Koumei wrote:Now we need Cheating and Stealing spheres so we can have the fiend of Eddie Guerrero ("I lie, I cheat, I steal!").
Ask, and ye shall receive.
Cheating
Special: You get
cheat as an at-will SLA.
1: True Strike
3: Elush's Eye-Blasting Explosion*
5: Elush's Elusion*
7: Ashe's Thaumaturgic Boost*
9: Ashe's Transformative Counterspell*
11: Antimagic Field
13: Irresistible Dance
15: Maze
17: Phantasmagorical Image*
19: Luck's Touch*
Stealing
Special: Sleight of Hand is always a class skill for you, and you get a +2 bonus to it, for some reason or another...
1: Ishara's Enticing Directive*
3: Locate Object
5: Hijack Spell*
7: Modify Memory
9: Demand
11: Phase Door
13: Sequester
15: Hijacking Dispel*
17: Freedom
19: Winds of Memory*
Ashe's Thaumaturgic Boost
Abjuration
Level: 4
Class: Sorcerer/Wizard
Sphere: Cheating
Components: V, S
Casting time: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Speaking a few quick words, you channel the energy of the
thaumaturgic boost into your next spell. The next spell you cast receives a +2 bonus on its save DC (this does not stack with the Spell Focus line of feats), and your caster level for that spell is considered to be four points higher for the purposes of bypassing SR. Multiple
thaumaturgic boosts cannot affect the same spell.
Ashe's Transformative Counterspell
Abjuration
Level: 5
Class: Druid, Sorcerer/Wizard
Sphere: Cheating
Components: V, S
Casting time: 1 immediate action
Range: Close
Target: One spell (see text)
Duration: Instantaneous
Save: None
SR: No
You may only use this spell against a spell cast in its area which you successfully identify using the Spellcraft skill. When you use this spell, make a caster level check against a DC of
9 + the spell's level x 2. If you succeed, the spell is countered, having no effect. However, by seizing its energies, you can restore one used prepared spell, or one used spell slot, or one use of a limited-use spell-like ability, provided that its level is not higher than that of the spell countered, or that you can use normally. If you fail, the spell works as normal.
Elush's Elusion
Transmutation
Level: 3
Class: Ranger, Paladin, Sorcerer/Wizard
Sphere: Cheating
Components: V, S
Casting time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
This spell enables you to move and attack normally for the duration of the spell, even if under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks to escape a grapple or pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing or bludgeoning weapons, provided that the weapon is wielded in the hand rather than hurled. This spell does not allow water breathing.
Elush's Eye-Blasting Explosion
Transmutation [Acid]
Level: 2
Class: Sorcerer/Wizard
Sphere: Cheating
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Creature with eyes touched
Duration: Instantaneous
Save: Fort negates or Ref half (see text)
SR: Yes
The target's eyes burst, spraying acid on everyone within their reach except the caster. The target is blinded and dealt 1d8 acid damage per two caster levels (Fort negates). Anything within the target's reach (except the caster) is dealt 1d6 acid damage per two caster levels (Ref half).
A creature that does not possess eyes cannot be affected by this spell.
Hijacking Dispel
Abjuration
Level: 8
Class: Cleric, Druid
Sphere: Stealing
Save: Will negates (see text)
This functions identically to a
greater dispel magic spell, except that any non-instantaneous, non-permanent spell that you successfully dispel can instead be hijacked by you, identically to the the spell
hijack spell. The spell lasts until you dismiss it, or until its duration expires, and you maintain control of it as specified in the
hijack spell description.
Hijack Spell
Abjuration [Mind-Affecting]
Level: 3
Class: Bard, Sorcerer/Wizard
Sphere: [none yet]
Components: V, S
Casting time: 1 standard action
Range: Medium
Target: One creature
Duration: 1 round/level
Save: Will negates
SR: Yes
You take control of a single spell that affects the target which has a duration (i.e. is not instantaneous or permanent). You must know the spell (by identifying it with Spellcraft) in order to take control of it. That spell now affects you instead of the target for the duration of
hijack spell, and any ongoing decisions that the spell requires (including dismissing it, if possible) are made by you instead. All costs are considered paid by the original caster, and thus do not have to be paid again by you. At the end of the duration, the spell returns to its original target, assuming it has any duration remaining.
Ishara's Enticing Directive
Enchantment [Compulsion, Mind-Affecting]
Level: 1
Class: Sorcerer/Wizard
Sphere: Seduction, Stealing
Components: V, S
Casting time: 1 standard action
Range: Close
Target: One creature
Duration: 1 round
Save: Will negates
SR: Yes
With a few carefully-chosen words and a seductive gesture, the caster compels the target to give them an object they are holding. Unless the target can succeed on a Will save, on his next action, he must approach as quickly as possible (using any means available to him) and give the object to the caster, who may take it if he has a free hand or similar appendage with which to hold it. If something physically prevents the target from moving or handing over the object, the spell simply fails. The subject otherwise defends himself and acts normally during the spell's duration, and may act as normal on subsequent rounds (including attempting to get the object back). If the subject cannot reach the caster in one round, he simply moves as close as possible and drops the object.
Luck's Touch
Divination
Level: 9
Class: Cleric, Sorcerer/Wizard
Sphere: Cheating, Divination
Components: V
Casting time: 1 swift action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Save: Will negates (harmless)
SR: Yes (harmless)
For the duration of the spell, any time the target makes an attack roll, skill check, ability check, or saving throw, they may roll twice and select which die roll to use.
Phantasmagorical Image
Illusion [Image, Mind-Affecting]
Level: 9
Class: Bard, Sorcerer/Wizard
Sphere: Cheating, Illusion, [something else goes here, I just know it]
Components: V, S
Casting time: 1 standard action
Range: Long
Area: 100ft radius cylinder
Duration: 1 hour/level (D) and 1 round/level (see text)
Save: Will disbelief and None (see text)
This spell functions like
persistent image, except as described above. Additionally, the spell is extremely hostile to those who would disbelieve it. Anyone who successfully disbelieves an illusion created by this spell becomes insane, as the
insanity spell, for 1 round per caster level.
Winds of Memory
Enchantment [Mind-Affecting]
Level: 9
Class: Sorcerer/Wizard
Sphere: Seduction
Components: V, S, E
Casting time: 1 full-round action
Range: Close
Target: One creature
Duration: Permanent
Save: Will negates
SR: Yes
You can selectively destroy, alter, or implant memories in the target creature as you see fit. Casting the spell gives you access to all of the subject’s thoughts and memories, allowing you to implement as many of the following
specific effects as you like.
Memory Erasure: Any or all memories possessed by the subject can be erased, including knowledge of specific events, people, or places.
Memory Implant: You can create false memories in the subject’s mind as you see fit. Memories of being friends with a hated enemy, events that didn’t really take place, or betrayals by people the subject regards as friends could all be implanted.
Persona Rebuilding: By erasing the subject’s previous personality and implanting a false set of memories, you can build a new persona for the creature, altering its allegiances, beliefs, values, and personality traits. Some abilities are affected by allegiance changes.
Programmed Trigger: You can program the subject to delay the onset of any of the above effects until a specific event takes place, such as the receipt of a coded message, capture by enemies, or arrival at some destination. Similarly, you could specify some or all of the alterations you create in a subject to be removed by a specific event.
The nature of this spell is such that a subject given new memories (whether willing or not) might be given cause to suspect that those memories are false, based on how complete your programming is. For example, a paladin subject to a persona rebuilding that changes her allegiances loses her paladin abilities. Unless you impart a specific believable memory of why he changed alignment, the character will perceive this unexplained gap in her memory and might take steps (such as seeking a magical cure for her “amnesia”) that could negate the spell’s effect (see below).Generally, your subject must be either willing to undergo the spell or restrained in some way so that it cannot leave or interfere with the casting.
This spell is normally permanent unless you care to specify events that will end the effect. Its effect can also be removed by a greater restoration, miracle or wish spell.
Essence: 5 hit points
And, for the special rules for these spells:
Essence (E)
Some particularly powerful spells require the caster to sacrifice part of his personal energy to power them, which is represented by the essence component. These spells require the permanent sacrifice of a number of hit points from the caster, which cannot be restored or recovered by any means. Even if a caster who has taken essence damage changes bodies or forms, the damage applies to the new body.
Essence components cannot be paid from temporary hit points, and apply to SLAs, even if they otherwise wouldn't. If a spell with an essence component is used by someone who currently has temporary hit points, the cost is instead paid from their permanent hit point total.
[Image] and [Phantasm]
Spells with these components alter the senses of those who are subject to them by making them perceive something which is not the case. Whether this is a totally new object or a change, spells with these descriptions carry one of these descriptors.
An [Image] effect creates something which is perceptible by anyone who views (or hears, or smells, etc) the effect and is capable of processing this perception. [Image] effects cannot generate intelligible speech unless the spell description says it can, and any speech they generate must be in a language that the caster speaks, or the result is simply gibberish. Additionally, any effect that you generate must be one that is familiar to you, and will be dependent on your subjective perceptions of it, which may cause it to possess additional mentally-imposed traits or highlighting of traits that a 'natural' object of this type may not (it is in fact this phenomenon that allows others to detect these effects as not genuine upon close scrutiny).
A [Phantasm] effect creates something which is only perceivable to the caster and the intended target or targets. It is a purely sensory effect between the target and the caster, and third parties do not perceive anything where this effect should be. Almost all [Phantasm] effects are also [Mind-Affecting].
Creatures that encounter either of these effects do not usually receive a save to recognise it as illusory (usually a Will disbelief save, which represents the target's senses attempting to make sense of something which makes none) unless they study it carefully or interact with it in some fashion that would yield results that are not typical to the object in question. 'Studying carefully' requires thorough scrutiny, and thus a casual glance, a few seconds of listening or something similar are not sufficient, whereas a thorough search and probing, or detailed listening for at least ten seconds or something similar would allow a save if the target had reason to suspect something. At the same time, most individuals do not expect their senses to lead them wrong, and quite frequently, a wall comprised of fire may actually be a wall of fire, and very few individuals would risk actually checking such a fact. Only highly paranoid, aware or intelligent individuals, or those who understand that they may face illusions should even be allowed to examine such effects to determine their veracity.
A successful save shows that the effect is false, but an outline of the effect remains. A failed save indicates that the individual has completely succumbed to the illusion, and will continue to insist that it is real. Future saves are not allowed. A creature who has disbelieved an [Image] effect can communicate this disbelief to others, granting them a +4 bonus on their saves (assuming they receive them). If other creatures understand that a creature is the subject of a [Phantasm] spell, they can communicate that this is not real to them, allowing them a +4 bonus on their saves. A creature that receives personal, incontrovertible proof that such an effect is not what it seems to be, after the normal save for disbelief (and the circumstances surrounding it), is allowed an additional save. If this is also failed, the individual in question has rationalized it so thoroughly that they insist the effect is real no matter what.
Phew! Now back to my 4E fixing...
EDIT: Argh, formatting.
EDIT 2: Some stupidity I really should have seen before.