Choker Spells [Archive] - Wizards Community

Post/Author/DateTimePost
tarkin

01-28-05, 12:10 AM
Obviosly, this race is just begging for a smart Deity to come along and start making with the converting and the Cleric level taking.

Who wouldn't want a bunch of homicidial, super quick, cleric that can cast an extra spell around all while choking their enemeies to death.

So here are some spells of each level designed for the Mage's favorite Shapechange shape: the Choker.

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Dead Man walking
Illusion (Figment)
Level: Cleric 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: one minute
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

This spell creates an illusion of a single creature, you are touching when the spell is cast. The illusion includes any minor sounds, but can not speak. It will automatically follow a single person that you designate, but that is all it will do.

The spell is typically used after a choker picks off the last person in a line of people. He sends the illusion to follow the 2nd to last person, so that if anyone looks back, they see their friend.
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Spell Concentration
Necromancy
Level: Cleric 2
Components: V, S
Casting Time: 1 standard action
Range: Self
Effect: One spectral head
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No

A ghostly, glowing head shaped from your life force materializes and stays next to you. It concentrates on spells for you. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the head is destroyed. Each round, to keep the spell active, you must spend a standard action directing it to maintain concentration on a single spell. If that spell ends, you may tell it to maintain concentration on a new spell that you cast. While it exists, you yourself are not concentrating, so:

1) You may cast any spell, if you have the action available (as it takes a standard action each round to keep the spell up, unless you are a Choker, this means you can only cast spells via a quickened spell, or similar effect.)

2) If you take damage, it does not interefere with the spell the head is concentrating on.

3) The head will not lose concentration on any spell unless it is destroyed. Then the spell ends.

The head is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your Wisdom modifier applies to the head’s AC as if it were the head’s Dexterity modifier. The head has 1 to 4 hit points, the same number that you lost in creating it.

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Grapelling Blessing
Enchantment (Compulsion) [Mind-Affecting]
Level: Cleric 2
Components: V, S
Casting Time: 1 standard action
Range: Self
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

While under this spell, your awareness while grappled and your movement is enhanced.

You now threaten squares while grappled, keep your Dex Bonus to AC, and even make take a normal move without a graple check if you are not pinned.
tarkin

01-29-05, 01:22 AM
What, no one cares to comment about clerical spells? Or do people simply dislike the Choker?