Some other spells for you all.

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.
 

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Philidor's Antimagic Neutraliser

Two issues:
1> If this field hits the effect of a Beholder's eye, "both effects are destroyed", but nothing stops the Beholder from just activating it again in the next round. Intentional?
2> I can really only think of three sources of antimagic: the anti-magic field spell, Beholders, and the dead magic areas, and you don't even affect anything created by an artifact or deity. That's an awfully limited scope for a level 7 spell.

Suggestion? Make it a general "anti-anti" spell. Antimagic, Antilife, Antiplant, Globes of Invulnerability, Circles of Protection, dimensional lock, desecrate/consecrate... anything that creates a durational magical area in which some magic is suppressed could be fair game. It'd still be extremely limited in that it's a purely "reactive" spell, useless unless the other side has already used these effects, but you'd now actually have a chance of using it outside of specifically-designed encounters.

Quell Bloodline

It's a nice concept, although I don't really like the idea of magic changing alignment so much. Then again, I don't like the idea of alignment as a measurable quantity to begin with, so that's probably just my bias creeping in. Plus, I've seen too many Drizzt clones who'd love a spell like this as an excuse to drive the "evil race that wants to be good" archetype even further into the ground. You know, "I'm evil, but I'm using magic to keep it in check, but I'm afraid of what'd happen if I stop..."

If you rework it to only MASK an inherent alignment, you can see it as a slightly higher-level version of undetectable alignment that adds a limited alter self effect. (Incidentally, what race would a Half-whatever appear as? It shouldn't always be Human.)

I'd remove the Will save part, though, and require a willing target. A level 2 spell that can force a half-fiend or half-dragon to stop being evil, or an aasimar to stop being good would be pretty powerful at mid to high levels. It also brings up a balance problem: if I've got an Aasimar Paladin, and someone casts this on me, do I become non-Good and most likely lose my Paladin abilities? If so, that makes me weaker than a Human Paladin.

Randolfs Ricochet

Very similar to the level 8 spell dimensional lock, except you've added several additional features (password bypass, shunt area), made the duration permanent (which I don't like unless there's an XP cost), and added a small GP cost. So if it's substantially stronger than a level 8 spell, I don't think level 7 is appropriate. Granted, I think 8 might have been too high for DL.

Keswins Cleansing

Just to be clear, when cast on a character, one casting neutralizes ALL links to objects the character has ever been linked to? If not, how exactly do you specify, or even know that someone has your hairs?
Other than that, no problems.
 

Philidor's Antimagic Neutraliser
no not intentional :(



Quell Bloodline
I never thought of drizzt clones. I never play FR and dont allow any of my players to play the stuff from there. :) The will save was delibrate and part of a campaign plot device.



Randolfs Ricochet
Dimensional lock is a quick cast spell. This one was based on Forbiddance
as you can see it also prevents teleportation etc

Forbiddance
Abjuration
Level: Clr 6
Components: V, S, M, DF
Casting Time: 6 rounds
Range: Medium (100 ft. + 10 ft./level)
Area: 60-ft. cube/level (S)
Duration: Permanent
Saving Throw: See text
Spell Resistance: Yes
Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.
In addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.
Alignments identical: No effect. The creature may enter the area freely (although not by planar travel).
Alignments different with respect to either law/chaos or good/evil: The creature takes 6d6 points of damage. A successful Will save halves the damage, and spell resistance applies.
Alignments different with respect to both law/chaos and good/evil: The creature takes 12d6 points of damage. A successful Will save halves the damage, and spell resistance applies.
At your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting.
Dispel magic does not dispel a forbiddance effect unless the dispeller’s level is at least as high as your caster level.
You can’t have multiple overlapping forbiddance effects. In such a case, the more recent effect stops at the boundary of the older effect.
Material Component: A sprinkling of holy water and rare incenses worth at least 1,500 gp, plus 1,500 gp per 60-foot cube. If a password is desired, this requires the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube.


Keswins Cleansing
Yeah, thats what I mean.
 

kirstar said:
Randolfs Ricochet
Dimensional lock is a quick cast spell. This one was based on Forbiddance
as you can see it also prevents teleportation etc

Not sure what you mean by this... according to the SRD (all I have access to, as I'm at work) dimensional lock takes a Standard Action to cast, and prevents teleportation.
And yes, it's a lot closer to forbiddance, but there's two things to consider:
1> Your spell is Sor/Wiz-only, forbiddance is Clr-only, and the levels for the few travel spells they share (like plane shift) don't always match.
2> Forbiddance's password doesn't let you bypass the teleport-blocking part of the spell, it only neutralizes the damage for unlike alignments. You're adding the ability to bypass the spell entirely, and that's huge, especially in a Permanent effect.

Between the far superior password and the shunting effect (which is almost guaranteed to be used in a way really harmful to the shuntee), I think a 1-level boost just isn't nearly enough, even considering the loss of the alignment damage.
 

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