Infusing beings with templates

Golem2176

Banned
Banned
I would like to request a new spell. Name it what you will, I don't truly care about the name. The spell must in fact be able to infuse a being with any template, that the caster chooses, that can be applied to it. All other spell mechanics are ripe for the designers choice. Thanks!
 

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Golem2176 said:
I would like to request a new spell. Name it what you will, I don't truly care about the name. The spell must in fact be able to infuse a being with any template, that the caster chooses, that can be applied to it. All other spell mechanics are ripe for the designers choice. Thanks!

Hm...as I recall there are some True Rituals in Relics and Rituals, which permanently give creatures/characters templates. There was the vampire and lich template, and also one that allowed a wizard to assume the casting abliity of a sorcerer. Anyway, those are the only one's that I can recall seeing in a book, at the moment.

Basically all you really need to do is change the True Rituals slightly to add other templates, if that is your wish. And maybe change levels as well, to correspond for stronger/weaker templates. I think the level adjustment given in each template would help with that one quite nicely.

As for spells: Greater Wish perhaps? I would think that this is something that would belong in the Epic Handbook.
 

This is going to be for use in my homebrew campaign. I do use the spells from Relics & Rituals in my game, however I do not use the True Rituals, as I think they are a bit too powerful.
 


Considering that applying a template often includes a whole range range of Ex, Su and Sp abilities, and these are normally only available from 9th level spells... I might allow this as an 8th level transmutation spell.

(compare the usefulness with righteous might, tensers transformation, polymorph object etc. when deciding upon spell level)
 

Golem2176 said:
This is going to be for use in my homebrew campaign. I do use the spells from Relics & Rituals in my game, however I do not use the True Rituals, as I think they are a bit too powerful.
Too powerful?!! Considering that most have a substantive XP and material cost, it's not like you're asking a 1st level spell to do all this. In any event my advice, just alter Vampirism and Lichdom to add other templates.
 

Actually, I'm pretty sure you can just use Wish to apply a template to someone. After all, they mention in Savage Species using Wish to change someone's race completely- so, if anything, it would be even easier to simply apply a template.
 

How about spells with temporary effects?

Infuse with law
Transmutation (law)
Level: ??
Components: V, S, M
Casting time: 1 standard action
Range: Short
Target: One creature
Duration: 1 minute/level or instantaneous (see text)
Saving throw: Will negates (see text)
Spell Resistance

This spell infuses the target with lawful energy from the Outer Planes, granting it the axiomatic template (as from Manual of the Planes). Its appearance visibly alters with the change; hair straightens and neatens, scales become regularly-shaped and interlacing as though manufactured, and so forth. For purposes of HD-dependent abilities, use your caster level in place of the creature's hit dice. If the creature targeted is neutral or chaotic, the lawful energy does not bind properly, and the spell is wasted. Creatures that already possess the axiomatic template have their smite chaos ability renewed for the day, but are otherwise unaffected by the spell.

So what level should this be? The SR granted by Spell Resistance (a 5th-level spell) is 12 + caster level, which (assuming this spell is going to come out as a reasonably high-level spell) is not too far from 2*caster level (max 25), so let's start by saying that portion alone is 'almost as good as a fifth-level spell'.

Next we look at the darkvision granted by the template, which emulates a 2nd-level spell - but the 2nd-level spell lasts one hour per level, as opposed to one minute.

Energy Resistance, wow, this one is really broad, and not too shabby. It's basically 20 resistance against everything but acid. infuse with law has a short duration, and its effect is somewhere in between four resist energy spells (2nd level) and four protection from elements (3rd level) spells.

Including Smite Chaos and Linked Minds, I'd have to put this spell at 7th or probably 8th level. Maybe a better way to handle it would be as a series of caster level-independent spells (lesser law infusion, law infusion, greater law infusion) which grant the abilities of the template at a fixed HD. I don't think it's broken for, say, a fifth-level caster to be able to give you darkvision, Spell Resistance 6, resistance 5 vs fire, cold, electricity, and sonics, and a five-point smite. The problem is when a 13th level caster can give you darkvision, spell resistance 25, resistance 20 vs fire, cold, electricity, and sonics, and a 15-point smite using a third-level slot.
 

Golem2176 said:
I would like to request a new spell. Name it what you will, I don't truly care about the name. The spell must in fact be able to infuse a being with any template, that the caster chooses, that can be applied to it. All other spell mechanics are ripe for the designers choice. Thanks!

Here's a sample ritual from the Book of Templates Deluxe. This is the ritual for applying the Aberrant template to a creature. The pdf has several pages of rules for using rituals to alter creatures, including modifiers, costs, sacrifices, and so on.

Grafting Ritual
Transmutation (Ritual)
Level: Sor/Wiz 5
Components: V, S, M, F/DF, XP
Casting Time: 2 days
Range: Close (25 ft. + 5 ft./2 levels)
Target: Creature or creatures within range
Duration: Instantaneous
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
Ritual DC: 14 + 1 per HD of target creature(s)

Wizards, caught up in mad hubris, can’t resist making some creature “better”. With this one ritual process, the ability of one creature can be added to another, resulting in an aberrant.

Including the leader, the ritual group must have two levels of spellcaster per
HD of the altered creature or creatures. The group must cast polymorph other during the rite, as well as a spell or spells that closely resemble the gained ability (acid arrow for acid, fear for a fear moan, and so on). Creatures upon which the ritual is cast must be willing or they can make a Fortitude saving throw to resist the spell.

Unwilling creatures must also be bound and unable to resist for the duration of the ritual. Any creature that fails its save to resist, or that willingly undergoes the ceremony, must make a final Fortitude saving throw (DC 14 – the number by which the leader exceeded the ritual DC). A successful save grants the Aberrant template and one special ability, so long as the creature is of an appropriate type. Those who fail the save gain the Wretched template instead, and failure by 6 or more results in gruesome death, as the creature is turned inside out, or suffers some similar fate. The ritual does not grant any control over newly formed creatures—those transformed into wretched bodies usually attack their creators.

The ritual must be repeated for each new ability the targets are given, but may be cast once for a suite of similar abilities (like all of the moans—with cause fear, fear, stinking cloud, and hold person required by the ritual). This adds +1 to the DC of the ritual for each sub-ability in the suite (+4 for the complete moan suite). Each additional casting on a single target makes it more likely the transmuted creature is killed or made wretched. The base DC for the final Fortitude save and the ritual Spellcraft check increases by +1 for each extra attempt.

Material Components: The ritual requires relatively fresh samples of the creature from which the desired ability comes along with a large number of reagents and other mundane materials. The spell gentle repose may be used to preserve creature parts. The components cost 350 gp per HD of creature(s) to be affected.

XP Cost: 30 XP per HD of creature affected.

Failure: Failure in the ritual roll means the creatures upon which the spell is cast must make a similar Fortitude save as if the ritual succeeded (DC 14 + the number by which the caster failed the ritual Spellcraft check), or become Wretched (failure) or die (failure by 6 or more). Those involved in the performance of the ritual suffer 1 point of temporary Wisdom damage, while the ritual leader takes 1d6.

Botch: A botched ritual results in the same consequences to targeted creatures as a failure (save DC 35). The ritual’s leader takes 2d6 temporary Wisdom damage and loses 1 point of Wisdom permanently. Everyone else involved in the ritual takes 1d6 temporary Wisdom damage.
 

Nightfall said:
Too powerful?!! Considering that most have a substantive XP and material cost, it's not like you're asking a 1st level spell to do all this. In any event my advice, just alter Vampirism and Lichdom to add other templates.

You are forgetting, this is for use in my campaign. Yes, true rituals are too powerful for my campaign.

I would like to restate, that the spell must in fact be able to infuse a being with any template, that the caster chooses, that can be applied to it.

rkanodia said:
How about spells with temporary effects?

As in the words of Dr. Evil, "How about nooo." JK. Actually I would like the transformation to be permanent.
 
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