Smite Lies

I really don’t want it to be thought that I hate the Paladin after writing Hostage Geas. So, now I want to give the more canny Paladin something to do with his Smite Evil when stabbing the bejesus out of evil is not what’s the useful thing to do.

Smite Lies
Prerequisites: Smite Evil 2/day or Smite Chaos 2/day
You may modify your Smite to make a creature that lies regret his actions. If you use this feat with a use of Smite Evil or Smite Chaos, as long as the creature is a valid target for your Smite, this smite lasts for up to 8 hours, as long as you are visible within 60 feet of your target.

If a creature under the effect of this smite attempts to lie, the forces of pure Law and Good make it nearly impossible to lie, giving the creature a -20 penalty to Bluff checks. If the creature fails a bluff check, the creature takes subdual damage equal to 1/2 the added damage of the Smite, plus your Charisma bonus (if any). If this feat targets a Construct or Undead, the feat does lethal damage that stops Fast Healing for 1 minute instead.

If the user of this feat attacks or uses a spell on the target of Smite Lies, the smite fades at the beginning of the user’s next round, but gives it’s normal bonuses until then.


Bubble Bombs

Bubble Bombs
School: Conjuration [sonic]
Level: Sor/Wiz 3
Components: V, S
Range: Medium (100ft + 10ft/caster level)
Casting Time: 1 standard action
Duration: 1 round/level
Effect: 1 5ft diameter hemisphere per 2 caster levels (max 5), with no 2 bubbles being closer than 10 feet apart
Saving Throw: Fort negates
Spell Resistance: Yes

You bring forth 1 semisolid, transparent bubble per 2 caster levels forth. A creature cannot normally enter the square that the bubble is in, as if a creature were there. However, if a creature attempts to charge or double move through the square, the bubble does not directly impede him, instead doing 4d4 + caster level sonic damage to all creatures within 5ft of the square, unless they succeed on the Fortitude save. If they fail the saving throw by 5 or more, they are knocked prone and deafened for 1 minute, even if they take no damage from this spell.

A creature may choose to attack a sphere. A sphere has 1 hp and AC 5, and when it’s destroyed, the spell does the same damage as if a creature tried to run through it. If a creature misses an attack by 5 or more against a creature adjacent to the bubble, the bubble is instead destroyed, setting off the spell.

This spell acts as cover suitable for a Medium creature, and if a creature is gaining a cover bonus from the spell, any miss hits the bubble instead of misses of 5 or more. A bubble cannot be created in any square that already has a creature, nor can the bubble be created without a surface to support it, although it can be created on a ceiling or wall.

Megaton Punch

Megaton Punch (Combat)
Prerequisites: Improved Unarmed Strike, BAB +6 or Monk 6

And you said charging up my punch was stupid.
If you make a single attack in your turn, your unarmed strike is treated as a two-handed weapon, and it does a bonus 1d8 damage. This extra damage is multiplied by Vital Strike as well as critical hits. If this single attack is used to do a Trip, Bull Rush, or Reposition maneuver, you gain a +2 bonus to that maneuver, and you are treated as 1 size larger for this maneuver.

Attacks of opportunity made do not gain this bonus, even if you did not at all make an attack this turn.

Special: A monk may use this feat with any melee Monk weapon, not just an unarmed strike.

Geas, Hostage

When the bad guys really, really need someone to do something, it’s not always the most useful to inflict suffering on the person who fails to do it. Presumably, if you need them specifically to do something, you need them relatively unharmed. This spell raises the stakes, putting someone (usually) that the Geased person cares about as the risk for leaving the forced quest.

Geas, Hostage
School: Enchantment (compulsion) [language-dependent, mind-affecting, evil]
Level: Sor/Wiz 7, Cleric 7, Bard 6
Components: V, F
Casting Time: 10 minutes
Target: 2 creatures within 30 feet of each other
Saving Throw: None
Spell Resistance: No

Hostage Geas places a quest on a creature as per Geas, although it only places this quest on 1 creature, the questor.

If the creature is prevented from obeying the Geas for 24 hours, the second target of the spell, the hostage, takes 2d6 vile damage, and another 4d6 damage as extreme pain tears through his body. If this spell would kill the hostage, the spell stops doing normal damage, and starts converting damage to vile damage. If there is enough vile damage to kill the hostage, the hostage only has enough vile damage to keep it 1 hp from dying, but stable, and the hostage takes 1 Intelligence, Wisdom, and Charisma drain every day as part of a set of semi-lucid nightmares that shred his sense of self instead of taking unhealable damage. The torture from the spell stops 24 hours after the questor resumes the Geas.

If the questor dies, the hostage suffers 2 Intelligence, Wisdom, and Charisma drain, but no longer suffers any new effects from this spell unless the questor is raised or the necklace is removed. If the questor is not raised in a year and a day, the hostage is freed, being allowed to remove the necklace safely, and turning the vile damage into normal damage.

Once the Geas is complete, the vile damage turns into normal damage, and the ability drain can be healed.

Unlike Geas, this cannot be used to make the questor fulfill an open-ended task.

The Hostage Geas can be removed by Remove Curse, but it requires a Good caster 2 caster levels higher, or another caster 6 caster levels higher, and the spell must be cast on both the questor and the hostage no more than 24 hours apart by the same caster. This cannot be broken by Break Enchantment or Limited Wish, though it can be broken by Wish or Miracle.

Although this spell is Mind-affecting, the hostage must be immune to mind-affecting effects to stop this spell. It does not matter if the questor is immune to mind-affecting effects.

Focus: A 100gp or more necklace that includes an Oynx (even if magically created), which is placed on the hostage. Removing or breaking the focus does not end the spell, instead destabilizing it. If the focus is removed, the hostage suffers as if the questor was stopped from fulfilling the Geas. If the focus is destroyed, both creatures are forced to suffer as if the questor was stopped from fulfilling the Geas until the Geas is complete.

Note: If you are not familiar with Vile damage, essentially it always comes from an evil source, and cannot be healed outside of very specific methods.

Eternal Sunset

Very simple today, it’s a tactical feat in the same vein as Searing Glow

Eternal Sunset (Tactical, Wizard)
Prerequisites: Spell Focus (evocation), Spell Focus (conjuration), or Elemental Focus (cold)
The abilities given by this spell can never be used by a Conjuration(summoning) or Conjuration(calling) spell, even if it is a [cold] spell.

You gain these 3 abilities:
Deep Freeze: Whenever you damage a creature that has a penalty to his movement speed or Dexterity damage or drain with a [cold] spell, they must roll a Fortitude Save at the original DC of the spell or have it’s movement speed be dropped to 0ft and be flat-footed for 1 round/spell level.

No Hope of Day: Whenever you damage a shaken or frightened creature with a [cold] spell, that creature must roll a Will save at the original DC of the spell. If he fails and is shaken, he becomes frightened. If he is already frightened, he becomes the more appropriate of panicked or cowering. This does not affect the duration of the original fear effect. This effect is a [fear] effect.

First Frost: Whenever you damage a creature at full health or a creature with the plant subtype with a [cold] spell, that creature takes 1 extra damage per die rolled for the spell.

More staple rebuilding: Civilization Cantrips

Now the spells that I want to replace in this set of staple rebuilding are spells that some might think Why even bother with those spells? The thing is that these spells have a way of remapping the world you’re running, and leave a lot of questions on why they haven’t been completely abused yet. While it’s an interesting exercise to put some limits on the traps and tell the world to go crazy, a world built under low-level assumptions should be able to be run as a Swords and Sorcery world, and not as the next Eberron, or the next Utopia. Later on, I want to include a decent fix for traps (which is how a lot of people get infinite castings of the civilization spells), but for now, the goal is to rework the cantrips that let a single level 1 cleric feed and water a sizable city.

Clarify Food and Drink (replaces Purify Food and Drink)
School: Transmutation
Level: Cleric/Oracle 0, Druid 0
Components: V, S
Range: 10 ft
Target: 1 cu. ft/level of contaminated food and water
Duration: 24 hours
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

With this spell, you filter out some of the most dangerous parts of spoiled food and liquids. Although the food does not return to it’s fresh state, it is still a boon to an adventurer desperate for food. If a creature eats the clarified food within the next 24 hours, the creature rolls twice on any Fortitude saving throws necessary, taking the better roll. The food is still clearly stale and/or spoiled to the touch and taste, however.

While this spell does not prevent subsequent natural decay or spoilage, it still maintains it’s benefit against any new spoilage for 24 hours. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Delay Dehydration (replaces Create Water)
School: Transmutation
Level: Cleric/Oracle 0, Druid 0
Components: V, S
Range: Touch
Target: 1 creature up to size Large
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

A boon to adventurers in a desert or elsewhere without safe water, this spell allows you to ignore most of the effects of dehydration. Although this doesn’t restore subdual damage already done by dehydration, the creature affected by this spell suffers none of the other effects. This does allow a creature damaged by dehydration to be healed. This spell does not actually truly replace getting water, however. When the spell ends, unless the creature has gotten 1 day of water for every day of water they have missed, they take all of the effects of dehydration that they had ignored by this spell immediately.

Both of these spells go back to the dungeon survival roots, and while are never the ideal tool, they become the tool that you want if things have gone so far out of control. At the same time, these are really not spells the common folk get a lot of mileage out of. Exactly what a cantrip should be in the age of infinite cantrips. The next part to this is to refactor Purify Food and Drink and Create Water to first level spells, but that’s a task for another time.

Rebuilding high level staples

While every post having dealing with Pathfinder so far has been to add options, both to spellcasters and mundane characters, this post has to deal with reorganizing and rebuilding. The 2 spells I want to focus on today are Gate and Teleportation Circle. Both of these break the world in entirely different ways. Gate pulls forth frightening creatures with very few strings attached, creatures that can outshine all of the rest of the party at once in some cases. Oh, and it also comes with this very nifty way of moving a lot of people between planes. Teleportation Circle, on the other hand, breaks the world fabric just being used as intended, should a caster with 9th level spells ever appear in the world. Here I want to go ahead and split up Gate, and repurpose Teleportation Circle.

School: Conjuration(Teleportation)
Level: Wiz/Sor 9, Cleric 9, Trade 9 (replaces Gate)
Components: V, S, F
Casting Time: 1 Standard Action
Effect: A 120ft diameter portal
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You pull open a massive portal between your spot and any place that you specify, whether on your current plane or on another plane. While the portal exists, any creature that passes through the portal ends up on the other side of the portal. This portal is one-way, from the casting location to the declared location, although you can change the direction by being on the other side of the portal and taking a standard action while touching the portal. This portal acts as Plane Shift or Greater Teleportation, although you can send as many creatures as you like, and the creatures appear in the exact location that you declare.

When opening a Wormhole onto a deific plane, the deity in control of the plane has the option of closing the portal as a non-action, ending the spell immediately. When opening a Wormhole onto a private demiplane, it is possible that the demiplane has a visual or verbal password. Even if Wormhole is cast as a Silent or Still spell, you must still clearly say or draw the password to enter. If you have the information on a Teleportation Circle within the demiplane, you may use the Teleportation Circle’s name or sigils to bypass the password, although the portal must be opened at that circle.

Focus: A tuning fork for the plane you wish to open a Wormhole on. You can bypass this if you can clearly draw the sigils or say the name of a Teleportation Circle on that plane (although the Wormhole does not have to open up at the Teleportation Circle in this case).

Note: Most Outsiders that get Gate as a Spell-like Ability should have it replaced by this spell. If the creature has innate ability (other than through granted spell slots, like the Solar) to summon other creatures, you can consider Planar Contract instead.

Planar Contract
Schools: Divination and Conjuration(calling)
Level: Wiz/Sor 9, Cleric 9, Glory 9 (replaces Gate)
Components: V, S
Casting Time: 1 Standard Action
Duration: See Text
Saving Throw: Will negates
Spell Resistance: No

When you cast this spell, you may either declare a specific creature by it’s truename, or specify a type of outsider. The spell then attempts to place you into contact with a creature specified. If the creature fails it’s Will Save, it is compelled to negotiate with you in good faith for 1 round/caster level, even if he is immune to mind-affecting spells. As per Planar Binding, in this duration and any duration that is granted by the creature, you can discuss the terms of a contract to come onto the plane you are currently on. If through your negotiations, you are successful in creating a deal, you receive a piece of paper reflecting the contract that you made with the creature. The table below will give an estimate of the cost for doing something within it’s nature. A contract is typically for a task no longer than 10 minutes/level, but you can increase the duration to 1 day/2 levels by using the cost multiplier for a long task. This cost may not manifest itself directly in gold, but instead in goods or information that the creature values as that much gold. In order to negotiate the cost down, you must succeed at a Diplomacy check vs it’s Sense Motive check. You can attempt this check once, and a successful check reduces the cost by 50%. If you fail the check by 10 or more, the cost instead increases 50%.

Creature’s HD Cost for in nature service Cost for out of nature service Cost increase for a long request
Up to Caster level – 5 None 100 gp/HD x2, but no less than 100 gp/HD
Up to Caster level 200 gp/HD 500 gp/HD x2
Up to Caster level + 5 500 gp/HD 1500 gp/HD x3
Up to double Caster level 2000 gp/HD Impossible x5

As a standard action, you may read the last line of the contract, while having within 5 feet of you any payment discussed, summoning forth the creature. As long as the payment is there, you are on the plane that the contract was written, and any requirements that you needed to make were done, as judged by either the plane of Law or an entity that both of you agreed to when writing the contract, the creature is summoned forth. The creature is obligated not to harm you, even if it is not specified in the contract, but the safety of no others can be guaranteed unless agreed to in the contract. The magic of the contract makes it impossible for you to cast spells on the creature except for any spells agreed to in the contract. Once the terms of the contract have been complete, the creature leaves to either where he was before calling in the contract or where he wishes on his home plane. The contract is null and void after a year and a day, even if wording is added that the contract is binding for longer.

Special: The Summoner’s Summon Monster Spell-like Ability acts as this spell when he gains the capability to use Gate. Unlike a normal casting of the spell, if he cannot get a contract, the use of the Spell-like ability is restored.

Teleportation Circle
School: Divination
Level: Wiz/Sor 4, Summoner 3, Witch 4, Rune 3
Components: V, M (amber dust to cover the circle worth 1,000 gp)
Casting Time: 8 hours
Effect: A rune circle with a 15ft diameter
Duration: Permanent
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You draw an intricate rune circle, often with some writing surrounding the edges. When the Teleportation Circle is completed, it acts as a beacon to guide creatures who use Teleport or Plane Shift to the location drawn out. If a creature knows the sigils drawn at the center or knows the words written on the edge of the circle (it’s name), it can use these as part of the Somatic or Verbal components of Teleport, Plane Shift, or Interplanetary Teleport, and it will teleport you exactly to that Teleportation Circle, even if you do not have the focus for Plane Shift or any details about the location for Teleport or Interplanetary Teleport. Note that if you have to draw the sigils as a component to your spell, instead of naming the Teleportation Circle, it will take no less than 1 standard action to cast the Teleportation spell.

Special: When a character gains the Travel Domain, after choosing any subschools, he may replace his 4th level domain spell with Teleportation Circle. This decision cannot be changed short of a Limited Wish, Psychic Reformation, Wish, or Miracle.

Notes: With these changes to Teleportation Circle, the Rune Domain’s 9th level spell becomes Wall of Suppression. The Rune Domain’s 3rd level Spell becomes Teleportation Circle, and Glyph of Warding is added to the Warding subdomain.

As we would say, Please Evaluate and Critique honestly.