| Post/Author/DateTime | Post |
|---|---|
| Voila!10-11-05, 11:15 AM | Post your new incantations here! |
| beejazz10-13-05, 03:56 PM | People don't seem to be posting here, probably because original incantations are difficult to come up with and balance. Why not post something of a rough idea and we'll see about balancing it? |
| Fenix107610-13-05, 09:56 PM | I am actually trying to create one where you "move" divine rank. For example, you have a Bob (Rank0) and Earl (No Rank). Mike wants to move the rank from Bob to Earl. So, he researches, experiments, and finally comes up with the final version. By setting up an ritual area (I was thinking two circles of candles, Bob and Earl each stand inside one), and reciting the incantation, then cutting Bob with a ritualistic dagger, then using the same dagger (bloddy side) to cut Earl. Presto, Earl now has Divine Rank 0. This is a very draining ritual, so the incanter loses levels (yes, I do mean loses levels) equal to the divine rank x2 (Rank 0 removes one level). Also, this is a very sacreligious task, so your alignment moves one step closer to evil. If you are already evil, you get -1 to saving throws (this stacks with EVERYTHING :evillaugh ) Crions Greed Necromancy Effective Level: 9th Skill Check: Knowledge (Religion) DC 20, two successes Failure: Failure Components: V, S, M, SC Casting Time: 30 minutes Range: Touch Target(s): Two creatures Duration: Permanent By taking two targets, one with Divine Rank, you can effectively transfer the Divine Rank from the current possesser to the opposing target. To do this, both targets must stand in a seperate circle of black candles. After reciting the ritual, the incanter must use a special dagger to draw blood from the target with Divine Rank, and then cut the other target (with each attack, make a Knowledge: Religion check, failure results in a failure in the ritual), putting the blessed blood within him. The Divine Rank has now been effectively transfered. This is a very draining ritual, so the incanter loses levels equal to the divine rank x2 (Rank 0 removes one level). Also, this is a very sacreligious task, so your alignment moves one step closer to evil. If you are already evil, you get -1 to saving throws. |
| Lord Schpungus10-14-05, 12:25 AM | I'm working on an incantation whereby you incinerate yourself and a library of knowledge, only to be reincarnated at a later date (hopefully after the great cataclysms have stopped) with all the knowledge of the libarary intact in your mind. Sort of a "keep the flame of knowledge alive" last resort sort of thing. I'll give it the old spit shine tomorrow or the next day, and let it out to be seen and inspected. |
| Lord Schpungus10-14-05, 12:27 AM | Skill Check: Knowledge (Religion) DC 20, two successes I take issue with this. If it's effective level 9, there needs to be 9 checks. That means 90 min at the least. Also, DC 20 is way too low to transfer Divine Rank.. I would say DC 45-70 is generously low for this power. |
| Etiquette_Gnome10-14-05, 01:12 AM | Mercy of Strassa Conjuration Effective Level: 7th Skill Check: Knowledge (the planes) DC 19, two successes; Diplomacy DC 19, four successes Failure: Reversal (storm worsens a step up) Components: V, S, M, SC, B Casting Time: 70 minutes Range: Touch Target(s): Caster plus 6 - 13 other creatures Duration: 14 hours The Mercy of Strassa is an ancient tradition passed down by an old race of vikings, used to survive even the most vicious of storms. Several requirements must be met. First, the caster must be fluent in Aquan. Second, this can only be cast upon a boat that is within the effects of a storm on the final skill check (at the latest). Finally, the ship must have a crew no more than 13, no less than 6. When an oncoming storm is inevitable, and survival is grim, the caster must stand at the front of the ship. Throughout the time, he must remain at his position, chanting. At each skill check, one or two members of the crew must stand beside the caster, and give of their blood to the sea. The caster and the entire crew takes 4d6 damage and is exhausted due to blood loss. However, if successful, the effects of the storm are reduced two steps in severity Death's Door Divination Effective Level: 6th Skill Check: Knowledge (planes) DC 26, 5 successes Concentration DC 26, 1 success Failure: See below Components: V, S, M Casting Time: 60 minutes Range: Personal Duration: 3 days What if everything died? What would be the natural state of the world without any guidance whatsoever? This incantation seeks to reveal what would be the end were entropy allowed to dominate. For the world, what lies on the other side of death's door? On the night of a new moon, on a plain bordering a thick forest along the coast, a group of three must scribe a destiny for their home or land and a goal for themselves or their family. These inscriptions are to be done upon a single scroll with arcane inks, sealed with a platinum clasp bearing the sign of Law, these accouterments are worth 500gp. From there, the caster must walk alone into the forest, speaking of laws of the world. After a time, the caster will happen upon a clearing, where the travel will stop and the final stage of the incantation begins. Frozen in time, the caster sees the world die in unison. The people, the trees, even the animating life force of nature ceases to function at that moment. Then, time passes at incredible speed. Trees rot, petrify, and only the mightiest trees of the forest remain as stone sticks no taller than a man. Mountains erode to be no more than dulled hills. The sea evaporates and the thick salt crusts are blown away from a stagnant breeze. The stars above diffuse, turning the sky into a uniform grey. By this point, the caster is free to act and interact within the world, though there will be little to do. Small, wretched creatures, appearing as diseased and starving children with bleached skin will be the only readily discoverable life around. It will be revealed that these are the shattered remains of the Elemental Lords, the gods of nature who have lost the strength to even hold themselves in one piece, assuming the caster bothers to try to speak with these small, broken people. The world has aged such that even time is too old to have much sway, thus the caster doesn't need to eat or drink and will not age while in this world. However, his body cannot heal any damage taken, and no amount of rest will recover spent magical energy. Eventually, the caster will tire of this dead world, and has only to read the parchment written by the three earlier to return to the exact moment he left the world in the clearing, all magical effects having been dispelled from the return trip. Aside from granting the caster the opportunity for true solitude, this incantation also bequethes a hardened spirit, granting the caster +4 bonus to resist any mind-influencing effects except those that create depression. This bonus lasts for three days. Failure: Failure to properly visualize the temporal consequences of such a journey can be severe. The journey will continue normally, but the time passed will be even greater, where the world will begin to collapse in on itself. The remnants of the elemental lords will have regained some power, instead becoming resevoirs for decay and the abyss that the world is falling into. A yawning maw of inconceivable blackness will be in the sky, with pieces of the land slowly being pulled towards its swirling hunger. Attempts to return to home will succeed, but the remnants of the elemental lords will follow, and such is a mighty danger; as these entities know only of decay and entropy, bringing only such around them. Remnant: Small, wretched fragments of the original elemental lords of the world. These are the size of children, bleached white skin that is cracked with age, revealing an almost luminescent darkness. Their eyes & mouth are empty sockets with this same darkness emanating from within. Use the stats of the mephit in the Monster Manual, but with the following additional ability at will (caster level equal to hit dice: Entropic Will: As per shatter, but can only use the single solid object option and does not have the sonic descriptor. The visual effect is the remnant's internal darkness seems to emanate from the targeted object, reduced to a state not unlike having been the target of disintegrate. |
| Fenix107610-14-05, 02:59 AM | I take issue with this. If it's effective level 9, there needs to be 9 checks. That means 90 min at the least. Also, DC 20 is way too low to transfer Divine Rank.. I would say DC 45-70 is generously low for this power. So should it look something like this? (Sorry, I lent my book to a friend) Crions Greed Necromancy Effective Level: 9th Skill Check: Knowledge (Religion) DC 45, nine successes Failure: Failure Components: V, S, M, SC Casting Time: 90 minutes Range: Touch Target(s): Two creatures Duration: Permanent By taking two targets, one with Divine Rank, you can effectively transfer the Divine Rank from the current possesser to the opposing target. To do this, both targets must stand in a seperate circle of black candles. After reciting the ritual, the incanter must use a special dagger to draw blood from the target with Divine Rank, and then cut the other target, putting the blessed blood within him. The Divine Rank has now been effectively transfered. This is a very draining ritual, so the incanter loses levels equal to the divine rank x2 (Rank 0 removes one level). Also, this is a very sacreligious task, so your alignment moves one step closer to evil. If you are already evil, you get -1 to saving throws. |
| Lord Schpungus10-15-05, 02:27 AM | 9 checks is right. I'm not sure about the DC, but I know it's higher than 20. The book cautions making DCs for any lower than 30, I believe, and it's transferring Divine Rank... |
| Seraph of Babel10-15-05, 05:50 AM | The "To Develop" section is based off Modern SRD urban arcana stuffs. Summon Elf-Eater Conjuration (Summoning) Effective Level: 9 Skill Check: DC28 Knowledge (arcana), 9 successes; DC28 Knowledge (planes), 3 successes; DC28 Diplomacy, 1 success. Failure: Death (caster is pulled into the Abyss and consumed) Components: V, S, M, F, XP, backlash Casting Time: 9 months (minimum; 1 full moon night per month) Range: Close Target: 1 summoned creature (Ityak-Ortheel) Duration: Permanent until dispelled Save: Will negates Spell Resistance: Yes To Develop: Seed: summon (DC32); Factors: summon CR22 outsider (DC+32), change duration from rounds to permanent (DC+22), requires more than 1 skill (DC-1), requires a cross-class wizard skill (DC-1), restrict casting time only to full moon nights (DC-4), limited target (DC-3), expensive 5,000 gp material component (DC-2), expensive 25,000 gp focus (DC-2), burn 1,000 XP (DC-10), backlash 14d6 damage (DC-7), backlash 6 negative levels (DC-12), caster becomes exhausted (DC-2), 20 extra casters (DC-6), conducted in an unhallowed area (ad hoc DC-2), sacrifice 16 HD worth of humanoids (ad hoc DC-4), sacrificial victims are tortured for 1 day before death (ad hoc DC-1), sacrificial victims must be elves (ad hoc DC-1). This incantation can only be performed in an unhallowed area on full moon nights, eventually tearing the fabrics of reality to summon Ityak-Ortheel (Champions of Ruin, pp.149-150) into the world. The caster is required to convinced Malar and/or the Elf-Eater (represented by the Diplomacy check). Material Component: 5,000 gp worth of holy elven symbols which are destroyed and desecrated. Focus: An altar and holy symbols of Malar, worth 25,000 gp. XP Component: 1,000 XP. Backlash: After the ritual, the caster takes 14d6 damage, gains 6 negative levels and is exhausted. Extra Casters: 20 required; they chant invocations to Malar and vulgar reversal of elven customs. Sacrifice: 16HD worth of elves, who must tortured for 1 day before ritual. Option: If the caster has a relic related to the Elf-Eater (e.g. an Alamtine triangle), he can reduce the check DCs by -4. Awaken Construct Conjuration (Healing) Effective Level: 9 Skill Check: DC26 Knowledge (arcana), 9 successes. Failure: 2 consecutive failed checks (caster is permanently drained of equivalent Intelligence) Components: V, S, M (25,000 gp), 1,000 XP, backlash 10d6 Casting Time: 9 hours (minimum) Range: Touch Target: 1 mindless construct Duration: Instantaneous Save: None Spell Resistance: Yes (harmless) To Develop: Seed: life (DC33); Factors: Intelligence 10 (DC+10), ability to speak (DC+1), construct instead of animal or plant (ad hoc DC+2); Mitigating Factors: expensive 25,000 gp material component (DC-4), burn 1,000 XP (DC-10), backlash 10d6 damage (DC-5), 1 hour between checks (DC-1). You bestow sentience upon a mindless construct, which gains Intelligence 10. A sentient creature gains skill points and feats according to its HD, and can advance by character classes. The newly sentient construct is friendly towards you and understands any one designated language that you know. |
| ssvegeta55510-15-05, 03:29 PM | I might be too weak but heres mine. Last Stand Necromancy Effective Level: 6 Skill Check: Knowledge (arcana) DC 22, Knowledge 3 successes; (religion) DC 22 3 successes Failure: Delusion Components: V, S, M, F, SC, B Casting Time: 60 minutes Range: Touch Target: One or more corpses (15 HD max) Duration: Instantaneous Saving Throw: None Spell Resistance: No This incantation calls upon the negative energies to animate the dead. Only humanoids can be affected by this incantation. Up to 15 HD of huminoids can be affected. All the corpses turn into skeletons at the completion of this incantation. The undead remain under your control but can only be assigned one task at the completion of of the incantation. Only simplest commands can be used. These undead count towards your undead HD limit. |
| Lord Schpungus10-15-05, 04:14 PM | Safeguard Civilization Transmutation Effective Level: 7 Skill Check: Knowledge (arcana) DC 38, 5 successes, Knowledge (the planes) DC 38, 2 checks Failure: Two consecutive failed skill checks Components: V, S, M, B Casting Time: 7 days (minimum) Range: Personal Area: 20 ft radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell is the ultimate sacrifice for the good of civilization. The caster incinerates herself and a 20-ft radius burst around her, dealing 10d6 fire damage (no save). Flammable objects are automatically incinerated and reduced to ash, and nothing remains of any tome, scroll, or the caster’s body. After 100 years have passed, the caster is reborn as an infant of the same race and gender. Her mental abilities are unchanged, but her physical abilities are as normal for an infant. She retains all her memories, as well as all knowledge contained in the incinerated tomes. She matures as normal for her race, eventually regaining her normal physical ability scores through maturation. The use of this incantation is generally limited to keepers of knowledge who face imminent death because of civilization-destroying cataclysms. In this way, some small piece of the former world can survive destruction to live on. Options: The base time for reincarnation is 100 years. To reduce this to 50 years or increase to 500, increase the DC by +2. To reduce to 10 years or increase to 1,000, increase the DC by +6. For every additional 10 ft of blast radius, increase the DC by +2. Material Component: A large pyre treated with special alchemical substances and runes worth 1,000 gp, in the middle of an extensive library full of the knowledge you wish to transport with you. Backlash: The caster is killed, and her body completely destroyed. No spell short of a properly worded Wish followed by a Miracle will bring her back until her chosen time of reincarnation. Failure: Death. The library and the caster are completely destroyed, but the caster is not reborn at her time of choosing. She can be normally raised, but the knowledge is not transferred to her, and the tomes remain completely destroyed. Seeds & Mitigations: 32 Transform 10 Energy 10d6 burst (20 ft radius) (1/3 DC for secondary) 10 Divination (1/3 DC for secondary) 6 hours to days 10 Days to instantaneous -1 casting time is hours -2 casting time is days (ad hoc) -25 backlash: causes irreversible death (technically 50d6 backlash damage, but eh) -1 1,000 gp component -1 knowledge (the planes) for 2 of 7 checks |