[HR: Spells] Golan's Spells

While the flavor text does imply that, the spell isn’t reversible via stone to flesh. Save vs. death might be appropriate from a simple mechanics perspective. It is also the more lenient of the two saves.

OK, you have a point.

Keep in mind that this spell has a significant chance of failure as it requires BOTH a touch attack AND a save vs. death.

Debatable. Charm Person definitely has more out-of-combat utility, but during combat the Ogre’s loyalty is torn; it might just try and stop you from fighting its original friends.

Oh, and the other thing is that Charm Person doesn’t render the Ogre helpless; it can still defend itself from you.

Really, I think some of the costing problem is solved if you stop applying multipliers inappropriately. For example, why should mental characteristics replaced by new form’s (x0.2) make your spell so much cheaper when it’s actually making it a way more effective spell? To me, that’s clearly not what that multiplier was intended for. I mean, correct me if I’m wrong, Alex.

One more thing…do the “Dragon Test”: How does this spell stack up when cast against an old dragon? If a 1st level spell could eliminate an old dragon on a failed saving throw, something is wrong. What are the long term implications of this, and what would those do to the campaign world?

Is it more effective? I’d argue that it makes it roughly equally effective in combat but far less useful out-of-combat; my players can’t toad a scout and send them into the bullywug lair, for instance.

It does make it less effective as a friendly spell, certainly, but I expect the primary use in most parties would be as a hostile spell, in which case dumbing the target down to the level of a common frog is, at worst, irrelevant (the target is neutralized regardless of its mental state) and, at best, a benefit (an intelligent target might be able to figure out something useful to do even as a frog; giving them a frog’s mind prevents that).

Summon Deep Ones. This is a summoning spell, summons 2d4 creatures (250), creatures may have up to 2HD* (x0.25), up to 1 special ability (x1), summoning restricted to certain monsters (0.7), range 10’ (x1), can only be cast near a body of water (x0.9**), duration 1 turn per level (0.6), no saving throw permitted (x1), arcane (x1). Total 23.63 points, this is a level 3 spell. For Divine, the multiplier is 1.2, for 28.35 points, again level 3.

  • They have 2+1 HD, but this is FAR closer to 2HD than to 4HD so I used the 2HD multiplier.
    ** Guesstimation.

Summon Deep Ones
Arcane 3, Divine (Chaotic only) 3
Range: 10’
Duration: 1 turn per level

To cast this spell, the caster must stand next to a body of water at least 3’ across and 1’ deep. When cast, it calls forth 2d4 Deep Ones, who emerge from that body of water and obey the caster’s every command for one turn per caster level. Once the duration is over, any surviving Deep One walks back to the source of water and disappears in it.

Deep Ones:
http://spacecockroach.blogspot.co.il/2013/11/acks-deep-ones.html

Plague of Shadows. This is a summoning spell, summon 2d4 creatures (250), creature may have up to 4 HD (0.4), creature may have up to 2 special abilities (1.66), summoning restricted to certain monsters (x0.7), summoned creature(s)s passively hostile to caster (x0.8), caster must concentrate to control creature(s) (x0.5), may only be cast in dark, shadowy places or at night (x0.9*), targets summoned from thin air (x1), range 10’ (x1), duration 1 turn per level (x0.6), no saving throw permitted (x1), arcane (x1). Total 25.1 points - this is a level 3 spell.

  • Guesstimation.

Plague of Shadows
Arcane 3
Range: 10’
Duration: 1 turn per level

From a deep shadow, the caster calls forth a plague (2d4) of shadows (ACKS 192) subjected to his will. These creatures are antagonistic to him, but as long as he concentrates on controlling them, they will be forced to do his bidding. They last for 1 turn for caster level, and then blend back into the surrounding shadows. If concentration is broken before the end of this spell’s duration, the shadows will attack the caster out of spite, or, if he is not alive, the nearest target. This spell may only be cast in the dark or underground, where shadows are deep enough to draw shadow-monsters out of them; it will not work in the wilderness by day or even in broad moonlight.