Cheiromancer said:
Ooh!
Please post the details. (Range, duration, area of effect, amount of damage, effects of the pain, whether the save is partial or if it negates, etc..)
I've been meaning to write it up and put it on here for a while, to give people a chance to tear it down... er, offer constructive critisism. I haven't playtested it at all. I've also thought of several other varients of the spell, including one that works a lot like Infestation of Maggots (druid spell, magic of fearun).
But why not do it now? I need some reason to type it up finally! Here's a preview. Let's hear some thoughts before I put it up for the general masses to look at. As it is it has lots of flavor. But I figure that it's a custom spell, so more flavor than normal is allowable.
Evard’s Spiked Tentacles of Forced Intrusion
Conjuration
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up seven, no two of which can be more than 45 feet apart.
Duration: 1 round/level
Saving Throw: Will partial (see text)
Spell Resistance: No
For every three caster levels, a long magically animated tentacle of carnivorous plant shoots forth from the casters hand (Max seven). If you shoot multiple tentacles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before roll to hit or damage. The caster makes a ranged touch attack for each tentacle to see if it strikes the target.
Each tentacle does d4+1 points of damage as it wraps around the target, with tendrils forcing their way into any available cracks and crevasses in armor or skin, into wounds or other body openings, or creating openings where none exist. Spikes of various sizes sprout from the writhing tentacles as they grow into the target, causing extreme pain. The pain caused by the tentacles effectively prevents the target affected by any number of tentacles from performing any action (treat as stunned) unless victim makes a will saving throw (DC +1 for every tentacle beyond the first attached to the target) in each round that the victim wishes to attempt an action. A successful saving throw allows one standard action. Creatures immune to pain may ignore this effect.
Tentacles that have done any damage remain after the spell ends, but are no longer animated and do not cause further pain. However damage caused by the spell cannot be healed until the tentacles are removed. They may be removed with a strength check DC 15. If the tentacles are not removed they continue growing inside the target’s body doing 2 con damage per day, eventually killing the target and living off the body as a carnivorous vine. When removed from the body each tentacle does 1 damage, plus 2 damage for each point of con damage inflicted by the tentacle. Attempting removal causes extreme pain, and with each attempted removal the victim must make a fort save (DC 10 +1 per damage done in the removal) or fall unconscious for 6+2d3 rounds. Remove Disease will cause the tentacles to fall off without further pain or damage.