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#41 GreyViper

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Posted 12 February 2004 - 11:07 AM

Ok here it goes.

Specialist Name: Transmuter.
Allowed Races: Only a caster with
human blood can channel the magical
energies necessary for alteration spells.
Hence, only humans and half-elves can
become transmuters.
Ability Requirements: Because alteration
spells have somewhat more complex
somatic components than spells
from other schools, a wizard needs a
Dexterity score of at least 15 to become
a transmuter.
Saving Throw Modifiers: All opponents
modify their saving throws by
- 1 when attempting to save against an
alteration spell cast by a transmuter. A
transmuter adds a +1 bonus when
saving against alteration spells cast by
others.
Bonus Spells and Acquired Powers:
A transmuter can memorize an extra
spell at each spell level, providing that
at least one of the memorized spells is
from the school of alteration.
When a transmuter reaches 17th
level, he receives one extra nonweapon
wizard proficiency of his
choice; this is in addition to the number
of non-weapon proficiencies he is normally
allowed. When-he reaches 20th
level, he receives another extra nonweapon
wizard proficiency. If the wizard
already has all of the non-weapon
wizard profickncies available to him
when he reach level 17 (or level 20),
he may take a general non-weapon proficiency
insteiad.
Oppositioml Schools: A transmuter
can?t learn spells from the schools of abjuration
and necromancy.
Spell Analysis: No school has a wider
variety of spells than the school of alteration,
makinlg, the transmuter the most
versatile of all the specialists. The available
spells can be assigned to six general
groups:
1. Defensive Spells. This group of protective
spells offers defensive capabilities
rivaling those of the. abjuration
school. This group includes spells that
limit an opponent?s ability to attack,
such as fog cloud, solid fog, slow, and
darkness, 19? radius, and also spells
that pravide direct protection to the
caster and his party, such as stoneskin
and Leomundk tiny hut.
2. Offensive Spells. This group includes
spells such as strength and haste
which increase the party?s chance to inflict
damage, and spells such as Melf?s
minute meteors and death fog which inflicts damage directly.
The transmuter always runs the risk
of being overwhelmed by the sheer volume
of available spells and making
haphazard or ill-informed decisions
about which spells he learns and memorizes.
Therefore, he must take care to
balance his spell choices with the needs
of his party.
Most Desirable Spells:
Low-Level: Of the 1st-level spells,
burning hands is a nice choice for an offensive
spell since it has a longer range
than shocking grasp and does more
damage at highr levels. Chromatic orb
is a better choice yet.
With its reversible option, enlarge
gives the transmuter a wealth of options
and is particularly useful in combat
since it affects damage rolls. Fog
cloud and pyrotechnics both have two
different form, essentially giving the
transmuter two spells for the price of
one. Fly expands the transmuter's strategic
options add is perhaps the best allaround
low-leviel alteration spell. Both
slow and has e can influence melee
combat dramat cally, since a number of
subjects are aff cted at the same time.
Medium-Lev 1: Polymorph self and
polymorph ot%r can disguise friendly
characters, intibidate enemies, and in
the case of polyborph other, greatly enhance
the partfls chance of combat success,
since the! subject's Armor Class
and attack routines can be improved by
the spell. Death'fog and disintegrate are
powerful offen ive spells, and teleport
is a first-rate mbbility spell.
Of the medium level spells Tensers transformation & Mordenkninen?s lubrication
which gives the transmuter access to any 1st through 5th-level spell used in the previous 24 hours.
High-Level: Incendiary cloud is a terrific
offensive spell, and shape change
and time stop are both helpful in a variety
of situations. The most useful hig level
spell is probably polymorph any
object, since it can duplicate the effects
of many other spells, including polymorph
other, transmute rock to mud,
and stone to flesh.
Ethos: Wizards drawn to the specialty
of alteration are typically qrious,
sharp-minded, and deeply
analytical. Fascinated by putting things
together and taking them apart again,
they are natural tinkerers, more interested
in objects than in people.
Transmuters generally aren?t prone
to profound philosophic insights, as
their minds are more attuned to how
things work than how a society functions.
To a transmuter, a person is essentially
a complicated, difficult to understand
machine. They are obsessive
colletctors, excellent scholars, md
clear thinkers. According to a transmuter,
the only constant in the universe
is change; concepts of good and evil are
relative, dependent on existing conditions,
and seldom permanent. Forces of
good and evil are constantly at work on
neutrality, but since good causes less
disruption than evil, good is preferable.
Consequently, many transmuters are of
good alignments.
Eager to explore the world around
them, transmuter are willing members
of advenituririg parties. They are loyal
followers but reluctant leaders, since they
have trouble making decisions based on
instinct alone. Although loyal to their
friends, they seldom establish close relationships.

. Hope this helps.
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#42 T.G.Maestro

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Posted 12 February 2004 - 11:26 AM

umm... nice, but this doesn't help me create a new HLA for this kit.. :huh:
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#43 GreyViper

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Posted 12 February 2004 - 11:40 AM

I think only things worth are:

Saving Throw Modifiers: All opponents
modify their saving throws by
- 1 when attempting to save against an
alteration spell cast by a transmuter. A
transmuter adds a +1 bonus when
saving against alteration spells cast by
others.
Bonus Spells and Acquired Powers:
A transmuter can memorize an extra
spell at each spell level, providing that
at least one of the memorized spells is
from the school of alteration.
When a transmuter reaches 17th
level, he receives one extra nonweapon
wizard proficiency of his
choice; this is in addition to the number
of non-weapon proficiencies he is normally
allowed. When-he reaches 20th
level, he receives another extra nonweapon
wizard proficiency. If the wizard
already has all of the non-weapon
wizard profickncies available to him
when he reach level 17 (or level 20),
he may take a general non-weapon proficiency
insteiad.

Mordenkninen?s lubrication
which gives the transmuter access to any 1st through 5th-level spell used in the previous 24 hours.

Dragon Scales (Abjuration)
Range: Touch
Components: V, S, M
Duration: 1 turdlevel
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
This spell causes the body of the
caster (or any single person or creature
touched by the caster) to become completely
covered with dragon scales, effectively
raising the subject?s Armor
Class by 2 for the duration of the spell;
this modification is in addition to the
subject?s normal AC (for instance, if the
subject?s AC is 6, dragon scales raises it
to 4).
The color of the dragon scales is the
same as that of the scale used as the
spell?s material component; however,
the color has no bearing on the effect of
the spell. Dragon scales also temporarily
reduces the subject?s Charisma by 2
points.
The material component of a spell is
a scale from any dragon.

Btw this is the stuff I came up. I didnt see anything else. Oh yeah there was ifo about conjurer still need that?
Democracy is three Dragons and a Cow voting on what's for dinner!

"A handsome young Cyborg named Ace,
Wooed women at every base,
But once ladies glanced at
His special enhancement
They vanished with nary a trace."

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#44 T.G.Maestro

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Posted 13 February 2004 - 05:52 AM

Mordenkninen?s lubrication
which gives the transmuter access to any 1st through 5th-level spell used in the previous 24 hours.

May be an option.

Dragon Scales

This one seems to be a bit weak in my eyes to compete with other HLAs.
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#45 Caedwyr

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Posted 15 February 2004 - 02:07 AM

A couple of true dweomers (level 10 spells) from the high level campaign book for 2nd edition that may be appropriate:



Tenser?s Telling Blow
(Evocation/Invocation)
Type: Strike
Range: Line of Sight
Duration: Instantaneous
Casting Time: 1 Round
Area of Effect: 50-foot square, 5' high (1,250 cubic feet)
Saving Throw: 1/2

This spell creates a blast of force that inflicts 20d8+20 points of damage to all creatures within the area of effect. At least one target creature must already be engaged in some form of combat (missile, melee, or offensive spellcasting).


Ratecliffe?s Deadly Finger
(Necromancy)
Type: Slay
Range: 1,500 Yards
Duration: Instantaneous
Casting Time: 1 Round
Area of Effect: 40 HD of creatures in a 50-foot square area
Saving Throw: Special

This spell allows the caster to slay living creatures simply by pointing a finger. If the spell is insufficient to slay all the creatures in the area of effect, creatures closest to the caster are affected first. Creatures with less than 9 Hit Dice are not entitled to a saving throw. Creatures with 9 Hit Dice or more are allowed saves vs. death magic to avoid the effect. Creatures who succeed with their saving throws count toward the Hit Dice affected by the spell.

Creatures slain by this spell cannot be magically revived except by a wish, another
true dweomer, or a deity?s intervention.
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#46 Caedwyr

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Posted 15 February 2004 - 02:40 AM

Another possible spell that could be used as a conjuration HLA:



Crimson Wall of Lictilon (Conjuration, Necromancy)
Range: 10 yards per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Special

This spell creates an immobile wall of dark red flame, 20 feet high and 10 feet long per level of the caster. Within the crimson flames of the structure one can see horrible twisted images of evil souls departing the prime material for torment in the abyss. The wall can be shaped in the form of a circle, but not into a dome or sphere.

Anyone, even a creature with magic resistance, must save versus death magic every round they are within sight of the wall or they will flee in fear for one turn. If they are unable to flee, they must save versus death magic every round for the entire turn or become permanently insane (feebleminded?). Creatures that are blind, either naturally or by blind-fold, are unaffected by this function of the spell.

Anyone, even a creature with magic resistance, passing through the wall will be drained for 6d6 points of damage; no saving throw. The hit points can only be recovered by magical means. If an individual survives the draining, he must make a saving throw versus death magic at −3 or be carried with the souls to the abyss; items remain on the prime material.

The caster, and up to one person per level of the caster, are unaffected by the fear component of the spell. However, anyone is affected by the draining and possible planar transport if they pass through the barrier.

Since the wall cannot be shaped into a sphere, it is feasible for a creature to fly over or dig under the wall to attack the caster. However, since the caster will probably be close to the wall anyway, the attacker must continue to make saving throws versus the fear element, regardless of which side of the wall faces the intruder.

Lastly, in the event of a creature being thrown into the abyss upon passing through the wall, there is a chance that something from the abyss will arrive in place of the missing creature:

D100 Roll Creature
01?30 None
31?65 Type III demon (Babau, Chasme, Nabassu)
66 Orcus (no, he will not be amused)
67?99 Type IV demon (Balor, Glabrezu, Hezrou, Marilith, Nalfeshnee, Vrock)
00 Creature is returned with new, evil soul

The caster has no control over creatures that arrive from the abyss. The only material component for the spell is a sanctified bone holy symbol of the primary god of murder.




Prismatic Globe (Abjuration, Conjuration/Summoning)
Range: 0
Components: V
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: 10-foot radius sphere
Saving Throw: Special

This spell is identical to the 9th-level spell prismatic sphere, but it moves with the caster. The sphere can pass through walls without harming them, but it won?t move through any living object.

(See Galctygon on this one. :D )



Vorpal Blade (Alteration)
Range: 0
Components: V, S, M
Duration: 1 round per 3 levels, upon use
Casting Time: 1 turn
Area of Effect: Edged weapon touched
Saving Throw: None

When cast on an edged weapon, the weapon will become vorpal upon its next use, and will remain that way for 1 round per 3 levels of the wizard. The weapon may not be magical, except if subject to an enchantment spell.

The spell adds no plusses to the weapon, but plusses due to quality or an enchantment spell do apply. The material component is a mithril razor enchanted to +6 with an enchantment spell and a sharpness spell costing 1000 gp. The spell can be made permanent, but to do so requires a specially forged weapon, and a miniature version of the weapon forged from the same metals in lieu of the razor. The total cost starts at 50,000 gp.


Whisper?s Malicious Elemental Gates
(Conjuration/Summoning)
Range: 20 yards + 2 yards per level
Components: V
Duration: Special
Casting Time: 3
Area of Effect: One gate
Saving Throw: Special

This spell is similar in construction as Whisper?s dicey healing gate, but this spell is tailored towards the various elemental planes. During the casting, the caster must decide to which elemental plane he wishes to open the gate. The gate will appear inside the target creature, and do horrid damage within the being. The spell is of such power, that only creatures of more Hit Dice or greater Intelligence than the caster get a saving throw versus the effects. The caster can maintain the gate for a period of time equal to one round per five levels. During this period, if the target did not receive or failed its saving throw, the creature will be assaulted by the element of the gate. The different elements will have different effects on the affected.
? The element of fire will burn the creature for 4d10 HP damage per round of exposure. Besides that, the creature is forced to make a saving throw versus breath weapon once per round of exposure or die instantly from the heat shock.
? The element of water will force the creature to make both a system shock roll and a saving throw versus poison once per round of exposure. Failing the saving throw causes the creature to be paralysed for 1d4 rounds per failed saving throw, and a failure of a system shock will cause the target to die instantly.
? The element of earth will cause internal physical damage at 3d10 HP damage per round of exposure, and cause the creature to make a system shock roll once per round of exposure, failing which the creature will die instantly.
? The element of air will cause delirium due to the superfluous amount of oxygen inhaled. The affected creature must save versus breath weapon each round of exposure, or become drunk and delirious, passing out for 1d4 rounds per failed saving throw. The creature must also save versus poison on the third and each
subsequent round, or be afflicted with a permanent insanity.



A possibility for an alteration HLA:


Transformed Spellcasting (Alteration, Enchantment/Charm, Metamagic)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn per spell level
Area of Effect: The caster
Saving Throw: None

This spell allows a caster the possibility to cast spells while being in a transformed state. The requirements to be able to cast spells are simple: the components of the spells which are to be cast from the transformed state are still required. That means that the transformed shape still requires vocal and somatic capabilities, if
these components are in the spells to be cast. The components don?t have to be done in the usual manner; the spell provides the necessary changes. Thus, a wizard might polymorph into a bluebird (incorporating his bag of material components into the body), fly across the opponents camp (moving his wings a lot) and chirping a lovely song (actually saying the vocal component) and suddenly drop a fireball.

The material component is a tiny but very life-like statue of the caster (rendered from a single diamond) which has to have a fully moveable mouth, fully flexible hands and fingers, and an openable bag on its belt. Into this bag have to be filled one drop of fresh blood from the caster. This statue has to cost no less than 5000 gp per maximum possible spell level.
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#47 Galactygon

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Posted 15 February 2004 - 10:43 AM

Isn't there some sort of Toth's protection shield for Abjurers? :)
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#48 Caedwyr

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Posted 15 February 2004 - 10:51 AM

Most of the casting schools already have a HLA, but its always nice to have a couple more to choose from. There is a abjuration ability called Rune of Immunity for Abjurers, but I don't see any Toth spells in the HLA list (unless you were refering to something else).


Hmm, if you are refering to a spell found in one of the AD&D spell guides, I'm not familiar with that one. Do you know any details as to it's level, or which book I can find it in?
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#49 Galactygon

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Posted 15 February 2004 - 11:15 AM

It's an existing 10th level spell:

Barrier of Thoth (Conjuration/Summoning)

Range: 100 yards
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1 round
Area of Effect: 3 feet per level diameter sphere
Saving Throw: None

This spell creates a higher-level wall of force (q.v.) that is in the
shape of a sphere. It is mobile if centred on the caster and immobile if
centred on a location.
The sphere is totally impervious to all physical blows, and spells of
ninth level and below. It prevents any passage into it by physical,
ethereal, or spell means. However, it has no influence toward any force
leaving the sphere. Therefore, a fireball spell, for example, thrown
against the barrier will glance off harmlessly, but a fireball my be
thrown out of the sphere with normal effect. Creatures with magic
resistance are always affected by the barrier.
If the barrier is mobile, and the caster moves, any and all objects that
hit the wall are casually pushed aside, regardless of the relative
strength of the wizard. Therefore, a wizard armed with this spell, while
also under the influence of a fly spell, could be a great wrecking ball.
It is important to note, however, that if the caster walks along the
ground, the barrier will push aside the earth that rests in its path,
thus causing the wizard to walk in a trench of ever increasing depth.
The material components are an uncharged cube of force, a 3-inch hollow
sphere of mithril, and a sanctified silver holy symbol of the primary
god of protection.


-------------

Just as a curiousity question, is it possible to find any sources of higher than 10th level spells? Ones that enemies can cast?

Lastly, what is *the* highest spell level available to gods on Faerun? -_-
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#50 Caedwyr

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Posted 15 February 2004 - 12:05 PM

Ah, I've seen that one somewhere. Can't remember where at the moment. Thanks.

Level 10 is the maximum level of spells that can be cast by a player, to quote the high level rule book on True Dweomers (level 10 spells):

Spells Beyond 9th Level: It is commonly supposed that the 9th-level wish spell is the most powerful and difficult enchantment known to mortals. The supposition is only partially true, however. The wish spell?s ability to literally change reality to match the caster?s desires is indeed mighty. Nevertheless, extremely powerful spellcasters have discovered a whole new class of magic that, while more time consuming to cast than a wish spell, can create stupendous effects without a wish?s attendant dangers (five years of magical aging, possible weakness and incapacitation, and the possibility of failure due to poor wording). The difference between these new spells, often called 10th-level spells or true dweomers, is the approach to magic the caster takes when employing them.

Standard AD&D game spells depend on painstakingly derived formulae that produce fairly predictable effects when properly used. Characters who know how to complete the formulas correctly can cast spells even though they don?t know why the formulas work. Most spells involve laboriously building mental patterns that channel and release external energies, often with the help of complex gestures and material components. Wizards do the job all by themselves, and priests get divine help.

Other approaches can also produce extraordinary effects. Psionics employ intense mental discipline to tap internal energies that can be just as potent as the universal energies spellcasters use. Some individuals have natural talents that allow limited use of these personal energies (wild talents).

Very high-level spellcasters begin to understand how magic really works, and they become aware of their personal energies. With enough attention and labor, a spellcaster can manipulate universal and personal energy directly, without building a mental pattern or developing a rigid discipline first. The process is time consuming and often costly, but very flexible. On Athas, the process has been formalized into a class of high-level spells called psionic enchantments, but it works in essentially the same manner.

Because a true dweomer directly manipulates universal and personal energies whose flows are constantly changing, every true dweomer is a little different each time it is cast. The character is fully aware of exactly why the spell works the way it does, but no spell works the same way twice.

A true dweomer can never be written onto a scroll, fully recorded in a spellbook, or stored in a magical device.


Basically, level 10 spells are similiar to casting directly from the weave of magic that was common before the fall of Netheril.



The details on the level limit of spells is as follows, from the book Netheril: Empire of Magic:

Spellcasting
Moments after the fall, spellcasting was changed forever. First, Mystra (Mystryl?s replacement) changes the Weave, banning arcanists from accessing 11th- and 12th-level magic. Arcanists also had to start spending a great deal of time memorizing spells each morning? and they were limited to memorizing spells be level. From this point forward? arcanists memorize spells as detailed in the Player?s Handbook. She restricts study? creating generalist arcanists in the process. This? Mystra hoped? magic use to only those with the aptitude for it? essentially stripping cantras from the common people.

Mystra also opened up magic so that an arcanist didn?t have to be a specialist in a certain field of would convince spellcasters to use magic for the betterment of humankind instead of experimenting to see how much power they could attain for themselves. Within a few years after the fall? arcanists became known as wizards.

Priests were not spared the fury of the gods? wrath either, as their spells became more time consuming to cast. They, likewise, were required to pray for spells each morning and memorize only a certain number of spells for each level. From the fall forward, priests advance and cast spells as detailed in the Player?s Handbook.  Quest spells were placed above their reach as well, except under the most special of circumstances.




Looking over a couple of sources on the limit of godly magics, it seems that they can cast any spell of any level within the spheres they are limited to. So, it looks like as far as magic goes, level 10 is the limit for the gods. Of course they have their own set of non-magical abilities, that may seem to be above the 10th level in spells, but are just innate abilities of deities.
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#51 Littiz

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Posted 15 February 2004 - 11:55 PM

Nice stuff, problem is that we still lack something doable for Transmuters.
Don't really know about the Vorpal thing, but we have already Create Flesh Golem, that kills without chance of Resurrection...
(and I still consider this ability out of place, sorry TGM: transmuters should mess with changes, but they aren't Vindicators :huh: )

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#52 T.G.Maestro

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Posted 16 February 2004 - 12:06 AM

Very nice ideas Ceadwyr, simply perfect. Some of them seems to be quite hard to implement within the game, but I/we'll try! ;)

Isn't there some sort of Toth's protection shield for Abjurers?

Hehh, my family-name is Toth :) ..
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#53 Caedwyr

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Posted 16 February 2004 - 01:09 AM

One idea for a HLA Transmuter spell is Greater Shapechange. Allow the PC to turn into magical creatures such as dragons, Giants, Greater Wolfweres, Iron Golems, or other powerful creatures.
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#54 T.G.Maestro

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Posted 16 February 2004 - 02:20 AM

One idea for a HLA Transmuter spell is Greater Shapechange

Allow the PC to turn into magical creatures such as dragons

***NO***

Greater Wolfweres, Iron Golems

Actually, these are already there in the normal version of Shapechange. ;)
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#55 T.G.Maestro

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Posted 16 February 2004 - 04:57 AM

OK, enough ideas for mages (at least for now), lets concentrate on Bounty Hunters. I have an idea:

Set Toxic Trap

This kind of trap would create a green cloud of toxins for 1 turn when triggered. Every creature caught in the cloud must make various saving throws every round. They will be slowed to 30% of its original movement rate (no save, allows resistance) for 1 round, will fall uncouscious for 9 seconds (save vs. poison at -4, no MR) and will lose 1 point of CON for 1 turn (cumulative!) if a save vs. breath is failed (no MR).
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#56 Galactygon

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Posted 16 February 2004 - 10:28 AM

One idea for a HLA Transmuter spell is Greater Shapechange. Allow the PC to turn into magical creatures such as dragons, Giants, Greater Wolfweres, Iron Golems, or other powerful creatures.

The regular Shapechange spell in the FR setting (forgot whether or not this applies to 2E) allows you change into *any* creature less than a demigod status (includes dragons, liches, etc.) :)
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#57 Caedwyr

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Posted 16 February 2004 - 12:38 PM

I knew about the normal version of Shapechange, but the BG version is always limited by what you have scripted for it.


Oh well, its probably much better if the idea is rejected. I wasn't too much in favour myself.


Another option for the Bounty Hunter, is an idea I got from a 3rd Edition prestige class, the Union Sentinel. These upholders of the law require an ability to allow them to trap and contain an enemy. They can use a spell-like ability to create a forcecage or cube of force. This basically acts like a Otiluke's Sphere, except there is no save and magic resistance is only checked on the initial effect.

Alternatively, the bounty hunter could be given a trap spell whereby they can create a hard to resist Otiluke's sphere of force, or even nastier, a Telekinetic sphere of force (you trap the person in a sphere and then can move the sphere (onto traps for instance).

I'll stop the random babbling now.... -_-
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#58 T.G.Maestro

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Posted 16 February 2004 - 01:58 PM

Alternatively, the bounty hunter could be given a trap spell whereby they can create a hard to resist Otiluke's sphere of force,

Umm, BH traps already have this effect if you don't use aVENGER's Rogue Rebalancing pack. :huh:
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#59 Caedwyr

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Posted 16 February 2004 - 02:20 PM

As I said, random babblings. :P Ignore the lot in that case. :rolleyes:
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#60 Galactygon

Galactygon

    Modding since 2002

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  • 938 posts

Posted 16 February 2004 - 02:31 PM

Alternatively, the bounty hunter could be given a trap spell whereby they can create a hard to resist Otiluke's sphere of force, or even nastier, a Telekinetic sphere of force (you trap the person in a sphere and then can move the sphere (onto traps for instance).

How is the Telekinetic Sphere possible?
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