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<blockquote data-quote="Cheiromancer" data-source="post: 3181396" data-attributes="member: 141"><p>In this seed you can see the description of a (pretty nerfed) <em>blasphemy</em> variant; essentially this seed, without any factors, and with a maximum HD of 20.</p><p></p><p>A character who burns xp and/or takes backlash has a good chance of paralyzing an equal level party. Well, anyone who is not immune to sonics, or under the effect of a <em>freedom of movement</em>, or immune to <em>paralysis</em> (as plants, dragons and elementals are). Still not as dangerous as the current version of <em>blasphemy</em>, though.</p><p></p><p>The "everybody but you" factor is intended as an allusion to Jadis the White Witch. I'm thinking that a highly specialized feat would allow one to abuse the heck out of range factors and allow a [blasphemy] that would scour a small world of animate life. It would probably only work on one's home world, and maybe only work on certain planes. I also get the feeling that such a spell (a <em>deplorable word</em>) could only be used once. Probably better to hint at than to actually write up- who needs a <em>destroy campaign setting</em> spell?</p><p></p><p><strong>[Blasphemy]</strong>(Esoteric)</p><p>Evocation [Evil, Sonic] (see text)</p><p></p><p><strong>Root Spell:</strong> <em>Blasphemy</em></p><p><strong>Preferred Mitigation:</strong> Backlash, xp</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 40 ft.</p><p><strong>Area:</strong> Non-evil creatures in a 40-ft.-radius spread centered on you</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None or Will partial; see text</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>[Blasphemy] affects non-evil creatures up to a maximum Hit Dice of 36. Creatures with more Hit Dice than the maximum are unaffected by [blasphemy]. Non-evil creatures with less 1/4 the maximum Hit Dice are not allowed a save. They and any non-evil creature within the area of a <em>blasphemy</em> spell who fail their saving throw suffer a number of ill effects determined by the ratio between their Hit Dice and the maximum Hit Dice affected:</p><ul> <li data-xf-list-type="ul"> Creatures whose Hit Dice exceed (3/4 the maximum Hit Dice) suffer two ill effects; one on a successful save.</li> <li data-xf-list-type="ul"> Creatures whose Hit Dice exceed (1/2 the maximum Hit Dice) suffer three ill effects; two on a successful save.</li> <li data-xf-list-type="ul"> Creatures whose Hit Dice do not exceed (1/2 the maximum Hit Dice) suffer four ill effects, three on a successful save.</li> </ul><p>The ill effects are, in order: <em>dazed, weakened, paralyzed</em> and <em>killed</em>.</p><p></p><p><em>Dazed</em></p><p>The creature can take no actions for 1 round, though it defends itself normally.</p><p></p><p><em>Weakened</em></p><p>The creature’s Strength score decreases by 2d6 points for 2d4 rounds.</p><p></p><p><em>Paralyzed</em></p><p>The creature is paralyzed and helpless for 1d10 minutes.</p><p></p><p><em>Killed</em></p><p>Living creatures die. Undead creatures are destroyed.</p><p></p><p>The effects are cumulative and concurrent.</p><p></p><p>Furthermore, if you are on your home plane when you cast this spell, non-evil extraplanar creatures within the area whose Hit Dice do not exceed the maximum are instantly banished back to their home planes if they fail their saves. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the [blasphemy].</p><p></p><p><strong>Factor:</strong> To increase the maximum Hit Dice affected, increase the Spellcraft Prerequisite by +2 for each additional Hit Die.</p><p></p><p><strong>Factor:</strong> To increase the Range to 75 ft. and the Area to “Non-evil creatures in a 75-ft.-radius spread centered on you,” increase the Spellcraft Prerequisite by +2.</p><p></p><p><strong>Factors:</strong> You may develop a spell that affects different combinations of alignments. Your options are: all creatures besides yourself, all good creatures, all non-evil and non-lawful creatures, all non-evil and non-chaotic creatures, all non-evil and lawful creatures, or all non-evil and chaotic creatures. You cannot a develop a spell that would affect yourself. To adopt one of these options, increase the Spellcraft Prerequisite by +2. A spell which spares chaotic creatures gains the chaotic type; a spell which spares lawful creatures gains the lawful type.</p><p></p><p><strong>Special:</strong> You may develop a spell which uses a <em>blasphemy</em> for the verbal component; this replaces the somatic component, and allows you to increase your caster level by 7.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3181396, member: 141"] In this seed you can see the description of a (pretty nerfed) [i]blasphemy[/i] variant; essentially this seed, without any factors, and with a maximum HD of 20. A character who burns xp and/or takes backlash has a good chance of paralyzing an equal level party. Well, anyone who is not immune to sonics, or under the effect of a [i]freedom of movement[/i], or immune to [i]paralysis[/i] (as plants, dragons and elementals are). Still not as dangerous as the current version of [i]blasphemy[/i], though. The "everybody but you" factor is intended as an allusion to Jadis the White Witch. I'm thinking that a highly specialized feat would allow one to abuse the heck out of range factors and allow a [blasphemy] that would scour a small world of animate life. It would probably only work on one's home world, and maybe only work on certain planes. I also get the feeling that such a spell (a [i]deplorable word[/i]) could only be used once. Probably better to hint at than to actually write up- who needs a [i]destroy campaign setting[/i] spell? [b][Blasphemy][/b](Esoteric) Evocation [Evil, Sonic] (see text) [B]Root Spell:[/B] [i]Blasphemy[/i] [b]Preferred Mitigation:[/b] Backlash, xp [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 40 ft. [B]Area:[/B] Non-evil creatures in a 40-ft.-radius spread centered on you [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None or Will partial; see text [B]Spell Resistance:[/B] Yes [Blasphemy] affects non-evil creatures up to a maximum Hit Dice of 36. Creatures with more Hit Dice than the maximum are unaffected by [blasphemy]. Non-evil creatures with less 1/4 the maximum Hit Dice are not allowed a save. They and any non-evil creature within the area of a [I]blasphemy[/I] spell who fail their saving throw suffer a number of ill effects determined by the ratio between their Hit Dice and the maximum Hit Dice affected: [list][*] Creatures whose Hit Dice exceed (3/4 the maximum Hit Dice) suffer two ill effects; one on a successful save. [*] Creatures whose Hit Dice exceed (1/2 the maximum Hit Dice) suffer three ill effects; two on a successful save. [*] Creatures whose Hit Dice do not exceed (1/2 the maximum Hit Dice) suffer four ill effects, three on a successful save.[/list] The ill effects are, in order: [i]dazed, weakened, paralyzed[/i] and [i]killed[/i]. [I]Dazed[/I] The creature can take no actions for 1 round, though it defends itself normally. [I]Weakened[/I] The creature’s Strength score decreases by 2d6 points for 2d4 rounds. [I]Paralyzed[/I] The creature is paralyzed and helpless for 1d10 minutes. [I]Killed[/I] Living creatures die. Undead creatures are destroyed. The effects are cumulative and concurrent. Furthermore, if you are on your home plane when you cast this spell, non-evil extraplanar creatures within the area whose Hit Dice do not exceed the maximum are instantly banished back to their home planes if they fail their saves. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the [blasphemy]. [b]Factor:[/b] To increase the maximum Hit Dice affected, increase the Spellcraft Prerequisite by +2 for each additional Hit Die. [b]Factor:[/b] To increase the Range to 75 ft. and the Area to “Non-evil creatures in a 75-ft.-radius spread centered on you,” increase the Spellcraft Prerequisite by +2. [b]Factors:[/b] You may develop a spell that affects different combinations of alignments. Your options are: all creatures besides yourself, all good creatures, all non-evil and non-lawful creatures, all non-evil and non-chaotic creatures, all non-evil and lawful creatures, or all non-evil and chaotic creatures. You cannot a develop a spell that would affect yourself. To adopt one of these options, increase the Spellcraft Prerequisite by +2. A spell which spares chaotic creatures gains the chaotic type; a spell which spares lawful creatures gains the lawful type. [b]Special:[/b] You may develop a spell which uses a [i]blasphemy[/i] for the verbal component; this replaces the somatic component, and allows you to increase your caster level by 7. [/QUOTE]
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