ARandomGod
First Post
*** Note, I've edited it several times by now. Please continue to comment! I'm greatly enjoying the alternate opinions
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).
As it is it has lots of flavor. But I figure that it's a custom spell, so more flavor than normal is allowable.
And, of course, the idea and then the name of the spell came from one of my favorite webcomics:
http://www.giantitp.com/cgi-bin/GiantITP/ootscript?SK=20
Evard’s Spiked Tentacles of Forced Intrusion
Conjuration
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Multiple (see text), no two of which can be more than 45 feet apart.
Duration: Instant (see text)
Saving Throw: Will Partial (see text)
Spell Resistance: No
Long, magically animated tentacles of carnivorous plant shoots forth from the casters hand, one tentacle plus one tentacle for every three caster levels. Multiple tentacles may strike a single creature or several creatures. The caster can target a maximum of one target per tentacle. The caster must designate targets before rolling to hit or damage. The caster makes a ranged touch attack for each tentacle to see if it strikes its target.
Each tentacle 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. Each tentacle does one point of damage and the pain of any hit causes the target to take a –4 penalty to dex and -2 to all saving throws on the round the victim is hit, no save. This pain effect does not stack if multiple tentacles hit a target, and ends on the victims initiative. While the physical pain of the invasion is immense, it is nothing compared to the pain caused next, as the vines eat into the victims nervous system quickly replacing the nerves with it’s own plant tissue. This pain is indescribable. A will save can be used to resist the plant growing into and replacing the nerves. The victim may spend one move equivalent action to make a will saving throw (DC +1 for every tentacle beyond the first attached to the target) each round the plant is active to prevent the further invasion of the plant. A failed save (or not attempting the save) prevents the victim from performing any actions, due to the nervous disruption of the attack (treat as stunned). Creatures immune to pain may ignore this effect.
Tentacles remain animate for seven rounds after striking the victim as they work their way into the victim. Damage is only done once during this time, but the pain and the stunning effect remains for the full seven rounds as the plant continues to try to eat its way into the body. After this seven round period the vine(s) settle in, and there is no more pain associated with the tentacles as long as they are left intact. However damage caused by the tentacles cannot be healed until they are removed. They may be removed at any time using a standard action, if the person attempting the removal makes a strength check (DC equal to save DC) for each vine to be removed. Attempting removal causes the victim extreme pain, and with each attempted removal the victim must make a will save or fall unconscious for d4+1 rounds due to the nervous disruption caused by the attempt. Creatures immune to pain may ignore this effect. A Remove Disease cast on the victim at any time will cause the tentacles to fall off without further pain or damage.
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*. If the tentacles are not removed before doing con damage, they do an additional 2 points of damage for each point of con damage that has been inflicted by the tentacle.
* The vine in question would be, of course, campaign specific. And the effect of the vines remaining and growing into another vine are purely flavor in the campaign. As it’s assumed that anyone who lives through the attack will manage to remove the vines before they actually do further damage. For the purpose of transporting this spell use whatever vines the GM says is appropriate, or make one up! If you'd rather... here's what happens in the campaign world this spell was made in.
The carnivorous vine plant takes 2 weeks to a month to fully mature; when soil, water, and sunlight will support plant life. During this growth period it remains immobile, quiescent. Any creature coming into contact with a mature vine, however, must make a reflex saving throw DC 10 or be attacked by up to three vines, depending on the size of the growth. The vines make a touch attack, base attack +0. (Note: The GM may decide that the character is flatfooted!) If a vine hits it wraps around the target it performs as in the spell description above. The victim cannot move from the vine area without removing every vine that has made a successful hit. If the victim stays in the plant's reach, possibly passing out from the pain (see removal), he will be attacked by 1-3 vines each round he remains alive.
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).
As it is it has lots of flavor. But I figure that it's a custom spell, so more flavor than normal is allowable.
And, of course, the idea and then the name of the spell came from one of my favorite webcomics:
http://www.giantitp.com/cgi-bin/GiantITP/ootscript?SK=20
Evard’s Spiked Tentacles of Forced Intrusion
Conjuration
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Multiple (see text), no two of which can be more than 45 feet apart.
Duration: Instant (see text)
Saving Throw: Will Partial (see text)
Spell Resistance: No
Long, magically animated tentacles of carnivorous plant shoots forth from the casters hand, one tentacle plus one tentacle for every three caster levels. Multiple tentacles may strike a single creature or several creatures. The caster can target a maximum of one target per tentacle. The caster must designate targets before rolling to hit or damage. The caster makes a ranged touch attack for each tentacle to see if it strikes its target.
Each tentacle 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. Each tentacle does one point of damage and the pain of any hit causes the target to take a –4 penalty to dex and -2 to all saving throws on the round the victim is hit, no save. This pain effect does not stack if multiple tentacles hit a target, and ends on the victims initiative. While the physical pain of the invasion is immense, it is nothing compared to the pain caused next, as the vines eat into the victims nervous system quickly replacing the nerves with it’s own plant tissue. This pain is indescribable. A will save can be used to resist the plant growing into and replacing the nerves. The victim may spend one move equivalent action to make a will saving throw (DC +1 for every tentacle beyond the first attached to the target) each round the plant is active to prevent the further invasion of the plant. A failed save (or not attempting the save) prevents the victim from performing any actions, due to the nervous disruption of the attack (treat as stunned). Creatures immune to pain may ignore this effect.
Tentacles remain animate for seven rounds after striking the victim as they work their way into the victim. Damage is only done once during this time, but the pain and the stunning effect remains for the full seven rounds as the plant continues to try to eat its way into the body. After this seven round period the vine(s) settle in, and there is no more pain associated with the tentacles as long as they are left intact. However damage caused by the tentacles cannot be healed until they are removed. They may be removed at any time using a standard action, if the person attempting the removal makes a strength check (DC equal to save DC) for each vine to be removed. Attempting removal causes the victim extreme pain, and with each attempted removal the victim must make a will save or fall unconscious for d4+1 rounds due to the nervous disruption caused by the attempt. Creatures immune to pain may ignore this effect. A Remove Disease cast on the victim at any time will cause the tentacles to fall off without further pain or damage.
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*. If the tentacles are not removed before doing con damage, they do an additional 2 points of damage for each point of con damage that has been inflicted by the tentacle.
* The vine in question would be, of course, campaign specific. And the effect of the vines remaining and growing into another vine are purely flavor in the campaign. As it’s assumed that anyone who lives through the attack will manage to remove the vines before they actually do further damage. For the purpose of transporting this spell use whatever vines the GM says is appropriate, or make one up! If you'd rather... here's what happens in the campaign world this spell was made in.
The carnivorous vine plant takes 2 weeks to a month to fully mature; when soil, water, and sunlight will support plant life. During this growth period it remains immobile, quiescent. Any creature coming into contact with a mature vine, however, must make a reflex saving throw DC 10 or be attacked by up to three vines, depending on the size of the growth. The vines make a touch attack, base attack +0. (Note: The GM may decide that the character is flatfooted!) If a vine hits it wraps around the target it performs as in the spell description above. The victim cannot move from the vine area without removing every vine that has made a successful hit. If the victim stays in the plant's reach, possibly passing out from the pain (see removal), he will be attacked by 1-3 vines each round he remains alive.
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