| Post/Author/DateTime | Post |
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| Xeviat-DM05-17-06, 03:25 PM | My mana system is almost complete. The only thing I need help from right now is filling the holes left in the domain lists, and deciding if Bigby's Hands should be combined into one, augmentable spell. Here are the gaps in the domain lists (and the reason for those gaps): Animal 4 (All Summon Nature's Ally spells were combined into one, augmentable, first level spell) Animal 8 (Same as above) Healing 8 (All Mass Cure Wounds spells were combined into one, augmentable, fifth level spell) Law 6 (Hold Monster was combined with Hold Person into one augmentable spell) Luck 2 (Removed because it mimmiced the properties of two first level spells) Strength 7, 8, and 9 (Formerly Bigby's Hand spells, I currently have these spells condenced into a single 5th level spell with augmentations to increase strength and applications) So, I need ideas on what PHB spells could fit this. I also would like to discuss if Bigby's Hands should be condenced into a single spell after all. Thanks. |
| Xeviat-DM05-18-06, 08:37 PM | PS: When I get help finishing these last tidbits, the whole system will be posted online, and of course it will be OGC. So please, offer your suggestions. |
| Sphyre05-19-06, 01:08 AM | Animal 4 - Bite of the Werewolf/wearboar? (Spell Compendium) Animal 8 - Animal Shapes? (PHB) Healing 8 - ? Law 6 - ? Luck 2 - Insight of good fortune? (PHBII) Strength 7, 8, and 9, 7 - mass animalistic power? (PHBII) Holy/infernal transformation? (Spell Comp) Iron guard? (Spell Comp) Bite of the werebear? (Spell comp) 8- Brilliant aura? (Spell comp)9- Greater visage of the deity? (Spell Comp) I also would like to discuss if Bigby's Hands should be condenced into a single spell after all. Tehee, you've got a big job ahead of you. There's some new Bigby's hands spells starting at level 1 in the PHBII :) psst, sounds a lot like 3.5 psionics... is it? |
| Xeviat-DM05-20-06, 04:12 PM | It is like 3.5 psionics ... in fact I straight up copied 3.5 psionics. Unfortunately, since I intend this to be an OGC and OGL product, I can't use sources other than what's in the SRD. That basically means XPH, PHB, and Deities and Demigods. And I believe Animal Shapes is already Animal Domain's 7th level spell. |
| Sphyre05-20-06, 07:19 PM | Well in that case... you can create spells to fill those spots. Adding content is still fine under the OGL. |
| Xeviat-DM05-21-06, 07:15 PM | Instead of reducing the Bigby's Hand spells to 1 spell, I've decided to condence them to 3 (interposting hand can augment to forceful hand; grasping hand can augment to crushing hand, and clentched fist is by itself). Here are my versions of the spells. I've changed a few things around to make the spell more in line with Telekinesis (the hand's strength score is determined by your primary casting score, but it is increased by 8 because it is large and to make it closer to the original). This means some of the Hands' bonuses are decreased, because the previous version gained bonus from its Strength score and your casting stat, but the augmentations make it more usable (and I added an augment to each to increase the size, which increases a number of stats). Tell me what you think: Interposing Hand Evocation [Force] Level: Sor/Wiz 5 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 10-ft. hand Duration: 1 round/level (D) Saving Throw: None Spell Resistance: Yes Mana Points: 9 Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you’re undamaged, and its AC is 20 (–1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it. The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys it. A creature can attempt to bull rush the hand against you in order to get closer. The hand's Strength score is equal to your Intelligence or Charisma score plus 8 (for Wizards and Sorcerers respecitively), and it gains a +4 bonus to it's Strength check for being large.. The hand cannot initiate its own bull rush attempts, but it will pursue the target if the target moves away from you. A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it. Directing the spell to a new target is a move action. Focus: A soft glove. Augmentation: You can augment this spell in one or both of the following ways. 1. If you spend 2 additional mana points, the hand can now push away its target, gaining the ability to initiate its own bull rush attempts. The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. Because of it's incredible speed, it gains a +2 bonus to it's bull rush attempt for charging. 2. For every 4 additional mana points you spend, the hand's size increases by one category, increasing it's Strength score by +8, increasing it's Strength check for bull rush attempts by +4 (meaning a cumulative +8 bonus). This also increases it's natural armor based on it's new size (determined by the Changes to Statistics based on Size table). You can use this augmentation more than once. Grasping Hand Evocation [Force] Level: Sor/Wiz 7, Strength 7 Components: V, S, F/DF Mana Points: 13 This spell functions like interposing hand, except the hand can also grapple, interpose, or push one opponent that you select. The grasping hand gets one grapple attack, plus an additional grapple attempt for every 5 caster levels you possess above 1 (effectively, your caster level is the hand's Base Attack Bonus). Its attack bonus to make contact equals its Base Attack Bonus + its Strength modifier, –1 for being Large. Its Strength score is equal to your Intelligence, Wisdom, or Charisma score plus 8 (if you're a Wizard, Cleric, or Sorcerer respectively). Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of –1. The hand holds but does not harm creatures it grapples. Directing the spell to a new target is a move action. Clerics who cast this spell name it for their deities. Arcane Focus: A leather glove. Augmentation: You can augment this spell in one or both of the following ways. 1. If you spend 4 additional mana points, the hand can now harm creatures it grapples. It's base damage is 2d6, and it gains bonus damage equal to its full strength bonus. 2. For every 4 additional mana points you spend, the hand's size increases by one category. This decreases its attack bonus to make contact based on it's new size penalty to attack, but increases it's size bonus to grapple and bull rush attempts, and grants it a +8 bonus to its Strength score. It also increases it's natural armor based on it's new size (determined by the Changes to Statistics based on Size table), and increases it's damage dice for every size increase (if it can deal damage). Clenched Fist Evocation [Force] Level: Sor/Wiz 8, Strength 8 Components: V, S, F/DF Mana Points: 15 This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours. The hand's base attack bonus is equal to your caster level, and it gains multiple attacks if it would be allowed them. It's Strength score is equal to your Intelligence, Wisdom, or Charisma score (for a wizard, cleric, or sorcerer, respectively). It's attack bonus equals it's BAB + it's Strength modifier, –1 for being Large. The hand deals 1d8+ 1 1/2 times it's Strength modifier points of damage on each attack, and any creature struck must make a Fortitude save (against this spell’s save DC) or be stunned for 1 round. Directing the spell to a new target is a move action. The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does. Clerics who cast this spell name it for their deities. Arcane Focus: A chain glove. Augmentation: For every 4 additional mana points you spend, the hand's size increases by one category. This decreases its attack bonus based on it's new size penalty to attack, but increases it's size bonus to bull rush attempts, and grants it a +8 bonus to it's Strength score. It also increases it's natural armor based on it's new size (determined by the Changes to Statistics based on Size table), and increases it's damage dice for every size increase. |
| Xeviat-DM05-22-06, 04:23 PM | I filled all of the holes except for Healing 8. I really can't think of what would go there, as nothing that currently exists fits. The closest thing would be the psionic power True Metabolism, which is a power that grants 10 fast healing and allows you to reattach severed limbs. But I'm not sure that would be entirely right for this. A fast healing or regeneration (the creature ability, not the spell) spell are two that haven't been done in the PHB; any suggestions? |
| Thelon Fairblade05-26-06, 01:43 PM | I can't wait to see the finished copy!!! Healing 8. Hmmm... For simplicity, I would look at some metamagic-enhanced versions as starting points. Mass Raise Dead, perhaps, that worked on a group of corpses that were slain in the last day or so? Empowered Mass Cure light Wounds (i.e. Mass Cure Moderate Wounds)? Quickened Cure Critical? |
| Xeviat-DM05-27-06, 10:47 PM | Here is a list of all the changed spells, and what was changed about them. Spell Changes (http://www.thecbg.org/settings/29/Spell_Changes_A-C.html) I'm in the process of converting my text files to html, so it will take a bit of time. I think I'm going to use "True Metabolism" as the base: it's a psionic power that grants fast healing 10 for 1 minute/level. I also was considering a regeneration power, granting something like 1/2 caster level regeneration with the cleric's opposite alignment being what would break it (so a good cleric would grant regeneration X (evil)). Still unsure, but I'd rather not do something that could be reproduced with metamagic. |