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Spells with that creepy Alienist Flavor
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<blockquote data-quote="Agent Oracle" data-source="post: 3034151" data-attributes="member: 40076"><p>From PHBII</p><p></p><p>1st level:</p><p></p><p>-Blade of Blood Your weapon does +1d6 damage, or +3d6 if you take 5 points of damage (the weapon literally drips with the corrosive blood of an alien creature)</p><p></p><p>-Bigby's Tripping hand: A hand trips the target, you could make it a tentacle fairly easily <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>2nd level:</p><p></p><p>-Increase Virulence: Increase the save DC of a poison by 2. (nastier stuff from another dimension?)</p><p></p><p>-Stretch weapon: Your weapon gains 5 feet of reach for one attack, It could easily turn into a tentacle (heh heh)</p><p></p><p>-Vertigo: Target has to make balance checks to move. (a maddening vision of impossible heights through open portals?)</p><p></p><p>-Black Karma Curse (Subject damages themselves with a melee attack)</p><p></p><p>- Cloud of Knives: Releasing a haze of razor-sharp spikes out of nowhere? perfect for the alienist.</p><p></p><p>-Drifts of Shalam: Create difficult terrain of Snow, leaves, or ash. or whatever alien landscape you can conjure up.</p><p></p><p>-Dimension Hop: A short-distance teleport.</p><p></p><p>-Kelgore's Grave Myst: Causes 1d6 cold / level, fatigue, ignores some SR (you could make it a eerie cloud of ethereal tentacles)</p><p></p><p>that's some good stuff there.</p><p></p><p>-</p></blockquote><p></p>
[QUOTE="Agent Oracle, post: 3034151, member: 40076"] From PHBII 1st level: -Blade of Blood Your weapon does +1d6 damage, or +3d6 if you take 5 points of damage (the weapon literally drips with the corrosive blood of an alien creature) -Bigby's Tripping hand: A hand trips the target, you could make it a tentacle fairly easily :) 2nd level: -Increase Virulence: Increase the save DC of a poison by 2. (nastier stuff from another dimension?) -Stretch weapon: Your weapon gains 5 feet of reach for one attack, It could easily turn into a tentacle (heh heh) -Vertigo: Target has to make balance checks to move. (a maddening vision of impossible heights through open portals?) -Black Karma Curse (Subject damages themselves with a melee attack) - Cloud of Knives: Releasing a haze of razor-sharp spikes out of nowhere? perfect for the alienist. -Drifts of Shalam: Create difficult terrain of Snow, leaves, or ash. or whatever alien landscape you can conjure up. -Dimension Hop: A short-distance teleport. -Kelgore's Grave Myst: Causes 1d6 cold / level, fatigue, ignores some SR (you could make it a eerie cloud of ethereal tentacles) that's some good stuff there. - [/QUOTE]
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