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New Spells: Seize Dweomer and Arcane Wound

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New Spells: Seize Dweomer and Arcane Wound Empty New Spells: Seize Dweomer and Arcane Wound

Post by daveyeisley Thu Sep 08, 2011 10:22 pm

Seize Dweomer

Spoiler:
Abjuration
Level: Sor/Wiz 6, Cleric 8 (Mystara)
Components (standard): V, S
Component (material): None
Range: Medium
Target: Single
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:

This spell works similarly to Lesser Spell Breach, but afftects only a single spell on the target, whichever spell is of the highest level. Instead of completely unweaving the magic of the affected spell, it takes control of the dweomer and transfers the effect to the caster. When cast by a caster with 17 or more caster levels, there is a 50% chance of this spell seizing control of a second spell on the target.


Arcane Wound

Spoiler:
Abjuration
Level: Sor/Wiz 7, Cleric 9 (Mystara)
Components (standard): V, S
Component (material): None
Range: Medium
Effect: Ray
Target: Single
Duration: 1 round + 1 per 10 levels (2-5 rounds)
Saving Throw: None
Spell Resistance: No
Description:

Upon casting this spell, the caster gestures at the target and sends a scintillating bolt of crackling, multi-colored magical energy sizzling towards the intended target. The bolt homes in, slightly tracking the target if they move (it actually homes in on any magical effects the target currently has active in their aura). The caster must succeed on a ranged touch attack with a +1 bonus for each active magical effect on the target, and the caster may re-roll any concealment miss chance one time. If the bolts makes contact, the magical energies splash over the target, momentarily clinging to their form before evaporating into the target's magical aura. This effect is visible as sparks of multicolored light flashing around the target. Upon striking the target, and again at the beginning of the caster's turn every round thereafter until the duration expires, the target is affected as if by a Lesser Spell Breach, dispelling the 2 highest level spell effects currently active on the target.
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Post by RayvenNightkind Fri Sep 09, 2011 7:25 am

Those sound pretty cool, I like the idea behind those
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Post by Angel of Death Fri Sep 16, 2011 8:44 am

Don't mind the hijacking here... Razz
...just thought I would throw in an idea for a couple new spells as well (which I personally wouldn't mind to see)! Smile

Fiendform
Spoiler:
Transmutation [Evil]
Level: Sorcerer / Wizard 6, Cleric [Ragnor] 7
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Min./Level

This spell functions like Alter Self, except that you can take the form of any fiendish creature, demon, or devil that can be summoned by a Summon Monster I, II, III or IV spell, regardless of size. You can assume only one form with each use of the spell, but you gain all that form's supernatural abilities, and your type changes to outsider. Spells and effects that harm or ward evil outsiders affect you, and any effect that would normally banish an outsider to its home plane instead ends the spell and leaves you staggered for 1 round per caster level.

Material Component: A bone from any fiendish creature, half-fiendish creature, demon, or devil.

Leomund's Hidden Lodge
Just one of those "safe rest" spells which I like - any of the variations (Rope Trick, Morderkainen's Magnificient Mansion, etc) would be nice to see in-game, really.. Wink
Spoiler:
Conjuration [Creation]
Level: Bard 5, Sorcerer/Wizard 5, Druid/Cleric [Andra] 6
Components: V, S, F; see text
Casting Time: 10 Minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 20-ft.-square structure
Duration: 24 Hours
Saving Throw: None
Spell Resistance: No

As Leomund's Secure Shelter (page 247 of the Player's Handbook), except that the hidden lodge is perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate. It might as a house-sized boulder in a rocky or mountainous area, as a sand dune in the desert, as a densely tangled thicket, a grassy knoll, or even a mighty tree. The hidden lodge also obscures all telltale signs of habitation, including any smoke, light, or sound coming from within.
At any distance of more than 30 feet, the lodge is indistinguishable from natural terrain. Any creature approaching within 30 feet is entitled to a DC 30 Survival check to spot the hidden lodge as an artificial dwelling and not a natural part of the landscape.

Maze
Spoiler:

Conjuration (Teleportation)
Level: Sor/Wiz 8
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: See text
Saving Throw: None
Spell Resistance: Yes


You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn’t escape, the maze disappears after 10 minutes, forcing the subject to leave.

On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.

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