Author Topic: Higher level *Shield Other* variants  (Read 27 times)

Offline Draco Dei

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Higher level *Shield Other* variants
« on: Yesterday at 06:14:08 PM »
Wiki-like cross indexing: Build discussion thread on GitP.

This set of spells only got one comment years ago when I posted it on GitP.

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Other notes on how I initially selected the spell levels will be included in (())'s where I think it necessary.

Shield Many
Abjuration
Level: Clr 5, Pal 4 ((This is so fitting with the fluff for a paladin that I'm making sure they can access it pre-epic))
Target: One Creature/3 lvls ((Feb. 2020: Upgraded from One Creature/4 levels.))
As Shield Other except as above and the change of focii. The damage is divided between yourself and the creature originally taken it (so not any of this spell's other targets).

Focus
A matched set of platinum rings (worth at least 50 gp each) worn by the targets.


Shield Other's Body and Mind
Abjuration
Level: Clr 4, Pal 4 ((Same level as Neutralize Poison which works against fewer things, but has a better effect. Consider making this 3rd which makes it the level in between Neutralize Poison and Delay Poison... or maybe even 2nd.))
Target: One Creature or Corpse
As Shield Other except as follows:
No bonus to armor class or general saving throws is provided. The subject gains a +2 resistance bonus on fortitude saves

Hitpoint damage is not effected.

You share any reduction of ability scores with the target as via the same numerical rules as apply to hitpoint damage for Shield Other. This includes penalties, damage, drain, burn, etc. In the case of Feeblemind and other effects that reduce the target to a specific number* treat this as exactly as much penalty/damage/drain/whatever as would be necessary to do that if this spell were not affecting the situation. This even allows you to split the constitution loss suffered by a 1 hit-die creature being brought back to life.
*The fact that normally an ability score can not be reduced to less than zero specifically does NOT count for this. For example, if someone with an dexterity of 6 takes 8 points of dexterity damage then you each take 4 points.


Shield Many Bodies and Minds
Abjuration
Level: Clr 7
Target: One Creature or Corpse/4 lvls*
*You may mix freely between creatures and corpses in a single casting
As Shield Other's Body and Mind except as above and the change of focii. The ability score reduction is divided between yourself and the creature originally taken it (so not any of this spell's other targets).

Focus
A matched set of platinum rings (worth at least 50 gp each) worn by the targets.

Shield Other's Soul
Abjuration
Level: Clr 3, Pal 3 ((One level lower than Death Ward))
Target: One Creature or Corpse
As Shield Other except as follows:
No bonus to general saving throws is provided. The subject gains a +2 resistance bonus on fortitude saves.

Hitpoint damage is not effected.

You share any negative levels with the target as via the same numerical rules as apply to hitpoint damage for Shield Other. Recalculate the number of negative levels each of you gets every time you split negative levels with a given ally in a given encounter. Count only negative levels acquired while the ally in question was under the protection of this spell.


Shield Many Souls
Abjuration
Level: Clr 6
Target: One Creature or Corpse/4 lvls*
*You may mix freely between creatures and corpses in a single casting

As Shield Other's Soul except as above and the change of focii.

Focus
A matched set of platinum rings (worth at least 50 gp each) worn by the targets.

Blood Brothers
Abjuration
Level: Clr 8((Originally had it at 7 (and 1hr/lvl) which is One level higher than Bear's Endurance, Mass, two levels higher than Shield Many... should maybe bump this up further to 9th since it IS pretty boss as long as the monsters aren't over-killing enough that the arcanist dies of a hit to another of the targets. Reducing the duration could also compensate. 8th still leaves room for Soul Brothers to be higher level while pre-Epic.))
Components: V, S, DF, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Self* plus 1 target/5 levels
Duration: 1 minute/level (D)
Saving Throw: Will negates (Willing Only)**
Spell Resistance: Yes (Willing Only)**
*The spell fails unless it successfully effects you.
**The PLAYER/GM in control of each creature targeted decides at the time this is cast whether to count it as having the (Harmless) tag. This is functionally the same as the target deciding, except that consciousness is not required, and charm/domination are by-passed.

This spell wards the subjects and creates a mystic connection between them so that some of their wounds are transferred between them.

The subjects gain a +3 deflection bonus to AC and a +3 resistance bonus on saves.

Whenever one of the targets of this spell takes hitpoint damage, the damage is divided as evenly as possible between yourself and all the targets. This is as opposed to just between yourself and the person originally damaged. Remaining points of damage are assigned, point by point, in the following order until no more remain: first 1 to the original target, then 1 to you, and then randomly distributed to DIFFERENT remaining targets.

Focus
A matched set of platinum rings (worth at least 50 gp each) worn by the targets.

Soul Brothers
Abjuration
Level: Clr 9
Duration: 1 hour/level (D)
As Blood Brothers except as above and as follows:
No bonus to general saving throws is provided. The subjects gain a +5 resistance bonus on fortitude saves.

Hitpoint damage is not effected.

You any negative levels are divided between the targets as evenly as possible. Any that can't be divided exactly are assigned in the following order: The original target, the caster of this spell, and then randomly distributed to DIFFERENT remaining targets.  Recalculate the number of negative levels each of you gets every time you split negative levels in given encounter. Count only negative levels acquired while the ally in question was under the protection of this spell.

((Considering removing the Fortitude bonus on the ones with "Soul(s)" in the names because I recently discovered that most Negative levels do not allow a save to avoid, only to  make it go away rather that turn into level loss 24 hours later... should I remove it entirely, change it to a +8(+10? +5 still?) for Soul Brothers and lower for the lower level ones bonus to the later save for any negative levels gains during the duration of the spell, even if the save happens after the spell has worn off, or keep it the way it is?))


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« Last Edit: Yesterday at 07:20:14 PM by Draco Dei »
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