Bite Of The Werebat
Transmutation
Level: Druid 6, Sorcerer/Wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You shake your head, and your face reshapes itself into feral visage of a dire bat. As this happens, your body covers itself in a layer of dense fur and a slight vestigial membrane of skin hangs from your underarms.
You gain a +6 enhancement bonus to Strength, a +12 enhancement bonus to Dexterity, a +6 enhancement bonus to Constitution, and a +7 enhancement bonus to natural armor. Your face becomes that of a dire bat, and you gain a bite attack that deals 1d8 base damage (or 1d6 if you are Small). You also gain the benefit of the Blind-Fight and Weapon Finesse feats.
Material Component: A scrap from a bat's wing.
Bite Of The Werefox
Transmutation
Level: Druid 4, Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You shake your head, and your face reshapes itself into furtive visage of a dire fox. As this happens, your body covers itself in a layer of fine fur.
You gain a +4 enhancement bonus to Strength, a +8 enhancement bonus to Dexterity, a +4 enhancement bonus to Constitution, and a +4 enhancement bonus to natural armor. Your face becomes that of a dire fox, and you gain a bite attack that deals 1d6 base damage (or 1d4 if you are Small). You also gain the benefit of the Blind-Fight and Weapon Finesse feats.
Material Component: A tooth from a fox.
Bite Of The Wererhino
Transmutation
Level: Druid 7, Sorcerer/Wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You shake your head, and your face reshapes itself into the visage of a rhinoceros. As this happens, your body becomes slightly bulkier as you develop a thick hairless gray hide.
You gain a +20 enhancement bonus to Strength, a +10 enhancement bonus to Constitution, and a +10 enhancement bonus to natural armor. Your face becomes that of a rhinoceros, and you gain a gore attack that deals 2d8 base damage (or 2d6 if you are Small). You also gain the benefit of the Blind-Fight and Power Attack feats.
Material Component: A pinch of powdered rhinoceros horn.
Comment: Bite of the Wereboar (SpC 28) should grant a gore attack (not a bite attack) and the benefit of the Power Attack feat.
Deathless Veil
Necromancy
Level: Cleric 8, Sorcerer/Wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Upon completion of the spell, you exhale your last breath and accept a brief deathless embrace.
You gain many of the traits common to deathless creatures. While the spell lasts, you have immunity to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death effects, extra damage from critical hits, nonlethal damage, death from massive damage, ability drain, fatigue, exhaustion, damage to physical ability scores, and any effect requiring a Fortitude save unless it is an energy drain attack, it is harmless or affects objects.
You need not breathe, eat, or sleep.
You don’t actually gain the deathless type (BoED 157) from casting this spell.
Comment: I wanted to create a non-evil version of the veil of undeath spell as presented in Spell Compendium.
Flexing Weapon
Transmutation
Level: Brd 1, Clr 1, Hex 1, Pal 1, Rgr 1, Sor/Wiz 1
Components: V
Casting Time: 1 standard action
Range: Touch
Target: One touched weapon
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (object)
Any kind of weapon that can be, or has been, modified so that its wielder may apply their strength bonus to damage (such as bows, whips, etc.), is made to dynamically alter its own structure as it is being used. This enables the wielder of the affected weapon to apply their full strength bonus (if any) to damage rolls when using it.
A wielder that lacks the strength requirement normally required to use the affected weapon without penalty, may ignore that penalty and apply whatever strength modifier they do have, to damage rolls with that weapon.
Mage's Indiscernible Location
Abjuration
Level: Sor/Wiz 9
Components: V, S, M
As mage's private sanctum (PH 256) except that all creatures and objects within the area at any given time are also protected as though by mind blank (PHB 253) and sequester (PH 276) against all creatures (and effects originating from) outside the area, but not against creatures (and effects originating from) within the area. Creatures within the area are not held comatose or in suspended animation, and function normally.
Mage's indiscernible location can be made permanent with a permanency (PH 259) spell.
Mind Harness
Abjuration
The subject gains a bonus equal to your caster level, on saving throws against all divinations and mind-affecting spells and effects, including the limited wish, miracle, and wish spells when they are used in such a way as to affect the subject’s mind or gain information about it.
In addition, the subject does not automatically fail such a saving throw on a natural roll of 1. However, if their result fails to overcome the save's DC, they still fail the save.
Mind Harness
Abjuration
Level: Beguiler 7, Bard 6, Sorcerer/Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Duration: 2 hours/level (D)
Saving Throw: Will negates (harmless)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains a bonus equal to your caster level, on saving throws against all divinations and mind-affecting spells and effects, including the limited wish, miracle, and wish spells when they are used in such a way as to affect the subject’s mind or gain information about it.
In addition, the subject does not automatically fail such a saving throw on a natural roll of 1. However, if their result fails to overcome the save's DC, they still fail the save.
Missive Token
Evocation
Level: Sor/Wiz 6
Components: V, S, F (see text)
Casting Time: 10 minutes
Range: Touch
Effect: A magical token
Duration: Permanent until triggered (D)
Saving Throw: None
Spell Resistance: Yes (object)
Focus: The object to be used as the token.
Temporal Tide
Transmutation [Time]
Level: Sor/Wiz 7
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which can be more than 60 ft. apart
Saving Throw: Fortitude negates (harmless) or Will negates
This spell functions like haste (PH 239) and slow (PH 280). All allied targets are affected by a haste effect (as the spell), while all enemy targets are affected by a slow effect (again, as the spell). A successful Will save negates the slow effect.
This spell may not be countered or dispelled by haste or slow.
Time Skip
Transmutation [Time]
Level: Sor/Wiz 9
Components: None
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object (10 cu ft./level)
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The subject of this spell traverses time to the immediate future, leaving the time stream just long enough to avoid a single attack, spell, spell-like ability, effect or other occurrence of which you are aware, as it is performed or cast, leaving just before any results are known, and returning just after they would have been. Using this spell to prevent a creature or object from becoming a target of an effect, does not prevent that effect from being expended as normal. From all points of view, the skip itself is not perceived. (except to a creature under the effect of time stop, or if the subject's position changes -- see below)
This moment's absence does not help the subject to avoid being affected by any previously existing effects and conditions, or by area effects with a duration greater than instantaneous.
If the space the subject departed from is occupied (or under the effect of antimagic) upon its return to the time stream, it appears in the closest unoccupied space, in its original orientation. If necessary, determine the closest space randomly. This would likely occur when this spell is used to prevent the subject from being crushed or buried under a creature and/or objects, and possibly other situations.
If this spell is cast in response to a time stop spell cast by another, the subject of this spell is absent for the "apparent time" given to the recipient of time stop, and avoids all the results of what is done during this "duration", so long as those results could normally be avoided by using this spell.
The subject of this spell traverses time to the immediate future, leaving the time stream just long enough to avoid a single attack, spell, spell-like ability, effect or other occurrence of which you are aware, as it is performed or cast, leaving just before any results are known, and returning just after they would have been. Using this spell to prevent a creature or object from becoming a target of an effect, does not prevent that effect from being expended as normal. From all points of view, the skip itself is not perceived. (except to a creature under the effect of time stop, or if the subject's position changes -- see below)
This moment's absence does not help the subject to avoid being affected by any previously existing effects and conditions, or by area effects with a duration greater than instantaneous.
If the space the subject departed from is occupied (or under the effect of antimagic) upon its return to the time stream, it appears in the closest unoccupied space, in its original orientation. If necessary, determine the closest space randomly. This would likely occur when this spell is used to prevent the subject from being crushed or buried under a creature and/or objects, and possibly other situations.
If this spell is cast in response to a time stop spell cast by another, the subject of this spell is absent for the "apparent time" given to the recipient of time stop, and avoids all the results of what is done during this "duration", so long as those results could normally be avoided by using this spell.
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