i]Metal[/i][/b][i][/i] (+6 SP) This version of [transmute] changes all metal objects in a 40-ft. radius burst to wood. Weapons, armor, and other metal objects carried by creatures are affected as well, to their detriment: weapons converted from metal to wood take a -2 penalty on attack and damage rolls, and 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. A metallic creature who fails its Fortitude save takes a -2 penalty to attack and damage rolls and to its armor class. It loses any elemental resistances and immunities it may have possessed (except versus cold) and gains Fire vulnerability instead. If it has Damage Reduction with an adamantine component, that component is lost. [b][i]Flesh and Stone[/i][/b][i][/i] (+12 SP) This version of [transmute] can be used in three different ways, chosen at the moment of casting. All three versions affect a 40-ft. radius burst. [b]Mitigating factor:[/b] If you choose to set the exact version during spell development, reduce the Spellcraft Prerequisite by 2. Choose either [i]petrification, reverse petrification[/i] or [i]stone to flesh[/i]. [INDENT][i]Petrification:[/i] Each fleshly creature in a 40-ft. radius, along with all its carried gear, turns into a mindless, inert statue if it fails its 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]. This version also affects objects made out of flesh, such as corpses.[/indent] [b]Factor:[/b] To affect plants and plant-derived materials as well, increase the Spellcraft Prerequisite by +2. [b]Mitigating Factor:[/b] To allow [i]petrification[/i] to be reversed by the usual non-epic means, reduce the Spellcraft Prerequisite by 4. [b]Factor:[/b] To gain the ability to dismiss the [i]petrification[/i] effect from an individual affected by this spell, increase the Spellcraft Prerequisite by 4. Unlike [i]reverse petrification[/i], the creature does not have to make a Fortitude save to survive the ordeal. [indent][i]Reverse Petrification:[/i] This version restores each petrified creature or object in the Area to its normal state, restoring life and goods. The reversal is traumatic; each creature must make a DC 15 Fortitude save to survive the process. [i]Stone to Flesh:[/i] The version converts 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.) Flesh created by this spell tends to be tough, and does not entirely lose its earthy nature; its decomposition, which is slow, results in the formation of tar, oil and coal.[/INDENT] [b]Special:[/b] Of non-epic magic, only [i]wish[/i] and [i]miracle[/i] can reverse [transmute]. Another application of [transmute] can reverse many effects, as can an epic [dispel] if the opposed caster level check is successful. [Transmute] gains a +10 bonus in an opposed check with [dispel], however. Esoteric applications of [transmute] are rumored to exist. Rock can be turned to lava, and water can be turned to rock. Living creatures can be turned to iron and even, perhaps, to gold. [/QUOTE]
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