New Spells

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New Spells

Post by shai-hulud » Tue May 27, 2008 8:46 am

Animate Gears
Evocation
Level: Sor/Wiz 5, Rgr 4
Components: V, S, M
Casting Time: 1 action
Range: Touch
Targets: One or more piles of scrap metal
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns scrap metal into animated humanoid creatures that follow your commands. The moment you finish the incantation, the targeted scrap metal rises into the air, swirls about, and forms a roughly humanoid shape. Known as an iron shambler, this "undead construct" mindlessly obeys your instructions. It can follow you, or remain in an area and attack any creatures (or just a specific type of creature) entering the place. Iron shamblers remain animated until they are destroyed. A destroyed iron shambler can't be reanimated.
Each casting of animate gears creates a number of HD worth of iron shamblers equal to your caster level. It takes at least 200 pounds of scrap metal to create a normal 1 HD iron shambler. The scrap metal must be loose and not be attached or connected to any larger object, since the spell cannot break strong bonds. For example, animate gears cannot be cast on a functioning section of a mech--those gears are connected to the larger engine and can't be manipulated by the spell. Alternatively, the scrap metal could already be assembled into a humanoid shape, which the iron shambler will then assume.
The iron shamblers you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 2 HD worth of iron shamblers per caster level. If you exceed this number, all the newly created creatures and any excess from previous casting become uncontrolled.
If at first you don't succeed, then skydiving is not for you.
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Re: New Spells

Post by shai-hulud » Tue May 27, 2008 9:04 am

Clockwork Double
Conjuration (Creation)
Level: Sor/Wiz 8
Components: V, S, M, F
Casting Time: 10 minutes
Range: 0 ft.
Effect: One clockwork double
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

Clockwork double functions like the necromantic spell clone except that it creates a mechanical clockwork double rather than a biological clone. The clockwork double is a physical duplicate except that it is constructed entirely of metal, from its skin to its eyes to its heart. Until the original creature's soul enters, it is inert and unliving. Its basic framework must be built by the caster, a process that takes 2d4 weeks. Thereafter, the spell's magic fills in the details, which takes another 2d4 weeks, until the clockwork double is a metallic twin of the original creature.
Once the soul has occupied the clockwork double, it has the same ability scores as the original body, except that it no longer has a Con score. Its type changes to construct and it gains all the immunities and liimations of a construct. It is not a robot, however; the construct has the same personality, memories, skills, and levels of the original at the time the construct was built.
In all other regards, the spell is like clone.
Material Components: Hair, nail, scale, or the like from the original creature, various laboratory supplies (cost 1,000gp), and the precious metals to build the construct's body (cost 5,000 gp).
Focus: Special laboratory equipment (cost 500gp).
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

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Re: New Spells

Post by shai-hulud » Mon Jun 02, 2008 8:15 am

Construct Friendship
Enchantment (Charm)
Level: Sor/Wiz 1, Crg 1
Components: V, S
Casting Time: 1 standard action
Range: Close
Effect: One construct
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

This charm makes a construct regard you as its trusted friend and ally. It is like charm animal, except that it affects a creature of the construct type. Constructs immune to magic are not affected by this spell, nor are those that are piloted or otherwise not self-propelled. This includes mechs that require a pilot. Other constructs act as if their attitude is friendly. You are able to command the target as if you were its creator, provided your instructions are within the scope of its normal behavior.
If at first you don't succeed, then skydiving is not for you.
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Re: New Spells

Post by shai-hulud » Mon Jun 02, 2008 8:20 am

Detect Clockworks
Divination
Level: Sor/Wiz 1, Crg 1
Components: V, S
Casting Time: 1 action
Range: Long
Area: Cone emanating from you to the extent of the Long range.
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: No
Spell Resistance: No

You can detect clockwork life. Any animated clockwork creature, whether a construct or a naturally occurring creature, will be registered by this spell. Only self-animated creatures are detected; clockwork components or larger creatures are not. Casting this spell within an animated mech reveals clockwork life in all directions.

The amount of information revealed depends on how long you search a particular area:
1st round: Presence or absence of clockwork life in the cone.
2nd round: Number of individuals in the area and the condition of the healthiest specimen.
3rd round: The condition and location of each individual present. If a construct is outside your line of sight, then you discern its direction but not its exact location.

Conditions: The categories of conditions are defined as with the spell detect animals or plants.

Note: Each round you can turn to detect things in a new area. The spells can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt block it.
If at first you don't succeed, then skydiving is not for you.
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Re: New Spells

Post by shai-hulud » Mon Jun 02, 2008 8:26 am

Enginemaster's Grasp
Transmutation
Level: Sor/wiz 1, Crg 1
Components: V, S
Casting Time: 1 action
Range: Long
Area: Metal engine components in a 40-ft.-radius spread
Duration: 1 min/level
Saving Throw: Reflex (see text)
Spell Resistance: No

Gears, cogs, sprockets, belts, chains, and even pistons reach to grab any creatures in the area, holding them fast. All metal engine parts in the area are affected. Creatures grasped are considered entangled. These creatures can attempt to break free and move half their normal speed by using a full-round action to make a Strength check or an Escape Artist check (DC 20). A creature who succeeds at a Reflex saving throw is not entangled but can still move at only half speed through the area. Each round, the gears once again attempt to entangle all creatures who have avoided or escaped entanglement.

At the end of the spell, affected engine parts return to their original positions and resume their former motions. Parts bent or otherwise damaged by escaping creatures are not fixed. Because the animated engine components may be part of larger processes, this spell has unpredictable side effects, including severe damage to the parts.
If at first you don't succeed, then skydiving is not for you.
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Re: New Spells

Post by shai-hulud » Mon Jun 02, 2008 5:56 pm

Ferrous Soul
Transmutation
Level: Con 5, Clr 5, Sor/wiz 6
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Living creature and new vessel touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Ferrous soul is a voluntary form of rebuild soul where the caster transfers a living soul into a metal construct body. The effects are exactly as rebuild soul and include the same costs for the construct body. The effect is permanent, and the spell works only in one direction--it can't be cast again to return the soul to the flesh-and-blood body. That body, which now has no soul, immediately drops to -10 hit points and collapses to the floor, utterly dead.

If the subject is unwilling he receives a saving throw to resist. If he is willing the effect is automatic. This spell can be cast on oneself, if a wizard wishes to transfer his own soul to a construct.

The recipient construct of ferrous soul may be built as part of a larger vessel.
If at first you don't succeed, then skydiving is not for you.
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Re: New Spells

Post by shai-hulud » Mon Jun 02, 2008 6:09 pm

Ironclad
Transmutation
Level: Crg 3, Con 5
Components: S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 min/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Ironclad transforms the target into a living, breathing, creature of metal. Its internal organs become clockwork apparati made of the finest platinum and gold. Its skin becomes thick, dense armor of living iron. Its mind becomes a mechanical decision-making machine. The spell is similar to iron body, but it transforms the creator into a clockwork creature rather than an iron golem, and is less powerful.

A target of ironclad gains the following benefits:
  • A natural armor bonus of +8. This stacks with any armor the target is wearing.
  • Damage Reduction 10/magic
  • A +4 enhancement bonus to Strength.
  • Construct immunities
  • Construct limitations: While under the influence of the spell, the target cannot heal, be raised, or be resurrected.
  • Metallic vulnerabilies: The target is now a creature of metal. It suffers from the effects of spells such as heat metal, rusting grasp, shocking grasp, and tick tock knock. A rust monster's antenna touch deals 4d6 damage. A crumble bug's bite deals 1d6 damage.
Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.

Material Component: A piece of metal from a construct.
If at first you don't succeed, then skydiving is not for you.
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Re: New Spells

Post by shai-hulud » Mon Jun 02, 2008 6:16 pm

Rebuild Soul
Transmutation
Level: Con 4, Clr 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Dead creature and new vessel touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

In a world of magic and metal men, why bring the dead back into bodies of flesh? Rebuild soul is a form of reincarnation in which the deceased soul is summoned back from the dead--into a metal body built to hold it. The soul must be willing to return or the spell fails. Furthermore, the death must have occurred no more than one week prior to the casting of this spell. A creature that has been turned undead or killed by a death effect can't be returned to life with this spell. The usual limitations of reincarnate apply.

The metal body must be constructed of the finest steel, and in order to grant the revived soul some semblance of its former human abilities, it must be articulated and balanced far more carefully than the typical construct. It costs 20,000 gp to build, plus another 1,000 gp for each level or HD of the creature being raised. The spellcaster must place the dead body beside the metal body and cast the spell while touching them. A burst of light and a chilling sensation much like a nearby strike of lightning occur, and then the metal body rises with new life.

The deceased awakens to find himself in a new body, a body not of flesh and blood but of metal and gears. The character is now a living construct with a soul. He is a warforged.

This spell is permanent. The recipient construct of rebuild soul may be built as part of a larger vessel (instead of a warforged). It is possible to bestow consciousness to a mech by building the recipient construct body into the mech, then casting this spell.

Material Component: A perfect crystal worth 500 gp, plus the metal body being described above. The body takes 1 week per 10,000 gp to build.
If at first you don't succeed, then skydiving is not for you.
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Re: New Spells

Post by shai-hulud » Mon Jun 02, 2008 6:39 pm

Soul Box
Necromancy
Level: Con 4, Clr 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Living creature and new vessel
Duration: Instantaneous and permanent (see below)
Saving Throw: None (see text)
Spell Resistance: No

Soul box is a voluntary form of soul bind designed to avoid the difficulties of resurrection in the Mournlands. The dragonshard item exists in a coterminous plane, and when the creature dies, its soul is stored there. When a cleric attempts a Resurrection spell upon the charm, it is treated as a Transmutation effect instead of a Conjuration (Healing) one, thus working in the Mournlands.

Soul box is cast in advance on an empty khyber dragonshard item of special preparation worth at least 1,000 gp. The charm must be worn around the neck of the target while the spell is cast. The soul must be willing to accept temporary imprisonment, so this spell affects only willing targets. Unwilling targets are simply not affected. Charms and compulsions aren't enough to elicit cooperation; the target's true soul must be willing.

The soul remains trapped in the shard for one day per caster level. After this period, it is released and travels on to the afterlife. If the target is killed by death effects or necromancy while wearing the charm, his soul is destroyed before it reaches the charm. In that case, the charm is ineffective.

The spell effects last indefinitely until activated or until the charm is destroyed. If the target dies with the charm still around his neck, his soul is instantly captured by the charm. Unlike soul bind, the soul can be raised through reincarnation, raise dead, rebuild soul, and other such spells even while trapped in the charm. As long as the soul remains in the charm, it does not leave the coterminous plane where the charm remains.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

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Re: New Spells

Post by shai-hulud » Mon Jun 02, 2008 6:56 pm

Tick Tock Knock
Transmutation
Level: Crg 3, Con 3, Engine 3
Components: S, M
Casting Time: 1 action
Range: Close
Target: Nonmagical construct or engine of Large size or smaller
Duration: 1 round/level
Saving Throw: Will partial (see below)
Spell Resistance: No

Tick tock knock is a devious spell designed to combat clockwork creations. The spell is targeted at an individual nonmagical construct. Any creature or object with a nonmagical clockwork or elemental engine component can be targeted, such as an automaton, a clockwork horror, or a clockwork puppet. (Note that once the elemental is bound to the engine, it is no longer magical. The binding is the only magical component involved in the engine creation process). Some undead may be vulnerable because of the elemental engines that power them.

Although the spell is targeted at an individual creature, it actually affects the space immediately around it, in an area that moves with the creature. Tick tock knock disrupts the natural rhythms of space and time. All laws of physics governing mechanical motion become unpredictable. A smoothly swinging pendulum placed within the affected area would suddenly swing erratically--fast, slow, fast, fast, slow. Springs, cogs, and gears lose their natural rhythms and turn at swiftly changing rates. The spell disrupts the regular motion that an elemental engine depends on for smooth functioning.

The effect on constructs and creatures that depend on elemental engines is devastating. They are immediately stunned. This is an exception to the normal construct immunity to stunning. The stunned effect lasts for 1 round per caster level. A construct that succeeds in a Will save is only confused rather than stunned.

Material Component: A miniature pendulum made of the finest silver (value 40gp), which is consumed as the spell is cast.
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Re: New Spells

Post by shai-hulud » Mon Jun 02, 2008 7:05 pm

Transpose Spirit
Abjuration
Level: Con 7
Components: V, S, M, F
Casting Time: 1 full round
Range: Close
Target: Target golem
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Transpose spirit is a specialized spell developed for combat against golems. It requires a focus of a small doll made of pure elemental energy of the same sort that animates the target. For example, a clay golem is animated by a spirit from the elemental plane of earth, so the focus in attacking a clay golem is a small doll of elemental earth energy. Creating the doll costs 300 gp and access to the necessary materials. The doll's type must match the energy or energies that animate the golem; if the wrong kind of doll is used, the spell has no effect.

The caster must hold the focus in his hand as he casts the spell. He then targets one golem within range and points the doll at it. The spirit that animates the golem vacates it and enters the doll. The golem's body collapses, lifeless and inanimate. It may be freely attacked for the duration of the spell. When the spell ends, the spirit is expunged from the doll, and the golem is once more animated.

Transpose spirit bypasses a golem's magic immunity by specifically targeting the trapped elemental spirit rather than the golem itself. The spell does not force the spirit to do anything but instead invites it to escape its imprisonment for a short period, effectively opening a portal for it to reside in the doll. Spell resistance and magic immunity are no defense against the spell. However, the spell affects only golems and golem-like creatures.

The doll containing the spirit may be attacked. It can be damaged by weapons of +3 enchantment or better, and has AC 10 and 25 hit points. Part of the spell incantation requires the caster to promise the spirit that it will be protected, however. Golem spirits are unwilling and welcome any chance to escape their prisons, even if it is only another prison for a short while. If the caster allows someone to damage the doll while it is within his power to defend it, the spirit will immediately leave the doll and return to the golem, ending the spell prematurely.

Focus: The doll described above.
If at first you don't succeed, then skydiving is not for you.
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Re: New Spells

Post by shai-hulud » Mon Jun 02, 2008 7:56 pm

Vanquish Spirit
Abjuration
Level: Con 7
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Area: Living construct or construct animated by a soul
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: No

Vanquish spirit is a specialized spell used to combat living constructs. By such targets it is greatly feared, for it is the construct equivalent of a death effect. Vanquish spirit breaks the binding between a soul and its metal construct, effectively "killing" the construct and sending the soul into the afterlife.

The target must be a construct animated by a living soul or a living construct. Potential targets include warforged, recipients of the rebuild soul and soul box spells, as well as certain other souled constructs.

Once touched, the target receives a Will save to resist the effect. If the save fails, the tie between the soul and construct is immediately broken. The contsruct body falls lifeless to the floor (though it does not lose any hit points--it is simply inanimate). The soul travels to the afterlife and can return only via spells such as reincarnate and raise dead. It is possible to bind the escaped soul back to the construct body provided the body is intact and rebuild soul is cast in time.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

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