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[Summon], [Call] and [Binding]
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<blockquote data-quote="Sepulchrave II" data-source="post: 3181014" data-attributes="member: 4303"><p>Interesting choice. Some initial thoughts:</p><p></p><p>I would make this an esoteric seed; I think a prerequisite epic feat which also extended the remit of [compel] should also make [binding] available. </p><p></p><p><strong>Animus Invictus [Epic][Epic Magic]</strong></p><p>Your epic compulsions sweep all resistance aside, and the most potent methods of restraint are known to you.</p><p><strong>Prerequisites:</strong> Epic Spellcasting, Greater Spell Focus (Enchantment), Spell Focus (Enchantment), Spellcraft 33 ranks.</p><p><strong>Benefit:</strong> Epic spells which you develop with the [compel] seed automatically extend to creatures who would not normally be subject to [mind-affecting] effects, such as plants, undead, constructs and oozes. You automatically bypass nonepic protections against [mind-affecting] effects, including <em>mind blank</em>; you are entitled to an opposed caster level check to penetrate an epic spell developed with the [ward] seed which is keyed to the [compel] seed.</p><p><strong>Special:</strong> If you possess this feat, you may develop spells using the esoteric [binding] seed.</p><p></p><p></p><p></p><p>On the basis that all seeds operate at CL 20, I'd limit it to 10HD with a +2SP/HD factor progression to raise the cap for save eligibility.</p><p></p><p></p><p></p><p>I'd drop these factors on the basis of the prerequisite epic feat.</p><p></p><p></p><p></p><p>I'd drop these factors, and simply make rituals a preferred mitigation. It could get confusing, otherwise. See special note below. I suppose we need to look at rituals again, at some point.</p><p></p><p>Rather than reduce the Save DC on the various types of <em>binding</em>, I'd increase the Spellcraft DC by twice as much.</p><p></p><p></p><p><strong>[Binding]</strong>(Esoteric)</p><p>Enchantment (Compulsion) [Mind-Affecting]</p><p></p><p><strong>Root Spell:</strong> <em>Binding</em></p><p><strong>Preferred Mitigation:</strong> Extended casting time, power components, ritual</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 75 ft.</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> See text (D)</p><p><strong>Saving Throw:</strong> Will negates; see text</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if it has 10 or more Hit Dice.</p><p></p><p><strong>Factor:</strong> To increase the cap below which creatures are ineligible for a Saving Throw, add +2SP for each additional Hit Die.</p><p></p><p>Regardless of the version of binding you cast, you may specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don’t qualify. Once the spell is cast, its triggering conditions cannot be changed. </p><p></p><p><strong>Factor:</strong> Setting a release condition reduces the Spellcraft Prerequisite by -4.</p><p></p><p>If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell’s duration, even if the spell disallowed an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken.</p><p></p><p>The binding spell has six versions. You may choose to default to any version for which you have adequately increased the Spellcraft Prerequisite when you cast the spell.</p><p></p><p><strong><em>Chaining</em></strong></p><p>The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell.</p><p></p><p><strong><em>Slumber</em></strong> (+2SP)</p><p>This version causes the subject to become comatose for as long as one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining. </p><p></p><p><strong><em>Bound Slumber</em></strong> (+4SP)</p><p>This combination of chaining and slumber lasts for as long as one month per caster level. </p><p></p><p><strong><em>Hedged Prison</em></strong> (+6SP)</p><p>The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. </p><p></p><p><strong><em>Metamorphosis</em></strong> (+8SP)</p><p>The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. </p><p></p><p><strong><em>Minimus Containment</em></strong> (+8SP)</p><p>The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. </p><p></p><p>You can’t dispel a binding spell with <em>dispel magic</em> or a similar effect, though an <em>antimagic field</em> or <em>mage’s disjunction</em> affects it normally. Epic spells incorporating the <em>dispel</em> seed are effective against a binding. A bound extraplanar creature cannot be sent back to its home plane due to <em>dismissal, banishment</em>, or a similar effect.</p><p></p><p><strong>Power Components</strong></p><p>The power components for a binding spell include materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like. Opals are the preferred gemstone.</p><p></p><p><strong>Special:</strong> If this spell is cast as a ritual, a participant who contributes a spell of the Enchantment (compulsion) subschool counts double its level for purposes of determining the mitigating factor.</p><p></p><p>**</p><p></p><p>I'd like to include an <em>Imprisonment</em> effect in the [binding] seed; <em>soul bind</em> and <em>trap the soul</em> seem largely redundant with <em>binding</em>.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3181014, member: 4303"] Interesting choice. Some initial thoughts: I would make this an esoteric seed; I think a prerequisite epic feat which also extended the remit of [compel] should also make [binding] available. [B]Animus Invictus [Epic][Epic Magic][/B] Your epic compulsions sweep all resistance aside, and the most potent methods of restraint are known to you. [B]Prerequisites:[/B] Epic Spellcasting, Greater Spell Focus (Enchantment), Spell Focus (Enchantment), Spellcraft 33 ranks. [B]Benefit:[/B] Epic spells which you develop with the [compel] seed automatically extend to creatures who would not normally be subject to [mind-affecting] effects, such as plants, undead, constructs and oozes. You automatically bypass nonepic protections against [mind-affecting] effects, including [I]mind blank[/I]; you are entitled to an opposed caster level check to penetrate an epic spell developed with the [ward] seed which is keyed to the [compel] seed. [B]Special:[/B] If you possess this feat, you may develop spells using the esoteric [binding] seed. On the basis that all seeds operate at CL 20, I'd limit it to 10HD with a +2SP/HD factor progression to raise the cap for save eligibility. I'd drop these factors on the basis of the prerequisite epic feat. I'd drop these factors, and simply make rituals a preferred mitigation. It could get confusing, otherwise. See special note below. I suppose we need to look at rituals again, at some point. Rather than reduce the Save DC on the various types of [I]binding[/I], I'd increase the Spellcraft DC by twice as much. [B][Binding][/B](Esoteric) Enchantment (Compulsion) [Mind-Affecting] [B]Root Spell:[/B] [I]Binding[/I] [B]Preferred Mitigation:[/B] Extended casting time, power components, ritual [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 75 ft. [B]Target:[/B] One creature [B]Duration:[/B] See text (D) [B]Saving Throw:[/B] Will negates; see text [B]Spell Resistance:[/B] Yes A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if it has 10 or more Hit Dice. [B]Factor:[/B] To increase the cap below which creatures are ineligible for a Saving Throw, add +2SP for each additional Hit Die. Regardless of the version of binding you cast, you may specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don’t qualify. Once the spell is cast, its triggering conditions cannot be changed. [B]Factor:[/B] Setting a release condition reduces the Spellcraft Prerequisite by -4. If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell’s duration, even if the spell disallowed an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken. The binding spell has six versions. You may choose to default to any version for which you have adequately increased the Spellcraft Prerequisite when you cast the spell. [B][I]Chaining[/I][/B] The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell. [B][I]Slumber[/I][/B] (+2SP) This version causes the subject to become comatose for as long as one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining. [B][I]Bound Slumber[/I][/B] (+4SP) This combination of chaining and slumber lasts for as long as one month per caster level. [B][I]Hedged Prison[/I][/B] (+6SP) The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. [B][I]Metamorphosis[/I][/B] (+8SP) The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. [B][I]Minimus Containment[/I][/B] (+8SP) The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. You can’t dispel a binding spell with [I]dispel magic[/I] or a similar effect, though an [I]antimagic field[/I] or [I]mage’s disjunction[/I] affects it normally. Epic spells incorporating the [I]dispel[/I] seed are effective against a binding. A bound extraplanar creature cannot be sent back to its home plane due to [I]dismissal, banishment[/I], or a similar effect. [B]Power Components[/B] The power components for a binding spell include materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like. Opals are the preferred gemstone. [B]Special:[/B] If this spell is cast as a ritual, a participant who contributes a spell of the Enchantment (compulsion) subschool counts double its level for purposes of determining the mitigating factor. ** I'd like to include an [I]Imprisonment[/I] effect in the [binding] seed; [I]soul bind[/I] and [I]trap the soul[/I] seem largely redundant with [I]binding[/I]. [/QUOTE]
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