[AD&D]Does anyone remember this spell?
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[AD&D]Does anyone remember this spell?
Once upon a time, way back during the height of second edition DnD there was a necromancy spell that allowed one to turn a rib into an additional ring slot at the cost of a permanent Con point. I do not think it was an official spell, but I am wondering if anyone remembers it. If so, I would love to see the write up on it so that I can convert it to 3.5.
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- Judging__Eagle
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Feat
[Adjective] Trade [Necromantic/Contruct/Fiendish/Aberration/etc.]
You permanently set one part of your character sheet, for a bonus to an other.
Apply a penalty to any single score. You gain a bonus to any other score of the same type, for as long as the Penalty lasts. You may change this around to be different types of penalties and bonuses.
These penalties may be no larger in scale than any magic item that the character could currently have equipped. However, a magic item used -as- a graft will apply it's ability bonuses.
Each such implant, graft, etc. counts as a Magic Item, with the BoG cap of 8 items (and GM house rules for BoG on sub-8 items rules for lower than level 8 play also applying).
Examples:
Basic Racial abilities:
A pair of Fiendish eyes that give visibility in darkness, and blindness with light (full light counts as complete darkness; shaded areas counts as partial darkness).
Statistics:
Penalty to Con, Boost to Int [evil sorcerers]. Penalty to Wis, Boost to Str [chaos barbarians].
Skills:
One skill of one stat, to an other skill of the same stat. Diplomacy for Bluff, Climb for Jump, etc.
Other numerical bonuses:
>_> AC for To-Hit? A 2:1 ratio seems fine with me for AC:To-Hit. It honestly feels like a more accurate reflection.
Implanting magical items:
A creature must have a CR equal to the amount of the highest caster level needed to create the object.
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Basically, these give you magic items that can't be removed. Whoop-dee do. You burned a feat to never lose your items, and can take a penalty to one thing, to get an equal bonus to an other.
[Adjective] Trade [Necromantic/Contruct/Fiendish/Aberration/etc.]
You permanently set one part of your character sheet, for a bonus to an other.
Apply a penalty to any single score. You gain a bonus to any other score of the same type, for as long as the Penalty lasts. You may change this around to be different types of penalties and bonuses.
These penalties may be no larger in scale than any magic item that the character could currently have equipped. However, a magic item used -as- a graft will apply it's ability bonuses.
Each such implant, graft, etc. counts as a Magic Item, with the BoG cap of 8 items (and GM house rules for BoG on sub-8 items rules for lower than level 8 play also applying).
Examples:
Basic Racial abilities:
A pair of Fiendish eyes that give visibility in darkness, and blindness with light (full light counts as complete darkness; shaded areas counts as partial darkness).
Statistics:
Penalty to Con, Boost to Int [evil sorcerers]. Penalty to Wis, Boost to Str [chaos barbarians].
Skills:
One skill of one stat, to an other skill of the same stat. Diplomacy for Bluff, Climb for Jump, etc.
Other numerical bonuses:
>_> AC for To-Hit? A 2:1 ratio seems fine with me for AC:To-Hit. It honestly feels like a more accurate reflection.
Implanting magical items:
A creature must have a CR equal to the amount of the highest caster level needed to create the object.
=========
Basically, these give you magic items that can't be removed. Whoop-dee do. You burned a feat to never lose your items, and can take a penalty to one thing, to get an equal bonus to an other.
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While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
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- CatharzGodfoot
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It's his conversion of the spell to 3.5e.Hieronymous Rex wrote:spellSomething about your post seems wrong, JE...feat
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Mount Flamethrower on rear
Drive in reverse
Win Game.
-Josh Kablack
-Anatole France
Mount Flamethrower on rear
Drive in reverse
Win Game.
-Josh Kablack