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Topics - Draco Dei

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Defiance of the Divine [Divine]
Your connection to the divine in the form of positive or negative energy is especially close, and flows with surpassing ease.  When need is greatest it is not even solely reliant on yourself awakening within you if you are oppressed by an arch-foe.
Prerequisites: Rebuking ability that can affect your own creature type, Knowledge[Religion] 6 ranks.
You gain a +2 bonus to turning/rebuking checks, and may turn/rebuke as a swift action (but regardless of actions used, not more than once a turn).

You may turn/rebuke without the need of a holy symbol, albeit with -4 (-2 when counting the above bonus) penalty to the turning check, and with -5 to the turning damage.

At the end of any turn that you both started and currently are turned, rebuked, or commanded, if you have any applicable turning/rebuking left a usage of your applicable turning/rebuking is expended to attempt a dispel-turning that affects only yourself. This requires no action or volition on your part (indeed you couldn't stop it if you wanted to, which is a good thing if you are Commanded).

Normal: Being Turned, Rebuked, or Commanded usually prevents you from dispelling turning on yourself. Turning/Rebuking is a standard action.

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How is the name?
Is there some way I can phrase this more clearly?
I suspect this is flavorful but underpowered. Perhaps it should, at your option, affect others if there are remaining hit-dice of turning/rebuking left after successfully affecting yourself?
Maybe if, as a thematic rider, and power-wise main point it let you turn/rebuke as a swift action? If there something that already does that? Maybe THAT should cost two turn/rebukes?

Skill Trick
Resilient Defiance of the Divine
Your connection to the divine is not solely reliant on yourself. When you are oppressed by an arch-foe, it awakens within you.
Prerequisites: Turn or Rebuke ability that can affect your own creature type.
Benefit: Once per encounter, at the end of any turn that you both started and currently are turned, rebuked, or commanded, if you have any applicable turning/rebuking left a usage of your applicable turning/rebuking is expended to attempt a turning dispelling that affects only yourself. This requires no action or volition on your part (indeed you couldn't stop it if you wanted to, which is a good thing if you are Commanded).
If the initial effort fails, this repeats once per hour (10 minutes? 1 Day?) after that whenever you have the applicable sort of Turning/Rebuking available to you.
Normal: Being Turned, Rebuked, or Commanded usually prevents you from dispelling turning yourself.

Magic Item (W.I.P. Especially formatting and small details-wise)
Divine Defiance Heart-stone
Price (Item Level): ?5,000 gp? (?9th?)
Body Slot: Throat
Caster Level: 5th (Often higher, increasing cost)
Aura: Moderate (DC 1?; Necromancy)
Activation: --- and Full-Round (Manipulation, to remove or don)
Weight: 5 lbs
Worn over the heart, this would be an amulet on a adamantine chain, if it were not for the additional chains passing from the back of the neck and under the armpits*. It is favored by clerical liches and dread necromancers who have completed their journey into unlife.
*Like the non-cup portions of a bra.
Several versions of this device exist, each specific to a certain creature type or sub-type. Undead is the most common, but Deathless, Fire, Earth, Water, and Air are all known to be possible. If a creature has both a type and a sub-type, then it protects against all sorts of turning/rebuking provided at least one of the (sub-)types matches the single type of the item.

At the end of any turn that you both started and currently are turned, rebuked, or commanded, if you have any applicable turning/rebuking left a usage of your applicable turning/rebuking is expended to attempt a turning dispelling that affects only yourself. This requires no action or volition on your part (indeed you couldn't stop it if you wanted to, which is a good thing if you are Commanded).

This item's chains are held together with a lock (open lock DC 35) that includes a Mage Lock like feature at the items caster level (which is often the highest the wearer can obtain or make themselves. Note that neither the wearer nor the creator can open this as if they were the caster. Only with the matching key (included in the creation requirements), may the lock be opened to remove this item. Most wearers place the key in a location that would require a significant amount of time for them to access, or destroy it entirely.

It has a hardness of 25, 50 hitpoints, and a break DC of 40.

Prerequisites: Craft Wondrous Item, Knock, ?Life Ward? (Spell Comp. p. 131), Mage Lock, Creator must be able to turn or rebuke undead as appropriate to the intended sort of wearer.
Cost to Create: 2,500 GP, 200 XP, 5 days

Homebrew and House Rules (D&D) / [3.5] [Creature] Demonicker (P.E.A.C.H.)
« on: October 06, 2022, 10:27:03 PM »
Just because this is vaguely True-naming themed have a link to someone else's rewrite of True-naming (I have no idea of quality) : The Way Words Work (or, Truenaming that doesn't make me cry myself to sleep at night). by Kellus.   Back-up Link

Statted up, with permission, based on the story Wednesdays are Sacred by Aragon, which also has an audio reading by Mystery Pony Fiction on YouTube.

Behold my low-grade art skills aided by General Zoi's Ponymaker! Well, at least it is better than no PICTURE at all...

Demonicker, Hybrid (Advanced to 15 HD, because that is what I originally used against my players, and electrons are cheap, so I might as well post it.)
Medium Outsider ?[Air, ??Earth??]?
HD 15d8+75 (142 hp)
Speed 50 ft. (8 squares);
Init: +10 (+6 Dex. +4 Improved Initiative)
AC: 27(+6 Dex, +10 Natural); touch 16; flat-footed 20 ((I checked the rules and Natural Armor does NOT increase when going from Small to Medium?))
BAB +15; Grp +21
Attack* Shoulder/Body Slam (SLASHING damage) +21 Melee 1d8+9 (x3, 19-20) AND Bite +21 (sic) Melee 2d6+9 (sic) (x2, 17-20)
Full-Attack* Shoulder/Body Slam (SLASHING damage) +19 Melee 1d8+9 (x3, 19-20) AND Bite +19 (sic) Melee 2d6+9 (sic) (x2, 17-20)
Space 5 ft.; Reach 5 ft.
Special Attacks De-Moniker, Learn Name (Gaze Attack)
Special Qualities Bladed Skin, Bound By Silver, Closed Mouth, Darkvision 60 ft., Eternal Breath, low-light vision, Regeneration 20 (=HD+5)/(Slashing or Piercing OR PONY???) AND Silver AND (Good OR Pony) (Does NOT apply to tongue as long as it is in contact with Silver), DR 15(Equal to HD)10/Silver OR Good, Sonic Resistance 2015 (=HD+5), Resistance to Acid, Cold, Fire, and Electricity 15 (=HD)10.
Saves Fort +14 Ref +15 Will +12
Abilities Str 22, Dex 22, Con 20, Int 16, Wis 16, Cha 22  ((at Small this would be Str 18, Dex 24, and Con 18))
Skills Appraise? +21, Bluff +24, Diplomacy +24, Gather Information +7, Heal** +12, Hide +24, Intimidate +23 (sic), Knowledge (Religion) +12, Knowledge (Arcana ((The Planes in non-Pony games)) +12, Listen +24, Move Silently +24 (But see Skills), Sense Motive +21, Survival +21 (27=(18x1.5) more skill points to distribute)
Feats Ability Focus (De-Moniker), Ability Focus(Learn Name), Combat Reflexes, Improved Critical (Shoulder/Body Slam)(B?), Improved Critical (Bite)(B?), Improved Natural Attack (Bite) (B), Multi-Attack(B), Track ((Retrained from the Weapon Finesse it had when Small), Skill Focus (Listen), Improved Initiative (15 HD)
Environment A lawful evil-aligned plane ((Pandamonium? No, that is Chaotic...))
Organization Solitary, Obituary (2-4), or Memorial of Tragedy (5-16)
Challenge Rating 12?  ((Harborn says this might be as high as 15.))
Treasure None
Alignment Lawful Evil ((This DOES mesh with the silver vulnerability!))
Advancement ??-?? HD (?Small?) ??-?? HD (Medium), ??-?? HD (?Large?) and/or by Class; Favored Class Bard*** AND Truenamer
Level Adjustment +? (Cohort only? N/A?)
* See Bound By Silver for special AC bonuses targets of a Demonicker can get.
**Usually used to know when to finish off especially weak enemies who have injured themselves attacking it, but whose name it does not fully know.
***Demonicker bards generally favor oratory over singing or playing instruments.

Bladed Skin (Ex)
The skin of a Demonicker deals 1d8+the ATTACKER'S strength modifier to weapons of hardness 9 or less and creatures using natural weapons on any attack that hits as a TOUCH attack, regardless of if it actually injures the Demonicker. Attackers using natural weapons halve the damage if they are wearing metal armor on the striking surface of the natural weapon in question, or if JUST making a touch attack. If both are true they are also allowed a reflex save against a DC of 22 to negate the damage. This save is constitution based. (Pro Tip: For faster play, just track the number of hits that need damage rolled as attacks are made (informing the player after the first instance that they ARE taking damage and the approximate magnitude), then roll saves (if any) at the end of the character's turn and only THEN damage for any attacks that don't have their damage negated.)

Eternal Breath (Su)
Demonickers generate their own air internally, and their metabolisms are otherworldly. They never inhale, only exhale, and never get out of breath or pant from exertion. they still might pant if overheated, but like the horses they resemble, they primarily regulate their temperature with sweating when hot.

They also are not subject to drowning. Strangling one is mildly effective although it takes twice as long and because the pressure builds up this requires a strength check each round equal to one third the total number of rounds it has been since the Demonicker last exhaled. Technically this overpressure could harm the Demonicker but since the damage is only 1d(Half the rounds since the Demonicker last Exhaled), this will rarely come up unless its damage reduction is negated.

((Move this to its own ability?)) A Demonicker's voice is very powerful even naturally (3 times as loud as a humans) and carries supernaturally long distances, being able to make itself understood clearly enough to use its de-moniker ability from up to 500 feet away in open air in otherwise reasonably quiet conditions. If the target is subject to a listen penality, but not totally deaf, reduce this distance by 20 feet per point of listen penalty to a minimum of 100 feet.

Learn Name (Su)
A Demonicker can look into a target's eyes to learn their name. This is a gaze attack with a range of 60 feet and is negated by a Will Save with a default DC of 25 (Charisma based), but the following bonuses apply to the DC:
Only one of the first three can apply.
Demonicker has heard the targets name from someone +6 -1 for each step removed from the target (minimum 0). Demonickers speaking the name in the hearing (including, but not limited to when using their De-Moniker ability) of another Demonicker does NOT increment this.
Has read the targets written name from their own writing +3
Knows targets name by some other means +1
Any of the first four with a nickname -2 (Minimum 0)
Any of the first four with a codename that they believe is worth using (possibly because it believes it is the real name) -4 (Minimum -1)
Any of the first four with a deliberately misleading name that an ally would almost never call them by but which the Demonicker believes to be, at worst, a codename -10 (NO minimum)
Demonicker knows at least half the targets name from their own lips +1. For example a character with a first, middle and last name would require the Demonicker to have heard at least two of these.
Prior attempt by that specific Demonicker on the target in the last 24 hours +2

If a target succeeds their FIRST save by at least 5 points they may make a Bluff check opposed by the Demonicker's Sense Motive check to have it "read" a false name that it will try to use (and automatically fail) before realizing it is false. Apply the same modifiers to the Demonicker's Sense Motive as the save DCs of this ability, except if the false name doesn't match a another false/code/nick-name the Demonicker currently has as its "best lead".

Bound By Silver (Ex)
Any restraint made of silver, even thread or wire, imposes a -20 to Strength checks to break, and a -10 to escape Artist checks. Their natural weapons can not harm silver. Silvered armor (not just armor with silvered spikes) provides twice the AC bonus against the attacks of their natural weapons.

Closed Mouth (Ex)
Demonicker gain a +5 racial bonus on any strength check or will save concerning opening or closing their mouth (if Charm-ed or dominate-d use the original save, but check at the time if it succeeded by a margin of 5). Their tongue can be attacked when they are speaking or using their bite attack (usually requiring a readied action), but they attempter takes bite damage regardless of success or failure. The AC for such an attack is 20 (the tongue lacks the armor of the rest, but it is a much smaller target).

De-Moniker (Sp)
((For a "True" Demonicker, rather than a Hybrid this is simply a Save-or-Die [Death] effect rather than involving negative levels as an intermediate step.))
To use this ability a Demonicker must either have heard its target's name from their own lips, or must have successfully used its learn name ability on them. Use LOWEST of Fortitude and Will save DC 25 to save for HALF of 1d4  ((less for Demonickers with fewer HD?)) negative levels. The DC is Charisma based. All negative levels inflicted by a demoniker vanish when it dies, but until then the save DC to remove present levels is +5. ??If a target is immune to negative levels but is NOT immune to [Death] effects, then keep track of these negative levels even though they are not technically gained, because they can still trigger the [Death] effect when they equal or exceed the victim's hit-dice.??

((IGNORE THIS PARAGRAPH IN EQUESTRIA BEGINS!, Just have them lose a level permanently as if Ressurected))If negative levels would equal total levels, make a fortitude save against the same DC, if successful you can not be reduced below 1 HD by that specific demoniker (the creature) for 24 hours, although it could still re-inflict negative levels that were removed. Resistance/Immunity to [Death] effects can help prevent death (apply resistance to the original saving throw result to see if it would make the difference), but does NOT do anything to proevent the target from gaining negative levels equal to its hitdice-1.

If the Demonicker tries to use this underwater the DC decreases by 5. If the targets ears are not in the same body of liquid (including if they are in liquid but the Demonicker's mouth is not) then their is a SEPERATE -5 penalty AND a natural 1 is not an automatic failure.

This is a language-dependant sonic attack.

See Closed Mouth for rules on attacking the tongue of a Demonicker.

Impale (Ex)
A (Medium) Demonicker deals 3d6+9 points of slashing damage to a grabbed opponent with a successful grapple check. Nota Bene: Demonickers do NOT have a racial improved grab ability!

Skills: Demonickers suffer -2 racial penalty to move silently when doing more then turnig there head and/or breathing. Wind noise also does not aid them against listen checks if they are exposed to said wind because it whistles through their scales, canceling out the benefit of background noise.

Campaign specific notes:
Only has Azira's FIRST name from her own lips, but full name second hand. Call it an extra +1 to the DC for having the first name.
Azira's DC for Learn Name is 33 (27 base+5 for knowing name from a secondary source +1 for knowing her first name from her own lips).

Hit Dice: d12
Hit Points at 1st Level: 12 + Constitution Modifier
Hit Points at Higher Levels: 7 (or 1d12) + Constitution Modifier

Armor: You are proficient with Light Armor.
Weapons: You are proficient with your unarmed strikes and with melee attacks* with one simple melee weapon of your choice.
          *So you are NOT proficient with thrown attacks with weapons that are nominally melee.
Tools: Healer's Kit, Herbalist's Kit, Trail Cooking Gear (or using any cooking gear to produce that level of product), Any one set of crafting tools for everyday items (including farming impliments)... no armor, weapons, alchemy, etc. ((NOT artists tools at this point, gotta make a living before you can make life beautiful for everyone.))
               ((Note to Baby Changeling: Drop the Trail Cooking Gear and the free pick of a crafting tool since "doctor" is a full-time profession, rather than being something that, in a small village, might only comes up sporatically.))
Saving Throws: Starting: Constitution and Wisdom  ((CONFIRMED! See Gift of Grace for some idea of why this is.))
                      2nd Class Level: Gain Charisma
                      3rd, 4th, and 5th: Gain one of your choice ((Not actually a choice at 5th.))
Skills: Medicine plus 2 (3?) more from: Athletics, Insight, ?Intimidate ((if I include this for the "menacing body-guard" type, consider making it mutually exclusive with Persuasion? Then again, I can probably drop this entirely and they can just take the Soldier background if they want that sort of thing.)), Religion, Persuasion, Stealth, and Survival. Can replace one of these optional skill picks with Expertese in Medicine.

You start with the following equipment, in addition to the equipment granted by your background:
  Any simple melee weapon
  (a) A priest's pack and holy symbol or (b) an explorer's pack and herbalism kit
  Healer's kit, leather armor, soap, (extra) waterskin

Proficiency Bonus
Hands of the Healer, Least Gifts ((An Ounce of Prevention, Eyes of the Healer, Gift of Protection, Gift of Grace (Debuff: ALL, Buff: 2), Gift of Warding )), Healing Item Use, Swift to Protect, Ritual Casting(Slow) ((Technically doesn't do anything with PHB spells until 3rd level)), Cantrips
Carry the Burden(Loads, Armor/Shield Penalty Negation, and Feather Fall), Defensive Strike, Deft Unarmed Strike, Gift of Tolerance, Helpful, Proficiency in Charisma Saves
Archetype, Carry the Burden (Levitate), Add a Saving Throw Proficiency
Ability Score Increase, Gift of Grace (Debuff: 4(3? all but 2 that you are usually proficient in at this level(same thing at this level, NOT aqt next)? ), Buff: 2), Add a Saving Throw Proficiency
Carry the Burden (Fly), Gift of Breath, Gift of Time (Speed and *Haste*), Proficient in All Saves
Gift of Grace (Debuff: 1 or 2, Buff: Same)
Archetype ?Improvement?, Gift of Grace (Debuff: 1 to 3, Buff: Same)
Ability Score Increase, Gift of Grace (Debuff: 1 to 4, Buff: Same)
Gift of Grace (Debuff: 1 to 5, Buff: Same)
Gift of Resistance (Debuff: 1 to 6, Buff: Same)
Shield of the Soul, Archetype ?Improvement?
Ability Score Increase, Gift of Time (No longer requires Bonus Action to Grant Extra Action)
Improved Shield of the Soul
Ability Score Increase, Gift of Resistance* (Common Energy)
Archetype Paragon, Gift of Foresight
Improved Gift of Resistance* (Rare Energy)
Ability Score Increase, Greater Gift of Resistance* (Physical)
Gift of Grace (1/2 Penalty), Gift of Time (Double All Speeds, Extra Action, AND Extra Bonus Action), ?Grace to the Gracious?
*Those familiar with the 3.x/PF versions of this class should note that this is NOT the same thing as the ability with that name in those versions.


Gifting Bonus and other issues of dedication (Multiclassing):
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 The path of the Grace-Gift is best walked with great dedication. Those who persue other sources of power, even for the purpose of bettering the value of their sacrifices, may find their Grace-Gift abilities not progressing as quickly as might be expected. For certain class features, separately calculate your proficiency bonus as if you had only levels in Grace-Gift. This is known as your "Gifting Bonus". If you are single-classed this will always be simply your normal proficiency bonus. If you only have a few levels in another class it will be the same at many character levels. Whatever the number of levels in other classes, the following chart has been provided for convenience:
Gifting Bonus[/color]





Also note that Grace-Gift spells generally scale with class level, not spell-slot, character, or caster levels. For other limitations on multiclassed Grace-Gift characters see the Divine Protection ???and Defensive Strike??? class feature((s)), and the following lines that parallel the tables on pages 163-4 of the PHB.
ClassAbility Score Minimum
Grace-GiftConstitution 13, Wisdom 13, and Charisma 13
Want to make multi-classing a bit hard. Of course constution 13 is probably not going to be much of a burden, but I do what I can...

ClassProficienciences Gained
Grace-GiftMedicine(Expertese if already proficient, any Grace-Gift skill if already expertese), Herbalist's Kit, and choice of Constitution or Wisdom saves (if already have both, then Charisma saves)

Hands of the Healer: ((NOT same as 3.x/pf thing of same name. Spend a short rest to double others' hp recover per hd spent (can spend 1/2 hd). Spend Long Rest to have other recover all hd.))
You may give up benefits of a short rest or long rest to intensively tend to the wounds of a number of others up to your charisma modifier (minimum 1). ((2+Wis. Mod.? Or instead have limit on HD to be doubled rather than number of patients?))
With a Short Rest: Roll twice the dice and add constitution modifier as normal for each die per hd spent (they can spend half a hitdie to roll a single die with constutition modifier).
With a Long Rest: The targets recover all hitdice rather than half their maximum.

Both benefits can effect up to Cha. Mod. allies (minimum 1). ((Flat 6 to put it on parity with "Mass" spells?))

Spare the Dying

Ritual Casting(Slow): (+1 hour(instead of +10 minutes) for top level usable, +30 miuntes for level below that, the standard +10 minutes for anything lower) ((OLD:improves to Min[1 hour, Level*10 minutes at around] at a later level (5th?, 11th?, whatever level I need to make the chart look busier in its LOWER areas?) which I should note on the chart if I don't remove the (Slow) addendum both here and on the chart, slot level is as per full-caster max-slot (provide a table for "dummies"). Maybe make an exception to the casting time rule for "Gift of Life" spells?))
((Remember to include guidelines to GMs for base class ritual casting, the default Holy Protector list AND the "pick a few" Holy Protector list (if any) so they can make good decisions regarding adding splat-book/homebrew to this.))

Purify Food and Drink

Gentle Repose
Lesser Restoration
Prot. from Poison (Neutralize ONLY)
Status ((Make sure to include text of this if I haven't already!))

Dispel Magic (allies & cursed objects only)
Helping Hand ((Make sure to include text of this if I haven't already!))
Remove Curse
Revivify (Needs material component(consumed), must be STARTED casting w/in the 1 minute time limit and reduces caster's Constitution by 2, recovered 1/long Rest)

Locate Creature (ALLIES ONLY!)
"Freedom of Movement" ((WRITE UP VARIANT WITH INSTANTANEOUS DURATION... or forget it because status effects tend to wear off before 10 minutes anyway in 5e....))

Greater Restoration (Needs material component(consumed) )
Raise Dead (Needs material component(consumed), reduces caster's Constitution by 4, recovered 1/long Rest... ((Replace with spliting normal penalty with recipient?)) )

6th: NONE (in PHB at least...)

Regenerate (Needs material component(consumed) )  ((MAYBE have this cause disadvantage with anything involving the body-part you re-grew until complete a Long (Short?) Rest)
Ressurection (Needs material component(consumed), reduces caster's Constitution by ?6?, recovered 1/long Rest... ((Replace with spliting normal penalty with recipient?)) )

8th: ?Clone (Needs material component(consumed), reduces caster's Constitution by ?6?, recovered 1/long Rest... ((Replace with spliting normal penalty with recipient?)) )

9th: True Ressurrection Ressurection (Needs material component(consumed), reduces Constitution by 2? 4? 6? 8?, recovered 1/long Rest... ((NO NORMAL PENALTY TO SPLIT!)) )
((References for similar things in PHB: Book of Ancient Secrets warlock power p.110, Ritual Caster feat p.169))

(( OUTDATED, TURNED INTO AN ADDITIONAL CANTRIP AND A RITUAL: An Ounce of Prevention: Can cast *Purify Food and Drink* and/or be able to clean and disinfect 1 foot cubes with a an action for the next hour. Can use these abilities a total number of times per day equal to class level. (Becomes unlimited at 5th). ))

Divine Protection: Beginning at 1st level, while you are wearing light armor or no armor and not also not wielding a shield, you gain your Charisma modifier as a bonus to AC. You can not benefit from both this and the Unarmored Defense feature found in certain other classes. Simply use whichever gives you the highest AC. It is especially important to note that multi-classed Grace-Gifts have this bonus capped at their current grace-gift class level.
((Note that this is actually not as big a benefit for multiclassing into Sorcerer compared to Barbarian 1 than one might think (still pretty good since the GG AC bonus is based on CHARISMA which an offensively oriented sorcerer is almost sure to have as their highest stat), since a shield (which Barbarians can wear and still get their Con. Mod. to AC, but not armor) provides the same AC as Studded Leather, and Constitution is both a more important save than Charisma AND provides hp. The only problem is that multiclassing out of Barbarian requires 13 Strength, which isn't very useful to a sorcerer, especially one trying to substitute multi-classing for casting defensive spells on themselves. ALSO REMEMBER that medium armor+Shield is an option for this build if money is more available than Constitution Mod.!
ALSO Barbarian 2 gives advantage on Dexterity saves against most things, which is BETTER than proficiency in most cases, especially at low levels. Their actual proficiencies are in Strength and Constitution saves.))

If the only things a Grace-Gift casts in a given round are from their Grace-Gift abilities, ignore the rules about how many spells and of what types can be cast in a round. It is perfectly possible for a Grace-Gift of at least 4th level to cast 3 spells in a round (this is much less powerful than it sounds).
((Have them just all count as cantrips for this purpoose... they are At-Will after all. ;) )
LEAST GIFTS ((Probably have this refer the reader to a different section of the write-up for the actual Gifts.)):
Unless otherwise stated, Gifts are spells with a casting time of 1 bonus action, no verbal or material components (even if based on a spell that has those), but do have somatic components. A  Grace-Gift can not us a Bonus Action to cast a Gift on any round they use their Action to do anything but the following: Dash, Disengage, Dodge, Help, Manipulate an object to draw or stow an item or navigate (such as opening a door).
>>>Carry the Burden: Effectively a Bonus action on other person. Range 10'*Spell Level*[Cha. Mod. (min. 1)]. ((Old was 5'*class level*[Cha. Mod. (min. 1)], but this is simpler due to only needing to recalculate every other level, and gets a faster start, keeping it useful at lower levels)). Caster slowed as if wearing armor that you don't meet strength requirement for. (Note: This penalty is specific to this campaign because we aren't tracking weight carefully). 1 Round duration. NO concentration.
-Pick one of the following as the benefit the target each time you use this: ((If I decide to include multi-targetting here, rather than only in the Burden Bearer archetype then change "target" to "each individual target".))
---Negates Movement speed reduction for armor/load.
---Feather Fall. Lasts through any number of landings.
---Grants Proficiency in 1 class heavier armor, or shields.
---(3rd+ Level)Levitate. Target Controls. 1 Round duration.
---(5th+ Level)Fly 1 Round duration.

>>>Eyes of the Healer: Free action. Before rolling Medicine on any check made to diagnose or treat spend 2 hit-points to gain Advantage. ((At higher levels you insight into life-forces and anatomy mean you can ignore various types of resistance/immunity when making an Attack of Opportunity? Each round you do this costs 2 hitpoints???))

>>>Gift of Protection: ((Can transfer AC Bonus within 10' as a Bonus action. Include a special "cost" line for the headers of GG spells? If so, explain in introduction to spells section that this field is only a summary and the full-description may have further details... or put it last in the header and make it as long as it needs to be? That last sounds best, but I could be wrong.))
At 5th level the range of the single-target version of this ability increases to 20'.

At level 8 the grace-gift may instead have this benefit apply to all allies within a 15 foot spread of himself. In such a case the amount of the bonus given to the allies is 2 points less than that sacrificed by the grace-gift (minimum 0). ((The rules for dispelling this are the same, except that each target is considered a separate spell for that purpose (rolled individually, etc). ))

At 14th level the range of the single-target version of this ability increases to 30'.
>>>Gift of Grace: At 1st level the grace-gift may, as a bonus action, remove his proficiency in all saving throws for one round. He then selects two types of save (Strength, Dexterity, etc) from among those (s)he lost proficiency in. Whenever within a 10 foot emanation from of the grace-gift all allies gain the Gifting Bonus* as a bonus to to two((one?)) types of saves selected by the grace-gift for that same round. When further than 10 feet away, but within a 30 foot emanation when making a saving throw of that type allies gain half this bonus. ((Probably redundant if I write stuff in general correctly: This transferal is equivalent to a spell with level equal to half the amount of the close-range bonus available (minimum 1, and regardless of if any allies are in range to receive the bonus).))
*Remember: For single classed grace-gifts this is simply your Proficiency Bonus.

At 4th level the grace-gift needs only select four (3?) types of save to lose proficiency in, but these must include the types that the bonuses are being provided to.

At 6th level the grace-gift only takes the penalty to the saves types that the bonus applies to, and can elect to only buff one type of save instead of 2.

At 7th through 10th levels the number of saves they MAY buff by losing proficiency in that save save increases by one each.

At 20th level the grace-gift only takes half the penalty/penalties, rounded up. This has no effect on the progression of the bonuses they may provide.

(click to show/hide)
>>>Gift of Warding ((WAS Shielding, but changed to be more mnemonic with 5e)): As Warding Bond, but with 30'(60'?) range, 1 round duration (still no need for concentration), 1 Action casting time (to start with), can cast a 1 Action Gift as a Bonus Action on any round you use an Action to cast this ((have it start out as just another "Action, but can take these mundane Actions as Bonus Actions" Gift?)) , and gives a bonus to neither AC nor saves. The focii may be omitted, but in such a case the maximum amount of damage that may be prevented per round is capped at the grace-gift's charisma modifier (minimum 1) times 5. The Grace-Gift still takes half the damage originally inflicted on the target. In other words this has no effect on the amount of damage the Grace-Gift takes, only on the amount of damage that is prevented from the beneficiary.

Healing Item Use: Counts as a cleric ?with all spells?  ((Not sure what I meant by this.)) for purposes of using magic items.

Spare the Dying: As cantrip of the same name. ((Copy in full text for ease of use? Roll *Cleanse* into this by making it a cantrip!))

Swift to Protect: Can replace Dex with Cha Mod. for Initiative before rolling but can only take actions that involve Grace-Gift class feature (including Gifts), make Opportunity Attacks (NOT just Defensive Strikes), or perform any action that could be performed in concert with casting a Bonus Action Gift.

Defensive Strike: Add your gifting bonus* to damage on opportunity attacks, and attacks resulting from the Mage-Slayer and Sentinel feat. ((scaling it keeps attacking a bad idea, even at higher levels? Then again, that might not be necessary given that attacks don't scale at higher levels anyway in 5e, unless you have a specific class feature that makes them do so.)). Can't have attacked except AoOs during the previous round. ((Remember this is WITHOUT the Archetype.))
*Remember: For single classed grace-gifts this is simply your Proficiency Bonus.

Deft Unarmed Strike: Starting at 2nd level you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
((Roll this into Defensive Strike, or even Hedge of Thorns?))

Hands of the Healer: You may also forgo the benefits of any short or long rest (including sleep) in order to grant a number of characters equal to your highest mental ability score bonus (Min. 1) double hitpoints from HD spent during their short rest, and/or double HD regained during their long rest.

Helpful: When you use the Help Action, the recipient gets a +1 bonus to the d20 roll in addition to advantage. This +1 remains even if the advantage is cancelled out by one or more disadvantages. In addition you are always considered to be Proficient for helping others out (see PHB p.175 "Working Together").
((Also on PHB p. 175 is Group Checks, which I feel like this should apply to somehow. ALSO explain that Grace-Gifts are, among other things, an excellent sounding board, even for things you know nothing about.))

((NO Courage, at least not until 10th level ability when paladins get it.))
Gift of Tolerence: At 1st level, you may render a creature immune to heat as hot as Death Valley on an average day to as cold as the north pole on an average day with a permanent duration on others at will, but at the cost of a 2 point penalty to constitution. These penalties stack with themselves and all other penalties. These penalties remain for 1 hour after you dismiss the particular casting. Anything that removes one or more of the penalties negates that/those casting(s) of the spell.

Gift of Breath:

Gift of Time: At 4th level starts with this option: Can only be cast during your turn, before moving.
Reduce all your movement speeds to 0 for one round. They may not be increased by any means, nor may you gain new movement modes during this time.

One target that is within 10 feet of you when you cast this gains a +20 foot bonus to each of their movement speeds for 1 round.

              At 5th level you can spend an action, plus a bonus action, and reduce your speed to zero for one round. This can not be combined with the previous option in either order. This creates an effect similar to Haste on a single ally within 10' of you at the time you cast this, except the duration is one round, it does not require Concentration, and it does not cause them any ill effects when it ends.

Look at 5e version of *Haste*, and consider making (but not taking, at least not yet) a feat that gives you proficiency with Arcana, and causes spellcasting to provoke?
Nota Bene: Unlike that spell, this effect does not cause a loss of actions to lethargy when it ends.

Limiting powers by saying "This is the number of times you can fail to be casting 'good guess IC' buff when danger happens, until you lose all benefits of your defenses (probably NOT including vulnerability to all damage to negate d12 HD) but can still give benefits to others... ends on long rest." is probably good idea, but the following progression should show that doing it by number of spell slots a full caster gets per day is probably too many... then again the resulting backloading could help with the frontloadedness of the class? Maybe the 1/2 caster progression would work?
Numbers in parentheses are my smoothing of the raw numbers.
      Total Spell Slots
Lvl   Full    1/2    1/3
 1     2      ?1?    ?0?
 2     3       2     ?1?
 3     6       3      2
 4     7       3(4)   3
 5     9       6      3(4)
 6    10       6      3(5)
 7    11       7      6
 8    12       7(8)   6 
 9    14       9      6
10    15       9      7
11    16      10      7
12    16      10      7(8)
13    17      11      9
14    17      11      9
15    18      12      9
16    18      12(13) 10     
17    19      14     10
18    20      14     10
19    21      15     11
20    22      15     11
If it was based on CLASS level, rather than CHARACTER level (and maybe even if it wasn't) the above would go a long way to making multi-classing into Sorcerer less desirable. Could also base it on Wisdom somehow. Having it be "per person" rather than just "per round" would tend to be more forgiving in smaller parties where taking some other action than buffing someone would be more useful to the party as a whole.
Grace to the Gracious: If you use at least one buff in a fight that you started with 0 "selfishness points" left, than you regain 2 (more?).

Sigi the WolfLast Wednesday at 8:48 PM
Hey Draco, could you pass me along your Gracegift class? I cant remember where to find it
August 4, 2018
DracoDeiToday at 6:39 PM
Grace-Gift, or Phileotheysia?
Sigi the WolfToday at 6:40 PM
Grace gift
Do you have a template written out for it? I would like to stick it in my DND file for the future. It fulfills a much needed defensive martial support i dont see anywhere else
Plus you did a really good job on it =)
DracoDeiToday at 6:42 PM
What do you mean by "template"?
A custom character sheet specific to the class?
Also, 5e or 3.Xe?
If you mean 5e I don't think I have it posted anywhere online, and it technically is incomplete.
Namely I don't have high levels covered (I basically write it as we level up).
Secondly it only has one path written.
Attachment file type: document
5.77 KB
If you want the 3.5 version:
Sigi the WolfToday at 6:48 PM
Thank you! I really appreciate it
DracoDeiToday at 6:48 PM
You are welcome.
The other paths would be... let me think...
One that buffs "Carry the Burden" to allow multiple targets and a reduced amount of the total weight that gets transferred.
Probably another one that lets you first replace, and later add your charisma bonus to your saves, and then 0, 1, or 2 levels after that lets you transfer the bonus from charisma as if it were part of your base save. (Don't know what this would get at low levels since using one ability score for all your saves would be overpowered... maybe you get to pick 1 per level to add at levels 1 to 5?).
Maybe another one that improves the AC transfer stuff.
I GUESS you could do one with limited clerical casting of healbot and buffing others stuff, but that would stretch the theme of sacrifice and non-flashy stuff (IE what spellcasting I do have that doesn't involve a sacrifice requires it be done as a ritual).
Anyway, the one I sent you would be the Attack of Opportunity path.
Sigi the WolfToday at 6:56 PM
Thanks =)
DracoDeiToday at 6:56 PM
So... really that is the most martial of them, so it is PROBABLY what you are looking for anyway? Or am I mistaken about that?
You can request I write other paths and/or higher levels, but I make NO promises about when or if I will do so.
Eh... I guess you could have a path one that further improves the down-time healing to triple, instead of double and/or doesn't require your allies to actually expend a HD to roll 1 or 2 hd for recovery during a short rest.(edited)
Sigi the WolfToday at 6:58 PM
I just really am interested to seeing the whole thing ^.^
DracoDeiToday at 6:58 PM
So... everything and the kitchen sink?
Sigi the WolfToday at 6:59 PM
Yeah, I think you should finish it. It's a really neat idea
DracoDeiToday at 7:00 PM
Thank you for the compliment. It is really more about my energy levels than the quality of the idea though.
Oh, and that down-time healing might include something that allows multitargetting and/or splits the damage three ways, with the last third simply being prevented.
Or  that might be a separate path.
Anyway, I need to go make tea.

Quick Build
  Human with Alternate Racial feature.
  Cha>Str~=Con>Dex~=Wis>Int. Dex. vs Wis. depends on whether you value AC/Initiative/Intercepting Dart more than Medicine and Insight.
  Take Mage-Slayer Feat at 1st level
       Skills: Medicine (required), Athletics, Insight (from Acolyte), Religion (from Acolyte), Persuasion, and Survival(from alternate human). ((add back in Intimidation as the Alternate human pick if I swap this back to Medicine+3 from Medicine+2)).
  Weapon Proficiency: Quarterstaff
  When you get to 3rd level, select the "Hedge of Thorns" Archetype. ((DOUBLE-CHECK I HAVEN'T RENAMED THIS!))

  Any simple melee weapon
  (a) A priest's pack and holy symbol or (b) an explorer's pack and herbalism kit
  Healer's kit, leather armor, soap, extra waterskin

Current Levels for Archetype advancements:
3rd (starting)
7th (given the could get both *Haste* and *Fly* equivalents at 5th, I think I meet the requirements for "big power boost at 5th" that someone mentioned.)

Posting this because I recently discovered SCP-999 (Back-up link) which... could fit as a related species, or an individual that ended up with a child-like personality from "brain" damage or flawed copying of memories during mitosis, along with a "mutant" secretion system.

Medium Ooze
HD 2d10+2+10 (23)
Speed 30 ft. (6 squares); Swim 30 ft
Init: +3 (+3 Dex)
AC: 13 (+3 Dex); touch 13; flat-footed 10
BAB: +1; Grp +3
Attack: Slam +3 melee (1d6+2)
Full-Attack: 2 Slams +3 melee (1d6+2)
Space: 5 ft.; Reach 5 ft.
Special Attacks: Engulf
Special Qualities: Amphibious, Creeping Spa, Constriction, Engulf, Highly Skilled, Magic Pseudo-pods, Ooze Traits
Saves: Fort +1 Ref +3 Will -1
Abilities: Str 15, Dex 17, Con 12, Int 8*, Wis 8*, Cha 17
Skills: Diplomacy +7, Gather Information +6**, Profession (Masseuse) +13, Sense Motive +2 (+6 for making small-talk)
Feats: Skill Focus[Profession(Masseuse)]B, Endurance
Environment: Urban (including underwater urban areas, such as merfolk settlements)
Organization: Solitary or Parlor (3-10)
Challenge Rating: 2?
Treasure: As per comparable masseuse minus anything necessary for the actual massages themselves, although things for "take home" sales would still be a possibility.
Alignment: Usually True Neutral
Advancement*** As Expert and/or 3 HD Medium, 4-7 HD Large, 8-15 HD Huge, 16-31 HD Gargantuan, 32-63 Colossal, 64+ Colossal+ ; Favored Class Expert
Level Adjustment +2?****(Cohort only)
* Role-playing note for GMs: Masoozes are NOT primitive in their personalities or mindsets, they are DITZY... not rock-headed, air-headed.
** Because spas are often hot-beds for gossip.
*** Due to Magic Pseudo-pods when creating advanced masoozes do not reduce the dexterity for any size increases.
**** Cohort masoozes may add racial hit-dice and class levels(of Expert only) in any mix the player desires to reach the appropriate ECL during character design or level-up.

Masoozes speak one language (usually the most common one for the area they are in) plus any bonuses for high intelligence. Bonus languages are also selected from those common to the area the individual lives in.

This mound of mobile protoplasm is a soothing powder-blue, and smells vaguely of fruits and soap.

Amphibious(Ex): Masoozes are can "breath" fresh and salt water as easily as air, and are found with the same frequency among merfolk and tritons as they are among humans or elves.

Constrict(Ex): Although they lack the Improved Grab ability, once they get a grip on an opponent, masoozes know where to squeeze. They deal automatic slam damage with a successful grapple check.

Creeping Spa(Ex): A masooze lacks the deadly acids of its mindless kin, but makes up for it in versatility. Its secretions can be tuned to exfoliate, moisturize, or do any of an variety of skin, nail, and hair-care functions, it can also alter its temperature locally or entirely from an invigorating or swelling reducing cold to a soothing heat or anywhere in between, this grants a +2 circumstance bonus, as for using a masterwork tool (and thus does not stack with any actual tools or lotions the ooze may have acquired for whatever reason). This bonus is included in the stat-block above.

Engulf(Ex): A masooze forced into combat can simply mow down creatures at least one size category smaller than it as a standard action (Note that Colossal counts as smaller than Colossal+). It cannot make slam attacks during a round in which it engulfs. The masooze merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the masooze, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 15 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the massooze moves forward. Engulfed creatures are subject to the cube’s slam attack, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +2 racial bonus. Outside of combat, masoozes usually use this ability to surround every part of the client but the face to give (nearly) full body massages. They can cover portions of the face if they wish to duplicate the effects of a mud mask.

Highly Skilled(Ex): Masoozes count their intelligence score as being 4 points higher when determining their skill points from racial hit-die.

Magic Pseudo-pods(Ex): A masooze may use its Dexterity modifier in place of its wisdom modifier for Profession(Masseuse) checks on creatures it has engulfed and may always take 10 on Profession(Masseuse) on creatures it has engulfed even if rushed or harassed (but not if in physical danger). When creating advanced masoozes do not reduce the dexterity for any size increases.

Skills: Masoozes have a +4 racial bonus to sense motive checks related to making small-talk. A masooze may use its Dexterity modifier in place of its wisdom modifier for Profession(Masseuse) checks on creatures it has engulfed and may always take 10 on Profession(Masseuse) on creatures it has engulfed even if rushed or harassed (but not if in physical danger).

Masoozes' digestive enzymes are highly specialized compared to most oozes, those who defeat them develop, at worst, a minor rash on the locations that it hit or over the body if they were engulfed for several rounds (no mechanical effect even with full body coverage), they can only gain nutrients from vegetable matter, and that only slowly.

Masoozes as characters:
May ONLY take class levels in Expert and PrCs with no BAB, Save, Weapon Proficiency, or Armor Proficiency requirements. Masooze Experts MUST pick Profession(Masseuse) as one of their class skills.
+4 STR, +6 DEX, +2 CON, -2 INT, -2 WIS, CHA +6
Masoozes may use almost all magic items that a humanoid could, they have the same number of body slots as a humanoid, but engulf almost all items instead of keeping them on their surface. They may "drink" a number of engulfed potions as a move action equal to their dexterity bonus (minimum 1).
Masoozes do not gain any armor class benefits from armor (neither the basic ones nor enchantment bonuses), but may gain the other MAGICAL benefits (such as energy resistance, flight, etherealness etc) from one engulfed suit of armor. Masoozes may use a shield normally and Mage Armor, Bracers of armor, and similar magic effects that provided an armor bonus help them normally.

Good Fortitude and Reflex, Poor Will, 3/4 BAB, d8 HD
2 HD Small, 3-6 HD Medium, 7-12 HD Large (Not allowed In Equestria Triumphant due to concerns about ability to raid indoor locations), 13-24 HD Huge (Ditto), 25-48 HD Gargantuan (Ditto), 49+ HD Colossal (Ditto)

Bite 1d6(1d4 if small, more if Large or larger) +1.5xStr. Mod.
Magic at 4 HD.

Get iterative attacks?

Dexterity poison on bite. (Allow Pack-Lord's Cha. Modifier to the DC? Or maybe half of that?) No secondary. Primary damage as follows (based on Monsterous Centipede)
HD (incl. Virtual)Dex. Damage
2 1d3

Can not advance beyond 6 HD for purposes of Hitpoints (including from constitution) and a few other effects I am probably forgetting. Saves and BAB DO continue to advance. Instead give more as per Encounter Level calculations...
[table="class: head, grid, align: center"]
Power*Hit PointsVirtual HD eachNatural Armor Adj.Str.Dex.Int.Cha.Skill PointsRank Max.Nat. ArmorDex. Dam.
76d8-6 / 2d8-2+015179631.5 / 17.59 / 5+41d6
86d8-3 / 4d8-2+115179635 / 2810 / 8+41d6
102x(6d8+0) / 1x(4d8+0)+2161810744 / 3611 / 9+51d6
134x(6d8+6) / 1x4 4x(4d8+4)+4171912965 / 5513 / 11+71d6
*In equivalent HD in a single Timber-wolf in theory... maybe? This matches Druid curve, but smoothed out. This should be the right curve up until 6d8+12 becomes absolutely useless for hitpoints or the lack of reach becomes an issue, or the amount of targets for buff becomes a problem or... anyway, up until them it SHOULD just be a matter of setting the slope and intercept to relate it to the level of the master.

Trip, Low-Light Vision, Scent, NO DARKVISION!
Speed: 50'
Str 13+Druid Bonus, Dex 15+Druid Bonus, CON. 15 (so HP adjustments above are off for "fractional everyting"), Int as per familiar, Wis 12, Cha MAX(6, 3/4 Int)
Treat Constitution as being -6 for hitpoints than they do for all other purposes. (Penalty might decrease with virtual HD beyond the 6 real ones)

Bonus feat(s): Track, if Medium also gain Endurance

1/4 damage from piecing
Immune to cold
1/2 damage from electricity
Regeneration 3 overcome by {(Slashing OR Piercing*) AND(Magic OR Manufactured)}, acid, electricity, fire, OR Negative Energy. Become entangled if they were wearing armor, saddlebags, or other larger items when regenerating from <=0 HP. Other items not including in re-formation. (Escape Artist DCs pending...)
+50% damage from AoOs while at <=0 HP
*But remember, Piercing damage is 1/4.

Healing spells work as per RAW, at least if augmented with Craft(Basket-Weaving) and/or Craft(Woodworking)?

The ease with which they come appart means they have no racial bonus to natural armor. (But I listed one... which actually seems like a wiser idea.)

Does not get "Share Spells" per se, but the Packlord can probably use their earthpony powers to manifest certain effects on them (Align Natural Weapon if nothing else), and in such cases a Target of "You" would prove no barrier.

Get Evasion at master's Packlord Class level 3. Improved Evasion at Class level 15.

At master's Packlord Class level 6 they can apply the master's charisma bonus to all will saves, and also gain it as turn resistance (just in case anything in this setting ends up being able to turn plants...).

((Figuring out the formatting for these was pretty hard since no one solution seemed best for all cases. Suggestions welcome.))

Balance of Energies [Metamagic]
Prerequisites: Must meet the specific pre-requisites for at least one of the sub-abilities.
Benefits: You may use any of the sub-abilities you qualify for. Semi-obviously, when a sub-ability talks about ability to cast separate spells this counts spells a cleric has access to as generl cleric spells and domains (of levels your class levels and relevant casting ability score allows), wizard, sorcerer and archivist spells known, warmage spells gained via Advanced Learning, etc. etc. Which spells you have prepared and/or which spell slots you have available make no difference. Being able to cast the same spell via more than one source (such as for multi-classed characters) only counts once.

In all cases casting with this feat only works with spells that natively have a casting time of a single one of the following actions: Standard, Swift, Immediate, Free. The casting time becomes and immediate action, even for spontaneous casters. This applies even if a spontaneous caster chooses to apply other metamagic feats to the spell.

Prepared casters DO NOT need to prepare spells with this metamagic feat to use it. Simple having the spell prepared and having the feat is sufficient.

Energy substitution feats from items do not count, only from feats, including bonus feats.

When you are about to take damage of a type a sub-ability you qualify for protects against(1), and after resolving any applicable spell resistance, saving throw, multiplications for energy vulnerabilities and/or energy resistance, and either before or after applying the effects of Protection from Energy or similar at your option, you may cast a spell of the correct energy type to counter the energy type you are about to be damaged by.
(1) Which may or may not be the same as the one used to counter it.

Spells or breath weapons expended in this way produce no other effect than shielding the caster and their carried items.

The sub abilities are as follows:

Alchemical Aura
Your studies of the alchemical arts allow you to neutralize one destructive reaction with the fundamental principles of another, equally vigorous, reaction.
Craft(Alchemy) 5 ranks
Ability to cast at least two damaging spells with the [Acid] and/or [Base] descriptors, including via Energy Substitution feats if you have it.
A breath weapon capable of dealing [Acid] or [Base] damage (including via feats).
Protects against: Acid (and Base if your campaign uses that)
Protects using: Acid if your campaign does not use Base.  If it does then [Acid] counters [Base] and vice-versa.

Example:high level sorcerer with could use a Maximized Energy Substituted[Acid] Fireball to reduce damage taken from a black dragon's breath weapon.

Balance of Fulminating Energies
By reversing the direction of lightning, you may bring it to stillness and harmony with your body.
Ability to cast at least four damaging spells with the [Electricity] descriptor, including via the Energy Substitution[Electricity] feat if you have it. Access to the Air Domain and/or having a breath weapon capable of dealing [Electricity] damage (including via feats) each count as knowing three such spells.
Protects against: Electricity
Protects using: Electricity

Example: A high level sorcerer with could use a Maximized Energy Substituted[Electricity] Fireball to reduce damage taken from a blue dragon's breath weapon.

Balance of Life and Death
Life has its power, as does its opposite.
Must meet all three:
4 ranks Knowledge [Religion] OR (Neither Good nor Evil AND 4 ranks Knowledge[Nature] AND 4 ranks in Heal) 
Ability to cast at least one Cure spell.
Ability to spontaneously cast Cure and/or Inflict spells OR have at least one neutral component to your alignment.

Protects against: Positive and Negative Energy (See also below.)
Protects using: Positive Energy negates Negative Energy and vice-versa (See also below.)

Example: A Cleric could expend a Cure Light Wounds to reduce or negate the hitpoint damage from a Lich's touch.

In addition you may expend any spell that would remove negative levels or level drain to reduce the number of negative levels and/or level drain you take from a single spell or effect by the amount that that spell would normally cure. Similarly, you can use spells capable of inflicting negative levels to protect yourself from positive levels.

So, for example, a cleric could expend a Restoration to negate the effects of an Enervation or Energy Drain spell, or reduce the level drain from an epic level spell cast upon them by one level.

Heart of Fire and Ice
A man standing neck-deep in ice-water is in serious trouble, as is a man standing in flames. However, by combining the two states, they may be bought into a safe balance.
Ability to cast at least three spells damaging that either have the [Cold] or [Fire] descriptor, including via the Energy Substitution[Cold] and/or Energy Substitution[Fire] feats if you have one or both. At least one of these spells must be [Fire] and at least one of them must be [Cold].
Access to both the Water and Fire domains.

(See also "Special" below)

Special: If you have a breath weapon capable of dealing [Cold] damage (including via feats), it counts as knowing two damaging spells with the [Cold] descriptor, and having access to the Water domain for purposes of qualifying for this feat.

If you have a breath weapon capable of dealing [Fire] damage (including via feats), it counts as knowing two damaging spells with the [Fire] descriptor, and having access to the Fire domain for purposes of qualifying for this feat.

Protects against: [Fire] and [Cold]
Protects using: [Fire] negates [Cold] and vice-versa
Example: A high level sorcerer with could use a Maximized Energy Substituted[Cold] Fireball to reduce damage taken from a red dragon's breath weapon.

Negative Sound
With a perfect counter-vibration at exactly the same time you can turn flesh-disrupting sound into near-perfect silence.
Perform [Any TWO sound-based] 4 ranks each
Ability to cast at least one damaging spell with the [Sonic] descriptor, including via the Energy Substitution feat[Sonic] if you have it.
A breath weapon capable of dealing [Sonic] damage (including via feats).
Protects against: [Sonic]
Protects using: [Sonic]
Special: If a spell or effect deals [Sonic] damage and you negate all of it, you are also immune to deafening from that individual instance of that spell or effect.
Example: A high level sorcerer with could use a Maximized Energy Substituted[Sonic] Fireball to reduce damage taken from a dragon's breath weapon.

(click to show/hide)

Considered making a "Crush Chaos" version that makes rocks fall (touch attack rather than reflex save), but I decided to go with Cold.

Found the following in a Demotivator thread. Specifically in THIS post.
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Decided it needed an actual write-up. Decided that Flamestrike was a good thing to base it on although I have varied the element type of the damage with the alignment factor.
(click to show/hide)

What do people think?

Homebrew and House Rules (D&D) / [3.5] [Spell] Resist Death (P.E.A.C.H)
« on: August 26, 2022, 07:07:14 PM »
Resist Death
Level:                 Clr 1, Drd 2, Pal 1
Components:      V, S, DF
Casting Time:     1 standard action
Range:                Touch
Target:                Living creature touched
Duration:            1 min./level
Saving Throw:    Will negates (harmless)
Spell Resistance: Yes (harmless)
The creature gains a +3 resistance bonus against [Death] effects, with an additional +1 to the bonus for every four caster levels you have (maximum +8 resistance bonus at 20th level).

Should this be limited to Fortitude saves? It probably only matters for Phantasmal Killer/Weird but I might be missing something.

Posted because dmanus said "I think it's a chill idea for a spell.", so thanks to them for that!   

Resist Death, Mass (Nota Bene: This spell provides a SMALLER bonus that its predecessor, because I wanted to squeeze it in at 3rd level for campaign-specific reasons.)
Level:                 Clr 3, Drd 4, Pal 3
Components:      V, S, DF
Casting Time:     1 standard action
Range:                Close (25 ft. + 5 ft./2 levels)
Target:                One creature/level, no two of which can be more than 30 ft. apart
Duration:            1 min./level
Saving Throw:    Will negates (harmless)
Spell Resistance: Yes (harmless)
The creature gains a resistance bonus against [Death] effects equal to 2+MINIMUM(4, FLOOR(Caster Level/5) ).

(This was originally an entry in one of Vorpal Tribble's creature creation contests.)

Wing Dragon
Wing Dragons by Age
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Wing Dragon Abilities by Age
(click to show/hide)
Environment: Any except underground or underwater
Organization: Wyrmling, very young, young, juvenile, and young adult: with parents or foster parents as solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 6?; very young 7?; young 8?; juvenile 10?; young adult 11?; adult 12?; mature adult 14?; old 16?; very old 17?; ancient 18?; wyrm 19?; great wyrm 21??
Treasure: Triple Standard
Alignment: Always Neutral Good
Advancement: Wyrmling 4-5 HD; very young 7-8 HD; young 10-11 HD; juvenile 13-14 HD; young adult 16-17 HD; adult 19-20 HD; mature adult 22-23 HD; old 25-26 HD; very old 28-29 HD; ancient 31-32 HD; wyrm 34-35 HD; great wyrm 37+ HD
Level Adjustment: Wyrmling +?; very young +?; young +?; juvenile +?; young adult+?; adult +?; mature adult +??; old +??; very old +??; ancient +??; wyrm +??; great wyrm +??
Favored Class: Rogue

Wing Dragons are kind-hearted, if highly egotistical acrobats. They love a challenge of any sort ranging from a simple race to going into battle against an enemy. In a friendly challenge, they are scrupulously fair and are enraged by cheating. They lay out the rules with as much care as their somewhat limited mental resources allow. Although they don't actually like to gamble (except with their lives, but NOT for their lives, if you see the difference) they can usually be talked into a wager if they truly feel the odds are in their favor. Against a true enemy though, anything goes.
Right at hatching a wing dragon has a body and neck that are a brilliant, eye catching orange. The rest of its scales and its wings are deepest black. All of this is generally irrelevant since they can change the coloration of their scales at will. Their wings are even more versatile, able to alter their proportions and shape in a minor degree of shape-changing that takes the flying skills from merely better than most dragons, into the realm of the truly amazing. There bodies are sleek, without any horns, whiskers, etc to break the streamlining, save for fins on the tail. Their legs are also short, making them slower on the ground than most other dragons (at GMs discretion this may also reduce the reach of their claw attacks).

Wing Dragons are monogamous and the chance that one whose draconic mate dies will never take another is fairly high. What is unusual is that the first mate of a Wing Dragon is often not another Wing Dragon. This is due to a cultural idealization of romance, and true lifetime love combined with their racial weakness of poor judgment. The legend that the wife of the first wing dragon started out her life as a human provides fuel to this. Many wing dragon parents and mentors will encourage youngsters to take 'training mates' from among humans or other similarly short-lived intelligent races. The Wing Dragons are faithful to these spouses, although there are two caveats to this. The first is quite simply that the dragon make no bones about the transitory nature of the union (it is only until the non-dragon's natural death after all), and may seek to find a permanent mate and become engaged without the slightest shame, and indeed will probably seek relationship advice from the 'training spouse' just as it would from any other friend. Some spouses take rather better to this than others. The second is that the Wing Dragon may forgo extensive magical curative measures and/or *raise dead* to prolong the spouse's life. Easy come, easy go.

Wing dragon lairs are often found where the flying is interesting. Complex wind currents, areas frequented by violent storms, or narrow canyons that they can challenge themselves to navigate at high speed are all attractive to them. The mightiest of them often live on permanent floating platforms, above even the cloud lairs of silver dragons. Strangely enough, many of them do not have territories that they lay claim to. They wear their hoards in the form of complex (but often silent) jewelry strung together with silk sashes or the like. These itinerant wing dragons forgo hunting, so that none can claim they are taking away from those whose territory they might cross in their wanderings, instead earning their daily food by putting on performances for locals (especially nobles), both of trick flying and of sky painting. Many carry saddles, festooned with so many straps and buckles that a rider's legs would have to be snapped in multiple places for them to fall off... to those who dare, and who can pay their price they will give wild rides that will remain in the rider's mind forever. Soaring to where the sky turns pale and the houses they pass over seem mere specks to the rider for long enough for the rider to truly experience the tranquility... then suddenly diving full speed, only to pull up seemingly perilously short of the ground and go slaloming through a forest at speed. Barrel rolls, loops, wing-overs, and other acrobatic maneuvers are generally included at some point or another in the ride. Anyone who can both not vomit (Fortitude save against the Breath Weapon DC), and not scream in pure terror (Will save against same DC) on such a ride earns their respect as a near-equal. Note that harm to a rider under such circumstances is considered a failure of skill, although heart attacks and similar stress-induced ailments are exceptions.

The draconic community considers wing dragons to be pesty annoyances (however useful they may be in the particular situations that call for their talents). Most have long since given up trying to chase the itinerant ones off, since they simply end up having circles flown around them while being chuckled at in a somewhat maniacal fashion. Evil dragons plot against them to bring them to ruin or direct combat. Good dragons however, especially chaotic ones, find that they have there uses, even in day to day life, and have made virtue of the unavoidable by making pacts with the wing dragons (free access, but no hunting in their territory, and buzzing of peasants kept within reasonable limits), in return the wing dragons serve as the news sources and letter and package carriers of the draconic community.

Wing dragons look on combat as simply another place to test and glory in their skills and earn the adulation of others. They make use of tactics to the best of their abilities, but are not afraid to go against superior odds. Against lesser opponents they often aim for the most perfect victory. To defeat 20 bandits who have more guts than skill is a nothing, merely taking out the trash... to defeat them without them so much as touching you, knocking them out without doing the least permanent injury, and to have the last one unconscious while still (momentarily) standing before the first one fully collapses to the ground? Now THAT takes a MASTER. Younger wing dragons may hold back on their abilities against weak foes, eschewing for instance the use of the breath-weapon. Their elders however can find perfection of form even in the killing of a rabbit, using every tool in their arsenal (... excepting any resources that are not rapidly renewable and might be needed for any unexpected troubles). All the same, even the most mature are somewhat reckless in their natures, knowing that no victory against a worthy foe is without glory, or at least something to learn from (if they succeed more by luck than skill in a given situation). On the other hand to go down to defeat is the only way, in the end, to prove just WHERE the limits of one's skill is. For this reason they go relatively gladly when the need arises, even to certain death.
Wing dragon tend to surround themselves in a cloud of fog, often disguising it as natural fog or clouds if they need to close range from afar. Upon bringing the fog into contact with an opponent they will turn it optic black and then attempt to use flyby attacks to deal sneak attack damage, combining Tumbling and Silent Flight (for a -5 penalty to each) to ensure that counterattacks are limited and ineffective. If they can't move their clouds fast enough to keep up with a mobile opponent they will generally use the same tactics, or resort to taunts to draw the opponent into terrain that favors the wing dragon or tire out less hardy foes. They will generally pursue a fleeing foe, knowing that their superior speed means that even if it IS an attempt to draw them out of position, it is unlikely to succeed.

Dogfight (Ex): A Wing Dragon may use the tumble skill while airborne, substituting their flight speed for their ground movement rate in calculating how far they may move.

Fog Immunity (Su): Wing Dragons can see through any type of gas, liquid, or particulate matter as if it were clear. This includes magical fogs and effects, including its own breath weapon. (none of which stops them from seeing things they can see through with perfect clarity, but they can also see through it, and if that doesn't make sense, just keep repeating "It's Magic!" to yourself until it does). Note that if the predominant material limits the quality of vision, but the substance(s) suspended in it do not. Thus they could see through mud, provided it was over half water by volume, as well as they could see through water, but could not see through lava just because it had impurities in it.

Improved Draconic Senses (Ex): A dragon sees six times as well as a human in shadowy illumination and three times as well in normal light. It also has darkvision out to 180 feet, and blindsense that can pinpoint creatures within a distance of 90 feet. In the case of blindsense remember that opponents the dragon can't actually see still have total concealment against the dragon, and also that Create Air reduces the range of Blindsense to 60 feet (as well as imposing a -4 penalty to Listen checks within it).

Limited Spider Climb (Su): This works as per Spider Climb, except that movement is only 5 feet per round while climbing, and ANY solid surface can be attached to, not just one that a normal spider could climb. Any slickness short of that provided by Oil of Slipperiness does nothing to prevent this. Thus a Wing Dragon can land and cling to a Wall of Force (even upside down to an horizontal one), melting icy cliff, or just merely a wooden palisade. Note, however, that those last two might collapse under the dragon's weight. This ability is always active.

Pride in Grace (Ex): (Due to its complexity and the rareness that it will ever come up in most campaigns this rule is highly optional.)
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Unblinking (Ex): A wing dragon cannot be dazed, dazzled, blinded, or otherwise harmed by light. This includes these conditions brought upon by spells dealing with light, such as Flare, and damage from such spells as Sunbeam or Sunburst, but NOT Blindness/Deafness or Power Word: Blind.

Wingclaws (Ex/Su): Wing dragons shapechanging wings include the ability to grow a set of small claws at the joint where the wing fingers are. These are useless as weapons (including weilding any weapon except perhaps a hand crossbow) or for fine manipulation of most sorts, but can each hold an object of up to 1/20th of a light load and can release/throw (with a forward sweep of the wing) them. This means that when they gain the Limited Snatch ability listed below, they can drop up to 7 objects at a time (4 in the feet, 2 in the wingclaws, and 1 in the mouth).

Evasion (Ex):  If a very young or older wing dragon makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if a wing dragon is wearing light armor or no armor. A helpless wing dragon does not gain the benefit of evasion.

Heroic Idiocy (Ex): Wing dragons of at least very young age category are too foolhardy and self confident to be intimidated, especially when they are in their element. They gain a bonus equal to their age category versus fear effects, when on the wing and in combat this bonus is doubled.

Limited Snatch (Ex): The Dragon can drop any object(s) it holds as a free action (unaimed), or use a standard action to drop any number (aimed as a proficient weapons) or fling them aside (also counts as proficient attacks). Wing Dragons like dropping rocks and grenade like missiles (including bundles of smoke sticks which scatter as they fall), both as an exercise in skill and as a combat tactic to make up for their lack of offensive breath weapon. Other favorite projectiles:
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Weather Master (Ex): For purposes of wind effects wing dragons of at least very young age category are not counted as one size class smaller while flying. They are immune to damage from naturally occurring lightning and natural environmental temperatures (except those tinged with strong spiritual energies). Thus, while they could comfortably sunbathe in the light of a supernova at any range (at least until the blast wave of particles OTHER than photons hit them), but the flames that are natural to an infernal plane or those of the elemental plane of fire would give them trouble.

Uncanny Dodge (Ex):  A wing dragon of young or older age category can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a wing dragon already has uncanny dodge from a class it automatically gains improved uncanny dodge instead.

Create Air (Sp): The Wing Dragon creates an envelop of continuously generated air around itself (and any creatures it is in contact with or comes in contact with at its option), allowing it to breath even underwater (although it will be giving off bubbles like crazy and surrounded in a "skin" of air) and to fly and breath in airless environments. This gives a +10 bonus on all saves against inhaled threats including the Druid spell Miasma and the internal claws of a Belker. While using this ability the Wing Dragon (and anyone in contact with it) can mostly only smell the air it is creating, and it is insulated to a degree from the minute motions of the air around it. For these reason it cannot use the Scent special quality if it has it while under the effects of this, and its blindsense is reduced to 60 feet. Wing Dragons may freely use their breath weapon as normal while using this ability.

Expeditious Movement (Sp): A wing dragon of at least Old status may produce an effect similar to Expeditious Retreat except that if they cast it on themselves it affects ALL of their movement rates (not just land-speed) and instead of a flat bonus it doubles the movement rate. This ability is usable 3 times per day.

Improved Uncanny Dodge (Ex): A wing dragon of young adult status or older can no longer be flanked. This defense denies another wing dragon or a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels (or other class(es) that grant Uncanny Dodge) + wing dragon hit dice than the target does. If a wing dragon already has uncanny dodge from a class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue(or other such class) level + wing dragon hit dice required to flank the dragon.

Freedom of the Clouds (Su):  For a total time per day of 1 round per Hit Die, a Wing Dragon with this ability can act normally regardless of magical effects that impede movement as if they were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

On your Tail (Sp[Su?] ):  Wing dragons may expend spell slots to follow transportation and other effects to keep up with enemies or friends using teleportation and some other effects. This must be done within one round of the casting of the effect by the target being followed and requires using a spell slot equal to (or greater than) that of the spell or effect (including psionic powers) being copied, but can still do it even if no spell slots remain. If no spell slots of high enough level remain but still can cast for that day then expend two highest-level spell slots. If a spell or effect has multiple levels (for multiple classes) always use the lowest one. For spells that involve instantaneous relocation (as opposed to changing form or ONLY melding into objects) the wing dragon always arrives in the same relative position to where the creature being followed arrived as they were to the target when it transported unless this area contains a solid object and the spell being copied does not allow arrival within a solid object (For an example of spells or effects that in fact REQUIRES such an arrival, see Tree Stride and Teleport via Plants). In case of arrival within a solid object for a spell that doesn't normally allow such the dragon appears in the nearest open space, taking 1d6 for each 10' so displaced. For spells with a non-instantaneous duration the spell ends during the first turn for the wing dragon after the parallel effect ended for the target (or earlier if the wing dragon chooses and the spell can be ended at such a point). A Wing Dragon may expend 5 rounds of its Freedom of the Clouds ability overcome Dimensional Anchor or a similar effect to use On Your Tail for the duration of one such following.
Examples of spells that can be followed using this include but are not limited to:
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Walk Among Them (Su): As per "Alternate form" ability except as follows. A young adult or older wing dragon can assume any  the form of a generic member of a race with racial intelligence 3 or greater that is has had frequent contact with for at least one year which has a size class equal to or less than the wing dragon's natural form OR a half-wing dragon version of any such race as a standard action twice per day. The wing dragon retains its own dexterity score in alternate forms. If it decreases 2 or more size categories when using this ability to turn into a half-wing dragon then its maneuverability in that form improves by one step (usually to perfect). The dragon can remain in this alternate form until it chooses to assume a new one or return to its natural form. The form and half-dragon form for each race are each unique to the particular wing dragon, and may never be altered in appearance as a result of this ability (further magic may modify them normally however).

Reactive Casting (Ex bonus to Sp and Su abilities): Wing Dragons are the essence of speed and quick reactions to unpredictable circumstances. As such when using metamagic feats for spell casting abilities that do not have to have the slots filled beforehand, they do NOT require a full round action unless the base time is a full round action. This means, for instance, that they could cast an empowered quickened ray of frost as a 6th level spell as a free action (assuming of course that they had those feats, knew that spell, and had a 6th level spell available to cast it from). Note ESPECIALLY that this means that the Quicken Spell feat is an effective option for them, including for their innate sorcerous abilities. 

Improved Evasion (Ex): This ability works like evasion, except that while the dragon still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless wing does not gain the benefit of improved evasion.

Breath of Dreams (Ex extension of Su ability): The Wing Dragon may now maintain the size and position of any of its fog clouds even in its sleep as if it was awake stationary. Complex patterns may require concentration checks at the GM's discretion.

True Haste (Sp): As per Haste except that no bonus to base movement rate is given, but if the creature forgoes the extra attack granted, or does not attack in a given round it gains an additional move action (which may ONLY be used for movement), and it is single target only, with a range of Short. A Wing Dragon may use this ability 3 times per day.

Watch This! (Ex): Once per day, for a number of rounds equal to its hit-dice category a Wing Dragon may raise its maneuverability to Perfect. This is a free action and does not provoke attacks of opportunity.

Defensive Roll (Ex): A wing dragon of very old or older status can roll with a potentially lethal blow to take less damage from it than it otherwise would. Once per day, when it would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the wing dragon can attempt to roll with the damage. To use this ability, the wing dragon must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, it takes only half damage from the blow; if it fails, it takes full damage. It must be aware of the attack and able to react to it in order to execute its defensive roll-if it is denied its Dexterity bonus to AC, it can't use this ability. Since this effect would not normally allow a creature to make a Reflex save for half damage, the wing dragon's evasion ability does not apply to the defensive roll.

Flying Skill Mastery (Ex): While flying, with the following skills the Wing Dragon may take 10 on a check even if stress and distractions would normally prevent it from doing so: Balance, Tumble, and Move Silently. This ability also applies to checks to avoid becoming lost, but for those the dragon doesn't have to be flying.

Dream Flight (Ex): A wing dragon of Great Wyrm status may attempt to fly even in its sleep. This must be basically straight and level flight. Tumble (for heading) and Balance(For pitch) rolls are necessary with DC's dependant on weather conditions. Windless conditions would be DC 45 for each.

Other Spell-like Abilities: At Will - Prestidigitation(All Age Categories); 3/day -  Know Direction(Very Young and older) , Control Winds (Juvenile and older) ,  Cat's Grace(Mature Adult and older) ; 1/day Control Weather(with effects as if the wing dragon was a Druid. This SLA is gained at Young Adult), True Seeing(Ancient and older), Time Stop(Great Wyrm)

Skills: The class skills for a Wing Dragon are: Balance, Bluff, Concentration, Craft(Sky Painting), Diplomacy, Escape Artist, Heal, Hide,  Knowledge (Any), Listen, Move Silently, Spot, Search, and Tumble. They receive a bonus equal to their age category on any check made to avoid becoming lost. While flying or falling Wing Dragons have the Balance, Move Silently, and Tumble skills for free at 1 rank per Hit Die. Note that, for the purposes of reducing damage, the moment of impact during a crash or fall counts as flying or falling. Their keen senses stand in sharp contrast to their poor judgment, granting them a +5 racial bonus on Spot and Listen checks, Their color changing scales allow them a bonus to Hide checks in any particular environment equal to 3+Age Category + Intelligence modifier. This only applies to on specific environment/color scheme at a time. If the background against which the dragon is attempting to hide changes they lose this bonus until they reenter the old environment or take a move equivalent action to change their scale colors. If the dragon takes at least ten minutes to study a specific spot it plans to hide in and then spends at least two minutes to change her scales to perfectly match that exact local then this bonus changes to 2 + Hit Dice + Intelligence modifier while hiding their. At any given time the Dragon can remember 1 + Age Category + Intelligence modifier such scale patterns. These can also be used to memorize other similar complex scale patterns. If used as part of a disguise check this (together with their polymorphic wings) gives a +5 modifier to attempt to disguise as any other dragon (specific individual or general type).

Breath Weapon (Su): The breath weapon of the Wing Dragon is harmless magical smoke. It is unique and peculiar among dragons. Of primary interest to sages is that, strictly speaking, it really is absolutely harmless. Many an awe struck peasant gazing at a Wing Dragon's 'Sky painting' would believe this. Anyone who has ever fought a Wing Dragon would agree with every technical point but declare the conclusion of 'harmless' to be complete ivory tower nonsense. Also unusual is that they may utilize it every round instead of every 1d4 rounds. It is non-toxic, completely odorless, and its magical properties preclude it being concentrated enough to displace breathable air measurably. However the Wing Dragon can exercise an amazing amount of control over it. The color can be altered as a free action to anything from completely transparent (which doesn't mean that the visibility improves if the area also contains another type of fog, smoke, or dust), to a black mist sufficient to turn high noon into pitch dark (and worse yet a pitch dark that darkvision can't see through), to any shade, color, and opacity you can imagine. It can also be made to glow in any color and any intensity the Wing Dragon wishes, up to and including illuminating everything within it and for 20 feet around it as a light spell. A darkness spell that overcomes the light effect does not destroy the fog, but merely prevents the fog from glowing within its area of effect and turns the area dark as it normally would. At any one time a Wing Dragon may maintain a cloud or clouds of totally opaque fog equal to the amount it could expel in 10 rounds, provided it is within 1 mile per age category. Any excess dissipates, however the Wing Dragon may choose which parts to have dissipate. Once per round, as a move action, part of a move action, or as part of expelling its breath weapon, a Wing Dragon may manipulate its fog changing the color, glow, etc of each part. It may move as many cubes at it likes, but each may move no more than 10' x the Wing Dragons age category. Note that for purposes of Sky Painting the Barnstormer is in NO way restricted to 5' cubes... they can make doll-sized fog sculptures if they so chose... 5' cubes are merely as simplification for combat purposes.


17 This creature is definitely a True Dragon, normally one can tell a True Dragon's species by such clues as wing-shape, head-shape, and coloration. In this particular case the wings and coloration are nothing you have heard of before, and the head-shape lacks many noticeable features. This reveals any STANDARD True Dragon traits.
22 This is a wing dragon. They can change their coloration at will for decorative purposes or camouflage and their breathweapon is a non-toxic fog that can be of almost any color. They are fond of putting on flight demonstrations for payment, and can do pictures in the sky made out of their breath weapon that remain hours at a time.
27 Wing dragons can telekinetically manipulate their fog and they generally use an intensely black form of it for battlefield obscurement, they are deft flyers, and can prefer to strike with a rogues precision, approaching their target on silent wings and then continuing past them to be out of range before effective counterstrike is possible. To close from long range they may attempt to disguise themselves within their breath weapon to appear as a cloud or patch of dense fog. They can see through their own breathweapon as well as clouds, smoke, or mist, even magically created ones.
32 This reveals everything in this creature entry including personality, role in draconic societies, and abilities (SLA's Unblinking, etc).

Half-Dragon, Wing
Wing Dragons with their habit of 'training spouses' are among the most likely to be parent to half-dragons that are part of society. Certain of the Chromatic dragons might come close except that they usually eat the victim shortly after the rape. Wing Dragons do not abandon their spouses or immature offspring. They are not much for aiding their half-dragon children after they are moved out and on their own though.

As per usual except as follows:
Speed: ALL half Wing Dragons have wings and can fly at 3 times their land speed (good maneuverability).
AC: Natural Armor bonus improves by +2.
Statistics adjustments: STR +2, DEX +8, CON +2, INT +0, WIS +0, CHR +2
Special Qualities: As per usual for a half-dragon, and they also have the 'Dogfight' quality. Have Fog Immunity for their racial bonus immunity. 
Special Attacks: Breath weapon: Can expel 27 5' cubes 3 times per day (DC is 20 if it ever matters).
Feats: As per usual for a half-dragon, but also receive a limited version of Weapon Finesse that only applies to  natural weapons as a bonus feat.

Notes: BW volume equal to volume of cone BW averaged since the Wing Dragon breaths every round and the rest every 2.5 rounds on average.

This is maybe a little rough around the edges. Read it anyway, it is either awesome or funny, take your pick. Needless to say I am strongly considering adding this as an SLA to my Barnstormer dragons.

Appropriate humorous movie quotes to get you started (although I also give my seal of approval to using this spell in epicly badass ways):
"I just lit a rocket!... Rockets explode!" (Ok, so this actually turned out pretty badass).

"Ludicrous Speed!"           "She's gone to plaid!"

"Team Rocket is blasting off again!"

Meteoric Flight
Level: Sor/Wiz 4
Components: V, S, M, F
Casting Time: Swift Action
Range: Touch
Target:  One creature
Duration: 5 minutes per level (See Below)
Saving Throw: Will Negates
Spell Resistance: Yes

This spell allows (and requires) you to fly 100 feet per caster level plus five times any natural flight speed you have. Your maneuverability is three classes worse than your natural flight speed's. If you do not have a natural flight speed, or if this would reduce your maneuverability below clumsy then you may only make a single turn of up to 45 degrees, and not on the turn you cast this spell, nor on any turn that you turned the turn before ((PHRASING!)).  This flight is a free action, but you may not make any other actions that involve movement of any sort for the duration of this spell. Among other things this renders tumbling impossible.

If the target's dexterity is at least 16, then they are considered to have the Fly-by Attack feat for the duration of this spell.

The target of this spell may dismiss it as a free action, provided they know the proper command word (which the caster designates at the time of casting*), however it does not end until 1d4 rounds later when it ends abruptly, usually resulting in the target falling. Wise targets of this spell who have the opportunity will parallel a flat piece of ground while dismissing this spell.

If the target strikes a solid object (or creature) while flying by means of this spell, then both they and the object(or creature) take 1d6 damage per caster level. If this is sufficient to destroy/kill the object(or creature) then they continue on, perhaps dealing the remaining damage that would have been allocated to the object to the next object struck. The damage to the target is limited to that dealt to the objects struck (in other words crashing through a single sapling is merely painful, but a large field of ripe corn might, in fact flay the target to death and a castle wall would deal the full damage in almost any case). Apply the rules for falling damage if crashing into water (including skimming along the surface). IF the full damage is dealt to objects (before considering hardness etc) then this DOES bring the target to a full stop for that round, but it DOES NOT end the spell. The target will be taking off again next round (including slamming directly into the same solid object they struck before, without leaving the current square(s) they occupy), but they may freely choose the direction without regard to the maneuverability rules, including the "45 degrees every other turn" variation presented here. The author of this spell heartily endorses using this effect to achieve effectiveness at the end of arriving on scene to a combat as "the cavalry".

If the target loses consciousness while this spell is active then there maneuverabilty immediately drops to the "one 45 degree turn every other round" level, and all such turns are made, as often as possible, as sharply as possible (IE "always 45 degrees", as rolled on the following chart.
d8 rollDirection of turn relative to current heading
2Upwards and to the Left
4Upwards and to the Right
6Down and to the Right
8Down and to the Left

Focus: Any gunpowder based projectile weapon or rocket (even a small "bottle rocket" will do) OR any projectile weapon of at least +3 equivalent enhancement bonus.
Material component: A feather from a bird that was in good health (not stunned, full hit-points, no subdual damage, not subject to any harmful spells, etc) up until the moment it died in a crash, or that died from being moved through the air too quickly.

*The command word may be discerned by anyone hearing the spell being cast with a DC 25 spellcraft check. If this spell is cast silently, then the unfortunate victim of this spell may be out of luck.

I am considering adding a fire aura in front of the target of this spell, and/or making it cause subdual damage each round if the target does not meet a minimum deflection (plus half natural armor?) bonus to armor class.

Part of the purpose of this post is help us laugh* at the worries for the future, and fear for our bodies that some (many?) of us share at this time.
*Less "ROFL-copter" type humor, and more analogous to how Potter-verse boggarts are defeated by transforming them into something silly via the riddikulus spell. Unlike a boggart, corona virus is dangerous even after such a (mental) transformation.

When I have posted similar creatures in the past the feedback I have gotten was that the players would find them humorous, while the characters might be horrified and/or disgusted.

Perhaps more importantly, some players might find them cathartic to beat down with blade and spell. A more viscerally satisfying* catharsis against the frustrations and worries of this specific time.
*With authentic viscera!

Disclaimer: This is based on the D&D rules for disease. Nothing here is designed to even REMOTELY model real world medical science. On your Wisdom+Intelligence < 10 head (or rather lungs...) be it if you try to extrapolate any course of action in the real world from this.

I determined the attack range of the largest of these monsters by looking up the height of spray from a whale's blowhole. This is hardly germane to the procedures to remain healthy in this crisis.

Less Important Disclaimer: I'm posting these without the formatting completely translated from the site I originally posted them on. If I waited until I remember and have the energy to get it actually correct before posting it, this crisis might have (Thankfully!) passed enough that it would not provide the cheer I wish it to.

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Planning to use the 3rd level one of these as the basis for the central ability for an actual (weak) Marlboro, perhaps as early as this Thursday, so I could use some help sooner rather than later. The party is ECL 8 and has 5 members (may 6 if I have that player join us now, rather than later).

Will fill out the higher level maneuvers (creating the effects of the 5th and 7th level ones, and nailing down the 9th level one better) when I have time and hopefully have further feedback.

I used Prismatic Spray as my starting point, but I'm trading away severity of effects for having them ALL hit starting at level 3, rather than there being random effects. At higher levels I may allow the caster to pick X from a list of Y choices of effects to have in that particular casting. Thus bring slightly more strategy into things.

Stuff in double parentheses is stuff I am consider changing that specific detail to.

Bad Breath, Least
Level: Sorcerer/Wizard 1, Wu Jen 1 (Water)
Casting Time: 1 standard action
Range: 15 ft. Cone
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw:   See text
Spell Resistance: Yes

You breathe forth a mist whose effects are even more foul than its smell. Every creature in the area is randomly effected one of various maledictions.


1-2Initiative reduced by 10 points in the current initiative order due to mental disconnect much like a more mild dazing. If they have already taken a turn this round, this adjustment does not allow them to take a second. Creatures immune to dazing are immune to this [Mind-Effecting] effect. (Will Negates)
3-4Fatigued for 1 minute. Does NOT exhaust previously fatigued targets. (Fortitude Negates)
5-6Splattered with quick-hardening goo as per a Tanglefoot Bag.  An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a second Reflex save against DC 15 or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by this effect. A flying creature is not stuck to the floor, but it must make a second DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. Unlike a tanglefoot bag this effect does function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

(Reflex Negates)

Bad Breath, Lesser
Level: Sorcerer/Wizard 3, Wu Jen 3 (Water)
Range: 30 ft. Cone ((/spread/ground-following spread(new concept) player's choice at time of casting))
As per Bad Breath, Least except as above and that each creature in the area is subject to each of the three effects and must save against them individually.

Bad Breath
Level: Sorcerer/Wizard 5, Wu Jen 5 (Water)
Casting Time: 1 standard action
Range: 45 ft. Cone
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw:   See text
Spell Resistance: Yes

(Coming soonish, suggestions very welcome.  Some ideas: Stunned or Dazed? Reduced (Humanoids/Ungulates only?...but this would be a buff on some characters...), weakened?, 1d10 constitution damage with no secondary?, blindnes/deafness?, and muting? )

Bad Breath, Improved
Level: Sorcerer/Wizard 7, Wu Jen 7 (Water)
Casting Time: 1 standard action
Range: 60' Cone
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw:   See text
Spell Resistance: Yes

(Coming soonish, suggestions very welcome.)

Bad Breath, Greater
Level: Sorcerer/Wizard 9, Wu Jen 9 (Water)
Casting Time: 1 standard action
Range: 100' Cone
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw:   See text
Spell Resistance: Yes

((Rough draft of items on the 'Palette' that the caster could pick a certain number from (Maybe have to pick 2 each for each save?) :
  • -8((-10?)) penalty to strength for 1 round per 6 caster levels ((2d3 rounds?)). (Fortitude Negates)
  • Poison. 1d6 Constitution damage per round for 1 round per 4 caster levels ((1d3+1 rounds?)). (Fortitude save allowed each round before this to negate damage.)
  • Blinded permanently, similar to the effects of Blindness/Deafness. (Fortitude Negates)
  • 2((4?)) Negative levels. (Fortitude reduces to 1((2?)) negative level((s)).)
  • Exhausted for 1 round, then Fatigued for 1 minute. (Fortitude Negates.)
  • -----------------
  • Slowed for 1 round per 6 caster levels ((2d3 rounds?)). (Will Negates)
  • Confused for 1 round per 6 caster levels ((2d3 rounds?)). (Will Negates)
  • Can not cast spells with verbal components, even from magic items, or use magical command words for for [Caster level-15] rounds ((2d4 rounds?)). (Will Negates)
  • Dazeded for 1 round per 6 caster levels ((2d3 rounds?)). (Will Negates)
  • -----------------
  • Wrapped in webbing. Penalties and means of escape (although not slowing of movement after initial escape) as per Web. (Reflex negates)
  • Self and all exposed pieces of equipment rendered slippery as per Grease. (Reflex Negates)
  • Force of the breath sends target flying back to the end of its area and knocks them prone. (Reflex Negates) ((Are wind effects usually Fortitude? Prone is usually resisted with Reflex though... maybe make it a strength check to avoid the knockback and Reflex against the Prone. In any case, unusually stable creatures like quadrupeds and dwarves should get the usual +4 bonus against at least the prone part and maybe the knockback too.
  • ((Might be good to come up with some more reflex effects, especially since the Grease is a double-edged sword for the caster because if they fail their save against BOTH reflex effects the Grease would give a bonus to their escape artist checks to escape the webbing. Of course, if I only allow one pick for each save... EDIT July 28, 2022: Could make the grease "Homing" so it targets items currently held... or even smarter, and it targets ALL items meant to be held (mostly for fluff including JUST the straps etc of armor) thus meaning they get debuffed regarding handling objects, without a matching buff... do this up as a separate spell literally called "Smart Grease" to focus criticique in on such a weird mechanic. Explicitly fluff that the grease refuses to spread to anything behind the areas it initially hits. Probably exposed items only? That would get into a lot of fiddling details about whether containers (spell component pouches especially) were closed with straps or latches etc when the spell hit.. though that is mostly irrelevant for my current campaign since very few components come into play.)

This is a bit quick and dirty of a re-post, and I already corrected several errors in it. Tell me what I missed!

Everything but the areas to be gripped and the hand-guards (if any) of the most common version of this weapon through earth and stone (including worked stone and mortar and UNworked metal ores) as if they weren't even there, leaving no trace. This is somewhat similar to an earth elementals Stone Swim ability and is useful for fighting in constricting tunnels (negating any to-hit penalty or bonus to AC resulting from the weapon rather than the wielder, and, at the GMs discretion for squeezing and other things usually based on the wielder). A somewhat less common use is on ammunition, meant to be combined with a separate spell or effect (goggles etc) to allow the wielder to see through walls, or (rarely) for massed blind fire. Note that while this enhancement is active the weapon is completely ineffective against stone and clay golems, earth elementals, and similar foes (so carry a backup weapon... perhaps with an appropriate Bane ability).
A less common variant has everything but the pommel enchanted in the same way and the pommel made to look like a rock (perhaps with an illusion or minor shape-changing ability that allows it to match surrounding terrain). This can make for a few more bruised knuckles(GMs discretion as a fumble instance), but also allows for hiding the weapon simply by dropping it in the right place (especially if the GM allows a permanent version of Undetectable Aura as an upgrade to magic items).

This effect can be negated or resumed with command words.

Faint Transmutation; Caster level 5th; Craft Magical Weapons and Armor, Meld Into Stone; Price +1 bonus 2,000 gp.

As above, but goes through wood and plant matter (worked or unworked) instead of earth and stone. Negates shield bonuses from wooden shields and armor bonus from padded armor made from cotton, linen, etc, but not if made from wool or other animal materials. Useless against plant creatures while this enhancement is active of course... Much rarer variation in most settings.
Faint Transmutation; Caster level 5th; Craft Magical Weapons and Armor, Tree Shape AND Wood Shape) OR Tree Stride; Price +1 bonus 2,000 gp.

Should these be a static cost instead of +1 equivalent?
What about making them +0.5 enhancement equivalent (easy enough to figure out the math with a calculator!) or some other fraction?

Warp Hog
Small Magical Beast
Hit Dice: 2d8+4 (13)
Speed: 40 ft. (8 squares)
Initiative: +1
Armor Class: 17 (+5 Natural, +1 Dexterity, +1 size); touch 12; flat-footed 16
Base Attack/Grapple +1 / -2
Attack: Gore +3 melee (1d6+1)
Full-Attack: Gore +3 melee (1d6+1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Ferocity
Special Qualities: Low-light vision, scent, Warp
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 5
Skills: Listen +7, Spot +5
Feats: Alertness
Environment: Temperate Forests
Organization: Solitary or herd (5-8)
Challenge Rating: 2
Treasure: None
Alignment: Always True Neutral
Advancement: 3-4 HD (Small), 5-7 HD (Medium)
Level Adjustment: N/A

It appears to be a wart hog or small boar.

Warp-Hogs are every bit as irritable as their full sized and less magical cousins, and are omnivores to boot. They have been known to pursue prey or annoyances by charging into trees in the direction of their goal to aid in bypassing undergrowth and to maintain the ability to dodge.

Ferocity (Ex): Like its cousin the boar a warp hog is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Warp (Su): If it hit its target's touch AC with a charge attack a Warp Hog may immediate teleport up to 50 feet as per a Quickened version of the the spell Dimension Door cast by a 8th level sorcerer (disregard its low charisma). Note that the charge attack still has to hit normally to actually deal damage.

Behind the scenes design notes:
Basically started with the name, and took a downsized Boar (since the wart hogs I saw at the zoo that got me started on this track are smaller than boars) and added the Warp ability to it. Warp was originally going to be a more traditional Dimension Door ability, but that was based on an incorrect memory that boars got double damage on a charge. I am unsure if the extra ability is balanced by the loss of a size category and commensurate loss of a HD and 2 points each of STR and CON (and gaining 2 points of DEX). If it isn't I might have to bump the CR up to 3.

False Seeing (In more silly campaigns this might be called "Q-Ray Vision" as a dig at Q-Ray Bracelets.)
Level: Cleric 3, Bard 3, Sorcerer/Wizard 3
Components: V, S, M, F
Casting Time: 1 standard action
Range: Touch ((Targets caster if attack roll fails? That might get it down to 2nd level, and can make for slapstick when trying to put it on a reluctant ally.))
Target: 1 creature
Duration: Up to 1/round per level (decided at time of casting)
Saving Throw: Will Negates (Semi-Harmless)
Spell Resistance: Yes
The target becomes blind and deaf to all real things and all Patterns. This includes even via Blindsight and other such abilities as well as via any type of divination spell or effect. They are considered to fail their saving throws to disbelieve against all non-pattern illusion effects*. However they also retain enough clarity of thought to recognize that since all real things are undetectable to them that anything they are seeing must be an illusion even as they are subject to its full effects. They may communicate this information if they wish.
Note that this does not reveal creatures with multiple forms(since that is a transmutation effect, rather than an illusion effect), they are undetectable to the target.
*Any saving throw allowed against the real counterparts of a Shadow Evocation or similar spells they are subject to, or the special abilities of any Shadow Conjuration, Shades, or similar quasi-real creatures are rolled normally. The same applies for the fortitude save to not die when effected by Phantasmal Killer and similar saving throws.
Material component
A shot-glass worth of of distilled liquor with a copper-piece in it. The Liquor must be drunk by the caster, but the copper piece may remain behind (although swallowing it accidentally doesn't NECESSARILY ruin the spell, especially if you happen to have Silenced it).
Said copper-piece.

Comment and Questions:
When I originally posted this on GitP I did not put it on the cleric list. It is now old enough that the thread was locked so I can't change it there. Upon checking the SRD I discovered that the levels for True Seeing are "Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6".
Should I remove this from the bard list? Somehow it seems like a bard trick to discover lies by blocking out the truth until only the lies remain.
What about cleric? Drop it down to level 2, remove it entirely, or keep it as it is?
Should I give this to Druids at spell level 4? I can see the sort of druid that likes to eat the "special" mushrooms casting this...

Regarding thread title: The series this was from was... passible at best. Also, I had to redo the phrase to make it fit in the character limit.

Sniper's Patience [Fighter]
You can see the path of the arrow in your mind before it ever leaves the string. If it is not acceptable, you simply do not fire.
Prerequisites: Far Shot (PH), +7 base attack bonus
Benefit: Once per round if one of your ranged attack rolls would miss by 3 or more you do not actually fire that specific shot (including all arrows of a Many-Shot). This still takes the same amount of time/actions as actually firing, but conserves ammunition (and spells such as True Strike since the attack is never actually made), prevents the need for repeated hide checks, and overall preserves the element of surprise.
Special: A fighter may select Sniper's Patience as one of his fighter bonus feats.

Like a lot of my stuff, this is really niche, but at the very least it helps save on expensive arrows, and with an ACTUAL sniper/assassin build it could be invaluable. If it is too powerful, we can throw on Precise Shot, and/or Improved Precise Shot as pre-requisites, or drop the bit about conserving True Strike.

In Jan 2013, I had the following conversation about this feat:
(click to show/hide)

Upon command this weapon and the arm(s) that wield it split into multiple slightly translucent versions of themselves, literally existing in more than one place at a time. These versions move somewhat independently, sliding through each-other, merging, splitting, and weaving around each-other.

When this effect is activated, all attack rolls with it are replaced with Reflex saves by the target. The DC is 10 + 1/2 the attack bonus for that particular attack (including any circumstance bonuses or penalties that may apply). On a failed save the strike deals damage normally on a successful save the attack is considered to have missed. Miss chances, damage reduction, Deflect Arrows, etc still apply if they would have against the original attack (E.G. without this enchantment), however the attack deals full damage and more against swarms, counting as an area of effect attack for that purpose. Improved Evasion is also effective against it, granting the target half damage even on a failed save. Iterative attacks may be made with the weapon at decreasing DCs as per the number of attacks that would normally be allowed. Ranged weapons with this enchantment active bestow the effect on their ammunition which splits into quasi-real copies of itself in mid-flight. Melee weapons and the arms that wield them also appear to have their existence split between multiple locations at once. The effects of this enchantment may be halted or resumed as a free action by the wielder with a word.
May not be used in conjunction with Power Attack. Functions normally (reducing the DC in exchange for AC) with Expertise. Negates precision based damage (but NOT any to associated to-hit bonuses, such as from a ranger's favored enemy bonuses), renders Keen, Vorpal, and Improved Critical moot. Projectiles enchanted in this manner split as soon as they are fired/thrown*. Ranged weapons with this enchantment display no visual effect themselves, but bestow the enchantment on their ammunition.
*They recombine into the location of a random one of the copies a few seconds after hitting/missing, meaning that the normally rules for recovering ammunition/thrown weapons apply.
Faint Illusion (and Transmutation?); Caster level 5th; Craft Magical Weapons and Armor, Shadow Conjuration, Mirror Image; Price +1 (Should perhaps be as high as +4?) bonus.

History and Question:
I originally had this as a +3 enhancement bonus equivalent. The one bit of feedback I got on GitP (from ErrantX in case it matters), was that it was in the +3 to +4 range.
(click to show/hide)

In the campaign I am currently running, I gave some of these as loot from a enemy archer boss. When the party later fought some casters who were spamming glitterdust the archer player in the party was rather annoyed when I pointed out to him that the arrows do nothing about miss chances. Of course, he later quit in a huff because I said I was mostly going to stick to my strengths as a GM rather than pushing myself TOO hard to improve stuff I'm bad at, so he might have been a bit of a whiner. Anyway, I still decided to drop this to a +1 based on that playtest.

So, what do people think the equivalent enhancement bonus SHOULD be?

Illusion (Glamer)
Level: Bard 0, Sorcerer/Wizard 0
Casting Time: 1 standard action
Range: Touch
Target: One Willing Creature
Duration: 1 hour/level (D)*

This spell muffles sound around the targets sound-sensing organs. The target takes a -10 penalty to listen checks and they gain a +4 bonus on saving throws against deafness from loud sounds, including both thunderstones and against that specific effect of spells that deafen via loudness (so NOT Holy Word or Blindness/Deafness for example, but including any spell that also deals [Sonic] damage). Use the same roll, but increase the total by 4 for the determining if the target is deafened.

*Both the target and caster of this spell have the ability to dismiss this spell simply by willing it so.

Should I increase the listen penalty and/or adjust the saving throw bonus?

Is the wording clear? If not, any suggestions for better wording?

Sleight of Hand
Level: Bard 0, Sorcerer/Wizard 0, Assassin 1
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: 1 Non-Magical object
Duration: 1 round/level (D)
Saving Throw: No (Object Only)
Spell Resistance: No (Object Only)

The object must meet all of the following criterion:
  • Free to move from its current location (So NOT, for example, a link of a chain, part of a lock, a nail in in a wall, or a ball carved from the middle of a larger ball made of a lattice with spaces too small for the smaller ball to fit through).
  • Unattended by anyone other than yourself.
  • Non-Magical
  • Have a volume of 1 cubic inch/level or less.

The object vanishes into an extra-dimensional space linked to the body-part you touched it with.

While in this extra-dimensional space the object has it has total cover and concealment. It reappears when the spell ends or is suspended by any means. The space includes sufficient air to keep a candle or torch of any size small enough to be effected by the spell from going out.

If you dismiss this spell it appears from any part of your body you could use to deliver a touch spell. If it ends by any other means it appears in the closest space to the part of your body you used to initially cast this spell sufficiently large to contain it and is not inside of something/somecreature.

Levels and class access look good? Should I maybe bump this up to 1st level across the board and then make a 0th level version with an Instantaneous duration that teleports an object from one point of contact with your body to another (including the traditional "up my sleeve" as a possibility for both source and destination)?

How could I phrase the "freely moving" condition better?

Less important:
Should I change the school back to Transmutation to match Rope Trick? Probably not... What about adding the [Summoning] sub-school?

Illusion (Glamer)
Level: Bard 1, Sor/Wiz 1, Assassin 1
Casting time: 1 standard action
Components: V(Bard only), S
Range: Touch
Target: Object Touched
Area:  1 inch diameter cylinder extending directly away along axis of finger (or equivalent body-part) used to touch object for 1/2 inch per caster level.
Duration: 1 round/level (D)
Saving Throw: Yes (Object Only)
Spell Resistance: Yes (Object Only)

The portion of the object described under "Area" turns invisible. Attended objects or magical objects receive saving throws and, if appropriate, spell resistance.

Just remember it works both ways...

Levels and classes look good?

Should I have verbal components for all versions of this regardless of class?

Should there be certain materials this doesn't work through? Magical objects? Lead? Metals in general?

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