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Posted: Sun Feb 08, 2015 12:54 am
by Wiseman
Protection from Sunlight
Abjuration
Level: Brd 2, Clr 3, Druid 3, Pal 1, Rgr 1, Shu 3, Sor 3, Wiz 3, Wuj 3
Components: V, S,
Casting Time: 1 round
Range: Touch
Target: One Creature
Duration: 24 hours
Saving Throw: Will Negates (harmless)
Spell Resistance: No

This spell protects a creature from some of the effects of sunlight. For example, a vampire can walk outside at day without taking damage or staggering, and isn't counted as a creature harmed by sunlight for any effects that care. However, for the duration of this spell, a creature who would otherwise be harmed by sunlight is instead sickened while in it's light (or any effect that counts as sunlight).

Note: This doesn't protect the creature from any other effects of light. A creature that would be blinded or dazzled by bright light still is, and they do not gain any resistance to light damage.

Posted: Sun Feb 15, 2015 9:04 am
by Wiseman
Hotherains Size Swap
Transmutation
Level: Clr 4, Sor 4, Wiz 4
Components: V, S,
Casting Time: Standard Action
Range: Close
Target: Two Creatures
Duration: 2 rounds/level
Saving Throw: Fortitude Negates
Spell Resistance: Yes

While originally created by the dragon-wizard Hotherain-Metana, this spell has been adapted by others. It is a particular favorite of halflings and gnomes.

Should the targets of this spell fail their saving throw, the caster may transfer size between them. When one grows, the other shrinks correspondingly, up to one size category, with all the normal effects of changing size. For every 5 additional caster levels, one extra size category may be swapped.

Posted: Sun Feb 15, 2015 2:01 pm
by Schleiermacher
What does "additional" mean in this case? Is it two size categories at Level 12 and three at 17?

Posted: Sun Feb 15, 2015 7:48 pm
by Wiseman
Yes.

Posted: Mon Feb 16, 2015 5:39 am
by AndreiChekov
Wiseman wrote:Protection from Sunlight
Abjuration
Level: Brd 2, Clr 3, Druid 3, Pal 1, Rgr 1, Shu 3, Sor 3, Wiz 3, Wuj 3
Components: V, S,
Casting Time: 1 round
Range: Touch
Target: One Creature
Duration: 24 hours
Saving Throw: Will Negates (harmless)
Spell Resistance: No

This spell protects a creature from some of the effects of sunlight. For example, a vampire can walk outside at day without taking damage or staggering, and isn't counted as a creature harmed by sunlight for any effects that care. However, for the duration of this spell, a creature who would otherwise be harmed by sunlight is instead sickened while in it's light (or any effect that counts as sunlight).

Note: This doesn't protect the creature from any other effects of light. A creature that would be blinded or dazzled by bright light still is, and they do not gain any resistance to light damage.
Why is this a 3rd level spell?

Posted: Mon Feb 16, 2015 6:30 am
by Wiseman
Higher? Lower?

Posted: Tue Feb 17, 2015 5:39 pm
by AndreiChekov
Wiseman wrote:Higher? Lower?
It is a very specific spell that only has minor benefits to a specific set of creatures.

So, basically lose a spell slot to be able to go, not new places, but just at new times. I would suggest making it lower level, because it is some interesting utility, but doesn't really expand a character very much (Except to make vampires more like the Cullens)

Posted: Mon Nov 23, 2015 4:50 am
by Wiseman
Wood Soldier Seed
Conjuration (Creation)
Level: Drd 4, Rgr 2
Components: V, S, M
Casting Time: 1 round
Range: Touch
Effect: Soldier Seed
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By way of this spell, the caster creates a seed that will grow into a Wood Soldier. Once the seed is created, it remains completely inert until it is planted in the ground like any other seed, once this happens, it begins to grow, and in 1d4 days, the growth of the Wood Soldier will be complete. The Wood Soldier is loyal to whichever creature created it's seed, and will only follow their orders, though that creature can transfer control to another creature by ordering their Wood Soldiers. A Wood Soldier who's master dies reverts to the control of it's previous master. Should it's originaly creator die, the wood soldier becomes independent. At this point, they will usually seek out another master to follow, though some may set out on their own (25% chance).

Material Component: Arbitrary magical materials totaling 100 gp in value.


Not sure if I'm missing something. This is the first time I've done something like this. Any advice?

Posted: Wed Jan 18, 2017 11:20 pm
by Wiseman
Plantshaper
Transmutation
Level: Drd 5
Components: V, S,
Casting Time: Standard Action
Range: Close (25ft.+5/level)
Target: One Creature
Duration: Concentration
Saving Throw: Reflex (see text)
Spell Resistance: No

By means of this spell, the caster gains complete control over plantlife with fine control and shape. They can cause plants within close range to grow in a shape they desire, each round filling up to 2 free 5ft. cubes per caster level with vines, wood, leaves or other plant material as plants shape themselves to the casters desire, forming any shape they wish (even ones they wouldn't normally take). This can cause plants to grow and mature instantly, causing flowers to bloom, trees to bear fruit, crops to ripen and any other processes the plants go through.

If this spell would affect plants in an cube adjacent to a creature, they may make a reflex save to move to the nearest area not adjacent to the affected plants.

This spell requires preexisting plant material in the area. It cannot create plants from nothing. It has no effect on plant creatures.

Posted: Sat Sep 09, 2017 7:29 am
by Wiseman
Celestial Host
Conjuration (Good, Summoning)
Level: Clr 9, Sor/Wiz 9
Components: V, S,
Casting Time: Full Round Action
Range: Long (400ft.+40/level)
Duration: See Text
Saving Throw: No
Spell Resistance: No

Speaking words in both Celestial and Creation, you invoke the ultimate of holy powers, calling the greatest servants of good before you.

By means of this spell, the greatest creatures of good appear before you. You summon an Astral Deva, a Phoneix, a Solar, and a Great Wyrm Gold Dragon.

These creatures act on your initiative count, and their summoning ends at the beginning of your next turn. The duration cannot be extended in any way.