Dealing Spell Slots

You may remember from my last post that I wanted to ways to burn out spells without having to take the feats. I put forth Dealing Spell Slots.

Selling Spell Slots
Devils are prone to getting mortals to sell everything from their firstborn to their souls. With jargon-laded contracts and fulfilling not exactly what was asked but the basest desires of what was wanted, if they didn’t buy your soul the first time, they’d place you right in the spot where they could save you, only if you’d sell your soul. Getting a soul into the Blood War was a timely affair, though, without breaking their contracts.

The Devils, however, pioneered a way to possess the magical energy that was thought to be linked to a creature’s soul. Every attempt to tear it away made it come back, but with the right rituals, as long as the caster was willing, they could actually surrender the magical energy, allowing the Devils to use it just as if it were a spell slot. Many Devils can now use these spells to some use, only if it’s to repower magic items or to power reserve feats. A select few have been able to cast full spells from these slots, however, and because of their use, they have quickly become a second currency in the Nine Hells.

Any Devil that has been trained in Knowledge (planes) and Spellcraft can forge a deal with a willing spellcaster to forever surrender one or more spell slots. If the caster accepts the deal, the spell slots are burned out, although at the devil’s discretion, the spell slots may temporarily return. The deal is enforced by the Planes of Law, and even attempts at regaining the spell slot by Wish or Miracle will fail without the approval of the Planes of Law.

The table listed below will give the typical value of a spell slot. Neither the devil nor the caster needs to start at this price point, nor does all of the payment in the deal have to be in gold, but should be in gold, services, and items that the caster values as the payment value. This spell energy may be transferred to another devil, and the new devil enjoys all of the rights of the original contract.

Spell Level Value
1st 500 gp
2nd 2000 gp
3rd 6750 gp
4th 12000 gp
5th 25000 gp
6th 45000 gp
7th 73500 gp
8th 128000 gp
9th 243000 gp

Note to the DM: The costs here assume that players are getting near WBL at all levels. If the players are getting some percentage less than WBL, you should reduce these values by the same percentage. Unlike unusual treasure hoards, it is highly discouraged to mitigate all of this wealth to bring it back to WBL. This, unlike an extreme treasure hoard, is trading in permanent class features for an infusion of money or services. It is highly encouraged to play up the fact that the devil can regrant the spell slots temporarily.

Extending Burnout spell

In my last blog post, I had, among other things, Burnout Spell. I’m going to repost it here with some minor changes.

Burnout Spell [Wizard]
Requirements: 3 metamagic feats

When you cast a spell, you can force incredible power into the spell at a huge cost. As part of the action of casting a spell, you can add an amount of metamagic no more than 1/2 your caster level. This metamagic does not increase the spell slot used for the spell, nor does it increase the casting time for casting it spontaneously. The DC of the spell is as if it were cast from your highest level spell slot, and even a direct counterspell requires a caster level check (DC 11 + your caster level, but all spells that act as Dispel Magic take a -10 penalty to the caster level check when countering or dispelling any spell).

When you do this, the spell slot is burned out. Burned out spell slots cannot be recovered by any method short of deific intervention. Casting a Burnout spell requires incredible focus, and a creature under a [Fear], [Charm], or [Compulsion] effect cannot use a Burnout Spell.

What I hope to accomplish by extending this is a path where casters can burn their permanent power for power now. This is a trope that comes up often, and while D&D doesn’t like permanent power losses, the idea is that it should always be the player’s decision. In this group are feats that give players more ways to burn out spells (lose them permanently), gain further benefits for burning out spells, and have outs if they burn out all of their spells. Ways of burning out spells without feats will be in other posts.

Many weaker casters are willing to take ungodly risks to be able to amass infinite power. Burnout spell is the most controlled one, because while a caster can Burnout their slots that they have, if they manage to become stronger casters, this feat can never take their future, because of the discipline that it takes to do this in the first place. However, there are more drastic measures, ones that can remove a caster’s future while bringing power now.

Final Spell [Wizard]
Requirements: Endurance. Caster level 1

If you fall below 0 hp, even if the effect would kill you, you can as a free action cast a spell with a casting time of no longer than 1 standard action. If you do so, the spell slot that you used is burned out. Also, your primary casting stat is reduced by 1 for the purposes of the highest level spell you can cast and bonus spell slots for a high casting stat. Any spell slots lost this way are also burned out. You must be able to cast spells of a specific level if you have any penalties from this feat before you gain any spell slots of that level.

Burned out spell slots (and the effective casting stat reduction) cannot be recovered by any method short of deific intervention. This feat counts as Diehard for any feat or class prerequisites, and if you gain Diehard as a bonus feat, you can take this feat instead if you qualify.

Suppressive Cast [Wizard]
Requirements: Caster level 1

When you cast a spell, you can burn out this spell slot and one spell slot at least 2 levels higher that you have already used or cannot yet cast from (Casters that use the bard or ranger casting progression instead burn out a spell at least 1 level higher), even if you are not high enough level to cast from that slot.
Against each creature, roll for spell penetration 3 times, taking the highest roll. Each creature must roll their saving throw 3 times, taking the lowest roll. You can only burn out a number of slots you don’t have equal to the number of spell slots you would gain when you first gain that spell level. For example, a 4th level Sorcerer with 18 Charisma that cast a 2nd level spell with this could burn out 4 4th level slots before he’d have to use higher level slots.

Burned out spell slots cannot be recovered by any method short of deific intervention.

Taking risks of burning out spell slots while bringing forth the power that the caster needed at the time, there is the issue of not having that power later. These next few feats give more avenue for burning out slots for generic power, but also add more power for the spells you’ve already burned out.

Spell Guide [Wizard]
Requirements: 1 burned out spell
While you have burned out spells, all spells gain +1 to hit, and increases by +1 for every 5 levels of burned out spells. Spells also gain +1 to caster level checks for spell penetration for every 10 levels of burned out spells.

Spell Reverie [Wizard]
Requirements: 1 burned out spell
When you burn out a spell, you gain DR/- equal to twice the spell level you burned out for 24 hours. If you are already under the effect of this, you can extend it by 24 hours instead of replacing the effect. You must be able to cast from the spell slot burned out to gain this effect.

Threads of life [Wizard]
Requirements: 1 burned out spell
As a free action, you can burn out a spell slot to gain temporary hit points equal to 5 times the slot’s level, as well as heal a number of hit points equal to twice the number of spell slots you have burned out, including this one. This can be done in response to a caster taking enough damage to be knocked out or even killed. If it’s used in this way, the healing is applied before determining whether the caster is knocked out or killed, although the temporary hit points are applied afterwards.

Blessed Until the End
Requirements: Spontaneously cast cure spells, 1st level divine spells, 1 burned out spell

When you cast a divine spell, you can burn out the spell to heal an amount of damage equal to all of your burned out spell levels to all targets of the spell. Multiply this by 5 if the spell is single-target. If you are already casting a Conjuration(Healing) spell, all targets also gain an amount of temporary hit points equal to the amount healed that last for 1 hour.

If the target spell is empowered, multiply this effect by 1.5, and if it is maximized, multiply this effect by 2. This is considered a Positive Energy effect, although it has no effect on Undead.

Special: If you have the Healing or Protection domain, you can burn out any spell slot, not necessarily the one that you cast from.

Hopeless Dispel
Requirements: Can cast Dispel magic or a spell based off of Dispel Magic, 1 burned out spell

When you cast Dispel Magic (or a spell that references Dispel Magic), you can burn out the spell slot. If you do so, instead of rolling 1d20 for the dispel check, you can roll 2d10 + 1d10 for every 10 levels of burned out spells (including this slot).

Unlike Dispel Magic, this gains benefits from Empower and Maximize spell.

All but the most foolish realize that burning through every spell is a high-risk endeavor. Most have their retirement plans in order, but a few find that they are still needed, and that the world will not be kind, even though they do not have their powers. This training pushes to be a last hope for these casters.

Faint Energy [Wizard]
Requirements: At least 6 levels of burnt out spells

The caster purifies himself and vows never to reach to those depths of powers again. While the spell slots will never return, this allows for some healing. For every 6 levels of burnt out spells that you could otherwise cast, you gain 1 level worth of spell slots, divided how you wish (you can regain 2 0th level spells with 1 spell level). You make this decision when you gain this feat. If you burn out spell slots for any reason, any spell levels you gain from this feat are automatically burned out (as well as any other costs), and you lose access to this feat. Once you have 24 hours, you can retrain into any other feat. These spell slots do not count towards your total level of burned out slots after the initial event that burns out your spell slots.

You cannot retrain into this feat, and this feat cannot be granted by Psychic Reformation, though you can take this feat again even if you lost the feat.

Drained Reserves [Wizard]
Requirements: At least 1 reserve feat, all spell slots burned out

You may treat all of your burned out spell slots as spell slots 2 levels lower prepared with any spell that you wish for the purposes of reserve feats.

Special: If you have Faint Energy, you can still take this feat, but using any reserve feats with burned out slots disrupts that feat as if you burned out a spell slot. You gain no other benefits from burning out a spell slot.

Ingenuity of the Weave [Wizard]
Requirements: All spell slots Burned out

The total spell level of burned out spells can be split and applied as competence bonuses to skills. You may add no more than twice your character level + your mythic rank to any one skill. Gaining spell slots later surpesses these bonuses until you have burned out your spell slots again (and then you can add the new spells to the bonuses).

Special: You can take this feat alongside Faint Energy, and gain the benefit of both feats, even though Faint Energy grants non-burned out spell slots.

Metamagic: Bringing unnecessary force

These feats are about placing a lot of force into a spell, whether it’s the spell that’s worth never being able to cast again, turning your trusty scorching rays into iron blades, or having the Wall of Fire dance at your opponents, adding a new angle of danger to your spells should give you fun ways to vanquish your enemies.

Burnout Spell [Wizard]
Requirements: 3 metamagic feats

When you cast a spell, you can force incredible power into the spell at a huge cost. As part of the action of casting a spell, you can add an amount of metamagic no more than 1/2 your caster level. This metamagic does not increase the spell slot used for the spell, nor does it increase the casting time for casting it spontaneously. The DC of the spell is as if it were cast from your highest level spell slot, and even a direct counterspell requires a caster level check (DC 11 + your caster level, but all spells that act as Dispel Magic take a -10 penalty to the caster level check when countering or dispelling any spell).

When you do this, the spell slot is permanently lost. No magic short of a deific intervention can restore a spell slot lost this way. The focus to cast a burnout spell requires incredible focus, and a creature under a [Fear], [Charm], or [Compulsion] effect cannot use a Burnout Spell.

Bludgeon Spell [Wizard, Metamagic]

You may have an instanteous spell of the Conjuration or Evocation Schools instead do Bludgeoning, Piercing, or Slashing damage. If the spell is affected by Spell Resistance, it now ignores Spell Resistance. Damage done by this spell is as if it were from a magic steel weapon.

This cannot affect a Positive or Negative energy spell. This increases the spell level by 1.

Semi-animate Spell [Wizard, Metamagic]

This spell can claw and strike at creatures near it. A spell that is non-instanteous and affects an area (rather than a number of creatures) can once per round strike out at a creature within 10 feet of the edge of the spell. The spell makes a touch attack of the caster’s BAB + his casting stat modifier. If it hits, it is as if the creature hit was within the area of the spell. A Semi-animate spell cannot lash out in any turn that it has moved of it’s own volition.

This increases the spell level by 2.

Words of Power: Displacement words

All of the effects added in this post are effect words grouped as Displacement words. Displacement words forcibly move creatures and objects, usually without precision.

Nudge
School: Transmutation; Level: Sorcerer/Wizard 0, Cleric/Oracle 1, Witch 0, Bard 0, Magus 0
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes

You attempt a bull rush against any creatures affected by this spell (CMB = caster level). If you succeed on this bull rush, you can move the target a maximum of 5 feet. A target can choose to make a Reflex save to fall prone instead of being pushed on a successful bull rush. The bull rush attempt does not provoke an attack of opportunity, and you do not follow the creature on a successful bull rush unless this spell’s target word is Touch.

Push
School: Transmutation; Level: Sorcerer/Wizard 1, Cleric/Oracle 2, Witch 1, Bard 1, Magus 1
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes

You attempt a bull rush against any creatures affected by this spell (CMB = caster level + casting stat). The bull rush attempt does not provoke an attack of opportunity, and you do not follow the creature on a successful bull rush unless this spell’s target word is Touch.

Shove
School: Transmutation; Level: Sorcerer/Wizard 3, Cleric/Oracle 4, Witch 3, Bard 3, Magus 2
Duration: Instantaneous
Saving Throw: Fortitude negates; Spell Resistance: Yes
A creature that fails a Fortitude save against a spell with this word is moved 25 feet away plus 5 feet per 2 caster levels from the caster (or the center of the spell if the target word is not Touch, Line, or Cone).

Boost: If this word is boosted, when a creature hits a solid object, that creature and the object take 1d6 damage per 10 feet moved. If the object does not break, the creature falls prone.

Fling
School: Transmutation; Level: Sorcerer/Wizard 6, Witch 7
Duration: Instantaneous
Saving Throw: Fortitude partial Spell Resistance: Yes
A creature that fails a Fortitude save against this spell is moved 100 feet away from the caster plus 10 feet per caster level (or the center of the spell if the target word is not Touch, Line, or Cone). If the creature hits an object, both the creature and the object take 1d6 damage per 10 feet moved. If the object
does not break, the creature falls prone and is dazed for 1 round.

If the creature succeeds the Fortitude save, you then can attempt a bull rush against that creature (CMB = Caster level + casting stat). The bull rush attempt does not provoke an attack of opportunity, and you do not follow the creature on a successful bull rush unless this spell’s target word is Touch.

Boost: If this word is boosted, and the creature fails the saving throw against this spell, if a creature collides into an object and is not immune to critical hits, that creature takes 1d6 Strength, Constitution, and Dexterity damage as it’s bones break in many places.

Expel
School: Transmutation; Level: Sorcerer/Wizard 8, Witch 9
Duration: Instantaneous
Saving Throw: Fortitude partial Spell Resistance: Yes

A creature that fails a Fortitude save against this spell is moved 400 feet plus 40 feet per caster level away from the caster or the center of the spell (or the center of the spell if the target word is not Touch, Line, or Cone). If the creature hits an object, the creature takes 10d6 damage and the object takes 30 times caster level damage. If the object survives, the creature takes an extra 20d6 damage, falls prone, and is dazed for 1 minute. Otherwise, the creature continues moving at the same speed.

If the creature succeeds the Fortitude save, you can then attempt a bull rush check (CMB = 20 + caster level + casting stat). The bull rush attempt does not provoke an attack of opportunity, and you do not follow the creature on a successful bull rush unless this spell’s target word is Touch.

Boost: If this word is boosted, and the creature takes at least 50 damage from this spell, that creature must make a Fortitude save or die. For every 50 damage over 50 that the creature takes from this spell, increase the save DC by 2. This is not a death effect, and a creature that is immune to critical hits is immune to this effect. If the creature survives, damage from this spell cannot be healed until a Regeneration, Limited Wish, Wish, or Miracle has been cast on the creature to repair the ravages that all of the impacts cause. This increases this word’s level by 1.

I hope you enjoy throwing your enemies to the moon and back.

Words of Power: Timing Meta Words

The Words of Power subsystem is something I have wanted to play with for a while now, but when I tried to create something with it for the Paizo Superstar competition, I found that after Ultimate Magic, this system got no support. Basically, I want to give this system at least a little support because I like how it flavors magic, and it’s setup feels more appropriate for spontaneous casting.

This first post will add 2 meta words, Priority and Delay. Delay is pretty obvious, but I hope priority can let split spell slots do some really cool tricks, or at least have some nice self-synergistic effects.

Meta Words
Priority
Level 2
Can only modify an effect word. Any effect words with the Priority meta word take effect on a wordspell before any effect words without the Priority Meta word. If the spell requires a saving throw, the target uses the same roll for every portion of the spell.

Delay
Level 1
A spell with this word can be delayed for up to 1 hour. Any creatures targeted are aware that they are affected by the spell, although it is inert. If the delayed spell is dispelled, it is only supressed for 1d4 rounds like an item, unless the delayed spell is specifically targeted by Dispel Magic. When the spell is cast, the delay can be set with a specific time, or it can be tied to a command word which takes a standard action to activate if the delayed spell is within 1 mile of the caster.

If a spell has both Priority and Delay, you can choose whether the parts of the spell with the Priority Meta word are delayed or not.