New Spells, Powers and Epic stuff

originally posted by Pennarin

Here I start: An adaptation of the Kiss of the Vampire FR spell.

Flesh of the Walking Dead
Level: Wiz 5
Components: V, S, M
Range: Personnal
Casting Time: 1 action
Target: You
Duration: 1 round/level

You draw upon the gray to give yourself abilities similar to those of the undead. You become gaunt and pale with cracked skin, and you gain the following supernatural abilities:

  • enervation (as a melee touch attack)
  • claws of the tembo
  • cause fear
  • revulsion (as per the Namech supenatural ability)
  • damage reduction 10/magic

When using this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purpose of all spells and effects. A successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + cleric’s Charisma modifier) or be panicked (or cowering) for 10 rounds. A turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will saving throw (DC 15 + cleric’s Charisma modifier) or be stunned (or charmed as with charm person) for 10 rounds.
Material Components: A black onyx worth at least 50 Cp that has been carved with the image of a skull.

originally posted by Pennarin

An epic spell and epic power: the ‘‘To Develop’’ section must wait for epic rules.

Epic Simulacrum
Illusion (Shadow)
Spellcraft DC: ??
Components: V, S, M, XP
Casting time: 12 hours
Range: Touch
Duration: Instanteneous
Saving Throw: None
Spell Resistance: No
To Develop:

As simulacrum, except the duplicate has the full levels or Hit Dice of the real creature. Furthermore, the duplicate upon its death does not revert to the material from which it was initially created, but becomes inert, and if made of flesh is susceptible to decay. The dead body has no special properties that the real creature’s corpse might have and a speak with dead spell fails automatically in the case of a duplicate of a living being.

Epic Schism
Telepathy (Cha)
Psicraft DC: ??
Display: Vi, Au
Manifesting time: 1 action
Range: Personnal
Duration: 1 round/level (D)
To Develop:

As schism, except that the mind splits into one more independent part for every 10 manifester levels. As such a 22nd-level psion would be able to split his mind into 4 distinct parts. All powers manifested by the newly partitionned personnality cost a number of power points equal to their standard cost +2, and an additionnal +2 for every additional personnality manifesting. So in the example above, if the psion wants to manifest the power sever the tie with all 4 personalities, the cost in power points will be 5 (3+2), 7 (3+4), 9 (3+6) and 11 (3+8) for each use.

originally posted by Pennarin

New spell: adapted from the Master Defiler PrC. Handy for those trips to the Obsidian Plains…

Tap the Life Force
Level: Wiz ?
Components: V, S, F
Casting Time: 1 hour
Range: Touch
Targets: 2 Hit Dice of creatures/level
Duration: 10 days; see text
Saving Throw: None; see text
Spell Resistance: Yes

The spell brands the essence of creatures so as to make it available in a special energy gathering process. Usually, defilers use this spell in conjunction with a mind-affecting spell to create a small group of docile slaves whose life force can be used in places completely devoid of plant life, such as the Obsidian Plains.

First, the creatures are subjected to an arcane process that brands their life force. Undead, non-corporeal creatures, and plants cannot be affected by tap the life force. The process is applied in the same manner as a coup de grace, so it is impossible to brand someone in normal combat without first subduing or incapacitating the opponent. Every day the brand is in place the creature gets a Fortitude save to negate the branding. A willing, charmed or dominated victim gets no saving throw. The wizard cannot have branded at any one time more than double its caster level in Hit Dice of creatures. The branding process confers no control over the creature(s). At the end of the spell’s duration, the life force ceases to be accessible to the defiler and he must cast the spell again to make a creature’s life force available for energy gathering.

Anytime within the ten days following the casting of the spell, the wizard can tap the life force of the creatures as part of the special energy gathering process, during which the orb must be touched (it can also be carried on staves or as a necklace). The range of the orb is equal to 10 ft. x the level of the spell being cast. The targeted creature(s) must make a Fortitude save (DC = user’s spellcaster level). If successful, the caster failed to draw energy with the orb. However if the target fails, it takes temporary Constitution damage equal to the level of the spell being cast (a metamagic feat cannot be applied to a spell at casting time using this method). If this reduces the target to 0 Constitution, it dissolves into defiler’s ash. Further, if the target didn’t have enough Constitution to equal the spell level, another target must be selected from within range and makes the Fortitude save, and if that target fails, the remainder of the spell levels needed to be drained are taken from the second target’s Constitution. A target that survives this attack becomes nauseated for one round as a result of his life essence being stolen from him.

While gathering energy using this special process, the defiling is limited to those creatures that are branded and is in no way applied to terrain. Raze feats are of no use to this type of energy gathering.

Arcane Focus: Obsidian Orb costing ? XP and ? Cp of raw materials. The orb is not destroyed during the casting and can be reused for other castings of the spell.

originally posted by Pennarin

From Lord_Anthrax on the Psi boards.

Sever the Tie
Level: Psion/Wilder 2
Display: Auditory, Material
Manifestation Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Several undead creatures within a 10-ft.-radius burst
Target: You
Duration: Instantaneous
Saving Throw: Will half
Power Resistance: Yes
Power Points: 3

You disrupt an undead creature’s tie to the Gray, damaging or destroying the creature. Your psychokinetic “scythe” deals 3d8 points of damage to all undead within the area. Undead that are brought to 0 hit points or below by use of the power fall limply and molder into dust (if corporeal), or slowly disperse (if incorporeal).
Augment: For every extra point you spend, the damage increases by 1d8.