Author Topic: Nightmare Spinner Adaptation - Enchantment Spinner  (Read 5277 times)

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Echoes

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Nightmare Spinner Adaptation - Enchantment Spinner
« on: July 25, 2010, 06:52:17 PM »
The Adaptation section for the Nightmare Spinner (Complete Mage, pg. 74) talks about adapting it to work with enchantments, and even lists a couple of suggestions for possible abilities, but it doesn't actually give any mechanics. I decided to write up some mechanics, using the existing abilities as templates and trying to remain as close to the original mechanics as possible.

[spoiler]Nightmare Spinner adaptation - Enchantment Spinner
Entry Requirements
   Skills:  Bluff 4 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks.
   Spellcasting: Ability to cast 3rd-level arcane spells; ability to cast at least one charm spell and at least one compulsion spell.

Class Features
   Bonus Spells (Ex): If you normally prepare spells, you can prepare and cast one additional enchantment spell per spell level each day. This ability works just like (and stacks with) a specialist wizard's extra school spell.
   If you don't need to prepare spells, you gain one extra spell slot per spell level, which can be used only to cast an enchantment spell.
   Unbending Will (Su): Beginning at 1st level, you gain immunity to all charm and compulsion effects.
   Inspire Loyalty (Su): As a standard action, you can create a mind-affecting charm effect that makes a living creature within 30 feet regard you as an ally. The target's attitude towards you becomes Helpful for a number of rounds equal to your enchantment spinner class level; a successful Will save (DC 10 + your class level + your Cha modifier) halves this duration.
   You can use this power a number of times per day equal to 3 + your Cha modifier.
   Lingering Enchantment (Su): Beginning at 2nd level, when you cast a charm or compulsion spell, you can choose to make it a lingering enchantment as a free action. When an enemy successfully saves against the affected enchantment spell, they are still affected by the spell for a number of rounds equal to your enchantment spinner class level. This ability has no other effect on the original spell's duration or effectiveness.
   You can use this ability a number of times per day equal to 3 + your Cha modifier. No creature can be affected by your lingering enchantment ability more than once in a 24-hour period.
   Oppressive Will (Su): Beginning at 3rd level, creatures affected by a charm or compulsion effect you cause (whether by a spell, class feature, or other effect) take a morale penalty to Will saves equal to your enchantment spinner class level.
   Compelling Enchantment (Su): At 5th level, when you cast an enchantment spell, you can choose to make that spell a compelling enchantment as a free action. A compelling enchantment can affect targets who would otherwise be immune to that spell (such as from an immunity to mind-affecting effects, immunity to charms or compulsions, or immunity to a specific spell, such as an elf's immunity to sleep).
   You can use this ability three times per day.[/spoiler]

Comments, thoughts, or concerns greatly appreciated.
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veekie

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Re: Nightmare Spinner Adaptation - Enchantment Spinner
« Reply #1 on: July 25, 2010, 09:35:06 PM »
Hmm, a good bit more potent than the Nightmare Spinner though, comparing fear to domination.
Maybe if you made it focused on Charming, that's already pretty potent.
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fallen-angle

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Re: Nightmare Spinner Adaptation - Enchantment Spinner
« Reply #2 on: July 26, 2010, 08:35:30 PM »
I had created something similar in the past, but wizards forum dumped it. No matter, this is better.

The final ability single handedly makes enchanters viable again. Which is, as far as I am concerned, absolutely a-okay. That said, lingering enchantment is WAAAAAY too powerful. An irresistible 5 turn domination is functionally instant victory. Not to mention other spells. Hold Monster? Mind Rape even...

I suggest-

"Lingering Enchantment: Begginning at 2nd level, when you cast a charm or compulsion spell, you can choose to make it a lingering enchantment as a free action. When an enemy successfully saves agaist the affected enchantment spell, their attitude toward you is automatically moved to be one category more positive. This effect lasts a number of rounds equal to your Enchantment Spinner class level."

No where near as good, I know. But considering that Inspire Loyalty and Oppressive Will are both better than their Nightmarish equivalents, it is a fair trade. Plus this version is useful outside combat.

As a final note,the name Enchantment Spinner lacks fluff. Try Dream Spinner, a more positive look on its nightmarish cousin.
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CantripN

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Re: Nightmare Spinner Adaptation - Enchantment Spinner
« Reply #3 on: July 27, 2010, 08:40:46 PM »
It's probably the single most important PrC for an Enchanter. However, I'd base the "Affect Immune Targets" on something akin to -4 DC, not a per day limit, and add other useful abilities, but not ones that break anything (like making Hostile => Unfriendly with no save to avoid).

I'd do something fun, like have it give out the Dreamtelling, Oneiromancy and Imp. Oneiromancy feats for free, as well as a Passive Aura that does something like make people view you as you wish them to (a +Class Level bonus to Intimidate/Diplomacy/Bluff), and probably something akin to True Seeing a few times a day as a SU ability (and allowing you to see stuff like alignment, detect hostile intent, etc) as a capstone (or a weaker, but constant, version).

Telepathy 100' wouldn't be out of place, either. Mindsight is assumed, so consider giving it out as the Capstone.

Ex:
1 - Telepathy, +Class Level to Interaction Skills
2 - Dreamtelling, Oneiromancy
3 - Mindsight
4 - Imp. Oneiromancy
5 - Affect ANYONE
« Last Edit: July 27, 2010, 08:51:40 PM by CantripN »
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