Author Topic: Handbook of No To-Hit, No Save, No SR effects: by PlzBreakMyCampaig  (Read 7502 times)

Offline nijineko

  • DnD Handbook Writer
  • ****
  • Posts: 2408
  • two strange quarks short of a graviton....
    • View Profile
    • TwinSeraphim
The Save or Just Suck List


Quote from: nijineko
Introduction: I have copied this over as a handbook more or less as is, with only minor modifications, and a major addition to the psionics section, courtesy of nijineko's Master Psionics List.
Discussion thread is found here.
.                        -- nijineko



This is a list for animate enemies whose AC is too high to hit (even with a touch attack][/url], SR is to high to cast a normal SoD, and whose saves are too high for even a partial entry thanks to improved evasion and improved mettle or a few dirty Master Specialist levels.


Categories outside this thread's scope:
Buffs                                        I love them, but they won't hurt your enemy.
Pets                                         Summoned monsters and animates is fun and all, but...
Unrelated to enemies               You solved the case but the BBEG slaughtered you.
CL, to-hit roll, or DC Boosts      Why risk it?


SPELLS

  • Acid Fog : solid fog + 2d6 acid
  • Acid Rain [HoB 124]: 20'r, 40'h cylinder deals 7d6 acid damage plus DC10 balance checks
  • Aerial Alarm [HoB 124]: As alarm but 2 hours/level and 500' high
  • Alarm : wards for tiny to large size creatures
  • Alarm, Greater [SpC 8]: Works on neighboring planes
  • Anarchic Storm [SpC 11]: 20'r, 20'h perception penalties, 2d6 to lawfuls, random 5d6 electric
  • Anathema [CoR 28]: only for those of same faith and lower level, not useful for enemies
  • Antimagic Field: we know that this is rarely a "buff" ;D
  • Axiomatic Storm [SpC 22]: as anarchic storm but lawful
  • Blinding Glory [BoED p. 92]: blinds all Evil creatures who remain in 100' radius of caster, lasts 1 hr./level. no darkness spell can counter it.
  • Buzzing Bee [SpC 41]: -10 move silent & concentration, only a distraction if not deaf.
  • Caustic Mire [CM 98]: 20'r where each square costs 10' and moving or staying in any square deals 1d6 acid. Fire damage deals +1 per die.
  • Cloudburst [SpC 48]: Rain obscures vision, extinguishes fires, and hampers missiles.
  • Consecrate : debuffs for undead
  • Dispel Magic &, Greater : Probably useless if your caster level is low, but maybe its higher than his buffs (similar enough to dispelling screen][/url]
  • Dust Storm [DR331 p. 71]: 1 std. act., med. range, creation effect, 60' by 30' tall cylinder, conceals and deals 1d6 slashing damage to creatures ending turn inside area. Obscures vision and darkvision beyond 5'.
  • Elemental Prod [MoE 96]: pidly damage, movement and very restricted type
  • Fireward [PGF p. 102]: The AMF of magical fires. As an attack spell this is only useful against Elemental Fire creatures, but for creatures of that type it does 1d6 damage/level, 15d6 max
  • Fog Cloud : gives concealment, blocks darkvision
  • Force Cage : trap them into a dangerous area and wait for them to fail a save.
  • Freezing Fog [CArc p. 108]: 1 std. act., med. range, 20' radius by 20' high cloud, 1d6 damage/round, penalty on attack rolls blocks all sight to 5'.
  • Gate : conjure enemy to a hostile plain before plane shifting. Persistant Zone of Respite foils this.
  • Glitterdust : invisible enemies are visible and take -40 to hide checks regardless.
  • Guards And Wards : recreates some wardings but allows no save
  • Haboob [Sand 117]: 20' sphere move or take up to 5d4
  • Harmonic Void [CS99]: Casters in 60' of you must succeed on Concentration check to use verbal-component spells (DC 20 + spell level]. Spell is used up on failure.
  • Hail of Stone [SpC 108]: 5d4 max damage in small area
  • Holy Storm [SpC115]: -4 listen, spot, search & ranged attacks, 100% extinguish unattended flames, 50% protected, 2d6 to evil creatues, 4d6 evil outsiders. Holy water or 25gp component
  • Ice Slick [Fr 100]: similar to grease but no reflex. Mildly DM dependent.
  • Ink Cloud [SpC 123]: Fog Cloud for underwater
  • Mark of Doom [PH2 119]: 1d6 for each hostile action if target difference by an alignment axis.
  • Magic Miasma [SpC 137]: -4CL, -2DC for spells cast in fog
  • Necrotic Bloat [LM 67]: max 10d6 50% vile with mother cyst focus to necrotic cyst living creature
  • Pyrotechnics : a bard's fog cloud but other cannot see in at all.
  • Raging Flame [DR314 p. 21]: 1 std. act., med. range, burst effect, affects nonmagical fire, 2d6 nonmagical fire damage to all creatures who have caught fire as fires double.
  • Repel Metal or Stone : repels those objects and the creatures wearing them 60'
  • Reaving Dispel [CArc 119]: as greater dispel but better bonus and chance to take buffs
  • Rushing Waters [Und 62]: +30 Bullrush and puts out large bonfires plus save for prone
  • Slashing Dispel [PH2 125]: As dispel magic but creatures take 2 damage/spell level for each spell dispelled
  • Sleet Storm : 1 std. act., long range, 40' by 20' high cylinder, completely blocks vision (incl. darkvision][/url], hampers movement with balance checks
  • Spell Theft [CS 104]: Instantly know all spells effecting the target. Make dispel check (d20 + CL, max +15][/url] vs DC 11 + spell's CL to steal any spell capable of being dispelled with you are the legal target
  • Spell Vulnerability [PlH 104]: Target takes penalty on spell resistance equal to caster level up to 15. Includes a fort save but the DC is essential boosted by your CL.
  • Telepathy Block [BoED 109]: blocks all telepathic communication on a creature or area.
  • Transfusion [DragMag399 78]: touch creature for 1 full minute to do 1d6+CL up to 5 penalty which becomes insight bonus for 1min/CL
  • Turbidity [Storm 123]: very similar to ink cloud but 0 range.
  • Unholy Storm [PlH 106]: pretty much holy storm but against good, no expense on material component
  • Wall of Sand [PGF p. 118]: 1 std. act., med. range, creation and earth effect, creates wall = 5' square/level, blocks ranged attacks, hampers movement, can't breather while passing through it, grants cover and total concealment.
  • Zone of Natural Purity [ECS 117]: -1 attack and save rolls for aberrations.


Psionic Powers

  • Alarm, Psionic: as alarm, except augmentable for better duration.
  • Anchor Plane: not really a save or suck effect, but notable because it is one of the few ways to create a zone of a planar trait: such as flowing time. (See also: planar bubble, acorn of far travel, and planar shepherd) This assumes that your DM's cosmology actually has someplace with the flowing time trait, AND allows Eberron material to be used in said campaign. "Destroy, Build, Destroy!"
  • Aura Sight: somewhere between see invisible and true seeing.
  • Bend Space: cause one non-area attack to auto-miss. "Just say no!"
  • Call Cohort: from anywhere on the same plane. "Front and center!"
  • Clairtangent Hand: emulate far hand + clairvoyant sense. Augment to emulate telekinesis instead, but ends if damage is dealt.
  • Clairvoyant Sense: scry, but without the sensor or possibility of being caught at it. I wonder how they prevent abuse of this at psionic colleges.... "I seeeeeee you!"
  • Control Air: can increase wind speed enough to blown away, knocked down, or checked. Up to your DM if the lack of save extends to the resulting check versus the wind speed. "Little pig, little pig...."
  • Control Light: defeats low-light vision, but not darkvision.
  • Control Sound: give yourself bonuses, or shatter unattended objects of certain compositions. "It's not over till the psionic sings!"
  • Correspond: as missive or message, but anyone with whom you have had previous mental or physical contact. (Combat counts as physical contact, I would think) Works across planar boundaries. While they don't have to respond, they cannot prevent themselves from hearing you in their minds. "Get out of my head!"
  • Cosmic Awareness: true seeing on steroids, Lensman style. "You can run, but you can't hide!"
  • Creation, Psionic, Major & Minor: useful for dropping things on people... anvils, manure, big blocks of stone. "That just hurts like the dickens!"
  • Destiny's Trail: see what really happened way back when, and who was involved / witnessed said event. "I know what you did last summer!"
  • Detect 'x': (Hostile Intent, Life, Moisture, Poison, Psionics, Remote viewing, Teleportation, Undead) can circumvent various protections in specific situations.
  • Dispel Psionics: much the same as Dispel Magic.
  • Dream Beast: area is not specified leaving the range as the apparent area of effect. Insane power if so. Create a dream beast that sucks everyone in long range into a nightmare where they are attacked and potentially "slain" by the creature, dropping them to -1 and unconscious. Beast then ignores them unless they are healed. Beast's abilities are DM fiat, but it is supposed to be "powerful enough to qualify as nightmarish to those in its presence." Continuous full round concentration keeps it off you and your allies backs. No DR, No ER, No Save, No SR. I wonder what a deity would consider so powerful as to be nightmarish....
  • Ectoplasmic Mist: block sight, including dark vision.
  • Ectoplasmic Shamble : 1 round manifestation time, Long range, size of 10 ten-foot cubes, shapable, movable, 1 point damage/2 manifester levels, interferes with vision and spellcasting of those within its area.
  • Empathy: know what they are feeling. Then use it against them.
  • Fabricate, Psionic & Greater: great in buildings when you turn the floors below your enemies into paper. "Watch that first step!"
  • Genesis: use the Anti-genesis effect to remove all obstacles. "Knock, knock!"
  • Locate, Psionic: can be augmented to find plants and creatures, in addition to objects. Not affected by lead or running water. Can be fooled by certain other effects. (Cloud Mind, Escape Detection, Metamorphosis, Poly Any Object). "Right about, here."
  • Mass Manipulation: affect the mass of a creature or object. "You look a little... down."
  • Molecular Bonding: Sovereign Glue on steroids, at range. Fuse any two objects together at the molecular level as if they had always been a single object, attended or not, magical or not. Examples given include: all the joints and flexible points of a suit of worn armor, boots to the floor, sword in the sheath... use your wits, your cunning, your imagination. Just hope your DM doesn't use it on you. Does not work on creatures, including constructs and undead. "Who can I screw with today?"
  • Perinarch, Psionic & Planar: take control of a small area of Limbo, in order to make a defensive and hospitable; no one can take it back for the duration. Planar version lets you mess with highly morphic or divinely morphic planes. But beware any previous owners, they make take it poorly that you are altering their plane.
  • Primal Fear: automatically confer the shaken condition. "Boo!"
  • Psychic Reformation: regret picking a power or spell, or how you spent your skill points? Reformat yourself. Small xp cost, choices must be valid (most DMs interpret this to mean valid on a level-by-level basis, preventing certain CO & TO shenanigans.) "Now I know Kung-Fu!"
  • Psychometry: similar to Destiny's Trail, but not limited to a single event. However, it only will reach so far back into time, while Destiny's Trail jumps to the specific event in question, regardless of intervening time. "Elementary, my dear Watson!"
  • Quintessence: move small things out of the time stream. The mini-timestop effect. Damages creatures/things only partially covered. While somewhat difficult to obtain, large amounts of this can be used on larger things to great effect. Auto-catapsi effect if too much is gathered.
  • Stygian Discernment: a detect undead effect, with bonuses. "Creepy at 12'o'clock low!"
  • Swarm of Crystals : 1 standard action manifestation time, 15' range, cone-shaped spread, instantaneous creation effect, 3d4 slashing, augmentable for 1d4 damage per additional PP spent.
  • Wall of Ectoplasm & Unstable: wall of ghostly goo. Unstable version emits energy type of your choice.


Invocations

  • Caustic Mire [CM 123]: 20'r where each square costs 10' and moving or staying in any square deals 1d6 acid. Fire damage deals +1 per die.
  • Chilling Tentacles [CArc p. 132]: Greater invocation, equal to 5th level spell, functions like Black Tentacles (which allows no SR), but also causes 2d6 cold damages to all creatures in its area, a 20' radius spread


Bindings

  • Awe of Dantalion [ToM 29]: makes enemy unable to attack or target you for 1 round in 5




Quote from: PlzBreakMyCampaig
Note: I can't believe we didn't have this on this board. I will be updating. If it doesn't require a hit roll, doesn't allow SR and gives an effect that doesn't even allow a partial save, we need it in this list. I'm only about half way done with my list ;D
« Last Edit: April 12, 2013, 06:52:42 PM by nijineko »

Offline PlzBreakMyCampaign

  • DnD Handbook Writer
  • ****
  • Posts: 1962
  • Immune to Critical Hits as a Fairness Elemental
    • View Profile
Re: Handbook of No To-Hit, No Save, No SR effects: by PlzBreakMyCampaig
« Reply #1 on: April 11, 2013, 07:18:25 PM »
why do people not just look on the previous page? This was already imported

I searched every single handbook page for every single handbook I imported.

Furthermore I have a copy of everything not yet imported.

Offline nijineko

  • DnD Handbook Writer
  • ****
  • Posts: 2408
  • two strange quarks short of a graviton....
    • View Profile
    • TwinSeraphim
Re: Handbook of No To-Hit, No Save, No SR effects: by PlzBreakMyCampaig
« Reply #2 on: April 12, 2013, 06:50:23 PM »
because i used the search engine a few different ways, and it didn't show up. *shrugs*

Offline PlzBreakMyCampaign

  • DnD Handbook Writer
  • ****
  • Posts: 1962
  • Immune to Critical Hits as a Fairness Elemental
    • View Profile
Re: Handbook of No To-Hit, No Save, No SR effects: by PlzBreakMyCampaig
« Reply #3 on: April 13, 2013, 01:23:06 PM »
Oh that part's definitely not just you. I completely understand that. I've mentioned it to our mods a few times but they seem to think I just make stuff up. Whatever. Better a too light hand than too heavy...

Offline nijineko

  • DnD Handbook Writer
  • ****
  • Posts: 2408
  • two strange quarks short of a graviton....
    • View Profile
    • TwinSeraphim
Re: Handbook of No To-Hit, No Save, No SR effects: by PlzBreakMyCampaig
« Reply #4 on: April 14, 2013, 02:29:25 AM »
i think we can agree. ^^ it seems that i managed to include some psionic powers that do not meet the criteria, ie: you solved the case but the bad guy blasted you stuff.

Offline zook1shoe

  • DnD Handbook Writer
  • ****
  • Posts: 4930
  • Feeling the Bern
    • View Profile
Re: Handbook of No To-Hit, No Save, No SR effects: by PlzBreakMyCampaig
« Reply #5 on: March 19, 2016, 05:42:43 PM »
Anything like this for Pathrinder?
add me on Steam- zook1shoe
- All Spells
- playground