Friday, April 11, 2014

Bonus Post: Spheres

I'm going to be using Spheres, as well as a good amount of other material from a set of house-fixes generally known as The Tomes, written by FrankTrollman and K of the Gaming Den. I will post the things to which I refer as I refer to them. People who are intrigued can look at all the various material Here

reprinted with generalized permission from FrankTrollman:


The Spheres

Fiends (and some of their minions and associates) cast magic primarily through spell-like abilities. While many signature fiends have arbitrary lists of spell-like abilities, the Tome of Fiends offers a method to advance Fiends into thematically appropriate spell-like abilities when they advance. When a fiend has access to a sphere, she is able to use all of the abilities within that sphere up to her character level. If she gains more levels, more powers of the sphere become available. In this way the spell-like abilities of fiends created with the rules in this tome should always be aesthetically and level appropriate.

Basic Sphere Access: When a creature has basic access to a sphere, she can use any of the spells listed in the sphere may be used once per day (each) as spell-like abilities, provided that their listed level is equal or lower to the creature's character level.

Advanced Sphere Access: When a creature has advanced access to a sphere, she can use any of the spells listed in the sphere may be used 3 times per day (each) as spell-like abilities, provided that their listed level is equal or lower to the creature's character level.

Expert Sphere Access: When a creature has expert access to a sphere, any spells listed in the sphere may be used at will as spell-like abilities, provided that their listed level is equal or lower to the creature's character level.

Creating new spheres: The following list of spheres isn't intended to be comprehensive, and we fully expect that some players and DMs will want many more spheres than we have scribed. All new spheres must be approved of by the DM, and should represent some actual (indifferent or evil) trait like "intoxication" or "badgers" rather than a game mechanical notion like "kicking ass and being totally sweet" or something praiseworthy like "generosity". A good place to start is actually Domains, as these are already a source by which a character gain a spell at every odd-numbered


Spheres and Spell Levels: Spell-like abilities used out of spheres re considered to be cast as a spell level equal to half the minimum needed character level to use the ability (rounded up). The save DC of a spell-like ability granted through Sphere access is Charisma-based. Thus, the save DC for a spell-like ability which becomes available at character level 5 is 12 + Charisma bonus.

Bone

Special: Any creature of 10 HD or less killed by one of your spell-like abilities rises as a zombie under your control, with no control limits.
Level, Benefits
1 Command Undead
3 Descecrate
5 Animate Dead
7 Black Sand
9 Summon Undead V
11 Awaken Dread Warrior
13 Revive Undead
15 Awaken Undead
17 General of Undeath
19 Plague of Undead


Bubbles

Special: Three times per day, you may use the Sculpt Spell metamagic on any spell-like ability you can use, but only if you do not use the cone option of this metamagic feat.
Level, Benefits
1 Flaming Sphere
3 Water Breathing
5 Magic Circle against Good
7 Resilient Sphere
9 Binding
11 Telekinetic Sphere
13 Forcecage
15 Prismatic sphere
17 Temporal Stasis
19 Time Stop


Carnage

Special: All of your damaging spell-like abilities do vile damage.
Level, Benefits
1 Seething Eyebane
3 Blade of Fear and Pain
5 Lahm’s Finger Darts
7 Blade Barrier
9 Fleshshiver
11 Disintigrate
13 Flensing
15 Horrid Wilting
17 Mass Harm
19 Implosion


Cold

Special: You gain the [Cold] Subtype.
Level, Benefits
1 Cone of Cold
3 Creeping Cold
5 Ice Storm
7 Wall of Ice
9 Freezing Sphere
11 Control Weather
13 Heat Drain
15 Freezing Fog
17 Fimbul Winter
19 Frostfell


Death

Special: You are immune to any magical death effect You are also healed by negative energy like an undead creature (this does not interfere with any existing ability to be healed by positive energy).
Level, Benefits
1 Death Knell
3 Ghoul Gauntlet
5 Vampire Touch
7 Enervation
9 Raise Dead
11 Symbol of Death
13 Finger of Death
15 Death Pact
17 Wail of the Banshee
19 Implosion


Dominion

Special: Once per month, you may make one of these effects permanent.
Level, Benefits
1 Obscuring Mist
3 Web
5 Wall of Fire
7 Solid Fog
9 Black Tentacles
11 Programmed Illusion
13 Wall of Force
15 Teleport Circle
17 Gate (travel version only)
19 Storm of Vengeance


Fire

Special: You gain the [Fire] subtype.
Level, Benefits
1 Fireball
3 Scorching Ray
5 Firetrap
7 Wall of Fire
9 Fireshield
11 Incendiary Cloud
13 Blackfire
15 Fire Seeds
17 Meteor Swarm
19 Flame Strike (this ability can be used as an Immediate action).


Frostbite

Special: Any creature taking cold damage from your spell-like abilities is frostbitten (treat as fatigued, which is removed when the damage is healed). If you have It's Cold Outside, you may use those frostbite rules if you want.
Level, Benefits
1 Shivering Touch
3 Freezing Ray (as Scorching ray, but Cold subtyped and doing cold damage)
5 Shivering Touch, Greater
7 Cone of Cold
9 Flesh to Ice
11 Entomb
13 Flesh to Ice, Chained
15 Frostfell
17 Iceburg
19 Soul Bind (uses a piece of ice to hold the soul)


Heresy

Special: Gain immunity to the Destroyed result of Turning and the Commanded result of Rebuking..
Level, Benefits
1 Align Weapon (evil only)
3 Desecrate
5 Magic Circle Against Good
7 Unholy Sword
9 Planar Ally, Lesser
11 Dispel Good
13 Unhallow
15 Blasphemy
17 Gate
19 Miracle


Pyre

Special: Fire damage from your spell-like abilities bypasses Fire Resistance, but not Immunity to Fire.
Level, Benefits
1 Burning Hands
3 Flame Blade
5 Fireball
7 Charnal Fire
9 Parboil
11 Ashen Union
13 Fireball, Quickened
15 Incendary Cloud
17 Gate (calling version only, fire subtype creatures only)
19 Storm of Vengence (all elemental damage is fire damage)


Seduction

Special: You gain a +2 bonus to Bluff, Diplomacy, and Sense Motive
Level, Benefits
1 Entice Gift
3 Suggestion
5 Glibness
7 Charm Monster
9 Sympathy
11 Mass Suggestion
13 Mass Charm
15 Simulacrum
17 Programmed Amnesia
19 Mind Rape


Sleep

Special: You can coup de grace a sleeping foe as an attack action.
Level, Benefits
1 Deep Slumber
3 Waves of Fatigue
5 Waves of Exhaustion
7 Dream
9 Nightmare
11 Symbol of Sleep
13 Demand
15 Weird
17 Programmed Amnesia
19 Astral Projection


Stone

Special: You gain the Tremorsense ability, allowing you to detect and target anything touching the ground within 60 feet of yourself.
Level, Benefits
1 Earth Glide
3 Spike Stones
5 Stone Shape
7 Stone Tell
9 Wall of Stone
11 Move Earth
13 Transmute Rock to Mud (special bonus: Transmute Mud to Rock)
15 Earthquake
17 Meteor Swarm
19 Genesis


Terror

Special: Gain Intimidate as a class skill, and may make an Intimidate check to Demoralize Opponent as a free action once a round.
Level, Benefits
1 Cause Fear
3 Scare
5 Halt Undead
7 Fear
9 Phantasmal Killer
11 Symbol of Fear
13 Eyebite
15 Fear, Quickened
17 Weird
19 Wail of the Banshee


Venom

Special: Gain immunity to poison.
Level, Benefits
1 Desecrate
3 Poison
5 Bestow Curse
7 Mind Poison
9 Cloudkill
11 Major Creation (poison or venom only)
13 Circle of Death
15 Finger of Death
17 Shapechange (venomous creatures only)
19 Symbol of Death


Violation

Special: Gain the telepathy special quality. If you already have this special quality, or later gain it from another source, then you gain Detect Thoughts as an at-will spell like ability.
Level, Benefits
1 Hypnotism
3 Suggestion
5 Modify Memory
7 Dominate Person
9 Lesser Planar Binding
11 Geas
13 Greater Planar Binding
15 Dominate Monster
17 Gate (Calling verson only)
19 Mind Rape


Voracity

Special: Any time one of your spell-like abilities grants negative levels or ability damage/drain to a target, you heal 5 HPs of damage per level or point.
Level, Benefits
1 Death Knell
3 Shadow Spray
5 Vampiric Touch
7 Enervation
9 Magic Jar
11 Power Leech
13 Steal Life
15 Energy Drain
17 Reaving Dispel

19 Absorption

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