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Mount-Centric Protection Spells
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<blockquote data-quote="Nifft" data-source="post: 589606" data-attributes="member: 6562"><p>I'd like to address an area which IMHO needs some expansion: the role of mounts, and their protection. IMC mounts are vital -- they're what separate lowly goblin minions from fierce goblin raiders.</p><p></p><p>So, here are some spells to augment mounts:</p><p></p><p></p><p><strong>Mage Barding</strong></p><p>Conjuration (Creation) [Force]</p><p>Level: Sor/Wiz 1, Brd 1, Pal 2, Rgr 2</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Targets: 1 creature touched / level</p><p>Duration: 1 hour/level (D)</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p></p><p>An invisible but tangible field of force surrounds the subject of mage armor, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no speed reduction. However, unlike normal mage armor, mage barding is cumbersome, and any subject to it suffer -10 to attack and 50% arcane spell failure. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.</p><p></p><p></p><p><strong>Bond Steed</strong></p><p>Transmutation</p><p>Level: Brd 2, Drd 2, Clr 2, Sor/Wiz 2, Rgr 2, Pal 1</p><p>Components: V, S, F</p><p>Casting Time: 10 minutes</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One animal</p><p>Duration: 1 day/level (D)</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p></p><p>With this spell, the caster opens a conduit between herself and her steed (which must be a normal animal). Should the caster and mount be separated by more than the range (25 ft. + 5 ft./2 levels), the spell ends. The caster may only have one steed Bonded at a time.</p><p></p><p>The spell allows the caster to share protective spell effects with her steed, allows her greater control of her steed in combat, but denies the steed its natural attack impulses -- a bonded steed cannot attack. If the bonded steed is forced to attack, the spell ends.</p><p></p><p>The caster gains a +4 Enhancement bonus to Ride checks for the duration. Spells of 3rd level or lower can be shared.</p><p></p><p></p><p><strong>Canopy Sanctuary</strong></p><p>Abjuration</p><p>Level: Brd 2, Drd 1, Clr 1, Pal 1, Rgr 1</p><p>Components: V, S, DF</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Targets: 1 creature/level</p><p>Duration: 1 minute/level (D)</p><p>Saving Throw: Will negates</p><p>Spell Resistance: No</p><p></p><p>Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of the attacker’s action is lost, and the attacker can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells (fireball, summon monster IV, etc.). While protected by this spell, the subject can only take move-actions -- he cannot attack, cast spells, or use any spell-like or supernatural abilities.</p><p></p><p></p><p><strong>Horizontal Shield</strong></p><p>Abjuration [Force]</p><p>Level: Pal 2, Sor/Wiz 2</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Personal</p><p>Target: The character</p><p>Duration: 10 minutes/level (D)</p><p></p><p>Horizontal shield creates an invisible, mobile shell of force that arches from the character's waist to her feet. It negates magic missile attacks directed at the character or her mount. The disk also intercepts attacks, providing three-quarters cover to her mount (+7 AC and +3 on Reflex saves against attacks that affect an area) and one-quarter cover to the caster (+2 AC and +1 on Reflex saves). The shell moves out of the way when the character attacks, so it does not provide cover to opponents -- however, it does prevent attacks from the character's steed.</p><p></p><p></p><p>So, anybody like? Hate? Got better ones -- or just more?</p><p></p><p> -- Nifft</p></blockquote><p></p>
[QUOTE="Nifft, post: 589606, member: 6562"] I'd like to address an area which IMHO needs some expansion: the role of mounts, and their protection. IMC mounts are vital -- they're what separate lowly goblin minions from fierce goblin raiders. So, here are some spells to augment mounts: [b]Mage Barding[/b] Conjuration (Creation) [Force] Level: Sor/Wiz 1, Brd 1, Pal 2, Rgr 2 Components: V, S Casting Time: 1 action Range: Touch Targets: 1 creature touched / level Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) An invisible but tangible field of force surrounds the subject of mage armor, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no speed reduction. However, unlike normal mage armor, mage barding is cumbersome, and any subject to it suffer -10 to attack and 50% arcane spell failure. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. [b]Bond Steed[/b] Transmutation Level: Brd 2, Drd 2, Clr 2, Sor/Wiz 2, Rgr 2, Pal 1 Components: V, S, F Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Target: One animal Duration: 1 day/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) With this spell, the caster opens a conduit between herself and her steed (which must be a normal animal). Should the caster and mount be separated by more than the range (25 ft. + 5 ft./2 levels), the spell ends. The caster may only have one steed Bonded at a time. The spell allows the caster to share protective spell effects with her steed, allows her greater control of her steed in combat, but denies the steed its natural attack impulses -- a bonded steed cannot attack. If the bonded steed is forced to attack, the spell ends. The caster gains a +4 Enhancement bonus to Ride checks for the duration. Spells of 3rd level or lower can be shared. [b]Canopy Sanctuary[/b] Abjuration Level: Brd 2, Drd 1, Clr 1, Pal 1, Rgr 1 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Targets: 1 creature/level Duration: 1 minute/level (D) Saving Throw: Will negates Spell Resistance: No Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of the attacker’s action is lost, and the attacker can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells (fireball, summon monster IV, etc.). While protected by this spell, the subject can only take move-actions -- he cannot attack, cast spells, or use any spell-like or supernatural abilities. [b]Horizontal Shield[/b] Abjuration [Force] Level: Pal 2, Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: Personal Target: The character Duration: 10 minutes/level (D) Horizontal shield creates an invisible, mobile shell of force that arches from the character's waist to her feet. It negates magic missile attacks directed at the character or her mount. The disk also intercepts attacks, providing three-quarters cover to her mount (+7 AC and +3 on Reflex saves against attacks that affect an area) and one-quarter cover to the caster (+2 AC and +1 on Reflex saves). The shell moves out of the way when the character attacks, so it does not provide cover to opponents -- however, it does prevent attacks from the character's steed. So, anybody like? Hate? Got better ones -- or just more? -- Nifft [/QUOTE]
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