kirstar
First Post
fed up with all your class abilities being negated by 1 spell ?
Philidor's Antimagic Neutraliser
Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: 25' + 5' / 2 levels
Area: 10-ft.-radius emanation
Duration: 10 min./level (D)
Saving Throw: reflex (special)
Spell Resistance: None
This spell creates a field that suppresses any antimagic effect within its area. Antimagic effects that are subject to this spell include, but are not limited too; dead magic areas and beholder's central eye. If this spell comes into contact with antimagic field then both spell effects are destroyed. This spell has no effect on dispel magic or similar spells.
Antimagic areas or affects created by artefacts and deities are unaffected by this spell.
If the caster attempts to centre this spell on an unwilling subject, the subject is entitled to a reflex save to avoid the effect. Note the spell still functions, it is just centred on an area rather than a creature.
Arcane Material Component: A pinch of powdered iron or iron filings.
Written for me by a friend on teh wizards forum when I had an issue with a half fiend child I had to raise in a campaign one.....
Quell Bloodline
Abjuration
Sorcerer/Wizard 3 Cleric 2 Bard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: one creature of up to huge size
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell pacifies tendencies and expressions which might otherwise result from a powerful heritage (such as that of a Demon, Angel, or Dragon). A tiefling will look like a normal human unless it normally possesses gross features which are obviously non-human (such as a tail or horns), and it no longer tends toward an evil alignment. Likewise, an aasimar will not be inclined toward good unless it has some other reason to behave that way, and a brass half-dragon will not be inclined toward talking anymore than a human would.
Inspired by an episode of star trek... anyway not just an anti teleport, a teleport redirector as well.
Randolfs Ricochet
Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 10 minutes per 60' cube
Range: 25' + 5' / 2 levels
Area: 60' cube per level
Duration: Permanent
Saving Throw: Will partial (special)
Spell Resistance: None
Areas affected by this spell prevent teleportation and similar spells from functioning correctly. Anyone attempting to enter the warded area by teleportation must make a will save or be shunted to a pre-selected (at time of casting) area within the warded effect. If the teleporter makes their save then they have the choice to appear at the shunted location or to not complete the teleportation journey.
Using teleportation within the ward either fails or shunts you depending on your save.
At the time of casting a password may be set that allows you to bypass the shunt, this doubles the material cost.
When designating the shunt location it must lay within the warded area and must conform to all the requirements of a teleport location, solid ground etc. The shunt location can be no larger than a circle of 20' radius.
Arcane Material Component: Powdered lead and silver, rare gums and incense worth 500gp per 60' cube.
Got the idea for this spell after reading the Wheel of Time (by Robert Jordan), at one point Moraine cleanses the characters so they couldnt be followed using magic that easy.
This is my version.
Keswins Cleansing
Divination
Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Effect 1 Creature or Object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell cleanses the subject of connections to objects / bodily materials allow improved scrying. For example, a character was foolish enough to allow an enemy to get some of their hair or toe nails etc will forever after be easy to scry upon by the possessor. This spell would break the connection so that no penalty would be given to the saving throw vs scrying.
This spell also breaks other types of divination connections and or traces that are currently in effect, such as Scry, Locate object, Find the path and other such effects. Final determination is decided by the DM.
When cast on a person their equipment is not cleansed with the same casting. This prevents a subject holding everyones equipment so that one casting may benefit many.
The material components are Rock salt and Pure spring water, that must be mixed and sprinkled over the subject of the spell. Both the caster and the subject of this spell must also pay 100xp cost per casting of the spell.
Philidor's Antimagic Neutraliser
Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: 25' + 5' / 2 levels
Area: 10-ft.-radius emanation
Duration: 10 min./level (D)
Saving Throw: reflex (special)
Spell Resistance: None
This spell creates a field that suppresses any antimagic effect within its area. Antimagic effects that are subject to this spell include, but are not limited too; dead magic areas and beholder's central eye. If this spell comes into contact with antimagic field then both spell effects are destroyed. This spell has no effect on dispel magic or similar spells.
Antimagic areas or affects created by artefacts and deities are unaffected by this spell.
If the caster attempts to centre this spell on an unwilling subject, the subject is entitled to a reflex save to avoid the effect. Note the spell still functions, it is just centred on an area rather than a creature.
Arcane Material Component: A pinch of powdered iron or iron filings.
Written for me by a friend on teh wizards forum when I had an issue with a half fiend child I had to raise in a campaign one.....
Quell Bloodline
Abjuration
Sorcerer/Wizard 3 Cleric 2 Bard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: one creature of up to huge size
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell pacifies tendencies and expressions which might otherwise result from a powerful heritage (such as that of a Demon, Angel, or Dragon). A tiefling will look like a normal human unless it normally possesses gross features which are obviously non-human (such as a tail or horns), and it no longer tends toward an evil alignment. Likewise, an aasimar will not be inclined toward good unless it has some other reason to behave that way, and a brass half-dragon will not be inclined toward talking anymore than a human would.
Inspired by an episode of star trek... anyway not just an anti teleport, a teleport redirector as well.
Randolfs Ricochet
Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 10 minutes per 60' cube
Range: 25' + 5' / 2 levels
Area: 60' cube per level
Duration: Permanent
Saving Throw: Will partial (special)
Spell Resistance: None
Areas affected by this spell prevent teleportation and similar spells from functioning correctly. Anyone attempting to enter the warded area by teleportation must make a will save or be shunted to a pre-selected (at time of casting) area within the warded effect. If the teleporter makes their save then they have the choice to appear at the shunted location or to not complete the teleportation journey.
Using teleportation within the ward either fails or shunts you depending on your save.
At the time of casting a password may be set that allows you to bypass the shunt, this doubles the material cost.
When designating the shunt location it must lay within the warded area and must conform to all the requirements of a teleport location, solid ground etc. The shunt location can be no larger than a circle of 20' radius.
Arcane Material Component: Powdered lead and silver, rare gums and incense worth 500gp per 60' cube.
Got the idea for this spell after reading the Wheel of Time (by Robert Jordan), at one point Moraine cleanses the characters so they couldnt be followed using magic that easy.
This is my version.
Keswins Cleansing
Divination
Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Effect 1 Creature or Object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell cleanses the subject of connections to objects / bodily materials allow improved scrying. For example, a character was foolish enough to allow an enemy to get some of their hair or toe nails etc will forever after be easy to scry upon by the possessor. This spell would break the connection so that no penalty would be given to the saving throw vs scrying.
This spell also breaks other types of divination connections and or traces that are currently in effect, such as Scry, Locate object, Find the path and other such effects. Final determination is decided by the DM.
When cast on a person their equipment is not cleansed with the same casting. This prevents a subject holding everyones equipment so that one casting may benefit many.
The material components are Rock salt and Pure spring water, that must be mixed and sprinkled over the subject of the spell. Both the caster and the subject of this spell must also pay 100xp cost per casting of the spell.