Ideas for my Epic Alienist

the Jester

Legend
Hi folks!

Looking for ideas for unique spells (including epic spells) to develop for my new epic-level wizard/alienist/planeshifter...

So far I have the following dm-approved ideas:

Yolanda's Lesser Ascendance- 4th level; grants lesser pseudonatural template for 1 round/level.

Yolanda's Emergence of the Pseudonatural Aspect- 8th level; target creature or object grows a tentacle that attacks a creature of my choice, using a BAB equal to my caster level, +20 insight bonus, +my int bonus; deals 3d6 damage if it hits, plus grapples (same grapple bonus, deals 3d6 constriction per round).

Some not-yet approved ideas I've had include-

Yolanda's Gruesome Globules- throw fleshy-looking globs; hit victims are entangled in their own flesh as it warps and mutates; duration 1 rd/level, 1 globe/5 levels; level somewhere between 6-8.

Yolanda's Greater Ascendance- take on greater pseudonatural template for a brief time (epic-level)

Ideas??? :)
 

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Surely you eman House Rules?

anyway, check this out. Third spell down is an alienist spell.

Also there are heaps of ideas around for epic alienists... but I can't find any of them right now. I wonder where they went?!?!? There was one from me, and a really interesting one from Sep.
 



Here's what I've written up so far:


YOLANDA’S EMERGENCE OF THE PSEUDONATURAL ASPECT
Conjuration (Summoning)
Level: Sor/wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100’+10’/level)
Target: One creature or object
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You summon a tentacle from the pseudonatural analog (which coexists with the target in another dimension). The tentacle has a 10’ reach and attempts to attack a creature within reach at your direction. You may redirect the tentacle’s attacks as a move-equivalent action. The tentacle attacks with a base attack bonus equal to your caster level; it has a strength score equal to your primary spellcasting attribute, gains a +20 insight on attack rolls, and ignores any miss chance due to concealment. If it hits, it inflicts 3d6 points of damage (plus one and a half times its strength bonus) and may make a free grapple check without provoking an attack of opportunity. If it grapples, it inflicts constriction damage (3d6 + 1 ½ times its str bonus) each round on another successful grapple check. The tentacle counts as a creature one size smaller than the creature or object that it emerges from.

The tentacle cannot be attacked separately from the creature or object from which it emerges, but if said creature or object is destroyed the tentacle dies. The tentacle is vulnerable to dispelling normally, and it is affected by all spells and effects which normally affect summoned creatures (though it is unlikely to be recognized as a summoned creature without a Spellcraft or Knowledge (the planes) check against DC 33).

YOLANDA’S GRUESOME GLOBULES
Transmutation
Level: Sor/wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100’+10’/level)
Effect: One globule/five levels
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes

You create moist pulsating globules that fly at creatures that you indicate. Each creature that fails a save is affected as the globule melds with its flesh (or whatever it’s made of), causing its form to destabilize. Their limbs turn stringy and runny and they become entangled in their own bodies. Entangled creatures cannot effectively free themselves or take any actions requiring physical movement, including attacks, moving, casting a spell with a somatic component, etc. The victims can still speak or take purely mental actions. A stoneskin, polymorph, dispel chaos or break enchantment spell cast on a victim has a 50% chance of stabilizing its form and restoring it to its normal shape (spells cast to counteract the globules have no other effects).

Oozes and creatures with the amorphous special quality are immune to Yolanda’s gruesome globules.

YOLANDA’S INFUSION FROM BEYOND
Conjuration (Summoning)
Level: Sor/wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell infuses you with incandescent energy from the realms Beyond. This energy gives you a bonus to your save DCs and spell penetration rolls equal to 1/5 levels (maximum +4) for the duration.

Material component: a crystal lens.

YOLANDA’S LESSER ASCENDANCE
Transmutation
Level: Sor/wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You take on the lesser pseudonatural template and shift into a grotesque form of the dm’s choice (though all your abilities and powers are unchanged). This gives you a minimum intelligence of 3, resistance to acid and electricity 5 or higher (if you have at least 12 HD you gain resistance 10), DR 5/magic (or 10/magic if you have 12 HD or more), and the ability to make a single attack with a +20 insight bonus; you ignore miss chances from concealment for this single attack.

YOLANDA’S LUCIDITY
Divination
Level: Sor/wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell makes everything clear to the target. The target becomes immune to confusion, dazed, stunning and charm for the duration. Additionally, the target does not suffer a morale penalty due to the sight of a pseudonatural creature in its true form.

YOLANDA’S XENOPHILIA
Enchantment (Compulsion)
Level: Sor/wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You (plus see text)
Duration: 1 minute/level

You gain a bonus equal to your caster level (maximum +25) to all charisma checks, including charisma-based skill checks, made to influence outsiders, aberrations, elementals and creatures with the Extraplanar subtype. You may choose to end this spell prematurely to make a single Diplomacy check to allow a single susceptible creature to ignore you and up to five other creatures despite and magical constraints that might otherwise compel it to attack, block or otherwise interfere with you. The DC is 10 + the caster level of the effect + the caster’s Cha bonus.


Fortunately, the dm in question has told me that if it passes my 'dm test' it's fine with him; so far I think I'd let all these into my game, but I'm looking to see if I missed anything in my enthusiasm... ;)
 


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