| Post/Author/DateTime | Post |
|---|---|
| Baboon_King_Zabimaru12-06-07, 09:04 PM | So, I'm making a 13th lvl Alienist, and I'm looking for ideas for some unique spells to develop. Specifically spells that have to do with the Far Realm, pseudonaturals, manipulating space/time, and inducing "enlightenment" among the ignorant. Any ideas would be much appreciated. This character is of good alignment (weird, eh?) so my spells can't be vile. Mostly I am looking for some new stuff to distinguish myself. I'd prefer ideas for new magic, not ways to describe the standard stuff. Thanks all! |
| Baboon_King_Zabimaru12-07-07, 07:01 PM | I know, it is considered bad form to bump your own thread, but it has been a day now, and still no reply. |
| Pitiless_Interfector12-07-07, 07:52 PM | Not currently having access to my books, I cannot speak with authority on the matter, but I'm pretty sure Alienists can't be Good. (Although it might have just been Lawful). And don't be so quick to ignore simple flavor adjustments. With the right description, even a simple Evard's black tentacles can be a terrifying experience for your enemies. There's a spell called overwhelming revelations in Magic of Eberron. While the spell as written fills the target's mind with overwhelming revelations of the Draconic Prophecy, you can easily substitute that with whatever weirdass crap floats your boat. Amorphous form from Spell Compendium is a good one; you can grant someone the ability to turn into a gooey, pseudo-Mr. Fantastic thingy. Tons of fun. In fact, anything that melts your opponents without actually using energy (including corporeal instability and touch of chaos) is great. So is anything unusual emerging from a creature's body; vipergout (wherein you summon and subsequently vomit up celestial or fiendish [or in your case pseudonatural] snakes that attack your enemies) and gutworm (where you sprout a squiggly thingy from the side of your chest that attacks foes) are both good choices (and both from spell compendium). Evard's menacing tentacles, babau slime, maddening whispers, maw of chaos, and reality maelstrom (none of which are evil spells, oddly enough) are all good choices, too, and all in Spell Compendium. |
| Baboon_King_Zabimaru12-07-07, 08:35 PM | Thanks for the suggestions! Alienist have to be nonlawful. They can indeed be good. Just so there's no confusion, we use the 3.0 Alienist in our campaign. My DM isn't a fan of the 3.5 version. |
| yrogerg12-07-07, 11:55 PM | I don't really have many ideas for *new* spells, but if you haven't already, look at Lords of Madness. For in-flavor feats and spells, as well as background material, this book is your friend. Fleshwarper might even be fun to tack onto your Alienist progression, if that's the sort of Alienist you're going for. Heck, with the wealth of flavor and information in Lords of Madness and HoH, I'd be tempted to rewrite the entire PrC from scratch, if I were good at that sort of thing. Also, Lost Empires of Faerun, evidently, has a couple of good spells. There's Toothed Tentacle, which does exactly what it sounds like, and Nar Fiendbond, which can be easily modified into a spell that gives the Half-Farspawn (LoM) template to others. Oh, and Srinshee's Spell Shift has some interesting "enlightenment"-oriented flavor that would be easy to adapt. Heck, FR seems to have a number of spells in their supplements that fit pretty well, if you don't mind adapting setting-specific junk. In MoE, Glimpse of Eternity seems to fit the same bill as Oferwhelming Revelations, albeit not quite as devastatingly. It would also fit rather well with the time theme. I'm sure there's loads others. Plenty to round out an Alienists' spell list. |