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[BETA-2] Vitae Spells

PostPosted: Thu Jun 16, 2016 11:03 am
by Vaal
Beast Hide lvl. 1 Array
[Vitae, Alteration]

The target's skin becomes thick and rough, taking on the toughness of a beast's.
SP: 3
Components: S, M
Casting Time: Standard Action
Range: Touch
Duration: 1 round +1 round per level

You touch a creature, causing its skin to transform and toughen. The target gains a +1 bonus to natural armor plus an additional +1 per 5 caster levels.

Affinity Bonuses

Ferif: The target gains DR x/magic where X equals 1 + 1/2 you caster level.

Flaer: The target gains resist fire and cold X where X equals 1/2 your caster level (minimum 1).

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Rejuvenation, Least lvl. 1 Array
[Vitae, Healing]

You carefully channel life energy into a living creature in such a way as to heal them.
SP: 3
Components: V, S
Casting Time: Standard Action
Range: Touch

A living creature you touch is healed a number of hit points equal to CHA modifier + 2 per caster level.

If the target is undead, it take the amount healed in positive energy damage.

Special: The amount healed increases to 3 per caster level at 9th level and 4 per caster level at 18th level.


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Plant Shaping lvl. 1 Array
[Vitae, Plant, Alteration]

By infusing vitae into nearby plants, you are able to accelerate and control their growth in a number of beneficial ways.
SP: 3
Components: V, S
Casting Time: Full Round Action (See text)
Range: Close (25ft + 5ft per 2 caster levels)
Duration: 1 round per level (see text).

You channel vitae into the area around you, slightly animating the plants. Each round, you may choose one of the following effects to use as a swift action:

Leaf Razor: A 5ft square of grass or leafy plants becomes difficult terrain and deals 1d4 damage to any creature that enters it and any creature that starts their turn in it.

Branch Ladder: One tree within range grows branches that allow it to be climbed as if it were a ladder.

Tangling Vines: a 5ft square containing vines or tendrils becomes difficult terrain and entangles (Reflex negates) creatures entering it or starting their turn in it.

Reshape: a 5ft cube of living plant matter takes on the shape of any non-complex item that is normally made from wood or plant fiber. Unless it is a staff or club, any weapons created in this way are Improvised weapons and impose a -2 penalty to attack and damage. The created item is rough and worth roughly 1/4 of the cost of a crafted version. Each round you can add 5 feet more cubic mass to an object created in this way.

Reshape 2: This use grants a +5 to an expertise roll to craft an item out of plant matter, but in this case, the plant matter must still be living at the start of crafting. For example, you may start to craft a wooden buckler, but first, you must shape it out of a living tree with this spell.


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Spit Pestilence lvl. 1 Array
[Vitae, Disease]

You infuse your saliva with vitae, granting the germs therein a virulence they normally lack. Then you spit it at your opponent.
SP: 3
Components: S
Casting Time: Standard Action
Range: 10ft + 5ft per 3 levels (Increment)
Save: Fortitude negates

Make a ranged touch attack against the target. On a hit, the target takes 1d6+ Cha modifier + caster level damage and must make a Fortitude saving throw. On a failed save, they become sickened and after an incubation time of 1 round, they must make another Fortitude save or become nauseated.

These penalties persist for 24 hours, or until the target is a recipient of a spell that removes such an affliction.

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Vivify lvl. 1 Array
[Vitae, Healing]

You wrap thin film of vitae around a creature, filling them with vigor.
SP: 3
Components: V, S
Casting Time: Move Equivalent Action or Reaction
Range: 30ft.
Duration: 1 round +1 per caster level

The target gains +5 temporary HP and a +2 spell bonus to Fortitude saves for the duration of the spell.

This spell cannot be cast on a creature currently under the effects of a previous casting of this spell.

At 9th level, the bonus temporary HP increase to +10 and the spell bonus increases to +3. At 18th level, the bonus temporary HP increase to +20 and the spell bonus increases to +4

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Life Sense lvl. 1 Array
[Vitae]

You manipulate the connection you have with vitae in order to sense living things around you.
SP: 3
Components: V, S
Casting Time: Standard Action
Range: Close (25ft + 5ft per 2 caster level)
Duration: 1 round per caster level.

You become aware of the number of living beings within range of the spell.

In addition, you gain a +5 plus 1 per caster level spell bonus to Perception checks to locate invisible or hidden living creatures within range.

During the duration of this spell, you may, as a minor action, analyze one creature within range. If you do so, you learn its current hit points and whether it is afflicted with a disease or poison. A Heal or Alchemy check respectively, with a DC equal to the disease or poison's save DC can be made as part of this action to identify the disease or poison.

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Adrenalize lvl. 1 Array
[Vitae, Alteration]

A flood of adrenaline allows the target to resist injury and infection and act just a tiny bit faster.
SP: 3
Components: V, S
Casting Time: Standard Action
Range: Touch
Duration: 1 round per level

The targets gains a +1 spell bonus to all saving throws and may use an additional minor action each round.

Special: This bonus increases to +2 at 9th level and +3 at 18th level.

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Re: [BETA-2] Vitae Spells

PostPosted: Fri Jun 17, 2016 6:46 am
by AVR
Adrenalize explicitly breaks the action economy. Sure, it's only a minor action - but those are used for spell concentration just for a start. As written this is a power option. There are always going to be such, just pointing it out.

Typos

1/2 you caster level.
1/2 your caster level.

it take the amount
it takes the amount

Re: [BETA-2] Vitae Spells

PostPosted: Fri Jun 17, 2016 11:18 am
by Vaal
Adrenalize works as intended. Haste at a later level give you an extra Move. Adrenalizing your Cleric as always an excellent plan.

Re: [BETA-2] Vitae Spells

PostPosted: Thu Jun 23, 2016 5:26 am
by AVR
One more little typo:

effects to use as a swift action:
effects to use as a minor action:

& one idea. This might work better as another effect of Plant Shaping. I was thinking that the druidic woodland stride ability should fit somewhere and probably not as a spell above the first tier; you might add it to Plant Shaping or use something like the spell below. Trackless Step would be much the same, possibly a similar spell, possibly a second effect of the spell below, possibly an effect of Plant Shaping.

Woodland Stride lvl. 1 Array
[Vitae, Plant, Alteration]
The target is not slowed by plants and the difficult terrain they may create.
SP: 3
Components: V, S
Casting Time: Move Equivalent Action
Range: Touch
Duration: 1 minute per level

The target may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

Re: [BETA-2] Vitae Spells

PostPosted: Thu Jun 23, 2016 11:57 am
by Vaal
That makes sense as a spell on its own, I think. Upgrades might allow you to extend it to nearby allies.