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<blockquote data-quote="Hashmalum" data-source="post: 635653" data-attributes="member: 9450"><p>Ok. If anyone is interested, here is my own take on the Lasting Spell feat, along with another feat and spell of my own devising:</p><p></p><p><span style="font-size: 12px">Lifelong Spell [Metamagic]</span></p><p>You can cast spells that last as long as you do--no more, and no less.</p><p><strong>Prerequisites:</strong> Spell Girding, Safeguard Spell.</p><p><strong>Benefit:</strong> A lifelong spell has all the benefits of a safeguarded spell. In addition, the spell cannot be dispelled or altered by spells lower than 9th level as long as you are alive, but ends automatically when you die. You may dismiss the spell at will, regardless of your location relative to the spell effect. Only permanent spells may be made into lifelong spells; you may make a spell that can be affected by the <em>permanency</em> spell into a lifelong spell, but the spell receives only the benefit of the Safeguard Spell feat until the spell is made permanent. A <em>subvert magic</em> spell will turn a lifelong spell into a normal spell, but this will trigger the safeguard spell's alarm effect automatically (and you will receive the alarm even across planar boundaries in this case).</p><p></p><p>A lifelong spell takes up a spell slot one level higher than the spell's actual level and gains an XP cost of 250 XP per spell level (counting all metamagic feat spell level adjustments, including this one).</p><p></p><p><strong>Designer's comment:</strong> I figured that since 9th level magic can potentially destroy even an artifact, it should be able to handle a lifelong spell as well. But since it costs XP and three feats, nothing less should do.</p><p></p><p><span style="font-size: 12px">Safeguard Spell [Metamagic]</span></p><p>You know when someone tries to tamper with one of your spells.</p><p><strong>Prerequisites:</strong> Spell Girding.</p><p><strong>Benefit:</strong> When a magical effect alters the workings of one of your safeguarded spells, an effect similar to the mental alarm variation of the <em>alarm</em> spell notifies you that one of your spells has been tampered with and, in general terms, which spell it was (for example, "the <em>symbol of death</em> on the entrance to your treasure vault", "the <em>fire trap</em> on your spellbook", or "the <em>geas</em> never to steal from you on your butler"). The nature of the tampering is not indicated.</p><p></p><p>The mental alarm has no range limitation as long as you are on the same plane as the spell, but if you are in a dead magic area or an antimagic field, you do not receive the alarm (likewise, if the spell effect is surpressed by a dead magic area or <em>antimagic field</em>, the alarm is never sent out). The alarm will wake you if you are in a normal sleep, but being unconscious due to injuries, in an alcoholic stupor, or dead will result in you missing the alarm.</p><p></p><p>If the spell is dispelled in some way, this mental alarm always goes off. More subtle changes have a chance of going undetected; the caster of the altering effect makes a caster level check opposed by a caster level check made by you. If the other caster succeeds, the mental alarm does not trigger. For example, if a 18th-level invading wizard casts <em>transcribe symbol</em> on the above mentioned <em>symbol of death</em>, and the <em>symbol of death</em> has a caster level of 15, the mental alarm would not go off if the invading wizard's roll of 1d20+18 was equal to or greater than your roll of 1d20+15. If the alteration to the spell's effect was caused by some change in the workings of magic itself nearby and thus has no caster (such as the spell effect entering a wild magic zone), the alarm is automatic. A <em>subvert magic</em> spell can turn a safeguarded spell effect into a normal spell, but alerts the caster of the safeguarded spell if the caster level check fails.</p><p></p><p>The alarm never goes off if the spell terminates normally rather than the result of magical changes (for example, if its target dies and the spell cannot affect dead creatures, or the spell has a non-permanent duration and it expires). If the spell is removed by some magical but indirect means, such as polymorphing the subject into a form that the spell cannot affect, use the opposed caster level check as described above.</p><p></p><p>A safeguarded spell uses up a spell slot one level higher than the spell's actual level. You may only safeguard a spell that has a non-instantaneous duration.</p><p></p><p><strong>Designer's comment:</strong> Whew! All these rules for a fairly simple concept. It grew out of the attempt to elucidiate game mechanics for a curse on a character mentioned in the 2nd Edition sourcebook <em>Volo's Guide to the Dalelands</em>.</p><p></p><p><span style="font-size: 12px">Subvert Magic</span></p><p><strong>Transmutation</strong></p><p><strong>Level:</strong> Sor/Wiz 9</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 10 minutes</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong>One spell effect</p><p><strong>Duration:</strong>Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p>This spell alters a spell that has already been cast whose aura is visible to the caster with <em>detect magic</em> or a similar effect in such a way that it "forgets" its caster. The spell can no longer be dismissed by its caster (if it was a spell that was dimissible by its caster to begin with). The caster no longer automatically makes dispel checks against the spell. Spells that normally exempt their caster from their effects, such as <em>arcane lock</em>, <em>fire trap</em>, etc. treat their caster no differently than anybody else (they would be kept out by their own <em>arcane lock</em> or have their own <em>fire trap</em> blow up in their face when opening the trapped object). Spells that create or summon a creature or force that obeys the caster, such as <em>summon monster I</em> and <em>Mordenkainen's sword</em>, no longer obey the caster's orders; if such a created or summoned creature or force is mindless, it will repeat the last order given to it until it is no longer able to do so. Otherwise, the creature becomes uncontrolled and may act as it sees fit. Spells that always target their casters (such as <em>mage armor</em>) are automatically dispelled, with the exception of <em>antimagic field</em> (which is not affected).</p><p></p><p>If (unknown to the caster of this spell) there are other spell effects in operation on the area, creature, or object that the targetted spell effect has been placed upon, each of these other spell effects has an equal chance of being the target of this spell rather than the targetted spell effect.</p></blockquote><p></p>
[QUOTE="Hashmalum, post: 635653, member: 9450"] Ok. If anyone is interested, here is my own take on the Lasting Spell feat, along with another feat and spell of my own devising: [SIZE=3]Lifelong Spell [Metamagic][/SIZE] You can cast spells that last as long as you do--no more, and no less. [B]Prerequisites:[/B] Spell Girding, Safeguard Spell. [B]Benefit:[/B] A lifelong spell has all the benefits of a safeguarded spell. In addition, the spell cannot be dispelled or altered by spells lower than 9th level as long as you are alive, but ends automatically when you die. You may dismiss the spell at will, regardless of your location relative to the spell effect. Only permanent spells may be made into lifelong spells; you may make a spell that can be affected by the [I]permanency[/I] spell into a lifelong spell, but the spell receives only the benefit of the Safeguard Spell feat until the spell is made permanent. A [I]subvert magic[/I] spell will turn a lifelong spell into a normal spell, but this will trigger the safeguard spell's alarm effect automatically (and you will receive the alarm even across planar boundaries in this case). A lifelong spell takes up a spell slot one level higher than the spell's actual level and gains an XP cost of 250 XP per spell level (counting all metamagic feat spell level adjustments, including this one). [B]Designer's comment:[/B] I figured that since 9th level magic can potentially destroy even an artifact, it should be able to handle a lifelong spell as well. But since it costs XP and three feats, nothing less should do. [SIZE=3]Safeguard Spell [Metamagic][/SIZE] You know when someone tries to tamper with one of your spells. [B]Prerequisites:[/B] Spell Girding. [B]Benefit:[/B] When a magical effect alters the workings of one of your safeguarded spells, an effect similar to the mental alarm variation of the [I]alarm[/I] spell notifies you that one of your spells has been tampered with and, in general terms, which spell it was (for example, "the [I]symbol of death[/I] on the entrance to your treasure vault", "the [I]fire trap[/I] on your spellbook", or "the [I]geas[/I] never to steal from you on your butler"). The nature of the tampering is not indicated. The mental alarm has no range limitation as long as you are on the same plane as the spell, but if you are in a dead magic area or an antimagic field, you do not receive the alarm (likewise, if the spell effect is surpressed by a dead magic area or [I]antimagic field[/I], the alarm is never sent out). The alarm will wake you if you are in a normal sleep, but being unconscious due to injuries, in an alcoholic stupor, or dead will result in you missing the alarm. If the spell is dispelled in some way, this mental alarm always goes off. More subtle changes have a chance of going undetected; the caster of the altering effect makes a caster level check opposed by a caster level check made by you. If the other caster succeeds, the mental alarm does not trigger. For example, if a 18th-level invading wizard casts [I]transcribe symbol[/I] on the above mentioned [I]symbol of death[/I], and the [I]symbol of death[/I] has a caster level of 15, the mental alarm would not go off if the invading wizard's roll of 1d20+18 was equal to or greater than your roll of 1d20+15. If the alteration to the spell's effect was caused by some change in the workings of magic itself nearby and thus has no caster (such as the spell effect entering a wild magic zone), the alarm is automatic. A [I]subvert magic[/I] spell can turn a safeguarded spell effect into a normal spell, but alerts the caster of the safeguarded spell if the caster level check fails. The alarm never goes off if the spell terminates normally rather than the result of magical changes (for example, if its target dies and the spell cannot affect dead creatures, or the spell has a non-permanent duration and it expires). If the spell is removed by some magical but indirect means, such as polymorphing the subject into a form that the spell cannot affect, use the opposed caster level check as described above. A safeguarded spell uses up a spell slot one level higher than the spell's actual level. You may only safeguard a spell that has a non-instantaneous duration. [B]Designer's comment:[/B] Whew! All these rules for a fairly simple concept. It grew out of the attempt to elucidiate game mechanics for a curse on a character mentioned in the 2nd Edition sourcebook [I]Volo's Guide to the Dalelands[/I]. [SIZE=3]Subvert Magic[/SIZE] [B]Transmutation[/B] [B]Level:[/B] Sor/Wiz 9 [B]Components:[/B] V, S [B]Casting Time:[/B] 10 minutes [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Target:[/B]One spell effect [B]Duration:[/B]Instantaneous [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No This spell alters a spell that has already been cast whose aura is visible to the caster with [I]detect magic[/I] or a similar effect in such a way that it "forgets" its caster. The spell can no longer be dismissed by its caster (if it was a spell that was dimissible by its caster to begin with). The caster no longer automatically makes dispel checks against the spell. Spells that normally exempt their caster from their effects, such as [I]arcane lock[/I], [I]fire trap[/I], etc. treat their caster no differently than anybody else (they would be kept out by their own [I]arcane lock[/I] or have their own [I]fire trap[/I] blow up in their face when opening the trapped object). Spells that create or summon a creature or force that obeys the caster, such as [I]summon monster I[/I] and [I]Mordenkainen's sword[/I], no longer obey the caster's orders; if such a created or summoned creature or force is mindless, it will repeat the last order given to it until it is no longer able to do so. Otherwise, the creature becomes uncontrolled and may act as it sees fit. Spells that always target their casters (such as [I]mage armor[/I]) are automatically dispelled, with the exception of [I]antimagic field[/I] (which is not affected). If (unknown to the caster of this spell) there are other spell effects in operation on the area, creature, or object that the targetted spell effect has been placed upon, each of these other spell effects has an equal chance of being the target of this spell rather than the targetted spell effect. [/QUOTE]
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