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4 years ago  ::  Feb 18, 2009 - 9:26PM #1221
Adrez_Nesnsid
Date Joined: Aug 9, 2002
Posts: 436
#?) Detect Poisson:
Divination
Level: Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You determine whether a creature, object, or area contains fish or has eaten fish. You can determine the exact type of fish with a DC 20 Wisdom check. A character with the Knowledge (Nature) or Profession (Fisherman) skill may try a DC 20 Knowledge (Nature) or Profession (Fisherman) check if the Wisdom check fails, or may try the Knowledge (Nature) or Profession (Fisherman) check prior to the Wisdom check.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
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4 years ago  ::  Feb 18, 2009 - 9:30PM #1222
Adrez_Nesnsid
Date Joined: Aug 9, 2002
Posts: 436
#?) Mark of Injustice
Necromancy
Level: Clr 5, Blk 3
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Permanent; see text
Saving Throw: None
Spell Resistance: Yes

You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. This doesn't really matter, however, as there is a 10% chance per day that the mark will go off anyway. When activated, the mark curses the subject. Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of bestow curse.

Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained. Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than your mark of justice caster level. These restrictions apply regardless of whether the mark has activated.
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4 years ago  ::  Feb 18, 2009 - 11:23PM #1223
The-Mentalist
Date Joined: Aug 15, 2008
Posts: 98
I love the ICBMM although isn't 9th just a tad high?
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4 years ago  ::  Feb 19, 2009 - 5:16PM #1224
navar100
Date Joined: Dec 1, 2006
Posts: 3,437
A feat, but sort of on topic ...

Yes I Can (Metamagic)

Benefit: Select a spell where in the spell description it specifically says you cannot do something with that spell. You can now do whatever it is. A Yes I Can spell uses up a spell slot two levels higher.

Special: If an effect, spell or not, says it's unaffected by a particular spell, it can be affected by a Yes I Can version of that spell. For example, Wall of Force is unaffected by Dispel Magic, but a Yes I Can Dispel Magic can dispel a Wall of Force.

Note: Yes I Can Haste brings back 3.0 Haste. :D

Edit: Artifacts and deities are affected by Yes I Can Anti-Magic Field!
Support Cedric Diggory, the real Hogwarts Champion!
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4 years ago  ::  Feb 20, 2009 - 5:20PM #1225
Adrez_Nesnsid
Date Joined: Aug 9, 2002
Posts: 436

The-Mentalist wrote:

I love the ICBMM although isn't 9th just a tad high?


Hmm... maybe I should give them an extra missile for every level above 16th

(oh, and you did see that the range was in miles, right? Not only does This spell do area damage, but its range is also over 5000x the range of the spell that it is based on)

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4 years ago  ::  Feb 21, 2009 - 3:42PM #1226
Adrez_Nesnsid
Date Joined: Aug 9, 2002
Posts: 436

The-Mentalist wrote:

I love the ICBMM although isn't 9th just a tad high?


How's this

Adrez Nesnsid wrote:

??.) Intercontinental Ballistic Magic Missile ("ICBMM"):
Evocation [Force]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 10 Minutes
Range: 100 miles + 10 miles/level)
Targets: Up to five creatures, no two of which can be more than 15 miles apart
Area: 30 foot radius spread centered on each traget
Duration: Instantaneous (Optionally, at the DM's discresion, missile itself may travel at 90,000 miles per hour, and thus take a round to reash a target who is over 150 miles away)
Saving Throw: None (Primary Target) or Reflex half (For those Caught in the spread)
Spell Resistance: Yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 5d4+5 points of force damage to the target and 2d4+2 points of force damage to everyone else within 30 feet of the target. The primary target recieves no saving throw, but those caught in the spread recieve a reflex save for half damage. Each of the spell's primary targets takes a -2 penalty to their spell resistence check to resist the spell.

The missile strikes unerringly, even if the (primary) target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. There must be an unbroken line of effect to the target. Inanimate objects are not damaged by the spell, (but constructs, undead, intelligent magic items, dancing weapons, and incorporeal creatures are affected.)

For every caster level beyond 16th, you gain an additional missile—two at 17th level, three at 18st, four at 19rd, and the maximum of five missiles at 20th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. You must designate targets before you check for spell resistance or roll damage.


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4 years ago  ::  Feb 22, 2009 - 8:26PM #1227
The-Mentalist
Date Joined: Aug 15, 2008
Posts: 98
I like it I may use both versions.
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4 years ago  ::  Feb 23, 2009 - 11:47AM #1228
Loren_Pechtel
Date Joined: Dec 23, 2002
Posts: 403
Chiropractor: Sor/Wiz 1
Range: Close
AOE: 5'/level radius (Special)
Duration: Instantaneous (Special)
Components: S, M

The caster breaks a bone of any sort. A wave of energy radiates out from the target point at the rate of 5'/second. When this wave passes through a creature it will cause every joint in their body to crack. This causes no harm but does make noise--DC -5 to get direction (8 points) and range (5'/10'/20'/40' etc.), DC 10 to locate the exact square. DC 10 to determine the creature size. The energy wave is only partially magical and doesn't exactly follow the rules of a burst--it will pass through anything (or any combination of things) with hit points less than 10 + caster level. The objects are unaffected. The wave can't penetrate a wall of force or anti-magic field.
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4 years ago  ::  Feb 26, 2009 - 4:19PM #1229
Adrez_Nesnsid
Date Joined: Aug 9, 2002
Posts: 436
??) Adrez' Floating Desk:

Evocation [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 2.5x3.6 foot desk of force
Duration: 1 hour/level
Saving Throw: None (Not Applicable)
Spell Resistance: No (Not Applicable)

You create a perfectly plat, level, rectangular plane of force that follows you about and carries loads for you. The desk is 3.6 feet long and 2.5 feet wide. It can hold 100 pounds of weight per caster level. It also comes with a built in clipboard toward the center of the desk, a pencil, quill, and ink holder towards the rear left of the desk, and one paperweight made of force per level. The desk floats approximately 3-5 feet above the ground (as determined by the caster) at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval (fetermined by the caster) between itself and you. The desk winks out of existence when the spell duration expires. The desk also winks out if you move beyond range or try to take the desk more than 5 feet away from the surface beneath it. When the desk winks out, whatever it was supporting falls to the surface beneath it.

Focus: A clipboard and a paperweight
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4 years ago  ::  Mar 03, 2009 - 10:42AM #1230
Adrez_Nesnsid
Date Joined: Aug 9, 2002
Posts: 436
Kosher Conjuration [Metamagic]
Prerequisites Must have ability to cast spells and a class spell l.ist that includes spells that conjure foodstuffs (Such as Heroes' Feast, Create Food, et cetera.
Benefits: Any food conjuring spell cast with this feat applied conjures only kosher foods. A kosher conjuration spell uses a spell slot of the spell's normal level
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