Difference between revisions of "User:Sergejsvk/sandbox6"

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Inspiration: A lot of stuff on the net about alchemy, [http://www.giantitp.com/forums/showsinglepost.php?p=21309513&postcount=7 Fizban's idea]
  
== Some spheres ==
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* Add Special effects with your alchemy
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* Use feats, of class? - feats for all!! -> Alter already existing stuff!
  
<onlyinclude>{{Sphere
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'''Craft Alchemical item''' (Feat, UA)
|title=Mutation
 
|special=You gain Minor Shapechange ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): As [[SRD:Disguise Self|disguise self]] spell, at will with no duration and may only change body not clothing. Aditionaly when you gain expert aces to this sphere, all efects are considered permanent and [[SRD:Special Abilities Overview#Extraordinary|Ex]], you are always considerd shapechanged.
 
|level1=[[SRD:Enlarge Person|Enlarge Person]] (Bonus: [[SRD:Reduce Person|Reduce Person]])
 
|level3=[[SRD:Alter Self|Alter Self]] (Bonus: Reverse Gender (BoEF))
 
|level5=Amorphous Form ([[Spell Compendium|SpC]])
 
|level7=[[SRD:Polymorph (Spell)|Polymorph]]
 
|level9=[[SRD:Baleful Polymorph|Baleful Polymorph]]
 
|level11=Plant Body ([[Spell Compendium|SpC]])
 
|level13=[[SRD:Regenerate|Regenerate]]
 
|level15=[[SRD:Polymorph Any Object|Mutate]] (can't change nonliving matter)
 
|level17=[[SRD:Raise Dead|Raise Dead]] (one day maxmum, no cost)
 
|level19=[[SRD:Shapechange|Shapechange]]
 
}}</onlyinclude>
 
  
<onlyinclude>{{Sphere
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xxx All stay the same
|title=Restructure
 
|special=You gain [[SRD:Make Whole|Make Whole]] at will.
 
|level1=[[SRD:Wood Shape|Wood Shape]] (Bonus: [[SRD:Warp Wood|Warp Wood]])
 
|level3=[[SRD:Heat Metal|Heat Metal]] (Bonus:[[SRD:Chill Metal|Chill Metal]])
 
|level5=[[SRD:Stone Shape|Stone Shape]]
 
|level7=[[Temper (3.5e Spell)|Temper]]
 
|level9=[[SRD:Fabricate|Fabricate]]
 
|level11=[[SRD:Ironwood|Ironwood]]
 
|level13=[[SRD:Hardening|Hardening]]
 
|level15=[[SRD:Stone to Flesh|Stone to Flesh]] (Bonus: [[SRD:Flesh to Stone|Flesh to Stone]])
 
|level17=[[SRD:Polymorph Any Object|Polymorph Any Object]] (only afects nonlivng mater, can't give sentience, as stone to flesh)
 
|level19=[[Disintegrating Burst (3.5e Spell)|Disintegrating Burst]]
 
}}</onlyinclude>
 
  
<onlyinclude>{{Sphere
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You can, as a move action, create a '''Special Compound'''™ on the spot and apply it to an alchemical item. The hasty mixing and aplication of the compound requires a craft alchemy skill check, you cannot take 10 on this check. You have to use the item within one round of applying the compound, after which the effect dissipates. You must buy an Admixture pouch, which costs 20 gp and holds all assumed ingredients for creating compounds.
|title=Worldshaper
 
|special=You are under a constant Perinarch ([[Spell Compendium|SCom]]) effect.
 
|level1=[[SRD:Soften Earth and Stone|Soften Earth and Stone]]
 
|level3=Earthfast ([[Spell Compendium|SpC]])
 
|level5=Crumble ([[Spell Compendium|SpC]])
 
|level7=[[SRD:Transmute Mud to Rock|Transmute Mud to Rock]] (Bonus: [[SRD:Transmute Rock to Mud|Transmute Rock to Mud]])
 
|level9=[[SRD:Passwall|Passwall]]
 
|level11=[[SRD:Control Winds|Control Winds]]
 
|level13=[[SRD:Move Earth|Move Earth]]
 
|level15=[[SRD:Control Water|Control Water]]
 
|level17=[[SRD:Control Weather|Control Weather]]
 
|level19=Transmute Rock to Lava ([[Complete Arcane|CArc]])
 
}}</onlyinclude>
 
  
<onlyinclude>{{Sphere
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set a dc goal, if overshoot by 10 add one aditional round to use the augmented item, if fail nothing happens
|title=Creation
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|special=Anything created which lasts more than 12 hours is permanent or until dismissed.
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'''Boosting Compound'''™: Increases initial damage dice and DC by one, if has no dice then AOE (1dx or 5 ft, +1 DC) - craft DC 5 + 5 per increase
|level1=[[SRD:Grease|Grease]]
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|level3=[[SRD:Create Food and Water|Create Food and Water]]
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'''Potent Compound'''™: Duration and Potency by one, if no potency then DC (+1 duration, +1 Bonus or +1 DC) - craft DC 5 + 5 per increase
|level5=[[SRD:Solid Fog|Solid Fog]]
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|level7=[[SRD:Secure Shelter|Secure Shelter]]
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'''Volatile Compound'''™: By adding this compound to the mix you can increase or add an area effect to alchemical items. Volatile compound adds a 5 ft area burst, of the main effect of the item, for each 10 increase added to the mixing DC. If you fail the craft alchemy skill check the concoction explodes applying the augmented item's effect on you (damage, entanglement, aso.). Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5. Creatures in the affected area, other than the direct target, can make a DC 13 + 2 per each area increase reflex save to take half damage.
|level9=[[SRD:Black Tentacles|Black Tentacles]]
 
|level11=[[SRD:True Creation|True Creation]]
 
|level13=[[SRD:Mage's Magnificent Mansion|Mage's Magnificent Mansion]]
 
|level15=[[Tome_of_Fiends_(3.5e_Sourcebook)/Optional_Rules#No_Wishing_for_More_Wishes|Wish]] (Wealth and Magic Item only and for free, can be used to Increase power of item EXP cost)
 
|level17=[[SRD:Gate|Gate]] (Travel version)
 
|level19=[[SRD:Genesis|Genesis]]
 
}}</onlyinclude>
 

Latest revision as of 17:18, 27 October 2017

Inspiration: A lot of stuff on the net about alchemy, Fizban's idea

  • Add Special effects with your alchemy
  • Use feats, of class? - feats for all!! -> Alter already existing stuff!

Craft Alchemical item (Feat, UA)

xxx All stay the same

You can, as a move action, create a Special Compound™ on the spot and apply it to an alchemical item. The hasty mixing and aplication of the compound requires a craft alchemy skill check, you cannot take 10 on this check. You have to use the item within one round of applying the compound, after which the effect dissipates. You must buy an Admixture pouch, which costs 20 gp and holds all assumed ingredients for creating compounds.

set a dc goal, if overshoot by 10 add one aditional round to use the augmented item, if fail nothing happens

Boosting Compound™: Increases initial damage dice and DC by one, if has no dice then AOE (1dx or 5 ft, +1 DC) - craft DC 5 + 5 per increase

Potent Compound™: Duration and Potency by one, if no potency then DC (+1 duration, +1 Bonus or +1 DC) - craft DC 5 + 5 per increase

Volatile Compound™: By adding this compound to the mix you can increase or add an area effect to alchemical items. Volatile compound adds a 5 ft area burst, of the main effect of the item, for each 10 increase added to the mixing DC. If you fail the craft alchemy skill check the concoction explodes applying the augmented item's effect on you (damage, entanglement, aso.). Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5. Creatures in the affected area, other than the direct target, can make a DC 13 + 2 per each area increase reflex save to take half damage.