[HR: Spells] Golan's Spells

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golan2072
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Djriixim's Purple Haze (converted from Barrowmaze II). This is a blast spell, nausea-inducing (10), effect on a 20' long x 20' wide x 20' deep cube (x2.25), range 30' (x0.6), duration 1 round/level* (x4), saving throw avoids effect (x0.5), arcane (x1). Total 27 points - this is a level 3 spell.

* Original spell had a duration or "permanent" which is quite overpowered IMHO.

Djriixim's Purple Haze
Arcane 3
Range 30'
Duration 1 round/level

This spell creates thick, purple fog in a 20' x 20' x20' cube. Any creature caught within this fog must save vs. poison or be rendered helpless (except for being able to slowly stagger out of the cloud at the speed of 10' per round) from nausea for as long as he remains within the fog, as well as 1d4+1 rounds afterwards. Any creature who successfully saves is immune to the effect of this particular casting of the spell.

golan2072
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Dragon's Breath (AKA Cone of Cold, the fire version). This is a blast spell, 1d6 damage per level (27), no maximum damage (x1), blast is elemental (fire) (x1), 60' x 30' cone (x6), range 0' (x0.4), duration instantaneous (x1), saving throw reduces spell effect by half (0.75), arcane (x1). Total 48.6 points. This is a level 5 spell.

Dragon's Breath
Arcane 5
Range 0'
Duration instantaneous

The caster breathes forth from his mouth a cone of fire 60' long and 30' wide. Any beings caught within the breath will suffer 1d6 points of damage per level of the caster. A successful saving throw versus Blast reduces damage to half.

golan2072
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Meteor - a thrown "bomb" spell. This is a blast spell, 1d6 damage per level to a maximum of 6d6 (27 x 0.8 = 21.6), gusting (20), blast is elemental (fire) (x1), target 20' diameter sphere (x2), attack throw required to hit target (x0.35), range 150' (x1), duration instantaneous (x1), saving throw reduces spell effect by half (x0.75). Total 21.84. This is a level 3 spell.

Meteor
Arcane 3
Range 150'
Duration instantaneous

The caster conjures a star of pure fire from his hand, and may attempt to throw it at any point of space he desires within a 150' range. On a successful roll, the spell hits the designated target; on a failure, it deviates from the target by 2d6x10 feet in a random direction (roll 1d6 for scatter); on a 'natural' attack roll of 1, it detonates in it's caster's hands. The spell cases 1d6 of damage per caster level (to a maximum of 6d6) to anyone within a 20' diameter sphere centred on its point of origin (save vs. blast for half damage); furthermore, this spell generates a significant amount of pressure, knocking all targets within range prone unless they pass an additional save vs. blast.

golan2072
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Scorching Ray - a targeted damage spell. This is a death spell, 1d6 damage per caster level to a maximum of 4d6 (33 x 0.7 = 23.1), target 1 creature plus 2 per 5 additional levels (x3), attack throw required to hit target (x0.35), range 30' (x0.6), duration instantaneous (x1), no saving throw (x1), arcane (x1). Total 14.56 points - this is a level 2 spell.

Scorching Ray
Arcane 2
Range 30'
Duration instantaneous

The caster produces a searing ray of fire from the tip of his finger. To hit a target with this ray, however, an attack throw is required; if it misses, the ray is wasted. In a successful hit, it causes 1d6 damage per caster level, to a maximum of 4d6. At level 3, the caster may produce one ray per casting; at level 8, 3 rays, and at level 15, 5 rays.

golan2072
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*FIXED VERSION*

Scorching Ray - a targeted damage spell. This is a blast spell, 1d6 damage per caster level to a maximum of 4d6 (27 x 0.5 = 13.5), elemental (fire) (x1), target 1 creature plus 1 per 2 additional levels (x4), attack throw required to hit target (x0.35), range 30' (x0.6), duration instantaneous (x1), no saving throw (x1), arcane (x1). Total 111.34 points - this is a level 2 spell.

Scorching Ray
Arcane 2
Range 30'
Duration instantaneous

The caster produces a searing ray of fire from the tip of his finger. To hit a target with this ray, however, an attack throw is required; if it misses, the ray is wasted. In a successful hit, it causes 1d6 damage per caster level, to a maximum of 4d6. An additional ray is given for every two levels above level 3, i.e. 2 a total of rays at level 5, 3 at level 7, 4 at level 9 and so on.

golan2072
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TYPO: 111.34 points = 11.34 points.

golan2072
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Acid arrow - a targeted damage spell. This is a blast spell, 2d4 damage per rounds (44 x 0.1 = 4.4), elemental (x1), target 1 creature plus 1 per 2 additional levels (x4), attack throw required to hit target (x0.35), range 240' (x1.2), duration 2 rounds (x1.1*), no saving throw (x1), arcane (x1). Total 8.13. This is a level 1 spell.

* Guesstimation

Acid Arrow
Arcane 1
Range 240'
Duration 2 rounds

A magical arrow of acid springs from the caster's hand and speeds to its target. The caster must succeed on a ranged touch attack to hit the target, otherwise the arrow is wasted. The arrow deals 2d4 points of acid damage with no saving throw. For every two caster levels above 1, an additional arrow is available (2 arrows at level 3, 3 arrows at level 5, 4 arrows at level 7 and so on). the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.

golan2072
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Golden Touch. This is a Transmogrification spell,transform to a statue (15), target 1 living corporeal creature (x1), target may be undead (x1.25), range touch (x0.6), duration indefinite (x3.5), target transformed into gold (x1.25*), saving throw negates (x1), arcane (x1). Total 49.21 points. This is a level 5 spell.

* Guesstimation.

Golden Touch
Arcane 4
Range touch
Duration indefinite

By touching the creature (this requires a successful attack throw against a resisting target, otherwise the spell is wasted), the caster transforms the victim and his worn possessions into a statue of pure gold. A successful save vs. petrification negates the effects of this spell. This effect is indefinite until dispelled by Dispel Magic, Miracle or Wish. Smelting the gold will make even such attempts impossible and yield the caster a good amount of wealth.

golan2072
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I am a little bit concerned about the economic ramifications of this spell; at worst, I'll revert this to a level 4 "Petrifying Touch" spell, though I really like the idea of a "Midas" spell.

jedavis
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This is glorious. PC wizards, in order to take advantage of the potential for earnings, have to either get up in melee and risk their lives, or first subdue an opponent, in which case they're losing a lot of utility of the spell in the first place (and if you're going to be taking prisoners anyway, you may as well interrogate them). Why are Saruman's orcs ransacking villages and taking the fat men hostage? So he can turn them into gold!

It would be a little more concerning for a Spellsword or especially a Ruinguard, who could weapon-store it for cast-on-hit, though.

jedavis
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You could also make the actual amount of gold vary with opponent weight or XP value or somesuch - a weaker soul might turn into less noble metals. It'd be a good way to get some treasure value out of otherwise-treasureless vermin and beasts during hex-clearing, too.

golan2072
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Opponent weight into gold is very problematic - a normal human would be about 120-140 pounds of gold, which is A LOT. A dragon of several tons would be worth too much. maybe it turns the victim into impure gold worth 4gp per creature xp.

jedavis
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Or a hollow gold statue worth that amount. But yeah, I agree that running it by straight weight is unreasonable.

Aryxymaraki
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If they transform into a value of gold equal to their XP value, then the statue would have the same value as their corpse's monster parts.

Thus, no effect on economics, though it would require either shrinking statues, the statue being plated or alloyed with baser metals, or possibly both, since nothing bigger than a pixie is going to get turned into a solid gold statue worth less than thousands of GP.

koewn
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Rename it to "Blood into Gold", and only the creature's blood (and therefore lifeforce, to still tie to XP) gets transformed, the caster has to do a bit of work to get the gold out (unless you have the flesh slough off as part of the effect)

A latticework of golden veins and arteries (and heart valves filled with gold).

Less physical gold, more gross, win-win.

golan2072
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LOVE THIS! THANKS!

golan2072
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Just transforming blood to gold would look more like a Death spell - after all, the body will eventually rot around the god arteries and veins, , unlike a petrified victim who can survive for long as a statue (until dispelled back into flesh) if not broken up.

Maybe turn the flesh into something else, and the blood into pure gold, then?

koewn
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Yea, I liked the visual too much to actually think about the costing.

I would wager that a Transmogrification effect that turns you into a statue of a useful material would cost much more than a base of 15, considering you're essentially asking for someone to come along and dismantle the target - a Death spell that requires an external secondary actor.

A single-target Death spell would be 85 * 0.4 (touch) * 0.5 (save) == 17, with no save it's 34.

If you get an amount of gold equal to the mob's XP as was suggested, and that equates to the "monster parts" gold value, then the fact that parts of the monster are turned into gold is essentially flavor text, and a plain Death effect is all you need.

The only other decision to make is if a ~4th level spell that makes any monster have valuable parts by transmutation is worth enough points to adjust up a level, and I'm not real sure it is in the long run.

golan2072
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Hmmm... So you're saying make it a Death spell by touch and make the gold a flavour point? Could be interesting. Still, you could have the evil mage adduct children just to turn their blood into gold!

koewn
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Exactly right. Aryxymaraki's point about monster part value is what makes the whole thing work without additional rules - the fact you're getting more fungible gold rather than specific organs or whatnot is I think a small enough deal for a 4th level spell to come out in the wash.

A campaign in ancient Greece would call it 'The Midas Touch'. And I call dibs on a share of movie gross if Hollywood-whomever's been doing all these Titans movies comes in and borrows my visual. :P :)

Aryxymaraki
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I just want to agree that blood to gold is one of the greatest ideas I have ever read.

I am definitely including that in my next campaign.

Alex
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I agree! I needed to have been reading this thread more closely. Awesome!

Tom Hudson
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This - instead of trying to make part of the statue gold, I think the flavor of weird I'm going for would be to have them transform into a stone statue with a precious gem embedded in its forehead, with a value in gp equal to their xp. You could play with gem types corresponding to some quality of victims emergently. (Need a 3000gp sapphire for your next magic item? A little research by your friendly neighborhood sage reveals you just have to find a Neutral left-handed explorer or barbarian of at least the 3rd level.)

If this becomes central to play, rather than just an amusing spell the players stumble across but never add to their repertoires or something they lose one henchman to, point out how much caution is required to extract an already-faceted gem from the stone matrix without damaging it. Introduce the complication that de-petrified victims who have had their gems removed are affected by a fairly serious energy drain. ...

This introduces some really high-value gemstones into play, which are good portable fungible wealth (more so than monster parts), but consuming a 4th level spell slot feels like it'll at least help balance things out.

koewn
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It's actually the monster parts XP value; meaning it's the same amount in GP that you get for defeating the monster in XP - so it's the Monster Experience Points table on pg114.

For 3000XP you're looking at something with between ~10~13 hit dice with multiple special abilities.

golan2072
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Galaxina's Scintillating Spark Shower (ACKS conversion of a Barrowmaze II spell). This is a blast spell, 2d4 damage to a maximum of 2x2d4 (44 x 0.25 = 11), target 20' by 10' line (similar area to a 60' x 5' line, so this is a x1.75 multiplier), range 0' (x0.4), duration instantaneous (x1), saving throw reduces spell effect by half (x0.75), arcane (x1). Total 5.78. This is a level 1 spell.

Galaxina's Scintillating Spark Shower
Arcane 1
Range 0'
Duration instantaneous

The caster throws sparks from her fingertips in a corridor 25' long and 10' wide in front of her, causing 2d4 damage to all targets (save vs. blast for half damage). Targets wearing metal armour or wielding metal weapons suffer 4d4 damage.

golan2072
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Hitzemun's Blue Feet (ACKS conversion of a Barrowmaze II spell). This is a protection spell, resistance to a particular damage type (cold) (15), range self (x0.75), duration 1 turn/level (x1.33), beneficial effect (x1), arcane (x1). Total 14.96. This is a level 2 spell, but due to a breakthrough on Hitzemun's part, it is considered a level 1 spell.

Hitzemun's Blue Feet
Arcane 1
Range 0'
Duration 1 turn/level

This spell renders the caster's feet impervious to cold and cold damage, and grants him a +2 bonus to all saves vs. cold damage in the rest of his body. This also allows the caster to avoid penalties for moving in snow or on ice.

golan2072
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Mazakala's Mucilaginous Effluvium (ACKS conversion of a Barrowmaze II spell). This is an enchantment spell, target blinded OR unable to attack OR unable to move for the duration of spell (let's say 30), target 1 creature of any HD (x1.1), range 15' (x0.6), duration 1 round per level (x1.1), saving throw avoids spell effect (x0.5), arcane (x1). Total 10.89. Let's say this is a level 1 spell.

Mazakala's Mucilaginous Effluvium
Arcane 1
Range 15'
Duration 1 round/level

Unless the target saves, he is either blinded, loses teh ability to attack or immobilized (caster's choice) for the duration of this spell.

golan2072
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Fixed Version:

Mazakala's Mucilaginous Effluvium (ACKS conversion of a Barrowmaze II spell). This is an enchantment spell, target blinded OR unable to attack OR unable to move for the duration of spell (let's say 30), target 1 creature of any HD (x1.1), range 15' (x0.6), duration 1 round per level (x1.1), saving throw avoids spell effect (x0.5), arcane (x1). Total 10.89. Let's say this is a level 1 spell.

Mazakala's Mucilaginous Effluvium
Arcane 1
Range 15'
Duration 1 round/level

Unless the target saves, he is either blinded, loses the ability to attack or immobilized (caster's choice) for the duration of this spell. A save vs. spells negates this spell.

golan2072
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Zozomir's Stentorian Shout (ACKS conversion of a Barrowmaze II spell). This is a blast spell, doing 1d6 damage per caster level with no maximum (27 x 1 = 27), causes deafness for 2d6 rounds (10*), target 40' by 20' cone (x 2.5), range 0' (x0.4), duration instantaneous (x1), saving throw reduces spell effect by half (x0.75), arcane (x1). Total 27.75 points. This is a level 3 spell.

* Guesstimation

Zozomir's Stentorian Shout
Arcane 3
Range 0'
Duration special (see text)

The caster emits a powerful shout from his mouth, affecting a 40' by 20' cone. All caught within this cone suffer 1d6 damage per caster level and are deafened for 2d6 rounds. A successful save vs. spells negates the deafness and halved the spell's damage.

golan2072
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*UPDATED VERSION OF GOLDEN TOUCH*

Heart of Gold. This is a Death spell, target slain (85), target 1 creature (x1), range touch (x0.4*), duration instantaneus (x1), target's heart transformed into pure gold (x1.25**), saving throw negates (x0.5), arcane (x1). Total 21.25 points. This is a level 3 spell.

* IMHO this should subsume the requirement for touch attack on the target.
** Guesstimation

Heart of Gold
Arcane 3
Range: touch
Duration: instantaneous

By touching the creature (this requires a successful attack throw against a resisting target, otherwise the spell is wasted), the caster transforms the victim's heart into pure gold, instantly slaying the creature. A successful save vs. petrification negates the effects of this spell. The heart, if pulled out of the corpse, is worth 1 GP per XP the target has - the bigger and more feroscouis the creature is, the more its golden heart is worth.

nDervish
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Do you mean 1 GP per XP the target has or per XP the target is worth when killed? A level 5 Fighter has at least 16,000 XP...

golan2072
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XP the target is worth.

Boomishtendency
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Why isn't this save vs. death?

golan2072
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Tough decision. On one hand this is a Death spell, on the other hand it "petrifies" your heart.

Boomishtendency
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While the flavor text does imply that, the spell isn't reversible via stone to flesh. Save vs. death might be appropriate from a simple mechanics perspective. It is also the more lenient of the two saves.

golan2072
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OK, you have a point.

Keep in mind that this spell has a significant chance of failure as it requires BOTH a touch attack AND a save vs. death.

golan2072
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Summon Deep Ones. This is a summoning spell, summons 2d4 creatures (250), creatures may have up to 2HD* (x0.25), up to 1 special ability (x1), summoning restricted to certain monsters (0.7), range 10' (x1), can only be cast near a body of water (x0.9**), duration 1 turn per level (0.6), no saving throw permitted (x1), arcane (x1). Total 23.63 points, this is a level 3 spell. For Divine, the multiplier is 1.2, for 28.35 points, again level 3.

* They have 2+1 HD, but this is FAR closer to 2HD than to 4HD so I used the 2HD multiplier.
** Guesstimation.

Summon Deep Ones
Arcane 3, Divine (Chaotic only) 3
Range: 10'
Duration: 1 turn per level

To cast this spell, the caster must stand next to a body of water at least 3' across and 1' deep. When cast, it calls forth 2d4 Deep Ones, who emerge from that body of water and obey the caster's every command for one turn per caster level. Once the duration is over, any surviving Deep One walks back to the source of water and disappears in it.

Deep Ones:
http://spacecockroach.blogspot.co.il/2013/11/acks-deep-ones.html

golan2072
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Plague of Shadows. This is a summoning spell, summon 2d4 creatures (250), creature may have up to 4 HD (0.4), creature may have up to 2 special abilities (1.66), summoning restricted to certain monsters (x0.7), summoned creature(s)s passively hostile to caster (x0.8), caster must concentrate to control creature(s) (x0.5), may only be cast in dark, shadowy places or at night (x0.9*), targets summoned from thin air (x1), range 10' (x1), duration 1 turn per level (x0.6), no saving throw permitted (x1), arcane (x1). Total 25.1 points - this is a level 3 spell.

* Guesstimation.

Plague of Shadows
Arcane 3
Range: 10'
Duration: 1 turn per level

From a deep shadow, the caster calls forth a plague (2d4) of shadows (ACKS 192) subjected to his will. These creatures are antagonistic to him, but as long as he concentrates on controlling them, they will be forced to do his bidding. They last for 1 turn for caster level, and then blend back into the surrounding shadows. If concentration is broken before the end of this spell's duration, the shadows will attack the caster out of spite, or, if he is not alive, the nearest target. This spell may only be cast in the dark or underground, where shadows are deep enough to draw shadow-monsters out of them; it will not work in the wilderness by day or even in broad moonlight.

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