sabato 12 settembre 2020

Spell Martializations, by Aaron Hollingsworth

Here's a new set of rules never seen before, by Aaron's genius. This time we combine spells with weapons for new, unseen effects.
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Spell Martializations

When spells are used to enhance weapons to create magic weapons, they are called Weapon Special Abilities. Spell Martializations are when weapons are used to enhance spells, so that when the spell is cast it deals a weapon’s damage in addition to the spell’s damage.  

Spell Martializations modify spells that a caster can cast. Once a spell is modified in this way, it cannot be changed. Although, the caster can still cast the standard version of the spell if they desire. To cast a martialized spell (a spell that is enhanced by a Spell Martialization), the caster must also be proficient with the weapon type that is incorporated into the spell. Spell Martializations can only be added to spells that require an attack roll (one-handed melee weapons for melee attack spells and thrown ranged weapons for ranged attack spells).Neither Strength nor Dexterity bonuses can be added to damage rolls when attacking with a martialized spell.

The cost of adding a Spell Martialization to a spell is equal to the price of a masterwork version of the weapon + 1,000 gp x the spell’s level (500 gp for 0th-level spells). Once added, the spell becomes permanently modified.

Creating a spell martialization can be achieved with the Craft Magic Arms and Armor feat. The creator must know the spell and be proficient with the weapon he is martializing. 

A spell martialization alters a spell’s description, often shaping the spell’s effect into the shape of a weapon as the spell’s attack roll occurs. If the caster has any bonuses or abilities that apply to the use of this weapon, they can apply these benefits to their attack and/or damage roll.

Once a spell has been martialized, its name, effect, and description change. 



Below is a list of examples of spell martialization, along with their prices, effects, and descriptions. All martialized spells must be approved by the GM.  



ACIDAGGER

Spell Acid Splash Weapon Dagger 

Price 802 gp 

Effect

DESCRIPTION

You fire a dagger composed of acid at the target. You must succeed on a ranged touch attack to hit your target. The acidagger deals 1d3 points of acid damage and 1d4 points of piercing damage. This acidagger disappears after 1 round. 



DISRUPTURE UNDEAD

Spell Disrupt Undead Weapon Club

Price 800 gp gp

Effect

DESCRIPTION

You hurl a club composed of solidified positive energy.

You must make a ranged touch attack to hit, and if the club hits an undead creature, it deals 1d6 points of positive energy damage and 1d6 points of bludgeoning damage to it.



STINGING COLD

Spell Ray of Frost Weapon Dart

Price: 800 gp 5 sp

EffectSpell Ray of Frost Weapon Dart

Price 800 gp 5 sp

Effect

DESCRIPTION

A dart of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the dart to deal damage to a target. The dart of frost deals 1d3 points of cold damage and 1d4 piercing damage. The dart melts and evaporates after it hits or misses.



VAMPIERCER

Spell Disrupt Undead Weapon Wooden Stake

Price: 800 gp

Effect

DESCRIPTION

You fire a stake composed of wood and solidified positive energy.

You must make a ranged touch attack to hit, and if the stake hits an undead creature, it deals 1d6 points of positive energy damage and 1d6 points of piercing damage to it. If the stake scores a critical hit against a vampire, the stake remains in the vampire’s heart for 1 round before disappearing. 



 



VAMPIERCER

Spell Disrupt Undead Weapon Wooden Stake

Price 800 gp

Effect

DESCRIPTION

You fire a wooden stake wreathed in positive energy.

You must make a ranged touch attack to hit, and if the stake hits an undead creature, it deals 1d6 points of positive energy damage and 1d6 points of piercing damage to it. These d6s become d8s if the undead creature is a vampire. 



WEARY HARVESTER

Spell Touch of Fatigue Weapon Sickle

Price 806 gp

Effect

DESCRIPTION

A sickle wreathed in negative energy appears in your hand. You must succeed on a touch attack to strike a target. The subject takes 1d6 slashing damage and is immediately fatigued for the spell's duration.



This fatiguing effect has no effect on a creature that is already fatigued, although they still take the slashing damage. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.



TAZE MACE

Spell Shocking Grasp Weapon Heavy Mace

Price 1,312 gp

Effect

DESCRIPTION

A heavy mace cracking with electricity appears in your hand. Your successful melee touch attack deals 1d8 points of bludgeoning damage, plus 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolting blow, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).



STAR CHILLER

Spell Chill Touch Weapon Morning Star

Price 1,308 gp

Effect

DESCRIPTION

A touch from your hand, which wields a morning star composed of blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage, plus an additional 1d8 bludgeoning and piercing damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.



An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.



ENFEEBLING SPEAR

Spell Ray of Enfeeblement Weapon Shortspear

Price 1,301 gp

Effect

DESCRIPTION

A coruscating short spear springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes 1d6 piercing damage and a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.



ACID JAVELIN

Spell Acid Arrow Weapon Javelin

Price 2,301 gp

Effect

DESCRIPTION

A javelin of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The javelin deals 1d6 points of piercing damage and 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.



SCORCHING SPEARS

Spell Scorching Ray Weapon Shortspear

Price 2,302 gp

Effect

DESCRIPTION

You spitroast your enemies with a searing shortspears of fire. You may fire one shortspear, plus one additional shortspear for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each scorching shortspear requires a ranged touch attack to hit and deals 1d6 points of piercing damage and 4d6 points of fire damage. The shortspears may be fired at the same or different targets, but all shortspears must be aimed at targets within 30 feet of each other and fired simultaneously.



GHOUL CLAW

Spell Ghoul Touch Weapon Kukri

Price 2,302 gp

Effect

DESCRIPTION

Imbuing you with kukri of negative energy, this spell allows you to deal 1d4 points of slashing damage and paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.



A paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. This is a poison effect.

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